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 * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
66 * `name`: (Deprecated) same as title.
67 * `description`: Short description to be shown in the content tab
68 * `allowed_mapgens = <comma-separated mapgens>`
69 e.g. `allowed_mapgens = v5,v6,flat`
70 Mapgens not in this list are removed from the list of mapgens for the
72 If not specified, all mapgens are allowed.
73 * `disallowed_mapgens = <comma-separated mapgens>`
74 e.g. `disallowed_mapgens = v5,v6,flat`
75 These mapgens are removed from the list of mapgens for the game.
76 When both `allowed_mapgens` and `disallowed_mapgens` are
77 specified, `allowed_mapgens` is applied before
79 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
80 e.g. `disallowed_mapgen_settings = mgv5_spflags`
81 These mapgen settings are hidden for this game in the world creation
82 dialog and game start menu. Add `seed` to hide the seed input field.
83 * `disabled_settings = <comma-separated settings>`
84 e.g. `disabled_settings = enable_damage, creative_mode`
85 These settings are hidden for this game in the "Start game" tab
86 and will be initialized as `false` when the game is started.
87 Prepend a setting name with an exclamation mark to initialize it to `true`
88 (this does not work for `enable_server`).
89 Only these settings are supported:
90 `enable_damage`, `creative_mode`, `enable_server`.
91 * `author`: The author of the game. It only appears when downloaded from
93 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
94 an internal ID used to track versions.
96 Used to set default settings when running this game.
98 In the same format as the one in builtin.
99 This settingtypes.txt will be parsed by the menu and the settings will be
100 displayed in the "Games" category in the advanced settings tab.
101 * If the game contains a folder called `textures` the server will load it as a
102 texturepack, overriding mod textures.
103 Any server texturepack will override mod textures and the game texturepack.
108 Games can provide custom main menu images. They are put inside a `menu`
109 directory inside the game directory.
111 The images are named `$identifier.png`, where `$identifier` is one of
112 `overlay`, `background`, `footer`, `header`.
113 If you want to specify multiple images for one identifier, add additional
114 images named like `$identifier.$n.png`, with an ascending number $n starting
115 with 1, and a random image will be chosen from the provided ones.
120 Games can provide custom main menu music. They are put inside a `menu`
121 directory inside the game directory.
123 The music files are named `theme.ogg`.
124 If you want to specify multiple music files for one game, add additional
125 images named like `theme.$n.ogg`, with an ascending number $n starting
126 with 1 (max 10), and a random music file will be chosen from the provided ones.
134 Paths are relative to the directories listed in the [Paths] section above.
136 * `games/<gameid>/mods/`
138 * `worlds/<worldname>/worldmods/`
143 It is possible to include a game in a world; in this case, no mods or
144 games are loaded or checked from anywhere else.
146 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
149 Mods should then be placed in `<worldname>/game/mods/`.
154 Mods can be put in a subdirectory, if the parent directory, which otherwise
155 should be a mod, contains a file named `modpack.conf`.
156 The file is a key-value store of modpack details.
158 * `name`: The modpack name. Allows Minetest to determine the modpack name even
159 if the folder is wrongly named.
160 * `description`: Description of mod to be shown in the Mods tab of the main
162 * `author`: The author of the modpack. It only appears when downloaded from
164 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
165 internal ID used to track versions.
166 * `title`: A human-readable title to address the modpack.
168 Note: to support 0.4.x, please also create an empty modpack.txt file.
170 Mod directory structure
171 -----------------------
177 │ ├── settingtypes.txt
181 │ │ ├── modname_stuff.png
182 │ │ ├── modname_stuff_normal.png
183 │ │ ├── modname_something_else.png
184 │ │ ├── subfolder_foo
185 │ │ │ ├── modname_more_stuff.png
186 │ │ │ └── another_subfolder
187 │ │ └── bar_subfolder
196 The location of this directory can be fetched by using
197 `minetest.get_modpath(modname)`.
201 A `Settings` file that provides meta information about the mod.
203 * `name`: The mod name. Allows Minetest to determine the mod name even if the
204 folder is wrongly named.
205 * `description`: Description of mod to be shown in the Mods tab of the main
207 * `depends`: A comma separated list of dependencies. These are mods that must be
208 loaded before this mod.
209 * `optional_depends`: A comma separated list of optional dependencies.
210 Like a dependency, but no error if the mod doesn't exist.
211 * `author`: The author of the mod. It only appears when downloaded from
213 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
214 internal ID used to track versions.
215 * `title`: A human-readable title to address the mod.
217 Note: to support 0.4.x, please also provide depends.txt.
221 A screenshot shown in the mod manager within the main menu. It should
222 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
226 **Deprecated:** you should use mod.conf instead.
228 This file is used if there are no dependencies in mod.conf.
230 List of mods that have to be loaded before loading this mod.
232 A single line contains a single modname.
234 Optional dependencies can be defined by appending a question mark
235 to a single modname. This means that if the specified mod
236 is missing, it does not prevent this mod from being loaded.
238 ### `description.txt`
240 **Deprecated:** you should use mod.conf instead.
242 This file is used if there is no description in mod.conf.
244 A file containing a description to be shown in the Mods tab of the main menu.
246 ### `settingtypes.txt`
248 The format is documented in `builtin/settingtypes.txt`.
249 It is parsed by the main menu settings dialogue to list mod-specific
250 settings in the "Mods" category.
254 The main Lua script. Running this script should register everything it
255 wants to register. Subsequent execution depends on minetest calling the
256 registered callbacks.
258 `minetest.settings` can be used to read custom or existing settings at load
259 time, if necessary. (See [`Settings`])
261 ### `textures`, `sounds`, `media`, `models`, `locale`
263 Media files (textures, sounds, whatever) that will be transferred to the
264 client and will be available for use by the mod and translation files for
265 the clients (see [Translations]).
267 It is suggested to use the folders for the purpose they are thought for,
268 eg. put textures into `textures`, translation files into `locale`,
269 models for entities or meshnodes into `models` et cetera.
271 These folders and subfolders can contain subfolders.
272 Subfolders with names starting with `_` or `.` are ignored.
273 If a subfolder contains a media file with the same name as a media file
274 in one of its parents, the parent's file is used.
276 Although it is discouraged, a mod can overwrite a media file of any mod that it
277 depends on by supplying a file with an equal name.
282 Registered names should generally be in this format:
286 `<whatever>` can have these characters:
290 This is to prevent conflicting names from corrupting maps and is
291 enforced by the mod loader.
293 Registered names can be overridden by prefixing the name with `:`. This can
294 be used for overriding the registrations of some other mod.
296 The `:` prefix can also be used for maintaining backwards compatibility.
300 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
301 So the name should be `experimental:tnt`.
303 Any mod can redefine `experimental:tnt` by using the name
307 when registering it. That mod is required to have `experimental` as a
316 Aliases of itemnames can be added by using
317 `minetest.register_alias(alias, original_name)` or
318 `minetest.register_alias_force(alias, original_name)`.
320 This adds an alias `alias` for the item called `original_name`.
321 From now on, you can use `alias` to refer to the item `original_name`.
323 The only difference between `minetest.register_alias` and
324 `minetest.register_alias_force` is that if an item named `alias` already exists,
325 `minetest.register_alias` will do nothing while
326 `minetest.register_alias_force` will unregister it.
328 This can be used for maintaining backwards compatibility.
330 This can also set quick access names for things, e.g. if
331 you have an item called `epiclylongmodname:stuff`, you could do
333 minetest.register_alias("stuff", "epiclylongmodname:stuff")
335 and be able to use `/giveme stuff`.
340 In a game, a certain number of these must be set to tell core mapgens which
341 of the game's nodes are to be used for core mapgen generation. For example:
343 minetest.register_alias("mapgen_stone", "default:stone")
345 ### Aliases for non-V6 mapgens
347 #### Essential aliases
350 * mapgen_water_source
351 * mapgen_river_water_source
353 `mapgen_river_water_source` is required for mapgens with sloping rivers where
354 it is necessary to have a river liquid node with a short `liquid_range` and
355 `liquid_renewable = false` to avoid flooding.
357 #### Optional aliases
361 Fallback lava node used if cave liquids are not defined in biome definitions.
362 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
366 Fallback node used if dungeon nodes are not defined in biome definitions.
367 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
369 ### Aliases needed for Mapgen V6
372 * mapgen_water_source
375 * mapgen_dirt_with_grass
378 * mapgen_desert_stone
380 * mapgen_dirt_with_snow
389 * mapgen_jungleleaves
392 * mapgen_pine_needles
395 * mapgen_stair_cobble
397 * mapgen_stair_desert_stone
399 ### Setting the node used in Mapgen Singlenode
401 By default the world is filled with air nodes. To set a different node use, for
404 minetest.register_alias("mapgen_singlenode", "default:stone")
412 Mods should generally prefix their textures with `modname_`, e.g. given
413 the mod name `foomod`, a texture could be called:
417 Textures are referred to by their complete name, or alternatively by
418 stripping out the file extension:
420 * e.g. `foomod_foothing.png`
421 * e.g. `foomod_foothing`
427 There are various texture modifiers that can be used
428 to let the client generate textures on-the-fly.
429 The modifiers are applied directly in sRGB colorspace,
430 i.e. without gamma-correction.
432 ### Texture overlaying
434 Textures can be overlaid by putting a `^` between them.
438 default_dirt.png^default_grass_side.png
440 `default_grass_side.png` is overlaid over `default_dirt.png`.
441 The texture with the lower resolution will be automatically upscaled to
442 the higher resolution texture.
446 Textures can be grouped together by enclosing them in `(` and `)`.
448 Example: `cobble.png^(thing1.png^thing2.png)`
450 A texture for `thing1.png^thing2.png` is created and the resulting
451 texture is overlaid on top of `cobble.png`.
455 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
456 passing complex texture names as arguments. Escaping is done with backslash and
457 is required for `^` and `:`.
459 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
461 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
462 on top of `cobble.png`.
464 ### Advanced texture modifiers
470 * `[crack:<t>:<n>:<p>`
471 * `[cracko:<t>:<n>:<p>`
475 * `<t>`: tile count (in each direction)
476 * `<n>`: animation frame count
477 * `<p>`: current animation frame
479 Draw a step of the crack animation on the texture.
480 `crack` draws it normally, while `cracko` lays it over, keeping transparent
485 default_cobble.png^[crack:10:1
487 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
493 * `<file>`: texture to combine
495 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
496 specified coordinates.
500 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
502 #### `[resize:<w>x<h>`
504 Resizes the texture to the given dimensions.
508 default_sandstone.png^[resize:16x16
512 Makes the base image transparent according to the given ratio.
514 `r` must be between 0 (transparent) and 255 (opaque).
518 default_sandstone.png^[opacity:127
520 #### `[invert:<mode>`
522 Inverts the given channels of the base image.
523 Mode may contain the characters "r", "g", "b", "a".
524 Only the channels that are mentioned in the mode string will be inverted.
528 default_apple.png^[invert:rgb
532 Brightens the texture.
536 tnt_tnt_side.png^[brighten
540 Makes the texture completely opaque.
544 default_leaves.png^[noalpha
546 #### `[makealpha:<r>,<g>,<b>`
548 Convert one color to transparency.
552 default_cobble.png^[makealpha:128,128,128
556 * `<t>`: transformation(s) to apply
558 Rotates and/or flips the image.
560 `<t>` can be a number (between 0 and 7) or a transform name.
561 Rotations are counter-clockwise.
564 1 R90 rotate by 90 degrees
565 2 R180 rotate by 180 degrees
566 3 R270 rotate by 270 degrees
568 5 FXR90 flip X then rotate by 90 degrees
570 7 FYR90 flip Y then rotate by 90 degrees
574 default_stone.png^[transformFXR90
576 #### `[inventorycube{<top>{<left>{<right>`
578 Escaping does not apply here and `^` is replaced by `&` in texture names
581 Create an inventory cube texture using the side textures.
585 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
587 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
588 `dirt.png^grass_side.png` textures
590 #### `[lowpart:<percent>:<file>`
592 Blit the lower `<percent>`% part of `<file>` on the texture.
596 base.png^[lowpart:25:overlay.png
598 #### `[verticalframe:<t>:<n>`
600 * `<t>`: animation frame count
601 * `<n>`: current animation frame
603 Crops the texture to a frame of a vertical animation.
607 default_torch_animated.png^[verticalframe:16:8
611 Apply a mask to the base image.
613 The mask is applied using binary AND.
615 #### `[sheet:<w>x<h>:<x>,<y>`
617 Retrieves a tile at position x,y from the base image
618 which it assumes to be a tilesheet with dimensions w,h.
620 #### `[colorize:<color>:<ratio>`
622 Colorize the textures with the given color.
623 `<color>` is specified as a `ColorString`.
624 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
625 it is an int, then it specifies how far to interpolate between the
626 colors where 0 is only the texture color and 255 is only `<color>`. If
627 omitted, the alpha of `<color>` will be used as the ratio. If it is
628 the word "`alpha`", then each texture pixel will contain the RGB of
629 `<color>` and the alpha of `<color>` multiplied by the alpha of the
632 #### `[multiply:<color>`
634 Multiplies texture colors with the given color.
635 `<color>` is specified as a `ColorString`.
636 Result is more like what you'd expect if you put a color on top of another
637 color, meaning white surfaces get a lot of your new color while black parts
638 don't change very much.
642 Embed a base64 encoded PNG image in the texture string.
643 You can produce a valid string for this by calling
644 `minetest.encode_base64(minetest.encode_png(tex))`,
645 refer to the documentation of these functions for details.
646 You can use this to send disposable images such as captchas
647 to individual clients, or render things that would be too
648 expensive to compose with `[combine:`.
650 IMPORTANT: Avoid sending large images this way.
651 This is not a replacement for asset files, do not use it to do anything
652 that you could instead achieve by just using a file.
653 In particular consider `minetest.dynamic_add_media` and test whether
654 using other texture modifiers could result in a shorter string than
655 embedding a whole image, this may vary by use case.
660 The goal of hardware coloring is to simplify the creation of
661 colorful nodes. If your textures use the same pattern, and they only
662 differ in their color (like colored wool blocks), you can use hardware
663 coloring instead of creating and managing many texture files.
664 All of these methods use color multiplication (so a white-black texture
665 with red coloring will result in red-black color).
669 This method is useful if you wish to create nodes/items with
670 the same texture, in different colors, each in a new node/item definition.
674 When you register an item or node, set its `color` field (which accepts a
675 `ColorSpec`) to the desired color.
677 An `ItemStack`'s static color can be overwritten by the `color` metadata
678 field. If you set that field to a `ColorString`, that color will be used.
682 Each tile may have an individual static color, which overwrites every
683 other coloring method. To disable the coloring of a face,
684 set its color to white (because multiplying with white does nothing).
685 You can set the `color` property of the tiles in the node's definition
686 if the tile is in table format.
690 For nodes and items which can have many colors, a palette is more
691 suitable. A palette is a texture, which can contain up to 256 pixels.
692 Each pixel is one possible color for the node/item.
693 You can register one node/item, which can have up to 256 colors.
695 #### Palette indexing
697 When using palettes, you always provide a pixel index for the given
698 node or `ItemStack`. The palette is read from left to right and from
699 top to bottom. If the palette has less than 256 pixels, then it is
700 stretched to contain exactly 256 pixels (after arranging the pixels
701 to one line). The indexing starts from 0.
705 * 16x16 palette, index = 0: the top left corner
706 * 16x16 palette, index = 4: the fifth pixel in the first row
707 * 16x16 palette, index = 16: the pixel below the top left corner
708 * 16x16 palette, index = 255: the bottom right corner
709 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
710 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
711 to ensure the total 256 pixels.
712 * 2x4 palette, index = 32: the top right corner
713 * 2x4 palette, index = 63: the top right corner
714 * 2x4 palette, index = 64: the pixel below the top left corner
716 #### Using palettes with items
718 When registering an item, set the item definition's `palette` field to
719 a texture. You can also use texture modifiers.
721 The `ItemStack`'s color depends on the `palette_index` field of the
722 stack's metadata. `palette_index` is an integer, which specifies the
723 index of the pixel to use.
725 #### Linking palettes with nodes
727 When registering a node, set the item definition's `palette` field to
728 a texture. You can also use texture modifiers.
729 The node's color depends on its `param2`, so you also must set an
730 appropriate `paramtype2`:
732 * `paramtype2 = "color"` for nodes which use their full `param2` for
733 palette indexing. These nodes can have 256 different colors.
734 The palette should contain 256 pixels.
735 * `paramtype2 = "colorwallmounted"` for nodes which use the first
736 five bits (most significant) of `param2` for palette indexing.
737 The remaining three bits are describing rotation, as in `wallmounted`
738 paramtype2. Division by 8 yields the palette index (without stretching the
739 palette). These nodes can have 32 different colors, and the palette
740 should contain 32 pixels.
742 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
743 pixel will be picked from the palette.
744 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
745 pixel will be picked from the palette.
746 * `paramtype2 = "colorfacedir"` for nodes which use the first
747 three bits of `param2` for palette indexing. The remaining
748 five bits are describing rotation, as in `facedir` paramtype2.
749 Division by 32 yields the palette index (without stretching the
750 palette). These nodes can have 8 different colors, and the
751 palette should contain 8 pixels.
753 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
754 first (= 0 + 1) pixel will be picked from the palette.
755 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
756 second (= 1 + 1) pixel will be picked from the palette.
758 To colorize a node on the map, set its `param2` value (according
759 to the node's paramtype2).
761 ### Conversion between nodes in the inventory and on the map
763 Static coloring is the same for both cases, there is no need
766 If the `ItemStack`'s metadata contains the `color` field, it will be
767 lost on placement, because nodes on the map can only use palettes.
769 If the `ItemStack`'s metadata contains the `palette_index` field, it is
770 automatically transferred between node and item forms by the engine,
771 when a player digs or places a colored node.
772 You can disable this feature by setting the `drop` field of the node
773 to itself (without metadata).
774 To transfer the color to a special drop, you need a drop table.
778 minetest.register_node("mod:stone", {
779 description = "Stone",
780 tiles = {"default_stone.png"},
781 paramtype2 = "color",
782 palette = "palette.png",
785 -- assume that mod:cobblestone also has the same palette
786 {items = {"mod:cobblestone"}, inherit_color = true },
791 ### Colored items in craft recipes
793 Craft recipes only support item strings, but fortunately item strings
794 can also contain metadata. Example craft recipe registration:
796 minetest.register_craft({
797 output = minetest.itemstring_with_palette("wool:block", 3),
805 To set the `color` field, you can use `minetest.itemstring_with_color`.
807 Metadata field filtering in the `recipe` field are not supported yet,
808 so the craft output is independent of the color of the ingredients.
813 Sometimes hardware coloring is not enough, because it affects the
814 whole tile. Soft texture overlays were added to Minetest to allow
815 the dynamic coloring of only specific parts of the node's texture.
816 For example a grass block may have colored grass, while keeping the
819 These overlays are 'soft', because unlike texture modifiers, the layers
820 are not merged in the memory, but they are simply drawn on top of each
821 other. This allows different hardware coloring, but also means that
822 tiles with overlays are drawn slower. Using too much overlays might
825 For inventory and wield images you can specify overlays which
826 hardware coloring does not modify. You have to set `inventory_overlay`
827 and `wield_overlay` fields to an image name.
829 To define a node overlay, simply set the `overlay_tiles` field of the node
830 definition. These tiles are defined in the same way as plain tiles:
831 they can have a texture name, color etc.
832 To skip one face, set that overlay tile to an empty string.
834 Example (colored grass block):
836 minetest.register_node("default:dirt_with_grass", {
837 description = "Dirt with Grass",
838 -- Regular tiles, as usual
839 -- The dirt tile disables palette coloring
840 tiles = {{name = "default_grass.png"},
841 {name = "default_dirt.png", color = "white"}},
842 -- Overlay tiles: define them in the same style
843 -- The top and bottom tile does not have overlay
844 overlay_tiles = {"", "",
845 {name = "default_grass_side.png"}},
846 -- Global color, used in inventory
848 -- Palette in the world
849 paramtype2 = "color",
850 palette = "default_foilage.png",
859 Only Ogg Vorbis files are supported.
861 For positional playing of sounds, only single-channel (mono) files are
862 supported. Otherwise OpenAL will play them non-positionally.
864 Mods should generally prefix their sounds with `modname_`, e.g. given
865 the mod name "`foomod`", a sound could be called:
869 Sounds are referred to by their name with a dot, a single digit and the
870 file extension stripped out. When a sound is played, the actual sound file
871 is chosen randomly from the matching sounds.
873 When playing the sound `foomod_foosound`, the sound is chosen randomly
874 from the available ones of the following files:
876 * `foomod_foosound.ogg`
877 * `foomod_foosound.0.ogg`
878 * `foomod_foosound.1.ogg`
880 * `foomod_foosound.9.ogg`
882 Examples of sound parameter tables:
884 -- Play locationless on all clients
886 gain = 1.0, -- default
887 fade = 0.0, -- default, change to a value > 0 to fade the sound in
888 pitch = 1.0, -- default
890 -- Play locationless to one player
893 gain = 1.0, -- default
894 fade = 0.0, -- default, change to a value > 0 to fade the sound in
895 pitch = 1.0, -- default
897 -- Play locationless to one player, looped
900 gain = 1.0, -- default
903 -- Play at a location
905 pos = {x = 1, y = 2, z = 3},
906 gain = 1.0, -- default
907 max_hear_distance = 32, -- default, uses an euclidean metric
909 -- Play connected to an object, looped
911 object = <an ObjectRef>,
912 gain = 1.0, -- default
913 max_hear_distance = 32, -- default, uses an euclidean metric
916 -- Play at a location, heard by anyone *but* the given player
918 pos = {x = 32, y = 0, z = 100},
919 max_hear_distance = 40,
920 exclude_player = name,
923 Looped sounds must either be connected to an object or played locationless to
924 one player using `to_player = name`.
926 A positional sound will only be heard by players that are within
927 `max_hear_distance` of the sound position, at the start of the sound.
929 `exclude_player = name` can be applied to locationless, positional and object-
930 bound sounds to exclude a single player from hearing them.
935 Specifies a sound name, gain (=volume) and pitch.
936 This is either a string or a table.
938 In string form, you just specify the sound name or
939 the empty string for no sound.
941 Table form has the following fields:
944 * `gain`: Volume (`1.0` = 100%)
945 * `pitch`: Pitch (`1.0` = 100%)
947 `gain` and `pitch` are optional and default to `1.0`.
953 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
954 * `{name = "default_place_node"}`: Same as above
955 * `{name = "default_place_node", gain = 0.5}`: 50% volume
956 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
961 These sound files are played back by the engine if provided.
963 * `player_damage`: Played when the local player takes damage (gain = 0.5)
964 * `player_falling_damage`: Played when the local player takes
965 damage by falling (gain = 0.5)
966 * `player_jump`: Played when the local player jumps
967 * `default_dig_<groupname>`: Default node digging sound
968 (see node sound definition for details)
970 Registered definitions
971 ======================
973 Anything added using certain [Registration functions] gets added to one or more
974 of the global [Registered definition tables].
976 Note that in some cases you will stumble upon things that are not contained
977 in these tables (e.g. when a mod has been removed). Always check for
978 existence before trying to access the fields.
982 All nodes register with `minetest.register_node` get added to the table
983 `minetest.registered_nodes`.
985 If you want to check the drawtype of a node, you could do:
987 local function get_nodedef_field(nodename, fieldname)
988 if not minetest.registered_nodes[nodename] then
991 return minetest.registered_nodes[nodename][fieldname]
993 local drawtype = get_nodedef_field(nodename, "drawtype")
1001 Nodes are the bulk data of the world: cubes and other things that take the
1002 space of a cube. Huge amounts of them are handled efficiently, but they
1005 The definition of a node is stored and can be accessed by using
1007 minetest.registered_nodes[node.name]
1009 See [Registered definitions].
1011 Nodes are passed by value between Lua and the engine.
1012 They are represented by a table:
1014 {name="name", param1=num, param2=num}
1016 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1017 them for certain automated functions. If you don't use these functions, you can
1018 use them to store arbitrary values.
1023 The functions of `param1` and `param2` are determined by certain fields in the
1026 The function of `param1` is determined by `paramtype` in node definition.
1027 `param1` is reserved for the engine when `paramtype != "none"`.
1029 * `paramtype = "light"`
1030 * The value stores light with and without sun in its lower and upper 4 bits
1032 * Required by a light source node to enable spreading its light.
1033 * Required by the following drawtypes as they determine their visual
1034 brightness from their internal light value:
1044 * `paramtype = "none"`
1045 * `param1` will not be used by the engine and can be used to store
1048 The function of `param2` is determined by `paramtype2` in node definition.
1049 `param2` is reserved for the engine when `paramtype2 != "none"`.
1051 * `paramtype2 = "flowingliquid"`
1052 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1053 * The liquid level and a flag of the liquid are stored in `param2`
1054 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1055 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1056 to access/manipulate the content of this field
1057 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1058 * `paramtype2 = "wallmounted"`
1059 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1060 "plantlike_rooted", "normal", "nodebox", "mesh"
1061 * The rotation of the node is stored in `param2`
1062 * You can make this value by using `minetest.dir_to_wallmounted()`
1063 * Values range 0 - 5
1064 * The value denotes at which direction the node is "mounted":
1065 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1066 * `paramtype2 = "facedir"`
1067 * Supported drawtypes: "normal", "nodebox", "mesh"
1068 * The rotation of the node is stored in `param2`. Furnaces and chests are
1069 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1070 * Values range 0 - 23
1071 * facedir / 4 = axis direction:
1072 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1073 * facedir modulo 4 = rotation around that axis
1074 * `paramtype2 = "leveled"`
1075 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1077 * The level of the top face of the nodebox is stored in `param2`.
1078 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1080 * The nodebox height is (`param2` / 64) nodes.
1081 * The maximum accepted value of `param2` is 127.
1083 * The height of the 'plantlike' section is stored in `param2`.
1084 * The height is (`param2` / 16) nodes.
1085 * `paramtype2 = "degrotate"`
1086 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1088 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1089 get the actual rotation in degrees of the node.
1090 * `paramtype2 = "meshoptions"`
1091 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1092 optional modifiers of the "plant". `param2` is a bitfield.
1093 * Bits 0 to 2 select the shape.
1094 Use only one of the values below:
1095 * 0 = a "x" shaped plant (ordinary plant)
1096 * 1 = a "+" shaped plant (just rotated 45 degrees)
1097 * 2 = a "*" shaped plant with 3 faces instead of 2
1098 * 3 = a "#" shaped plant with 4 faces instead of 2
1099 * 4 = a "#" shaped plant with 4 faces that lean outwards
1100 * 5-7 are unused and reserved for future meshes.
1101 * Bits 3 to 7 are used to enable any number of optional modifiers.
1102 Just add the corresponding value(s) below to `param2`:
1103 * 8 - Makes the plant slightly vary placement horizontally
1104 * 16 - Makes the plant mesh 1.4x larger
1105 * 32 - Moves each face randomly a small bit down (1/8 max)
1106 * values 64 and 128 (bits 6-7) are reserved for future use.
1107 * Example: `param2 = 0` selects a normal "x" shaped plant
1108 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1109 * `paramtype2 = "color"`
1110 * `param2` tells which color is picked from the palette.
1111 The palette should have 256 pixels.
1112 * `paramtype2 = "colorfacedir"`
1113 * Same as `facedir`, but with colors.
1114 * The first three bits of `param2` tells which color is picked from the
1115 palette. The palette should have 8 pixels.
1116 * `paramtype2 = "colorwallmounted"`
1117 * Same as `wallmounted`, but with colors.
1118 * The first five bits of `param2` tells which color is picked from the
1119 palette. The palette should have 32 pixels.
1120 * `paramtype2 = "glasslikeliquidlevel"`
1121 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1122 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1123 "Connected Glass" setting is enabled.
1124 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1126 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1127 both of these values may be added to `param2`:
1128 * 64 - Makes the node not connect with neighbors above or below it.
1129 * 128 - Makes the node not connect with neighbors to its sides.
1130 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1131 * `paramtype2 = "colordegrotate"`
1132 * Same as `degrotate`, but with colors.
1133 * The first (most-significant) three bits of `param2` tells which color
1134 is picked from the palette. The palette should have 8 pixels.
1135 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1136 * `paramtype2 = "none"`
1137 * `param2` will not be used by the engine and can be used to store
1140 Nodes can also contain extra data. See [Node Metadata].
1145 There are a bunch of different looking node types.
1147 Look for examples in `games/devtest` or `games/minetest_game`.
1150 * A node-sized cube.
1152 * Invisible, uses no texture.
1154 * The cubic source node for a liquid.
1155 * Faces bordering to the same node are never rendered.
1156 * Connects to node specified in `liquid_alternative_flowing`.
1157 * Use `backface_culling = false` for the tiles you want to make
1158 visible when inside the node.
1160 * The flowing version of a liquid, appears with various heights and slopes.
1161 * Faces bordering to the same node are never rendered.
1162 * Connects to node specified in `liquid_alternative_source`.
1163 * Node textures are defined with `special_tiles` where the first tile
1164 is for the top and bottom faces and the second tile is for the side
1166 * `tiles` is used for the item/inventory/wield image rendering.
1167 * Use `backface_culling = false` for the special tiles you want to make
1168 visible when inside the node
1170 * Often used for partially-transparent nodes.
1171 * Only external sides of textures are visible.
1172 * `glasslike_framed`
1173 * All face-connected nodes are drawn as one volume within a surrounding
1175 * The frame appearance is generated from the edges of the first texture
1176 specified in `tiles`. The width of the edges used are 1/16th of texture
1177 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1178 * The glass 'shine' (or other desired detail) on each node face is supplied
1179 by the second texture specified in `tiles`.
1180 * `glasslike_framed_optional`
1181 * This switches between the above 2 drawtypes according to the menu setting
1184 * Often used for partially-transparent nodes.
1185 * External and internal sides of textures are visible.
1186 * `allfaces_optional`
1187 * Often used for leaves nodes.
1188 * This switches between `normal`, `glasslike` and `allfaces` according to
1189 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1190 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1191 is used instead, if present. This allows a visually thicker texture to be
1192 used to compensate for how `glasslike` reduces visual thickness.
1194 * A single vertical texture.
1195 * If `paramtype2="[color]wallmounted":
1196 * If placed on top of a node, uses the first texture specified in `tiles`.
1197 * If placed against the underside of a node, uses the second texture
1198 specified in `tiles`.
1199 * If placed on the side of a node, uses the third texture specified in
1200 `tiles` and is perpendicular to that node.
1201 * If `paramtype2="none"`:
1202 * Will be rendered as if placed on top of a node (see
1203 above) and only the first texture is used.
1205 * A single texture parallel to, and mounted against, the top, underside or
1207 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1208 * If `paramtype2="none"`, it will always be on the floor.
1210 * Two vertical and diagonal textures at right-angles to each other.
1211 * See `paramtype2 = "meshoptions"` above for other options.
1213 * When above a flat surface, appears as 6 textures, the central 2 as
1214 `plantlike` plus 4 more surrounding those.
1215 * If not above a surface the central 2 do not appear, but the texture
1216 appears against the faces of surrounding nodes if they are present.
1218 * A 3D model suitable for a wooden fence.
1219 * One placed node appears as a single vertical post.
1220 * Adjacently-placed nodes cause horizontal bars to appear between them.
1222 * Often used for tracks for mining carts.
1223 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1224 curved, t-junction, crossing.
1225 * Each placed node automatically switches to a suitable rotated texture
1226 determined by the adjacent `raillike` nodes, in order to create a
1227 continuous track network.
1228 * Becomes a sloping node if placed against stepped nodes.
1230 * Often used for stairs and slabs.
1231 * Allows defining nodes consisting of an arbitrary number of boxes.
1232 * See [Node boxes] below for more information.
1234 * Uses models for nodes.
1235 * Tiles should hold model materials textures.
1236 * Only static meshes are implemented.
1237 * For supported model formats see Irrlicht engine documentation.
1238 * `plantlike_rooted`
1239 * Enables underwater `plantlike` without air bubbles around the nodes.
1240 * Consists of a base cube at the co-ordinates of the node plus a
1241 `plantlike` extension above
1242 * If `paramtype2="leveled", the `plantlike` extension has a height
1243 of `param2 / 16` nodes, otherwise it's the height of 1 node
1244 * If `paramtype2="wallmounted"`, the `plantlike` extension
1245 will be at one of the corresponding 6 sides of the base cube.
1246 Also, the base cube rotates like a `normal` cube would
1247 * The `plantlike` extension visually passes through any nodes above the
1248 base cube without affecting them.
1249 * The base cube texture tiles are defined as normal, the `plantlike`
1250 extension uses the defined special tile, for example:
1251 `special_tiles = {{name = "default_papyrus.png"}},`
1253 `*_optional` drawtypes need less rendering time if deactivated
1254 (always client-side).
1259 Node selection boxes are defined using "node boxes".
1261 A nodebox is defined as any of:
1264 -- A normal cube; the default in most things
1268 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1270 fixed = box OR {box1, box2, ...}
1273 -- A variable height box (or boxes) with the top face position defined
1274 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1276 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1278 fixed = box OR {box1, box2, ...}
1281 -- A box like the selection box for torches
1282 -- (wallmounted param2 is used, if applicable)
1283 type = "wallmounted",
1289 -- A node that has optional boxes depending on neighbouring nodes'
1290 -- presence and type. See also `connects_to`.
1292 fixed = box OR {box1, box2, ...}
1293 connect_top = box OR {box1, box2, ...}
1294 connect_bottom = box OR {box1, box2, ...}
1295 connect_front = box OR {box1, box2, ...}
1296 connect_left = box OR {box1, box2, ...}
1297 connect_back = box OR {box1, box2, ...}
1298 connect_right = box OR {box1, box2, ...}
1299 -- The following `disconnected_*` boxes are the opposites of the
1300 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1301 -- on the respective side, the corresponding disconnected box is drawn.
1302 disconnected_top = box OR {box1, box2, ...}
1303 disconnected_bottom = box OR {box1, box2, ...}
1304 disconnected_front = box OR {box1, box2, ...}
1305 disconnected_left = box OR {box1, box2, ...}
1306 disconnected_back = box OR {box1, box2, ...}
1307 disconnected_right = box OR {box1, box2, ...}
1308 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1309 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1310 -- neighbours to the sides
1313 A `box` is defined as:
1315 {x1, y1, z1, x2, y2, z2}
1317 A box of a regular node would look like:
1319 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1321 To avoid collision issues, keep each value within the range of +/- 1.45.
1322 This also applies to leveled nodeboxes, where the final height shall not
1323 exceed this soft limit.
1327 Map terminology and coordinates
1328 ===============================
1330 Nodes, mapblocks, mapchunks
1331 ---------------------------
1333 A 'node' is the fundamental cubic unit of a world and appears to a player as
1334 roughly 1x1x1 meters in size.
1336 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1337 fundamental region of a world that is stored in the world database, sent to
1338 clients and handled by many parts of the engine.
1339 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1340 'node', however 'block' often appears in the API.
1342 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1343 (80x80x80 nodes) and is the volume of world generated in one operation by
1345 The size in mapblocks has been chosen to optimise map generation.
1350 ### Orientation of axes
1352 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1354 ### Node coordinates
1356 Almost all positions used in the API use node coordinates.
1358 ### Mapblock coordinates
1360 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1361 specify a particular mapblock.
1362 For example blockpos (0,0,0) specifies the mapblock that extends from
1363 node position (0,0,0) to node position (15,15,15).
1365 #### Converting node position to the containing blockpos
1367 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1370 * blockpos = math.floor(nodepos / 16)
1372 #### Converting blockpos to min/max node positions
1374 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1378 nodepos = blockpos * 16
1380 nodepos = blockpos * 16 + 15
1391 The position field is used for all element types.
1393 To account for differing resolutions, the position coordinates are the
1394 percentage of the screen, ranging in value from `0` to `1`.
1396 The name field is not yet used, but should contain a description of what the
1397 HUD element represents.
1399 The `direction` field is the direction in which something is drawn.
1400 `0` draws from left to right, `1` draws from right to left, `2` draws from
1401 top to bottom, and `3` draws from bottom to top.
1403 The `alignment` field specifies how the item will be aligned. It is a table
1404 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1405 moved to the left/up, and `1` is to the right/down. Fractional values can be
1408 The `offset` field specifies a pixel offset from the position. Contrary to
1409 position, the offset is not scaled to screen size. This allows for some
1410 precisely positioned items in the HUD.
1412 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1415 The `z_index` field specifies the order of HUD elements from back to front.
1416 Lower z-index elements are displayed behind higher z-index elements. Elements
1417 with same z-index are displayed in an arbitrary order. Default 0.
1418 Supports negative values. By convention, the following values are recommended:
1420 * -400: Graphical effects, such as vignette
1421 * -300: Name tags, waypoints
1423 * -100: Things that block the player's view, e.g. masks
1424 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1425 minimap, builtin statbars, etc.
1426 * 100: Temporary text messages or notification icons
1427 * 1000: Full-screen effects such as full-black screen or credits.
1428 This includes effects that cover the entire screen
1429 * Other: If your HUD element doesn't fit into any category, pick a number
1430 between the suggested values
1434 Below are the specific uses for fields in each type; fields not listed for that
1439 Displays an image on the HUD.
1441 * `scale`: The scale of the image, with 1 being the original texture size.
1442 Only the X coordinate scale is used (positive values).
1443 Negative values represent that percentage of the screen it
1444 should take; e.g. `x=-100` means 100% (width).
1445 * `text`: The name of the texture that is displayed.
1446 * `alignment`: The alignment of the image.
1447 * `offset`: offset in pixels from position.
1451 Displays text on the HUD.
1453 * `scale`: Defines the bounding rectangle of the text.
1454 A value such as `{x=100, y=100}` should work.
1455 * `text`: The text to be displayed in the HUD element.
1456 * `number`: An integer containing the RGB value of the color used to draw the
1457 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1458 * `alignment`: The alignment of the text.
1459 * `offset`: offset in pixels from position.
1460 * `size`: size of the text.
1461 The player-set font size is multiplied by size.x (y value isn't used).
1465 Displays a horizontal bar made up of half-images with an optional background.
1467 * `text`: The name of the texture to use.
1468 * `text2`: Optional texture name to enable a background / "off state"
1469 texture (useful to visualize the maximal value). Both textures
1470 must have the same size.
1471 * `number`: The number of half-textures that are displayed.
1472 If odd, will end with a vertically center-split texture.
1473 * `item`: Same as `number` but for the "off state" texture
1474 * `direction`: To which direction the images will extend to
1475 * `offset`: offset in pixels from position.
1476 * `size`: If used, will force full-image size to this value (override texture
1481 * `text`: The name of the inventory list to be displayed.
1482 * `number`: Number of items in the inventory to be displayed.
1483 * `item`: Position of item that is selected.
1485 * `offset`: offset in pixels from position.
1489 Displays distance to selected world position.
1491 * `name`: The name of the waypoint.
1492 * `text`: Distance suffix. Can be blank.
1493 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1494 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1495 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1496 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1497 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1498 `precision = n` will show multiples of `1/n`
1499 * `number:` An integer containing the RGB value of the color used to draw the
1501 * `world_pos`: World position of the waypoint.
1502 * `offset`: offset in pixels from position.
1503 * `alignment`: The alignment of the waypoint.
1505 ### `image_waypoint`
1507 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1509 * `scale`: The scale of the image, with 1 being the original texture size.
1510 Only the X coordinate scale is used (positive values).
1511 Negative values represent that percentage of the screen it
1512 should take; e.g. `x=-100` means 100% (width).
1513 * `text`: The name of the texture that is displayed.
1514 * `alignment`: The alignment of the image.
1515 * `world_pos`: World position of the waypoint.
1516 * `offset`: offset in pixels from position.
1520 Displays an image oriented or translated according to current heading direction.
1522 * `size`: The size of this element. Negative values represent percentage
1523 of the screen; e.g. `x=-100` means 100% (width).
1524 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1525 * `text`: The name of the texture to use.
1526 * `alignment`: The alignment of the image.
1527 * `offset`: Offset in pixels from position.
1528 * `dir`: How the image is rotated/translated:
1529 * 0 - Rotate as heading direction
1530 * 1 - Rotate in reverse direction
1531 * 2 - Translate as landscape direction
1532 * 3 - Translate in reverse direction
1534 If translation is chosen, texture is repeated horizontally to fill the whole element.
1538 Displays a minimap on the HUD.
1540 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1542 * `alignment`: The alignment of the minimap.
1543 * `offset`: offset in pixels from position.
1545 Representations of simple things
1546 ================================
1548 Vector (ie. a position)
1549 -----------------------
1553 See [Spatial Vectors] for details.
1558 * `{type="nothing"}`
1559 * `{type="node", under=pos, above=pos}`
1560 * Indicates a pointed node selection box.
1561 * `under` refers to the node position behind the pointed face.
1562 * `above` refers to the node position in front of the pointed face.
1563 * `{type="object", ref=ObjectRef}`
1565 Exact pointing location (currently only `Raycast` supports these fields):
1567 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1568 point on the selection box which is pointed at. May be in the selection box
1569 if the pointer is in the box too.
1570 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1572 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1573 selected selection box. This specifies which face is pointed at.
1574 Is a null vector `vector.zero()` when the pointer is inside the selection box.
1579 Flag Specifier Format
1580 =====================
1582 Flags using the standardized flag specifier format can be specified in either
1583 of two ways, by string or table.
1585 The string format is a comma-delimited set of flag names; whitespace and
1586 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1587 flag, and specifying a flag prefixed by the string `"no"` explicitly
1588 clears the flag from whatever the default may be.
1590 In addition to the standard string flag format, the schematic flags field can
1591 also be a table of flag names to boolean values representing whether or not the
1592 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1593 is present, mapped to a boolean of any value, the specified flag is unset.
1595 E.g. A flag field of value
1597 {place_center_x = true, place_center_y=false, place_center_z=true}
1601 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1603 which is equivalent to
1605 "place_center_x, noplace_center_y, place_center_z"
1609 "place_center_x, place_center_z"
1611 since, by default, no schematic attributes are set.
1619 Items are things that can be held by players, dropped in the map and
1620 stored in inventories.
1621 Items come in the form of item stacks, which are collections of equal
1622 items that occupy a single inventory slot.
1627 There are three kinds of items: nodes, tools and craftitems.
1629 * Node: Placeable item form of a node in the world's voxel grid
1630 * Tool: Has a changable wear property but cannot be stacked
1631 * Craftitem: Has no special properties
1633 Every registered node (the voxel in the world) has a corresponding
1634 item form (the thing in your inventory) that comes along with it.
1635 This item form can be placed which will create a node in the
1637 Both the 'actual' node and its item form share the same identifier.
1638 For all practical purposes, you can treat the node and its item form
1639 interchangeably. We usually just say 'node' to the item form of
1642 Note the definition of tools is purely technical. The only really
1643 unique thing about tools is their wear, and that's basically it.
1644 Beyond that, you can't make any gameplay-relevant assumptions
1645 about tools or non-tools. It is perfectly valid to register something
1646 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1648 Craftitems can be used for items that neither need to be a node
1654 All item stacks have an amount between 0 and 65535. It is 1 by
1655 default. Tool item stacks can not have an amount greater than 1.
1657 Tools use a wear (damage) value ranging from 0 to 65535. The
1658 value 0 is the default and is used for unworn tools. The values
1659 1 to 65535 are used for worn tools, where a higher value stands for
1660 a higher wear. Non-tools technically also have a wear property,
1661 but it is always 0. There is also a special 'toolrepair' crafting
1662 recipe that is only available to tools.
1667 Items and item stacks can exist in three formats: Serializes, table format
1670 When an item must be passed to a function, it can usually be in any of
1675 This is called "stackstring" or "itemstring". It is a simple string with
1678 1. Full item identifier ("item name")
1680 3. Optional wear value
1681 4. Optional item metadata
1685 <identifier> [<amount>[ <wear>[ <metadata>]]]
1689 * `"default:apple"`: 1 apple
1690 * `"default:dirt 5"`: 5 dirt
1691 * `"default:pick_stone"`: a new stone pickaxe
1692 * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
1693 * `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`:
1694 * a wooden pickaxe from the `default` mod,
1695 * amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
1696 * with the `description` field set to `"My worn out pick"` in its metadata
1697 * `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`:
1698 * analogeous to the above example
1699 * note how the wear is set to `0` as dirt is not a tool
1701 You should ideally use the `ItemStack` format to build complex item strings
1702 (especially if they use item metadata)
1703 without relying on the serialization format. Example:
1705 local stack = ItemStack("default:pick_wood")
1706 stack:set_wear(21323)
1707 stack:get_meta():set_string("description", "My worn out pick")
1708 local itemstring = stack:to_string()
1710 Additionally the methods `minetest.itemstring_with_palette(item, palette_index)`
1711 and `minetest.itemstring_with_color(item, colorstring)` may be used to create
1712 item strings encoding color information in their metadata.
1720 {name="default:dirt", count=5, wear=0, metadata=""}
1722 A wooden pick about 1/3 worn out:
1724 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1728 {name="default:apple", count=1, wear=0, metadata=""}
1732 A native C++ format with many helper methods. Useful for converting
1733 between formats. See the [Class reference] section for details.
1741 In a number of places, there is a group table. Groups define the
1742 properties of a thing (item, node, armor of entity, tool capabilities)
1743 in such a way that the engine and other mods can can interact with
1744 the thing without actually knowing what the thing is.
1749 Groups are stored in a table, having the group names with keys and the
1750 group ratings as values. Group ratings are integer values within the
1751 range [-32767, 32767]. For example:
1754 groups = {crumbly=3, soil=1}
1756 -- A more special dirt-kind of thing
1757 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1759 Groups always have a rating associated with them. If there is no
1760 useful meaning for a rating for an enabled group, it shall be `1`.
1762 When not defined, the rating of a group defaults to `0`. Thus when you
1763 read groups, you must interpret `nil` and `0` as the same value, `0`.
1765 You can read the rating of a group for an item or a node by using
1767 minetest.get_item_group(itemname, groupname)
1772 Groups of items can define what kind of an item it is (e.g. wool).
1777 In addition to the general item things, groups are used to define whether
1778 a node is destroyable and how long it takes to destroy by a tool.
1783 For entities, groups are, as of now, used only for calculating damage.
1784 The rating is the percentage of damage caused by items with this damage group.
1785 See [Entity damage mechanism].
1787 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1788 object.set_armor_groups({fleshy=30, cracky=80})
1790 Groups of tool capabilities
1791 ---------------------------
1793 Groups in tool capabilities define which groups of nodes and entities they
1794 are effective towards.
1796 Groups in crafting recipes
1797 --------------------------
1799 An example: Make meat soup from any meat, any water and any bowl:
1802 output = "food:meat_soup_raw",
1810 Another example: Make red wool from white wool and red dye:
1814 output = "wool:red",
1815 recipe = {"wool:white", "group:dye,basecolor_red"},
1821 The asterisk `(*)` after a group name describes that there is no engine
1822 functionality bound to it, and implementation is left up as a suggestion
1825 ### Node and item groups
1827 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1828 that the item should be hidden in item lists.
1831 ### Node-only groups
1833 * `attached_node`: if the node under it is not a walkable block the node will be
1834 dropped as an item. If the node is wallmounted the wallmounted direction is
1836 * `bouncy`: value is bounce speed in percent
1837 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1838 connect to each other
1839 * `dig_immediate`: Player can always pick up node without reducing tool wear
1840 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1841 * `3`: the node always gets the digging time 0 seconds (torch)
1842 * `disable_jump`: Player (and possibly other things) cannot jump from node
1843 or if their feet are in the node. Note: not supported for `new_move = false`
1844 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1845 the top of this node. There's also an armor group with the same name.
1846 The final player damage is determined by the following formula:
1849 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1850 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1851 - (14) -- constant tolerance
1852 Negative damage values are discarded as no damage.
1853 * `falling_node`: if there is no walkable block under the node it will fall
1854 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1855 * `level`: Can be used to give an additional sense of progression in the game.
1856 * A larger level will cause e.g. a weapon of a lower level make much less
1857 damage, and get worn out much faster, or not be able to get drops
1858 from destroyed nodes.
1859 * `0` is something that is directly accessible at the start of gameplay
1860 * There is no upper limit
1861 * See also: `leveldiff` in [Tool Capabilities]
1862 * `slippery`: Players and items will slide on the node.
1863 Slipperiness rises steadily with `slippery` value, starting at 1.
1866 ### Tool-only groups
1868 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1869 `"toolrepair"` crafting recipe
1872 ### `ObjectRef` armor groups
1874 * `immortal`: Skips all damage and breath handling for an object. This group
1875 will also hide the integrated HUD status bars for players. It is
1876 automatically set to all players when damage is disabled on the server and
1877 cannot be reset (subject to change).
1878 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1879 when they hit the ground. It is analog to the node group with the same
1880 name. See the node group above for the exact calculation.
1881 * `punch_operable`: For entities; disables the regular damage mechanism for
1882 players punching it by hand or a non-tool item, so that it can do something
1883 else than take damage.
1887 Known damage and digging time defining groups
1888 ---------------------------------------------
1890 * `crumbly`: dirt, sand
1891 * `cracky`: tough but crackable stuff like stone.
1892 * `snappy`: something that can be cut using things like scissors, shears,
1893 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1894 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1895 * `fleshy`: Living things like animals and the player. This could imply
1896 some blood effects when hitting.
1897 * `explody`: Especially prone to explosions
1898 * `oddly_breakable_by_hand`:
1899 Can be added to nodes that shouldn't logically be breakable by the
1900 hand but are. Somewhat similar to `dig_immediate`, but times are more
1901 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1902 digging speed of an item if it can dig at a faster speed than this
1903 suggests for the hand.
1905 Examples of custom groups
1906 -------------------------
1908 Item groups are often used for defining, well, _groups of items_.
1910 * `meat`: any meat-kind of a thing (rating might define the size or healing
1911 ability or be irrelevant -- it is not defined as of yet)
1912 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1914 * `flammable`: can be set on fire. Rating might define the intensity of the
1915 fire, affecting e.g. the speed of the spreading of an open fire.
1916 * `wool`: any wool (any origin, any color)
1917 * `metal`: any metal
1918 * `weapon`: any weapon
1919 * `heavy`: anything considerably heavy
1921 Digging time calculation specifics
1922 ----------------------------------
1924 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1925 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1926 faster digging time.
1928 The `level` group is used to limit the toughness of nodes an item capable
1929 of digging can dig and to scale the digging times / damage to a greater extent.
1931 **Please do understand this**, otherwise you cannot use the system to it's
1934 Items define their properties by a list of parameters for groups. They
1935 cannot dig other groups; thus it is important to use a standard bunch of
1936 groups to enable interaction with items.
1944 'Tool capabilities' is a property of items that defines two things:
1946 1) Which nodes it can dig and how fast
1947 2) Which objects it can hurt by punching and by how much
1949 Tool capabilities are available for all items, not just tools.
1950 But only tools can receive wear from digging and punching.
1952 Missing or incomplete tool capabilities will default to the
1955 Tool capabilities definition
1956 ----------------------------
1958 Tool capabilities define:
1960 * Full punch interval
1961 * Maximum drop level
1962 * For an arbitrary list of node groups:
1963 * Uses (until the tool breaks)
1964 * Maximum level (usually `0`, `1`, `2` or `3`)
1967 * Punch attack uses (until the tool breaks)
1969 ### Full punch interval
1971 When used as a weapon, the item will do full damage if this time is spent
1972 between punches. If e.g. half the time is spent, the item will do half
1975 ### Maximum drop level
1977 Suggests the maximum level of node, when dug with the item, that will drop
1978 its useful item. (e.g. iron ore to drop a lump of iron).
1980 This is not automated; it is the responsibility of the node definition
1983 ### Uses (tools only)
1985 Determines how many uses the tool has when it is used for digging a node,
1986 of this group, of the maximum level. The maximum supported number of
1987 uses is 65535. The special number 0 is used for infinite uses.
1988 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
1989 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1990 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1992 * `uses=10, leveldiff=0`: actual uses: 10
1993 * `uses=10, leveldiff=1`: actual uses: 30
1994 * `uses=10, leveldiff=2`: actual uses: 90
1996 For non-tools, this has no effect.
2000 Tells what is the maximum level of a node of this group that the item will
2005 List of digging times for different ratings of the group, for nodes of the
2008 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
2009 result in the item to be able to dig nodes that have a rating of `2` or `3`
2010 for this group, and unable to dig the rating `1`, which is the toughest.
2011 Unless there is a matching group that enables digging otherwise.
2013 If the result digging time is 0, a delay of 0.15 seconds is added between
2014 digging nodes; If the player releases LMB after digging, this delay is set to 0,
2015 i.e. players can more quickly click the nodes away instead of holding LMB.
2019 List of damage for groups of entities. See [Entity damage mechanism].
2021 ### Punch attack uses (tools only)
2023 Determines how many uses (before breaking) the tool has when dealing damage
2024 to an object, when the full punch interval (see above) was always
2027 Wear received by the tool is proportional to the time spent, scaled by
2028 the full punch interval.
2030 For non-tools, this has no effect.
2032 Example definition of the capabilities of an item
2033 -------------------------------------------------
2035 tool_capabilities = {
2036 full_punch_interval=1.5,
2039 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2041 damage_groups = {fleshy=2},
2044 This makes the item capable of digging nodes that fulfil both of these:
2046 * Have the `crumbly` group
2047 * Have a `level` group less or equal to `2`
2049 Table of resulting digging times:
2051 crumbly 0 1 2 3 4 <- level
2053 1 0.80 1.60 1.60 - -
2054 2 0.60 1.20 1.20 - -
2055 3 0.40 0.80 0.80 - -
2057 level diff: 2 1 0 -1 -2
2059 Table of resulting tool uses:
2068 * At `crumbly==0`, the node is not diggable.
2069 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2070 easy nodes to be quickly breakable.
2071 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2076 Entity damage mechanism
2077 =======================
2082 foreach group in cap.damage_groups:
2083 damage += cap.damage_groups[group]
2084 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2085 * (object.armor_groups[group] / 100.0)
2086 -- Where object.armor_groups[group] is 0 for inexistent values
2089 Client predicts damage based on damage groups. Because of this, it is able to
2090 give an immediate response when an entity is damaged or dies; the response is
2091 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2093 Currently a smoke puff will appear when an entity dies.
2095 The group `immortal` completely disables normal damage.
2097 Entities can define a special armor group, which is `punch_operable`. This
2098 group disables the regular damage mechanism for players punching it by hand or
2099 a non-tool item, so that it can do something else than take damage.
2101 On the Lua side, every punch calls:
2103 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2106 This should never be called directly, because damage is usually not handled by
2109 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2110 accessed unless absolutely required, to encourage interoperability.
2111 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2112 * `tool_capabilities` can be `nil`.
2113 * `direction` is a unit vector, pointing from the source of the punch to
2115 * `damage` damage that will be done to entity
2116 Return value of this function will determine if damage is done by this function
2117 (retval true) or shall be done by engine (retval false)
2119 To punch an entity/object in Lua, call:
2121 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2123 * Return value is tool wear.
2124 * Parameters are equal to the above callback.
2125 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2126 will be automatically filled in based on the location of `puncher`.
2137 The instance of a node in the world normally only contains the three values
2138 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2139 It is called "node metadata"; See `NodeMetaRef`.
2141 Node metadata contains two things:
2146 Some of the values in the key-value store are handled specially:
2148 * `formspec`: Defines an inventory menu that is opened with the
2149 'place/use' key. Only works if no `on_rightclick` was
2150 defined for the node. See also [Formspec].
2151 * `infotext`: Text shown on the screen when the node is pointed at.
2152 Line-breaks will be applied automatically.
2153 If the infotext is very long, it will be truncated.
2157 local meta = minetest.get_meta(pos)
2158 meta:set_string("formspec",
2160 "list[context;main;0,0;8,4;]"..
2161 "list[current_player;main;0,5;8,4;]")
2162 meta:set_string("infotext", "Chest");
2163 local inv = meta:get_inventory()
2164 inv:set_size("main", 8*4)
2165 print(dump(meta:to_table()))
2168 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2169 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2170 [10] = "", [11] = "", [12] = "", [13] = "",
2171 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2172 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2173 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2174 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2178 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2186 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2188 Item metadata only contains a key-value store.
2190 Some of the values in the key-value store are handled specially:
2192 * `description`: Set the item stack's description.
2193 See also: `get_description` in [`ItemStack`]
2194 * `short_description`: Set the item stack's short description.
2195 See also: `get_short_description` in [`ItemStack`]
2196 * `color`: A `ColorString`, which sets the stack's color.
2197 * `palette_index`: If the item has a palette, this is used to get the
2198 current color from the palette.
2199 * `count_meta`: Replace the displayed count with any string.
2200 * `count_alignment`: Set the alignment of the displayed count value. This is an
2201 int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
2202 4th bit specify the alignment in y-direction:
2203 0 = default, 1 = left / up, 2 = middle, 3 = right / down
2204 The default currently is the same as right/down.
2205 Example: 6 = 2 + 1*4 = middle,up
2209 local meta = stack:get_meta()
2210 meta:set_string("key", "value")
2211 print(dump(meta:to_table()))
2213 Example manipulations of "description" and expected output behaviors:
2215 print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
2216 print(ItemStack("foobar"):get_description()) --> Unknown Item
2218 local stack = ItemStack("default:stone")
2219 stack:get_meta():set_string("description", "Custom description\nAnother line")
2220 print(stack:get_description()) --> Custom description\nAnother line
2221 print(stack:get_short_description()) --> Custom description
2223 stack:get_meta():set_string("short_description", "Short")
2224 print(stack:get_description()) --> Custom description\nAnother line
2225 print(stack:get_short_description()) --> Short
2227 print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
2234 Formspec defines a menu. This supports inventories and some of the
2235 typical widgets like buttons, checkboxes, text input fields, etc.
2236 It is a string, with a somewhat strange format.
2238 A formspec is made out of formspec elements, which includes widgets
2239 like buttons but also can be used to set stuff like background color.
2241 Many formspec elements have a `name`, which is a unique identifier which
2242 is used when the server receives user input. You must not use the name
2243 "quit" for formspec elements.
2245 Spaces and newlines can be inserted between the blocks, as is used in the
2248 Position and size units are inventory slots unless the new coordinate system
2249 is enabled. `X` and `Y` position the formspec element relative to the top left
2250 of the menu or container. `W` and `H` are its width and height values.
2252 If the new system is enabled, all elements have unified coordinates for all
2253 elements with no padding or spacing in between. This is highly recommended
2254 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2257 Inventories with a `player:<name>` inventory location are only sent to the
2258 player named `<name>`.
2260 When displaying text which can contain formspec code, e.g. text set by a player,
2261 use `minetest.formspec_escape`.
2262 For coloured text you can use `minetest.colorize`.
2264 Since formspec version 3, elements drawn in the order they are defined. All
2265 background elements are drawn before all other elements.
2267 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2268 reserved to pass key press events to formspec!
2270 **WARNING**: Minetest allows you to add elements to every single formspec instance
2271 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2272 appearing when you don't expect them to, or why things are styled differently
2273 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2281 list[context;main;0,0;8,4;]
2282 list[current_player;main;0,5;8,4;]
2287 list[context;fuel;2,3;1,1;]
2288 list[context;src;2,1;1,1;]
2289 list[context;dst;5,1;2,2;]
2290 list[current_player;main;0,5;8,4;]
2292 ### Minecraft-like player inventory
2295 image[1,0.6;1,2;player.png]
2296 list[current_player;main;0,3.5;8,4;]
2297 list[current_player;craft;3,0;3,3;]
2298 list[current_player;craftpreview;7,1;1,1;]
2303 * Formspec version 1 (pre-5.1.0):
2305 * Formspec version 2 (5.1.0):
2306 * Forced real coordinates
2307 * background9[]: 9-slice scaling parameters
2308 * Formspec version 3 (5.2.0):
2309 * Formspec elements are drawn in the order of definition
2310 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2311 * box[] and image[] elements enable clipping by default
2312 * new element: scroll_container[]
2313 * Formspec version 4 (5.4.0):
2314 * Allow dropdown indexing events
2315 * Formspec version 5 (5.5.0):
2316 * Added padding[] element
2321 ### `formspec_version[<version>]`
2323 * Set the formspec version to a certain number. If not specified,
2324 version 1 is assumed.
2325 * Must be specified before `size` element.
2326 * Clients older than this version can neither show newer elements nor display
2327 elements with new arguments correctly.
2328 * Available since feature `formspec_version_element`.
2329 * See also: [Version History]
2331 ### `size[<W>,<H>,<fixed_size>]`
2333 * Define the size of the menu in inventory slots
2334 * `fixed_size`: `true`/`false` (optional)
2335 * deprecated: `invsize[<W>,<H>;]`
2337 ### `position[<X>,<Y>]`
2339 * Must be used after `size` element.
2340 * Defines the position on the game window of the formspec's `anchor` point.
2341 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2343 * [0.0, 0.0] sets the position to the top left corner of the game window.
2344 * [1.0, 1.0] sets the position to the bottom right of the game window.
2345 * Defaults to the center of the game window [0.5, 0.5].
2347 ### `anchor[<X>,<Y>]`
2349 * Must be used after both `size` and `position` (if present) elements.
2350 * Defines the location of the anchor point within the formspec.
2351 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2353 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2354 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2355 * Defaults to the center of the formspec [0.5, 0.5].
2357 * `position` and `anchor` elements need suitable values to avoid a formspec
2358 extending off the game window due to particular game window sizes.
2360 ### `padding[<X>,<Y>]`
2362 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2363 * Defines how much space is padded around the formspec if the formspec tries to
2364 increase past the size of the screen and coordinates have to be shrunk.
2365 * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
2366 screen), and 0.5 represents half the screen (which forces the coordinate size
2367 to 0). If negative, the formspec can extend off the edge of the screen.
2368 * Defaults to [0.05, 0.05].
2372 * Must be used after the `size`, `position`, `anchor`, and `padding` elements
2374 * Disables player:set_formspec_prepend() from applying to this formspec.
2376 ### `real_coordinates[<bool>]`
2378 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2379 * When set to true, all following formspec elements will use the new coordinate system.
2380 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2381 (if present), the form size will use the new coordinate system.
2382 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2383 They must enable it explicitly.
2384 * For information on converting forms to the new coordinate system, see `Migrating
2385 to Real Coordinates`.
2387 ### `container[<X>,<Y>]`
2389 * Start of a container block, moves all physical elements in the container by
2391 * Must have matching `container_end`
2392 * Containers can be nested, in which case the offsets are added
2393 (child containers are relative to parent containers)
2395 ### `container_end[]`
2397 * End of a container, following elements are no longer relative to this
2400 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2402 * Start of a scroll_container block. All contained elements will ...
2403 * take the scroll_container coordinate as position origin,
2404 * be additionally moved by the current value of the scrollbar with the name
2405 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2406 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2407 * `orientation`: possible values are `vertical` and `horizontal`.
2408 * `scroll factor`: optional, defaults to `0.1`.
2409 * Nesting is possible.
2410 * Some elements might work a little different if they are in a scroll_container.
2411 * Note: If you want the scroll_container to actually work, you also need to add a
2412 scrollbar element with the specified name. Furthermore, it is highly recommended
2413 to use a scrollbaroptions element on this scrollbar.
2415 ### `scroll_container_end[]`
2417 * End of a scroll_container, following elements are no longer bound to this
2420 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2422 * Show an inventory list if it has been sent to the client.
2423 * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
2424 are moved) while the formspec is open, the formspec element may (but is not guaranteed
2425 to) adapt to the new inventory list.
2426 * Item slots are drawn in a grid from left to right, then up to down, ordered
2427 according to the slot index.
2428 * `W` and `H` are in inventory slots, not in coordinates.
2429 * `starting item index` (Optional): The index of the first (upper-left) item to draw.
2430 Indices start at `0`. Default is `0`.
2431 * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
2432 `starting item index`.
2433 * **Note**: With the new coordinate system, the spacing between inventory
2434 slots is one-fourth the size of an inventory slot by default. Also see
2435 [Styling Formspecs] for changing the size of slots and spacing.
2437 ### `listring[<inventory location>;<list name>]`
2439 * Allows to create a ring of inventory lists
2440 * Shift-clicking on items in one element of the ring
2441 will send them to the next inventory list inside the ring
2442 * The first occurrence of an element inside the ring will
2443 determine the inventory where items will be sent to
2447 * Shorthand for doing `listring[<inventory location>;<list name>]`
2448 for the last two inventory lists added by list[...]
2450 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2452 * Sets background color of slots as `ColorString`
2453 * Sets background color of slots on mouse hovering
2455 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2457 * Sets background color of slots as `ColorString`
2458 * Sets background color of slots on mouse hovering
2459 * Sets color of slots border
2461 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2463 * Sets background color of slots as `ColorString`
2464 * Sets background color of slots on mouse hovering
2465 * Sets color of slots border
2466 * Sets default background color of tooltips
2467 * Sets default font color of tooltips
2469 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2471 * Adds tooltip for an element
2472 * `bgcolor` tooltip background color as `ColorString` (optional)
2473 * `fontcolor` tooltip font color as `ColorString` (optional)
2475 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2477 * Adds tooltip for an area. Other tooltips will take priority when present.
2478 * `bgcolor` tooltip background color as `ColorString` (optional)
2479 * `fontcolor` tooltip font color as `ColorString` (optional)
2481 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2485 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2487 * Show an animated image. The image is drawn like a "vertical_frames" tile
2488 animation (See [Tile animation definition]), but uses a frame count/duration
2490 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2491 * `texture name`: The image to use.
2492 * `frame count`: The number of frames animating the image.
2493 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2494 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2496 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2498 * Show a mesh model.
2499 * `name`: Element name that can be used for styling
2500 * `mesh`: The mesh model to use.
2501 * `textures`: The mesh textures to use according to the mesh materials.
2502 Texture names must be separated by commas.
2503 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2504 The axes are euler angles in degrees.
2505 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2506 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2507 * `frame loop range` (Optional): Range of the animation frames.
2508 * Defaults to the full range of all available frames.
2509 * Syntax: `<begin>,<end>`
2510 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2512 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2514 * Show an inventory image of registered item/node
2516 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2518 * Sets background color of formspec.
2519 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2520 of the non-fullscreen and the fullscreen background.
2521 * `fullscreen` (optional) can be one of the following:
2522 * `false`: Only the non-fullscreen background color is drawn. (default)
2523 * `true`: Only the fullscreen background color is drawn.
2524 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2525 * `neither`: No background color is drawn.
2526 * Note: Leave a parameter empty to not modify the value.
2527 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2528 are not bools are only available since formspec version 3.
2530 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2532 * Example for formspec 8x4 in 16x resolution: image shall be sized
2533 8 times 16px times 4 times 16px.
2535 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2537 * Example for formspec 8x4 in 16x resolution:
2538 image shall be sized 8 times 16px times 4 times 16px
2539 * If `auto_clip` is `true`, the background is clipped to the formspec size
2540 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2542 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2544 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2545 * Middle is a rect which defines the middle of the 9-slice.
2546 * `x` - The middle will be x pixels from all sides.
2547 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2548 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2549 will be added to the width and height of the texture, allowing it to be used as the
2550 distance from the far end.
2551 * All numbers in middle are integers.
2552 * Example for formspec 8x4 in 16x resolution:
2553 image shall be sized 8 times 16px times 4 times 16px
2554 * If `auto_clip` is `true`, the background is clipped to the formspec size
2555 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2556 * Available since formspec version 2
2558 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2560 * Textual password style field; will be sent to server when a button is clicked
2561 * When enter is pressed in field, fields.key_enter_field will be sent with the
2563 * With the old coordinate system, fields are a set height, but will be vertically
2564 centred on `H`. With the new coordinate system, `H` will modify the height.
2565 * `name` is the name of the field as returned in fields to `on_receive_fields`
2566 * `label`, if not blank, will be text printed on the top left above the field
2567 * See `field_close_on_enter` to stop enter closing the formspec
2569 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2571 * Textual field; will be sent to server when a button is clicked
2572 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2573 the name of this field.
2574 * With the old coordinate system, fields are a set height, but will be vertically
2575 centred on `H`. With the new coordinate system, `H` will modify the height.
2576 * `name` is the name of the field as returned in fields to `on_receive_fields`
2577 * `label`, if not blank, will be text printed on the top left above the field
2578 * `default` is the default value of the field
2579 * `default` may contain variable references such as `${text}` which
2580 will fill the value from the metadata value `text`
2581 * **Note**: no extra text or more than a single variable is supported ATM.
2582 * See `field_close_on_enter` to stop enter closing the formspec
2584 ### `field[<name>;<label>;<default>]`
2586 * As above, but without position/size units
2587 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2588 the name of this field.
2589 * Special field for creating simple forms, such as sign text input
2590 * Must be used without a `size[]` element
2591 * A "Proceed" button will be added automatically
2592 * See `field_close_on_enter` to stop enter closing the formspec
2594 ### `field_close_on_enter[<name>;<close_on_enter>]`
2596 * <name> is the name of the field
2597 * if <close_on_enter> is false, pressing enter in the field will submit the
2598 form but not close it.
2599 * defaults to true when not specified (ie: no tag for a field)
2601 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2603 * Same as fields above, but with multi-line input
2604 * If the text overflows, a vertical scrollbar is added.
2605 * If the name is empty, the textarea is read-only and
2606 the background is not shown, which corresponds to a multi-line label.
2608 ### `label[<X>,<Y>;<label>]`
2610 * The label formspec element displays the text set in `label`
2611 at the specified position.
2612 * **Note**: If the new coordinate system is enabled, labels are
2613 positioned from the center of the text, not the top.
2614 * The text is displayed directly without automatic line breaking,
2615 so label should not be used for big text chunks. Newlines can be
2616 used to make labels multiline.
2617 * **Note**: With the new coordinate system, newlines are spaced with
2618 half a coordinate. With the old system, newlines are spaced 2/5 of
2621 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2622 * Displays a static formatted text with hyperlinks.
2623 * **Note**: This element is currently unstable and subject to change.
2624 * `x`, `y`, `w` and `h` work as per field
2625 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2626 * `text` is the formatted text using `Markup Language` described below.
2628 ### `vertlabel[<X>,<Y>;<label>]`
2629 * Textual label drawn vertically
2630 * `label` is the text on the label
2631 * **Note**: If the new coordinate system is enabled, vertlabels are
2632 positioned from the center of the text, not the left.
2634 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2636 * Clickable button. When clicked, fields will be sent.
2637 * With the old coordinate system, buttons are a set height, but will be vertically
2638 centred on `H`. With the new coordinate system, `H` will modify the height.
2639 * `label` is the text on the button
2641 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2643 * `texture name` is the filename of an image
2644 * **Note**: Height is supported on both the old and new coordinate systems
2647 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2649 * `texture name` is the filename of an image
2650 * `noclip=true` means the image button doesn't need to be within specified
2652 * `drawborder`: draw button border or not
2653 * `pressed texture name` is the filename of an image on pressed state
2655 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2657 * `item name` is the registered name of an item/node
2658 * The item description will be used as the tooltip. This can be overridden with
2661 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2663 * When clicked, fields will be sent and the form will quit.
2664 * Same as `button` in all other respects.
2666 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2668 * When clicked, fields will be sent and the form will quit.
2669 * Same as `image_button` in all other respects.
2671 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2673 * Scrollable item list showing arbitrary text elements
2674 * `name` fieldname sent to server on doubleclick value is current selected
2676 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2678 * if you want a listelement to start with "#" write "##".
2680 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2682 * Scrollable itemlist showing arbitrary text elements
2683 * `name` fieldname sent to server on doubleclick value is current selected
2685 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2686 * if you want a listelement to start with "#" write "##"
2687 * Index to be selected within textlist
2688 * `true`/`false`: draw transparent background
2689 * See also `minetest.explode_textlist_event`
2690 (main menu: `core.explode_textlist_event`).
2692 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2694 * Show a tab**header** at specific position (ignores formsize)
2695 * `X` and `Y`: position of the tabheader
2696 * *Note*: Width and height are automatically chosen with this syntax
2697 * `name` fieldname data is transferred to Lua
2698 * `caption 1`...: name shown on top of tab
2699 * `current_tab`: index of selected tab 1...
2700 * `transparent` (optional): if true, tabs are semi-transparent
2701 * `draw_border` (optional): if true, draw a thin line at tab base
2703 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2705 * Show a tab**header** at specific position (ignores formsize)
2706 * **Important note**: This syntax for tabheaders can only be used with the
2707 new coordinate system.
2708 * `X` and `Y`: position of the tabheader
2709 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2710 * `name` fieldname data is transferred to Lua
2711 * `caption 1`...: name shown on top of tab
2712 * `current_tab`: index of selected tab 1...
2713 * `transparent` (optional): show transparent
2714 * `draw_border` (optional): draw border
2716 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2718 * Show a tab**header** at specific position (ignores formsize)
2719 * **Important note**: This syntax for tabheaders can only be used with the
2720 new coordinate system.
2721 * `X` and `Y`: position of the tabheader
2722 * `W` and `H`: width and height of the tabheader
2723 * `name` fieldname data is transferred to Lua
2724 * `caption 1`...: name shown on top of tab
2725 * `current_tab`: index of selected tab 1...
2726 * `transparent` (optional): show transparent
2727 * `draw_border` (optional): draw border
2729 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2731 * Simple colored box
2732 * `color` is color specified as a `ColorString`.
2733 If the alpha component is left blank, the box will be semitransparent.
2734 If the color is not specified, the box will use the options specified by
2735 its style. If the color is specified, all styling options will be ignored.
2737 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2739 * Show a dropdown field
2740 * **Important note**: There are two different operation modes:
2741 1. handle directly on change (only changed dropdown is submitted)
2742 2. read the value on pressing a button (all dropdown values are available)
2743 * `X` and `Y`: position of the dropdown
2744 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2745 * Fieldname data is transferred to Lua
2746 * Items to be shown in dropdown
2747 * Index of currently selected dropdown item
2748 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2749 event field value for selected items.
2750 * `true`: Selected item index
2751 * `false` (default): Selected item value
2753 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2755 * Show a dropdown field
2756 * **Important note**: This syntax for dropdowns can only be used with the
2757 new coordinate system.
2758 * **Important note**: There are two different operation modes:
2759 1. handle directly on change (only changed dropdown is submitted)
2760 2. read the value on pressing a button (all dropdown values are available)
2761 * `X` and `Y`: position of the dropdown
2762 * `W` and `H`: width and height of the dropdown
2763 * Fieldname data is transferred to Lua
2764 * Items to be shown in dropdown
2765 * Index of currently selected dropdown item
2766 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2767 event field value for selected items.
2768 * `true`: Selected item index
2769 * `false` (default): Selected item value
2771 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2774 * `name` fieldname data is transferred to Lua
2775 * `label` to be shown left of checkbox
2776 * `selected` (optional): `true`/`false`
2777 * **Note**: If the new coordinate system is enabled, checkboxes are
2778 positioned from the center of the checkbox, not the top.
2780 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2782 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2783 * There are two ways to use it:
2784 1. handle the changed event (only changed scrollbar is available)
2785 2. read the value on pressing a button (all scrollbars are available)
2786 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2787 * Fieldname data is transferred to Lua
2788 * Value of this trackbar is set to (`0`-`1000`) by default
2789 * See also `minetest.explode_scrollbar_event`
2790 (main menu: `core.explode_scrollbar_event`).
2792 ### `scrollbaroptions[opt1;opt2;...]`
2793 * Sets options for all following `scrollbar[]` elements
2795 * Sets scrollbar minimum value, defaults to `0`.
2797 * Sets scrollbar maximum value, defaults to `1000`.
2798 If the max is equal to the min, the scrollbar will be disabled.
2800 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2802 * If this is set to a negative number, the value will be reset to `10`.
2804 * Sets scrollbar step value used by page up and page down.
2805 * If this is set to a negative number, the value will be reset to `100`.
2807 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2808 units the thumb spans out of the range of the scrollbar values.
2809 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2810 would span a tenth of the scrollbar space.
2811 * If this is set to zero or less, the value will be reset to `1`.
2812 * `arrows=<show/hide/default>`
2813 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2814 when the scrollbar gets too small, but shows them otherwise.
2816 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2818 * Show scrollable table using options defined by the previous `tableoptions[]`
2819 * Displays cells as defined by the previous `tablecolumns[]`
2820 * `name`: fieldname sent to server on row select or doubleclick
2821 * `cell 1`...`cell n`: cell contents given in row-major order
2822 * `selected idx`: index of row to be selected within table (first row = `1`)
2823 * See also `minetest.explode_table_event`
2824 (main menu: `core.explode_table_event`).
2826 ### `tableoptions[<opt 1>;<opt 2>;...]`
2828 * Sets options for `table[]`
2830 * default text color (`ColorString`), defaults to `#FFFFFF`
2831 * `background=#RRGGBB`
2832 * table background color (`ColorString`), defaults to `#000000`
2833 * `border=<true/false>`
2834 * should the table be drawn with a border? (default: `true`)
2835 * `highlight=#RRGGBB`
2836 * highlight background color (`ColorString`), defaults to `#466432`
2837 * `highlight_text=#RRGGBB`
2838 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2839 * `opendepth=<value>`
2840 * all subtrees up to `depth < value` are open (default value = `0`)
2841 * only useful when there is a column of type "tree"
2843 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2845 * Sets columns for `table[]`
2846 * Types: `text`, `image`, `color`, `indent`, `tree`
2847 * `text`: show cell contents as text
2848 * `image`: cell contents are an image index, use column options to define
2850 * `color`: cell contents are a ColorString and define color of following
2852 * `indent`: cell contents are a number and define indentation of following
2854 * `tree`: same as indent, but user can open and close subtrees
2858 * for `text` and `image`: content alignment within cells.
2859 Available values: `left` (default), `center`, `right`, `inline`
2861 * for `text` and `image`: minimum width in em (default: `0`)
2862 * for `indent` and `tree`: indent width in em (default: `1.5`)
2863 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2864 Exception: defaults to 0 for indent columns
2865 * `tooltip=<value>`: tooltip text (default: empty)
2866 * `image` column options:
2867 * `0=<value>` sets image for image index 0
2868 * `1=<value>` sets image for image index 1
2869 * `2=<value>` sets image for image index 2
2870 * and so on; defined indices need not be contiguous empty or
2871 non-numeric cells are treated as `0`.
2872 * `color` column options:
2873 * `span=<value>`: number of following columns to affect
2874 (default: infinite).
2876 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2878 * Set the style for the element(s) matching `selector` by name.
2879 * `selector` can be one of:
2880 * `<name>` - An element name. Includes `*`, which represents every element.
2881 * `<name>:<state>` - An element name, a colon, and one or more states.
2882 * `state` is a list of states separated by the `+` character.
2883 * If a state is provided, the style will only take effect when the element is in that state.
2884 * All provided states must be active for the style to apply.
2885 * Note: this **must** be before the element is defined.
2886 * See [Styling Formspecs].
2889 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2891 * Set the style for the element(s) matching `selector` by type.
2892 * `selector` can be one of:
2893 * `<type>` - An element type. Includes `*`, which represents every element.
2894 * `<type>:<state>` - An element type, a colon, and one or more states.
2895 * `state` is a list of states separated by the `+` character.
2896 * If a state is provided, the style will only take effect when the element is in that state.
2897 * All provided states must be active for the style to apply.
2898 * See [Styling Formspecs].
2900 ### `set_focus[<name>;<force>]`
2902 * Sets the focus to the element with the same `name` parameter.
2903 * **Note**: This element must be placed before the element it focuses.
2904 * `force` (optional, default `false`): By default, focus is not applied for
2905 re-sent formspecs with the same name so that player-set focus is kept.
2906 `true` sets the focus to the specified element for every sent formspec.
2907 * The following elements have the ability to be focused:
2922 Migrating to Real Coordinates
2923 -----------------------------
2925 In the old system, positions included padding and spacing. Padding is a gap between
2926 the formspec window edges and content, and spacing is the gaps between items. For
2927 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2928 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2929 in the new coordinate system from scratch.
2931 To recreate an old layout with padding, you'll need to pass the positions and sizes
2932 through the following formula to re-introduce padding:
2935 pos = (oldpos + 1)*spacing + padding
2941 You'll need to change the `size[]` tag like this:
2944 size = (oldsize-1)*spacing + padding*2 + 1
2947 A few elements had random offsets in the old system. Here is a table which shows these
2948 offsets when migrating:
2950 | Element | Position | Size | Notes
2951 |---------|------------|---------|-------
2952 | box | +0.3, +0.1 | 0, -0.4 |
2953 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2954 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2955 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2960 Formspec elements can be themed using the style elements:
2962 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2963 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2964 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2965 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2969 property_name=property_value
2973 style_type[button;bgcolor=#006699]
2974 style[world_delete;bgcolor=red;textcolor=yellow]
2975 button[4,3.95;2.6,1;world_delete;Delete]
2977 A name/type can optionally be a comma separated list of names/types, like so:
2979 world_delete,world_create,world_configure
2982 A `*` type can be used to select every element in the formspec.
2984 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2986 world_delete:hovered+pressed
2989 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2991 Setting a property to nothing will reset it to the default value. For example:
2993 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2994 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2997 ### Supported Element Types
2999 Some types may inherit styles from parent types.
3001 * animated_image, inherits from image
3004 * button_exit, inherits from button
3014 * pwdfield, inherits from field
3020 * vertlabel, inherits from label
3023 ### Valid Properties
3026 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3028 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3029 * Defaults to false in formspec_version version 3 or higher
3030 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
3031 * Single value (e.g. `#FF0`): All corners/borders.
3032 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
3033 top and bottom,left and right.
3034 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
3035 * These work similarly to CSS borders.
3036 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
3037 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
3038 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
3039 negative, the border will extend inside the box, whereas positive extends outside
3040 the box. A width of zero results in no border; this is default.
3041 * button, button_exit, image_button, item_image_button
3042 * alpha - boolean, whether to draw alpha in bgimg. Default true.
3043 * bgcolor - color, sets button tint.
3044 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
3045 * This is deprecated, use states instead.
3046 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
3047 * This is deprecated, use states instead.
3048 * bgimg - standard background image. Defaults to none.
3049 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
3050 * This is deprecated, use states instead.
3051 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
3052 See background9[] documentation for more details. This property also pads the
3053 button's content when set.
3054 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
3055 * This is deprecated, use states instead.
3056 * font - Sets font type. This is a comma separated list of options. Valid options:
3057 * Main font type options. These cannot be combined with each other:
3058 * `normal`: Default font
3059 * `mono`: Monospaced font
3060 * Font modification options. If used without a main font type, `normal` is used:
3061 * `bold`: Makes font bold.
3062 * `italic`: Makes font italic.
3064 * font_size - Sets font size. Default is user-set. Can have multiple values:
3065 * `<number>`: Sets absolute font size to `number`.
3066 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3067 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3068 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3069 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3070 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3071 * padding - rect, adds space between the edges of the button and the content. This value is
3072 relative to bgimg_middle.
3073 * sound - a sound to be played when triggered.
3074 * textcolor - color, default white.
3076 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3077 * sound - a sound to be played when triggered.
3079 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3080 * sound - a sound to be played when the entry is changed.
3081 * field, pwdfield, textarea
3082 * border - set to false to hide the textbox background and border. Default true.
3083 * font - Sets font type. See button `font` property for more information.
3084 * font_size - Sets font size. See button `font_size` property for more information.
3085 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3086 * textcolor - color. Default white.
3088 * bgcolor - color, sets background color.
3089 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3090 * Default to false in formspec_version version 3 or higher
3092 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3093 * Default to false in formspec_version version 3 or higher
3095 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3097 * font - Sets font type. See button `font` property for more information.
3098 * font_size - Sets font size. See button `font_size` property for more information.
3099 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3101 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3102 * size - 2d vector, sets the size of inventory slots in coordinates.
3103 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3104 * image_button (additional properties)
3105 * fgimg - standard image. Defaults to none.
3106 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3107 * This is deprecated, use states instead.
3108 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3109 * This is deprecated, use states instead.
3110 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3111 * sound - a sound to be played when triggered.
3113 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3115 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3116 * sound - a sound to be played when a different tab is selected.
3117 * textcolor - color. Default white.
3119 * font - Sets font type. See button `font` property for more information.
3120 * font_size - Sets font size. See button `font_size` property for more information.
3121 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3126 * default - Equivalent to providing no states
3127 * button, button_exit, image_button, item_image_button
3128 * hovered - Active when the mouse is hovering over the element
3129 * pressed - Active when the button is pressed
3134 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3135 The markup language is currently unstable and subject to change. Use with caution.
3136 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3137 Tags can have attributes, in that case, attributes are in the opening tag in
3138 form of a key/value separated with equal signs. Attribute values should not be quoted.
3140 If you want to insert a literal greater-than sign or a backslash into the text,
3141 you must escape it by preceding it with a backslash.
3143 These are the technically basic tags but see below for usual tags. Base tags are:
3145 `<style color=... font=... size=...>...</style>`
3147 Changes the style of the text.
3149 * `color`: Text color. Given color is a `colorspec`.
3150 * `size`: Text size.
3151 * `font`: Text font (`mono` or `normal`).
3153 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3158 * `background`: Text background, a `colorspec` or `none`.
3159 * `margin`: Page margins in pixel.
3160 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3162 Inheriting styles (affects child elements):
3163 * `color`: Default text color. Given color is a `colorspec`.
3164 * `hovercolor`: Color of <action> tags when mouse is over.
3165 * `size`: Default text size.
3166 * `font`: Default text font (`mono` or `normal`).
3167 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3169 This tag needs to be placed only once as it changes the global settings of the
3170 text. Anyway, if several tags are placed, each changed will be made in the order
3173 `<tag name=... color=... hovercolor=... font=... size=...>`
3175 Defines or redefines tag style. This can be used to define new tags.
3176 * `name`: Name of the tag to define or change.
3177 * `color`: Text color. Given color is a `colorspec`.
3178 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3179 * `size`: Text size.
3180 * `font`: Text font (`mono` or `normal`).
3182 Following tags are the usual tags for text layout. They are defined by default.
3183 Other tags can be added using `<tag ...>` tag.
3185 `<normal>...</normal>`: Normal size text
3187 `<big>...</big>`: Big text
3189 `<bigger>...</bigger>`: Bigger text
3191 `<center>...</center>`: Centered text
3193 `<left>...</left>`: Left-aligned text
3195 `<right>...</right>`: Right-aligned text
3197 `<justify>...</justify>`: Justified text
3199 `<mono>...</mono>`: Monospaced font
3201 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3203 `<action name=...>...</action>`
3205 Make that text a clickable text triggering an action.
3207 * `name`: Name of the action (mandatory).
3209 When clicked, the formspec is send to the server. The value of the text field
3210 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3213 `<img name=... float=... width=... height=...>`
3215 Draws an image which is present in the client media cache.
3217 * `name`: Name of the texture (mandatory).
3218 * `float`: If present, makes the image floating (`left` or `right`).
3219 * `width`: Force image width instead of taking texture width.
3220 * `height`: Force image height instead of taking texture height.
3222 If only width or height given, texture aspect is kept.
3224 `<item name=... float=... width=... height=... rotate=...>`
3226 Draws an item image.
3228 * `name`: Item string of the item to draw (mandatory).
3229 * `float`: If present, makes the image floating (`left` or `right`).
3230 * `width`: Item image width.
3231 * `height`: Item image height.
3232 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3233 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3234 `inventory_items_animations` is set to true.
3235 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3236 X, Y and Z being angles around each three axes. Works only if
3237 `inventory_items_animations` is set to true.
3245 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3246 * `"current_player"`: Player to whom the menu is shown
3247 * `"player:<name>"`: Any player
3248 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3249 * `"detached:<name>"`: A detached inventory
3251 Player Inventory lists
3252 ----------------------
3254 * `main`: list containing the default inventory
3255 * `craft`: list containing the craft input
3256 * `craftpreview`: list containing the craft prediction
3257 * `craftresult`: list containing the crafted output
3258 * `hand`: list containing an override for the empty hand
3259 * Is not created automatically, use `InvRef:set_size`
3260 * Is only used to enhance the empty hand's tool capabilities
3268 `#RGB` defines a color in hexadecimal format.
3270 `#RGBA` defines a color in hexadecimal format and alpha channel.
3272 `#RRGGBB` defines a color in hexadecimal format.
3274 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3276 Named colors are also supported and are equivalent to
3277 [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
3278 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3279 the color name (e.g. `colorname#08`).
3284 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3287 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3288 * `colorspec = {a=255, r=0, g=255, b=0}`
3289 * numerical form: The raw integer value of an ARGB8 quad:
3290 * `colorspec = 0xFF00FF00`
3291 * string form: A ColorString (defined above):
3292 * `colorspec = "green"`
3300 Most text can contain escape sequences, that can for example color the text.
3301 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3302 The following functions provide escape sequences:
3304 * `minetest.get_color_escape_sequence(color)`:
3305 * `color` is a ColorString
3306 * The escape sequence sets the text color to `color`
3307 * `minetest.colorize(color, message)`:
3309 `minetest.get_color_escape_sequence(color) ..
3311 minetest.get_color_escape_sequence("#ffffff")`
3312 * `minetest.get_background_escape_sequence(color)`
3313 * `color` is a ColorString
3314 * The escape sequence sets the background of the whole text element to
3315 `color`. Only defined for item descriptions and tooltips.
3316 * `minetest.strip_foreground_colors(str)`
3317 * Removes foreground colors added by `get_color_escape_sequence`.
3318 * `minetest.strip_background_colors(str)`
3319 * Removes background colors added by `get_background_escape_sequence`.
3320 * `minetest.strip_colors(str)`
3321 * Removes all color escape sequences.
3329 Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
3330 and has a class to represent them (`vector.*`), which this chapter is about.
3331 For details on what a spatial vectors is, please refer to Wikipedia:
3332 https://en.wikipedia.org/wiki/Euclidean_vector.
3334 Spatial vectors are used for various things, including, but not limited to:
3336 * any 3D spatial vector (x/y/z-directions)
3337 * Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
3338 meaning here. Therefore, most vector operations make no sense in this use case.)
3340 Note that they are *not* used for:
3342 * n-dimensional vectors where n is not 3 (ie. n=2)
3343 * arrays of the form `{num, num, num}`
3345 The API documentation may refer to spatial vectors, as produced by `vector.new`,
3346 by any of the following notations:
3348 * `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
3349 * `vector.new(x, y, z)`
3350 * `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
3355 Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
3356 Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
3357 Note: Those old-style vectors can still be found in old mod code. Hence, mod and
3358 engine APIs still need to be able to cope with them in many places.
3360 Manually constructed tables are deprecated and highly discouraged. This interface
3361 should be used to ensure seamless compatibility between mods and the Minetest API.
3362 This is especially important to callback function parameters and functions overwritten
3364 Also, though not likely, the internal implementation of a vector might change in
3366 In your own code, or if you define your own API, you can, of course, still use
3367 other representations of vectors.
3369 Vectors provided by API functions will provide an instance of this class if not
3370 stated otherwise. Mods should adapt this for convenience reasons.
3372 Special properties of the class
3373 -------------------------------
3375 Vectors can be indexed with numbers and allow method and operator syntax.
3377 All these forms of addressing a vector `v` are valid:
3378 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3379 Note: Prefer letter over number indexing for performance and compatibility reasons.
3381 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3382 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3384 `tostring` is defined for vectors, see `vector.to_string`.
3386 The metatable that is used for vectors can be accessed via `vector.metatable`.
3389 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3390 Returned vectors always have a metatable set.
3392 Common functions and methods
3393 ----------------------------
3395 For the following functions (and subchapters),
3396 `v`, `v1`, `v2` are vectors,
3397 `p1`, `p2` are position vectors,
3398 `s` is a scalar (a number),
3399 vectors are written like this: `(x, y, z)`:
3401 * `vector.new([a[, b, c]])`:
3402 * Returns a new vector `(a, b, c)`.
3403 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3404 `vector.new(v)` does the same as `vector.copy(v)`
3406 * Returns a new vector `(0, 0, 0)`.
3408 * Returns a copy of the vector `v`.
3409 * `vector.from_string(s[, init])`:
3410 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3411 `np` is the next position in the string after the vector.
3412 * Returns `nil` on failure.
3413 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3414 spaces, leaving away commas and adding an additional comma to the end
3416 * `init`: If given starts looking for the vector at this string index.
3417 * `vector.to_string(v)`:
3418 * Returns a string of the form `"(x, y, z)"`.
3419 * `tostring(v)` does the same.
3420 * `vector.direction(p1, p2)`:
3421 * Returns a vector of length 1 with direction `p1` to `p2`.
3422 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3423 * `vector.distance(p1, p2)`:
3424 * Returns zero or a positive number, the distance between `p1` and `p2`.
3425 * `vector.length(v)`:
3426 * Returns zero or a positive number, the length of vector `v`.
3427 * `vector.normalize(v)`:
3428 * Returns a vector of length 1 with direction of vector `v`.
3429 * If `v` has zero length, returns `(0, 0, 0)`.
3430 * `vector.floor(v)`:
3431 * Returns a vector, each dimension rounded down.
3432 * `vector.round(v)`:
3433 * Returns a vector, each dimension rounded to nearest integer.
3434 * At a multiple of 0.5, rounds away from zero.
3435 * `vector.apply(v, func)`:
3436 * Returns a vector where the function `func` has been applied to each
3438 * `vector.combine(v, w, func)`:
3439 * Returns a vector where the function `func` has combined both components of `v` and `w`
3441 * `vector.equals(v1, v2)`:
3442 * Returns a boolean, `true` if the vectors are identical.
3443 * `vector.sort(v1, v2)`:
3444 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3445 * `vector.angle(v1, v2)`:
3446 * Returns the angle between `v1` and `v2` in radians.
3447 * `vector.dot(v1, v2)`:
3448 * Returns the dot product of `v1` and `v2`.
3449 * `vector.cross(v1, v2)`:
3450 * Returns the cross product of `v1` and `v2`.
3451 * `vector.offset(v, x, y, z)`:
3452 * Returns the sum of the vectors `v` and `(x, y, z)`.
3453 * `vector.check(v)`:
3454 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3455 by a `vector.*` function.
3456 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3458 For the following functions `x` can be either a vector or a number:
3460 * `vector.add(v, x)`:
3462 * If `x` is a vector: Returns the sum of `v` and `x`.
3463 * If `x` is a number: Adds `x` to each component of `v`.
3464 * `vector.subtract(v, x)`:
3466 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3467 * If `x` is a number: Subtracts `x` from each component of `v`.
3468 * `vector.multiply(v, s)`:
3469 * Returns a scaled vector.
3470 * Deprecated: If `s` is a vector: Returns the Schur product.
3471 * `vector.divide(v, s)`:
3472 * Returns a scaled vector.
3473 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3478 Operators can be used if all of the involved vectors have metatables:
3480 * Returns whether `v1` and `v2` are identical.
3482 * Returns the additive inverse of v.
3484 * Returns the sum of both vectors.
3485 * Note: `+` can not be used together with scalars.
3487 * Returns the difference of `v1` subtracted by `v2`.
3488 * Note: `-` can not be used together with scalars.
3489 * `v * s` or `s * v`:
3490 * Returns `v` scaled by `s`.
3492 * Returns `v` scaled by `1 / s`.
3494 Rotation-related functions
3495 --------------------------
3497 For the following functions `a` is an angle in radians and `r` is a rotation
3498 vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
3501 * `vector.rotate(v, r)`:
3502 * Applies the rotation `r` to `v` and returns the result.
3503 * `vector.rotate(vector.new(0, 0, 1), r)` and
3504 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3505 forward and up relative to an entity's rotation `r`.
3506 * `vector.rotate_around_axis(v1, v2, a)`:
3507 * Returns `v1` rotated around axis `v2` by `a` radians according to
3508 the right hand rule.
3509 * `vector.dir_to_rotation(direction[, up])`:
3510 * Returns a rotation vector for `direction` pointing forward using `up`
3512 * If `up` is omitted, the roll of the returned vector defaults to zero.
3513 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3518 There are more helper functions involving vectors, but they are listed elsewhere
3519 because they only work on specific sorts of vectors or involve things that are not
3524 * `minetest.hash_node_position` (Only works on node positions.)
3525 * `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
3533 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3534 human-readable, handles reference loops.
3535 * `obj`: arbitrary variable
3536 * `name`: string, default: `"_"`
3537 * `dumped`: table, default: `{}`
3538 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3539 * `obj`: arbitrary variable
3540 * `dumped`: table, default: `{}`
3541 * `math.hypot(x, y)`
3542 * Get the hypotenuse of a triangle with legs x and y.
3543 Useful for distance calculation.
3544 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3545 * Get the sign of a number.
3546 * tolerance: number, default: `0.0`
3547 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3549 * `math.factorial(x)`: returns the factorial of `x`
3550 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3551 * At a multiple of 0.5, rounds away from zero.
3552 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3553 * `separator`: string, default: `","`
3554 * `include_empty`: boolean, default: `false`
3555 * `max_splits`: number, if it's negative, splits aren't limited,
3557 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3558 string or a pattern (regex), default: `false`
3559 * e.g. `"a,b":split","` returns `{"a","b"}`
3560 * `string:trim()`: returns the string without whitespace pre- and suffixes
3561 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3562 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3563 * Adds newlines to the string to keep it within the specified character
3565 * Note that the returned lines may be longer than the limit since it only
3566 splits at word borders.
3567 * `limit`: number, maximal amount of characters in one line
3568 * `as_table`: boolean, if set to true, a table of lines instead of a string
3569 is returned, default: `false`
3570 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3571 * `pos`: table {x=X, y=Y, z=Z}
3572 * Converts the position `pos` to a human-readable, printable string
3573 * `decimal_places`: number, if specified, the x, y and z values of
3574 the position are rounded to the given decimal place.
3575 * `minetest.string_to_pos(string)`: returns a position or `nil`
3576 * Same but in reverse.
3577 * If the string can't be parsed to a position, nothing is returned.
3578 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)`:
3579 * returns two positions
3580 * Converts a string representing an area box into two positions
3581 * X1, Y1, ... Z2 are coordinates
3582 * `relative_to`: Optional. If set to a position, each coordinate
3583 can use the tilde notation for relative positions
3584 * Tilde notation: "~": Relative coordinate
3585 "~<number>": Relative coordinate plus <number>
3586 * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
3587 returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
3588 * `minetest.formspec_escape(string)`: returns a string
3589 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3591 * `minetest.is_yes(arg)`
3592 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3593 * `minetest.is_nan(arg)`
3594 * returns true when the passed number represents NaN.
3595 * `minetest.get_us_time()`
3596 * returns time with microsecond precision. May not return wall time.
3597 * `table.copy(table)`: returns a table
3598 * returns a deep copy of `table`
3599 * `table.indexof(list, val)`: returns the smallest numerical index containing
3600 the value `val` in the table `list`. Non-numerical indices are ignored.
3601 If `val` could not be found, `-1` is returned. `list` must not have
3603 * `table.insert_all(table, other_table)`:
3604 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3606 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3607 * If multiple keys in `t` map to the same value, it is unspecified which
3608 value maps to that key.
3609 * `table.shuffle(table, [from], [to], [random_func])`:
3610 * Shuffles elements `from` to `to` in `table` in place
3611 * `from` defaults to `1`
3612 * `to` defaults to `#table`
3613 * `random_func` defaults to `math.random`. This function receives two
3614 integers as arguments and should return a random integer inclusively
3616 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3618 * returns the exact position on the surface of a pointed node
3619 * `minetest.get_tool_wear_after_use(uses [, initial_wear])`
3620 * Simulates a tool being used once and returns the added wear,
3621 such that, if only this function is used to calculate wear,
3622 the tool will break exactly after `uses` times of uses
3623 * `uses`: Number of times the tool can be used
3624 * `initial_wear`: The initial wear the tool starts with (default: 0)
3625 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3626 Simulates an item that digs a node.
3627 Returns a table with the following fields:
3628 * `diggable`: `true` if node can be dug, `false` otherwise.
3629 * `time`: Time it would take to dig the node.
3630 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3631 `time` and `wear` are meaningless if node's not diggable
3633 * `groups`: Table of the node groups of the node that would be dug
3634 * `tool_capabilities`: Tool capabilities table of the item
3635 * `wear`: Amount of wear the tool starts with (default: 0)
3636 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3637 Simulates an item that punches an object.
3638 Returns a table with the following fields:
3639 * `hp`: How much damage the punch would cause (between -65535 and 65535).
3640 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3642 * `groups`: Damage groups of the object
3643 * `tool_capabilities`: Tool capabilities table of the item
3644 * `time_from_last_punch`: time in seconds since last punch action
3645 * `wear`: Amount of wear the item starts with (default: 0)
3653 Texts can be translated client-side with the help of `minetest.translate` and
3656 Translating a string
3657 --------------------
3659 Two functions are provided to translate strings: `minetest.translate` and
3660 `minetest.get_translator`.
3662 * `minetest.get_translator(textdomain)` is a simple wrapper around
3663 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3664 equivalent to `minetest.translate(textdomain, str, ...)`.
3665 It is intended to be used in the following way, so that it avoids verbose
3666 repetitions of `minetest.translate`:
3668 local S = minetest.get_translator(textdomain)
3671 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3673 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3674 the given `textdomain` for disambiguation. The textdomain must match the
3675 textdomain specified in the translation file in order to get the string
3676 translated. This can be used so that a string is translated differently in
3678 It is advised to use the name of the mod as textdomain whenever possible, to
3679 avoid clashes with other mods.
3680 This function must be given a number of arguments equal to the number of
3681 arguments the translated string expects.
3682 Arguments are literal strings -- they will not be translated, so if you want
3683 them to be, they need to come as outputs of `minetest.translate` as well.
3685 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3686 by the translation of "Red". We can do the following:
3688 local S = minetest.get_translator()
3689 S("@1 Wool", S("Red"))
3691 This will be displayed as "Red Wool" on old clients and on clients that do
3692 not have localization enabled. However, if we have for instance a translation
3693 file named `wool.fr.tr` containing the following:
3698 this will be displayed as "Laine Rouge" on clients with a French locale.
3700 Operations on translated strings
3701 --------------------------------
3703 The output of `minetest.translate` is a string, with escape sequences adding
3704 additional information to that string so that it can be translated on the
3705 different clients. In particular, you can't expect operations like string.length
3706 to work on them like you would expect them to, or string.gsub to work in the
3707 expected manner. However, string concatenation will still work as expected
3708 (note that you should only use this for things like formspecs; do not translate
3709 sentences by breaking them into parts; arguments should be used instead), and
3710 operations such as `minetest.colorize` which are also concatenation.
3712 Translation file format
3713 -----------------------
3715 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3716 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3717 The file should be a text file, with the following format:
3719 * Lines beginning with `# textdomain:` (the space is significant) can be used
3720 to specify the text domain of all following translations in the file.
3721 * All other empty lines or lines beginning with `#` are ignored.
3722 * Other lines should be in the format `original=translated`. Both `original`
3723 and `translated` can contain escape sequences beginning with `@` to insert
3724 arguments, literal `@`, `=` or newline (See [Escapes] below).
3725 There must be no extraneous whitespace around the `=` or at the beginning or
3726 the end of the line.
3731 Strings that need to be translated can contain several escapes, preceded by `@`.
3733 * `@@` acts as a literal `@`.
3734 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3735 string that will be inlined when translated. Due to how translations are
3736 implemented, the original translation string **must** have its arguments in
3737 increasing order, without gaps or repetitions, starting from 1.
3738 * `@=` acts as a literal `=`. It is not required in strings given to
3739 `minetest.translate`, but is in translation files to avoid being confused
3740 with the `=` separating the original from the translation.
3741 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3742 As with `@=`, this escape is not required in strings given to
3743 `minetest.translate`, but is in translation files.
3744 * `@n` acts as a literal newline as well.
3746 Server side translations
3747 ------------------------
3749 On some specific cases, server translation could be useful. For example, filter
3750 a list on labels and send results to client. A method is supplied to achieve
3753 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3754 translations for `lang_code` language. It gives the same result as if the string
3755 was translated by the client.
3757 The `lang_code` to use for a given player can be retrieved from
3758 the table returned by `minetest.get_player_information(name)`.
3760 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3761 You do not need to use this to get translated strings to show up on the client.
3766 Perlin noise creates a continuously-varying value depending on the input values.
3767 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3768 The result is used during map generation to create the terrain shape, vary heat
3769 and humidity to distribute biomes, vary the density of decorations or vary the
3772 Structure of perlin noise
3773 -------------------------
3775 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3776 The smooth wavy noise it generates has a single characteristic scale, almost
3777 like a 'wavelength', so on its own does not create fine detail.
3778 Due to this perlin noise combines several octaves to create variation on
3779 multiple scales. Each additional octave has a smaller 'wavelength' than the
3782 This combination results in noise varying very roughly between -2.0 and 2.0 and
3783 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3784 and offset the noise variation.
3786 The final perlin noise variation is created as follows:
3788 noise = offset + scale * (octave1 +
3789 octave2 * persistence +
3790 octave3 * persistence ^ 2 +
3791 octave4 * persistence ^ 3 +
3797 Noise Parameters are commonly called `NoiseParams`.
3801 After the multiplication by `scale` this is added to the result and is the final
3802 step in creating the noise value.
3803 Can be positive or negative.
3807 Once all octaves have been combined, the result is multiplied by this.
3808 Can be positive or negative.
3812 For octave1, this is roughly the change of input value needed for a very large
3813 variation in the noise value generated by octave1. It is almost like a
3814 'wavelength' for the wavy noise variation.
3815 Each additional octave has a 'wavelength' that is smaller than the previous
3816 octave, to create finer detail. `spread` will therefore roughly be the typical
3817 size of the largest structures in the final noise variation.
3819 `spread` is a vector with values for x, y, z to allow the noise variation to be
3820 stretched or compressed in the desired axes.
3821 Values are positive numbers.
3825 This is a whole number that determines the entire pattern of the noise
3826 variation. Altering it enables different noise patterns to be created.
3827 With other parameters equal, different seeds produce different noise patterns
3828 and identical seeds produce identical noise patterns.
3830 For this parameter you can randomly choose any whole number. Usually it is
3831 preferable for this to be different from other seeds, but sometimes it is useful
3832 to be able to create identical noise patterns.
3834 In some noise APIs the world seed is added to the seed specified in noise
3835 parameters. This is done to make the resulting noise pattern vary in different
3836 worlds, and be 'world-specific'.
3840 The number of simple noise generators that are combined.
3841 A whole number, 1 or more.
3842 Each additional octave adds finer detail to the noise but also increases the
3843 noise calculation load.
3844 3 is a typical minimum for a high quality, complex and natural-looking noise
3845 variation. 1 octave has a slight 'gridlike' appearance.
3847 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3848 size of the finest detail you require. For example:
3849 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3850 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3851 512, 256, 128, 64, 32, 16 nodes.
3852 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3856 Each additional octave has an amplitude that is the amplitude of the previous
3857 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3858 as is often helpful and natural to do so.
3859 Since this controls the balance of fine detail to large-scale detail
3860 `persistence` can be thought of as the 'roughness' of the noise.
3862 A positive or negative non-zero number, often between 0.3 and 1.0.
3863 A common medium value is 0.5, such that each octave has half the amplitude of
3864 the previous octave.
3865 This may need to be tuned when altering `lacunarity`; when doing so consider
3866 that a common medium value is 1 / lacunarity.
3870 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3871 previous octave multiplied by 1 / lacunarity, to create finer detail.
3872 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3874 A positive number no smaller than 1.0.
3875 Values below 2.0 create higher quality noise at the expense of requiring more
3876 octaves to cover a paticular range of 'wavelengths'.
3880 Leave this field unset for no special handling.
3881 Currently supported are `defaults`, `eased` and `absvalue`:
3885 Specify this if you would like to keep auto-selection of eased/not-eased while
3886 specifying some other flags.
3890 Maps noise gradient values onto a quintic S-curve before performing
3891 interpolation. This results in smooth, rolling noise.
3892 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3894 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3896 Easing a 3D noise significantly increases the noise calculation load, so use
3901 The absolute value of each octave's noise variation is used when combining the
3902 octaves. The final perlin noise variation is created as follows:
3904 noise = offset + scale * (abs(octave1) +
3905 abs(octave2) * persistence +
3906 abs(octave3) * persistence ^ 2 +
3907 abs(octave4) * persistence ^ 3 +
3912 For 2D or 3D perlin noise or perlin noise maps:
3917 spread = {x = 500, y = 500, z = 500},
3922 flags = "defaults, absvalue",
3925 For 2D noise the Z component of `spread` is still defined but is ignored.
3926 A single noise parameter table can be used for 2D or 3D noise.
3937 These tell in what manner the ore is generated.
3939 All default ores are of the uniformly-distributed scatter type.
3943 Randomly chooses a location and generates a cluster of ore.
3945 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3946 at that point is greater than the `noise_threshold`, giving the ability to
3947 create a non-equal distribution of ore.
3951 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3952 described by `noise_params` and `noise_threshold`. This is essentially an
3953 improved version of the so-called "stratus" ore seen in some unofficial mods.
3955 This sheet consists of vertical columns of uniform randomly distributed height,
3956 varying between the inclusive range `column_height_min` and `column_height_max`.
3957 If `column_height_min` is not specified, this parameter defaults to 1.
3958 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3959 for reverse compatibility. New code should prefer `column_height_max`.
3961 The `column_midpoint_factor` parameter controls the position of the column at
3962 which ore emanates from.
3963 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3964 equally starting from each direction.
3965 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3966 this parameter is not specified, the default is 0.5.
3968 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3973 Creates a sheet of ore in a cloud-like puff shape.
3975 As with the `sheet` ore type, the size and shape of puffs are described by
3976 `noise_params` and `noise_threshold` and are placed at random vertical
3977 positions within the currently generated chunk.
3979 The vertical top and bottom displacement of each puff are determined by the
3980 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3984 Creates a deformed sphere of ore according to 3d perlin noise described by
3985 `noise_params`. The maximum size of the blob is `clust_size`, and
3986 `clust_scarcity` has the same meaning as with the `scatter` type.
3990 Creates veins of ore varying in density by according to the intersection of two
3991 instances of 3d perlin noise with different seeds, both described by
3994 `random_factor` varies the influence random chance has on placement of an ore
3995 inside the vein, which is `1` by default. Note that modifying this parameter
3996 may require adjusting `noise_threshold`.
3998 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
4001 This ore type is difficult to control since it is sensitive to small changes.
4002 The following is a decent set of parameters to work from:
4007 spread = {x=200, y=200, z=200},
4014 noise_threshold = 1.6
4016 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
4017 computationally expensive than any other ore.
4021 Creates a single undulating ore stratum that is continuous across mapchunk
4022 borders and horizontally spans the world.
4024 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
4025 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
4026 defines the stratum's vertical thickness (in units of nodes). Due to being
4027 continuous across mapchunk borders the stratum's vertical thickness is
4030 If the noise parameter `noise_params` is omitted the ore will occur from y_min
4031 to y_max in a simple horizontal stratum.
4033 A parameter `stratum_thickness` can be provided instead of the noise parameter
4034 `np_stratum_thickness`, to create a constant thickness.
4036 Leaving out one or both noise parameters makes the ore generation less
4037 intensive, useful when adding multiple strata.
4039 `y_min` and `y_max` define the limits of the ore generation and for performance
4040 reasons should be set as close together as possible but without clipping the
4041 stratum's Y variation.
4043 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
4044 solid-ore stratum would require a `clust_scarcity` of 1.
4046 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
4047 `random_factor` are ignored by this ore type.
4052 See section [Flag Specifier Format].
4054 Currently supported flags:
4055 `puff_cliffs`, `puff_additive_composition`.
4059 If set, puff ore generation will not taper down large differences in
4060 displacement when approaching the edge of a puff. This flag has no effect for
4061 ore types other than `puff`.
4063 ### `puff_additive_composition`
4065 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
4066 in a negative displacement, the sub-column at that point is not generated. With
4067 this attribute set, puff ore generation will instead generate the absolute
4068 difference in noise displacement values. This flag has no effect for ore types
4077 The varying types of decorations that can be placed.
4082 Creates a 1 times `H` times 1 column of a specified node (or a random node from
4083 a list, if a decoration list is specified). Can specify a certain node it must
4084 spawn next to, such as water or lava, for example. Can also generate a
4085 decoration of random height between a specified lower and upper bound.
4086 This type of decoration is intended for placement of grass, flowers, cacti,
4087 papyri, waterlilies and so on.
4092 Copies a box of `MapNodes` from a specified schematic file (or raw description).
4093 Can specify a probability of a node randomly appearing when placed.
4094 This decoration type is intended to be used for multi-node sized discrete
4095 structures, such as trees, cave spikes, rocks, and so on.
4104 --------------------
4106 A schematic specifier identifies a schematic by either a filename to a
4107 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
4108 in the form of a table. This table specifies the following fields:
4110 * The `size` field is a 3D vector containing the dimensions of the provided
4111 schematic. (required field)
4112 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
4113 sets the probability of a particular horizontal slice of the schematic being
4114 placed. (optional field)
4115 `ypos` = 0 for the lowest horizontal slice of a schematic.
4116 The default of `prob` is 255.
4117 * The `data` field is a flat table of MapNode tables making up the schematic,
4118 in the order of `[z [y [x]]]`. (required field)
4119 Each MapNode table contains:
4120 * `name`: the name of the map node to place (required)
4121 * `prob` (alias `param1`): the probability of this node being placed
4123 * `param2`: the raw param2 value of the node being placed onto the map
4125 * `force_place`: boolean representing if the node should forcibly overwrite
4126 any previous contents (default: false)
4128 About probability values:
4130 * A probability value of `0` or `1` means that node will never appear
4132 * A probability value of `254` or `255` means the node will always appear
4134 * If the probability value `p` is greater than `1`, then there is a
4135 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4138 Schematic attributes
4139 --------------------
4141 See section [Flag Specifier Format].
4143 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4146 * `place_center_x`: Placement of this decoration is centered along the X axis.
4147 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4148 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4149 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4155 Lua Voxel Manipulator
4156 =====================
4161 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4162 facility. The purpose of this object is for fast, low-level, bulk access to
4163 reading and writing Map content. As such, setting map nodes through VoxelManip
4164 will lack many of the higher level features and concepts you may be used to
4165 with other methods of setting nodes. For example, nodes will not have their
4166 construction and destruction callbacks run, and no rollback information is
4169 It is important to note that VoxelManip is designed for speed, and *not* ease
4170 of use or flexibility. If your mod requires a map manipulation facility that
4171 will handle 100% of all edge cases, or the use of high level node placement
4172 features, perhaps `minetest.set_node()` is better suited for the job.
4174 In addition, VoxelManip might not be faster, or could even be slower, for your
4175 specific use case. VoxelManip is most effective when setting large areas of map
4176 at once - for example, if only setting a 3x3x3 node area, a
4177 `minetest.set_node()` loop may be more optimal. Always profile code using both
4178 methods of map manipulation to determine which is most appropriate for your
4181 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4182 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4187 A VoxelManip object can be created any time using either:
4188 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4190 If the optional position parameters are present for either of these routines,
4191 the specified region will be pre-loaded into the VoxelManip object on creation.
4192 Otherwise, the area of map you wish to manipulate must first be loaded into the
4193 VoxelManip object using `VoxelManip:read_from_map()`.
4195 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4196 formed by these positions indicate the minimum and maximum (respectively)
4197 positions of the area actually loaded in the VoxelManip, which may be larger
4198 than the area requested. For convenience, the loaded area coordinates can also
4199 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4201 Now that the VoxelManip object is populated with map data, your mod can fetch a
4202 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4203 which retrieves an individual node in a MapNode formatted table at the position
4204 requested is the simplest method to use, but also the slowest.
4206 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4209 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4211 * `VoxelManip:get_light_data()` for node light levels, and
4212 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4214 See section [Flat array format] for more details.
4216 It is very important to understand that the tables returned by any of the above
4217 three functions represent a snapshot of the VoxelManip's internal state at the
4218 time of the call. This copy of the data will not magically update itself if
4219 another function modifies the internal VoxelManip state.
4220 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4221 internal state unless otherwise explicitly stated.
4223 Once the bulk data has been edited to your liking, the internal VoxelManip
4224 state can be set using:
4226 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4228 * `VoxelManip:set_light_data()` for node light levels, and
4229 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4231 The parameter to each of the above three functions can use any table at all in
4232 the same flat array format as produced by `get_data()` etc. and is not required
4233 to be a table retrieved from `get_data()`.
4235 Once the internal VoxelManip state has been modified to your liking, the
4236 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4238 ### Flat array format
4241 `Nx = p2.X - p1.X + 1`,
4242 `Ny = p2.Y - p1.Y + 1`, and
4243 `Nz = p2.Z - p1.Z + 1`.
4245 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4246 including the value of the expression `Nx * Ny * Nz`.
4248 Positions offset from p1 are present in the array with the format of:
4251 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4252 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4254 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4255 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4257 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4259 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4262 and the array index for a position p contained completely in p1..p2 is:
4264 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4266 Note that this is the same "flat 3D array" format as
4267 `PerlinNoiseMap:get3dMap_flat()`.
4268 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4269 of the index for a single point in a flat VoxelManip array.
4273 A Content ID is a unique integer identifier for a specific node type.
4274 These IDs are used by VoxelManip in place of the node name string for
4275 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4276 `minetest.get_content_id()` to look up the Content ID for the specified node
4277 name, and `minetest.get_name_from_content_id()` to look up the node name string
4278 for a given Content ID.
4279 After registration of a node, its Content ID will remain the same throughout
4280 execution of the mod.
4281 Note that the node being queried needs to have already been been registered.
4283 The following builtin node types have their Content IDs defined as constants:
4285 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4286 * `minetest.CONTENT_AIR`: ID for "air" nodes
4287 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4289 ### Mapgen VoxelManip objects
4291 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4292 VoxelManip object used by the core's Map Generator (commonly abbreviated
4293 Mapgen). Most of the rules previously described still apply but with a few
4296 * The Mapgen VoxelManip object is retrieved using:
4297 `minetest.get_mapgen_object("voxelmanip")`
4298 * This VoxelManip object already has the region of map just generated loaded
4299 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4300 a Mapgen VoxelManip.
4301 * The `on_generated()` callbacks of some mods may place individual nodes in the
4302 generated area using non-VoxelManip map modification methods. Because the
4303 same Mapgen VoxelManip object is passed through each `on_generated()`
4304 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4305 consistency with the current map state. For this reason, calling any of the
4306 following functions:
4307 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4308 will also update the Mapgen VoxelManip object's internal state active on the
4310 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4311 necessary to update lighting information using either:
4312 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4314 ### Other API functions operating on a VoxelManip
4316 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4317 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4318 flowing. It is recommended to call this function only after having written all
4319 buffered data back to the VoxelManip object, save for special situations where
4320 the modder desires to only have certain liquid nodes begin flowing.
4322 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4323 will generate all registered decorations and ores throughout the full area
4324 inside of the specified VoxelManip object.
4326 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4327 `minetest.place_schematic()`, except instead of placing the specified schematic
4328 directly on the map at the specified position, it will place the schematic
4329 inside the VoxelManip.
4333 * Attempting to read data from a VoxelManip object before map is read will
4334 result in a zero-length array table for `VoxelManip:get_data()`, and an
4335 "ignore" node at any position for `VoxelManip:get_node_at()`.
4336 * If either a region of map has not yet been generated or is out-of-bounds of
4337 the map, that region is filled with "ignore" nodes.
4338 * Other mods, or the core itself, could possibly modify the area of map
4339 currently loaded into a VoxelManip object. With the exception of Mapgen
4340 VoxelManips (see above section), the internal buffers are not updated. For
4341 this reason, it is strongly encouraged to complete the usage of a particular
4342 VoxelManip object in the same callback it had been created.
4343 * If a VoxelManip object will be used often, such as in an `on_generated()`
4344 callback, consider passing a file-scoped table as the optional parameter to
4345 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4346 to write map data to instead of returning a new table each call. This greatly
4347 enhances performance by avoiding unnecessary memory allocations.
4352 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4353 containing the region formed by `p1` and `p2`.
4354 * returns actual emerged `pmin`, actual emerged `pmax`
4355 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4357 * **important**: data must be set using `VoxelManip:set_data()` before
4359 * if `light` is true, then lighting is automatically recalculated.
4360 The default value is true.
4361 If `light` is false, no light calculations happen, and you should correct
4362 all modified blocks with `minetest.fix_light()` as soon as possible.
4363 Keep in mind that modifying the map where light is incorrect can cause
4365 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4366 the `VoxelManip` at that position
4367 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4369 * `get_data([buffer])`: Retrieves the node content data loaded into the
4370 `VoxelManip` object.
4371 * returns raw node data in the form of an array of node content IDs
4372 * if the param `buffer` is present, this table will be used to store the
4374 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4375 * `update_map()`: Does nothing, kept for compatibility.
4376 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4378 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4379 * To be used only by a `VoxelManip` object from
4380 `minetest.get_mapgen_object`.
4381 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4383 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4384 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4386 * Each value is the bitwise combination of day and night light values
4388 * `light = day + (night * 16)`
4389 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4390 in the `VoxelManip`.
4391 * expects lighting data in the same format that `get_light_data()` returns
4392 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4393 `VoxelManip` object.
4394 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4396 * If the param `buffer` is present, this table will be used to store the
4398 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4400 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4402 * To be used only by a `VoxelManip` object from
4403 `minetest.get_mapgen_object`.
4404 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4405 area if left out or nil. For almost all uses these should be left out
4406 or nil to use the default.
4407 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4408 generated mapchunk above are propagated down into the mapchunk, defaults
4409 to `true` if left out.
4410 * `update_liquids()`: Update liquid flow
4411 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4412 manipulator had been modified since the last read from map, due to a call to
4413 `minetest.set_data()` on the loaded area elsewhere.
4414 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4419 A helper class for voxel areas.
4420 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4421 The coordinates are *inclusive*, like most other things in Minetest.
4425 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4426 `MinEdge` and `MaxEdge`.
4427 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4429 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4431 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4432 * The position (x, y, z) is not checked for being inside the area volume,
4433 being outside can cause an incorrect index result.
4434 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4435 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4436 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4437 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4438 is not checked for being inside the area volume.
4439 * `position(i)`: returns the absolute position vector corresponding to index
4441 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4442 `MinEdge` and `MaxEdge`.
4443 * `containsp(p)`: same as above, except takes a vector
4444 * `containsi(i)`: same as above, except takes an index `i`
4445 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4447 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4449 * `iterp(minp, maxp)`: same as above, except takes a vector
4451 ### Y stride and z stride of a flat array
4453 For a particular position in a voxel area, whose flat array index is known,
4454 it is often useful to know the index of a neighboring or nearby position.
4455 The table below shows the changes of index required for 1 node movements along
4456 the axes in a voxel area:
4458 Movement Change of index
4468 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4470 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4479 A mapgen object is a construct used in map generation. Mapgen objects can be
4480 used by an `on_generate` callback to speed up operations by avoiding
4481 unnecessary recalculations, these can be retrieved using the
4482 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4483 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4484 callback, `nil` is returned.
4486 The following Mapgen objects are currently available:
4490 This returns three values; the `VoxelManip` object to be used, minimum and
4491 maximum emerged position, in that order. All mapgens support this object.
4495 Returns an array containing the y coordinates of the ground levels of nodes in
4496 the most recently generated chunk by the current mapgen.
4500 Returns an array containing the biome IDs of nodes in the most recently
4501 generated chunk by the current mapgen.
4505 Returns an array containing the temperature values of nodes in the most
4506 recently generated chunk by the current mapgen.
4510 Returns an array containing the humidity values of nodes in the most recently
4511 generated chunk by the current mapgen.
4515 Returns a table mapping requested generation notification types to arrays of
4516 positions at which the corresponding generated structures are located within
4517 the current chunk. To set the capture of positions of interest to be recorded
4518 on generate, use `minetest.set_gen_notify()`.
4519 For decorations, the returned positions are the ground surface 'place_on'
4520 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4521 node above the returned position and possibly displaced by 'place_offset_y'.
4523 Possible fields of the table returned are:
4529 * `large_cave_begin`
4533 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4534 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4542 Functions receive a "luaentity" as `self`:
4544 * It has the member `.name`, which is the registered name `("mod:thing")`
4545 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4546 * The original prototype stuff is visible directly via a metatable
4550 * `on_activate(self, staticdata, dtime_s)`
4551 * Called when the object is instantiated.
4552 * `dtime_s` is the time passed since the object was unloaded, which can be
4553 used for updating the entity state.
4554 * `on_deactivate(self)
4555 * Called when the object is about to get removed or unloaded.
4556 * `on_step(self, dtime)`
4557 * Called on every server tick, after movement and collision processing.
4558 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4560 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4561 * Called when somebody punches the object.
4562 * Note that you probably want to handle most punches using the automatic
4564 * `puncher`: an `ObjectRef` (can be `nil`)
4565 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4567 * `tool_capabilities`: capability table of used item (can be `nil`)
4568 * `dir`: unit vector of direction of punch. Always defined. Points from the
4569 puncher to the punched.
4570 * `damage`: damage that will be done to entity.
4571 * Can return `true` to prevent the default damage mechanism.
4572 * `on_death(self, killer)`
4573 * Called when the object dies.
4574 * `killer`: an `ObjectRef` (can be `nil`)
4575 * `on_rightclick(self, clicker)`
4576 * Called when `clicker` pressed the 'place/use' key while pointing
4577 to the object (not neccessarily an actual rightclick)
4578 * `clicker`: an `ObjectRef` (may or may not be a player)
4579 * `on_attach_child(self, child)`
4580 * `child`: an `ObjectRef` of the child that attaches
4581 * `on_detach_child(self, child)`
4582 * `child`: an `ObjectRef` of the child that detaches
4583 * `on_detach(self, parent)`
4584 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4585 * This happens before the parent object is removed from the world
4586 * `get_staticdata(self)`
4587 * Should return a string that will be passed to `on_activate` when the
4588 object is instantiated the next time.
4600 axiom, --string initial tree axiom
4601 rules_a, --string rules set A
4602 rules_b, --string rules set B
4603 rules_c, --string rules set C
4604 rules_d, --string rules set D
4605 trunk, --string trunk node name
4606 leaves, --string leaves node name
4607 leaves2, --string secondary leaves node name
4608 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4609 angle, --num angle in deg
4610 iterations, --num max # of iterations, usually 2 -5
4611 random_level, --num factor to lower nr of iterations, usually 0 - 3
4612 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4613 -- 2x2 nodes or 3x3 in cross shape
4614 thin_branches, --boolean true -> use thin (1 node) branches
4615 fruit, --string fruit node name
4616 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4617 seed, --num random seed, if no seed is provided, the engine
4621 Key for special L-System symbols used in axioms
4622 -----------------------------------------------
4624 * `G`: move forward one unit with the pen up
4625 * `F`: move forward one unit with the pen down drawing trunks and branches
4626 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4627 * `T`: move forward one unit with the pen down drawing trunks only
4628 * `R`: move forward one unit with the pen down placing fruit
4629 * `A`: replace with rules set A
4630 * `B`: replace with rules set B
4631 * `C`: replace with rules set C
4632 * `D`: replace with rules set D
4633 * `a`: replace with rules set A, chance 90%
4634 * `b`: replace with rules set B, chance 80%
4635 * `c`: replace with rules set C, chance 70%
4636 * `d`: replace with rules set D, chance 60%
4637 * `+`: yaw the turtle right by `angle` parameter
4638 * `-`: yaw the turtle left by `angle` parameter
4639 * `&`: pitch the turtle down by `angle` parameter
4640 * `^`: pitch the turtle up by `angle` parameter
4641 * `/`: roll the turtle to the right by `angle` parameter
4642 * `*`: roll the turtle to the left by `angle` parameter
4643 * `[`: save in stack current state info
4644 * `]`: recover from stack state info
4649 Spawn a small apple tree:
4651 pos = {x=230,y=20,z=4}
4654 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4655 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4656 trunk="default:tree",
4657 leaves="default:leaves",
4661 trunk_type="single",
4664 fruit="default:apple"
4666 minetest.spawn_tree(pos,apple_tree)
4671 'minetest' namespace reference
4672 ==============================
4677 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4679 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4680 e.g. `"/home/user/.minetest/usermods/modname"`.
4681 * Returns nil if the mod is not enabled or does not exist (not installed).
4682 * Works regardless of whether the mod has been loaded yet.
4683 * Useful for loading additional `.lua` modules or static data from a mod,
4684 or checking if a mod is enabled.
4685 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4686 * Does not include disabled mods, even if they are installed.
4687 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4688 * Useful for storing custom data
4689 * `minetest.is_singleplayer()`
4690 * `minetest.features`: Table containing API feature flags
4693 glasslike_framed = true, -- 0.4.7
4694 nodebox_as_selectionbox = true, -- 0.4.7
4695 get_all_craft_recipes_works = true, -- 0.4.7
4696 -- The transparency channel of textures can optionally be used on
4698 use_texture_alpha = true,
4699 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4700 no_legacy_abms = true,
4701 -- Texture grouping is possible using parentheses (0.4.11)
4702 texture_names_parens = true,
4703 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4704 area_store_custom_ids = true,
4705 -- add_entity supports passing initial staticdata to on_activate
4707 add_entity_with_staticdata = true,
4708 -- Chat messages are no longer predicted (0.4.16)
4709 no_chat_message_prediction = true,
4710 -- The transparency channel of textures can optionally be used on
4711 -- objects (ie: players and lua entities) (5.0.0)
4712 object_use_texture_alpha = true,
4713 -- Object selectionbox is settable independently from collisionbox
4715 object_independent_selectionbox = true,
4716 -- Specifies whether binary data can be uploaded or downloaded using
4717 -- the HTTP API (5.1.0)
4718 httpfetch_binary_data = true,
4719 -- Whether formspec_version[<version>] may be used (5.1.0)
4720 formspec_version_element = true,
4721 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4722 area_store_persistent_ids = true,
4723 -- Whether minetest.find_path is functional (5.2.0)
4724 pathfinder_works = true,
4725 -- Whether Collision info is available to an objects' on_step (5.3.0)
4726 object_step_has_moveresult = true,
4727 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4728 direct_velocity_on_players = true,
4729 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4730 use_texture_alpha_string_modes = true,
4731 -- degrotate param2 rotates in units of 1.5° instead of 2°
4732 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4733 degrotate_240_steps = true,
4734 -- ABM supports min_y and max_y fields in definition (5.5.0)
4735 abm_min_max_y = true,
4736 -- dynamic_add_media supports passing a table with options (5.5.0)
4737 dynamic_add_media_table = true,
4738 -- allows get_sky to return a table instead of separate values (5.6.0)
4739 get_sky_as_table = true,
4742 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4743 * `arg`: string or table in format `{foo=true, bar=true}`
4744 * `missing_features`: `{foo=true, bar=true}`
4745 * `minetest.get_player_information(player_name)`: Table containing information
4746 about a player. Example return value:
4749 address = "127.0.0.1", -- IP address of client
4750 ip_version = 4, -- IPv4 / IPv6
4751 connection_uptime = 200, -- seconds since client connected
4752 protocol_version = 32, -- protocol version used by client
4753 formspec_version = 2, -- supported formspec version
4754 lang_code = "fr" -- Language code used for translation
4755 -- the following keys can be missing if no stats have been collected yet
4756 min_rtt = 0.01, -- minimum round trip time
4757 max_rtt = 0.2, -- maximum round trip time
4758 avg_rtt = 0.02, -- average round trip time
4759 min_jitter = 0.01, -- minimum packet time jitter
4760 max_jitter = 0.5, -- maximum packet time jitter
4761 avg_jitter = 0.03, -- average packet time jitter
4762 -- the following information is available in a debug build only!!!
4763 -- DO NOT USE IN MODS
4764 --ser_vers = 26, -- serialization version used by client
4765 --major = 0, -- major version number
4766 --minor = 4, -- minor version number
4767 --patch = 10, -- patch version number
4768 --vers_string = "0.4.9-git", -- full version string
4769 --state = "Active" -- current client state
4772 * `minetest.mkdir(path)`: returns success.
4773 * Creates a directory specified by `path`, creating parent directories
4774 if they don't exist.
4775 * `minetest.rmdir(path, recursive)`: returns success.
4776 * Removes a directory specified by `path`.
4777 * If `recursive` is set to `true`, the directory is recursively removed.
4778 Otherwise, the directory will only be removed if it is empty.
4779 * Returns true on success, false on failure.
4780 * `minetest.cpdir(source, destination)`: returns success.
4781 * Copies a directory specified by `path` to `destination`
4782 * Any files in `destination` will be overwritten if they already exist.
4783 * Returns true on success, false on failure.
4784 * `minetest.mvdir(source, destination)`: returns success.
4785 * Moves a directory specified by `path` to `destination`.
4786 * If the `destination` is a non-empty directory, then the move will fail.
4787 * Returns true on success, false on failure.
4788 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4790 * nil: return all entries,
4791 * true: return only subdirectory names, or
4792 * false: return only file names.
4793 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4794 * Replaces contents of file at path with new contents in a safe (atomic)
4795 way. Use this instead of below code when writing e.g. database files:
4796 `local f = io.open(path, "wb"); f:write(content); f:close()`
4797 * `minetest.get_version()`: returns a table containing components of the
4798 engine version. Components:
4799 * `project`: Name of the project, eg, "Minetest"
4800 * `string`: Simple version, eg, "1.2.3-dev"
4801 * `hash`: Full git version (only set if available),
4802 eg, "1.2.3-dev-01234567-dirty".
4803 Use this for informational purposes only. The information in the returned
4804 table does not represent the capabilities of the engine, nor is it
4805 reliable or verifiable. Compatible forks will have a different name and
4806 version entirely. To check for the presence of engine features, test
4807 whether the functions exported by the wanted features exist. For example:
4808 `if minetest.check_for_falling then ... end`.
4809 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4810 * `data`: string of data to hash
4811 * `raw`: return raw bytes instead of hex digits, default: false
4812 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4813 ColorString. If the ColorSpec is invalid, returns `nil`.
4814 * `colorspec`: The ColorSpec to convert
4815 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4816 string of four bytes in an RGBA layout, returned as a string.
4817 * `colorspec`: The ColorSpec to convert
4818 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4819 image and return it in string form.
4820 * `width`: Width of the image
4821 * `height`: Height of the image
4822 * `data`: Image data, one of:
4823 * array table of ColorSpec, length must be width*height
4824 * string with raw RGBA pixels, length must be width*height*4
4825 * `compression`: Optional zlib compression level, number in range 0 to 9.
4826 The data is one-dimensional, starting in the upper left corner of the image
4827 and laid out in scanlines going from left to right, then top to bottom.
4828 Please note that it's not safe to use string.char to generate raw data,
4829 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4830 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4831 You may use this to procedurally generate textures during server init.
4836 * `minetest.debug(...)`
4837 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4838 * `minetest.log([level,] text)`
4839 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4840 `"info"`, or `"verbose"`. Default is `"none"`.
4842 Registration functions
4843 ----------------------
4845 Call these functions only at load time!
4849 * `minetest.register_node(name, node definition)`
4850 * `minetest.register_craftitem(name, item definition)`
4851 * `minetest.register_tool(name, item definition)`
4852 * `minetest.override_item(name, redefinition)`
4853 * Overrides fields of an item registered with register_node/tool/craftitem.
4854 * Note: Item must already be defined, (opt)depend on the mod defining it.
4855 * Example: `minetest.override_item("default:mese",
4856 {light_source=minetest.LIGHT_MAX})`
4857 * `minetest.unregister_item(name)`
4858 * Unregisters the item from the engine, and deletes the entry with key
4859 `name` from `minetest.registered_items` and from the associated item table
4860 according to its nature: `minetest.registered_nodes`, etc.
4861 * `minetest.register_entity(name, entity definition)`
4862 * `minetest.register_abm(abm definition)`
4863 * `minetest.register_lbm(lbm definition)`
4864 * `minetest.register_alias(alias, original_name)`
4865 * Also use this to set the 'mapgen aliases' needed in a game for the core
4866 mapgens. See [Mapgen aliases] section above.
4867 * `minetest.register_alias_force(alias, original_name)`
4868 * `minetest.register_ore(ore definition)`
4869 * Returns an integer object handle uniquely identifying the registered
4871 * The order of ore registrations determines the order of ore generation.
4872 * `minetest.register_biome(biome definition)`
4873 * Returns an integer object handle uniquely identifying the registered
4874 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4875 * `minetest.unregister_biome(name)`
4876 * Unregisters the biome from the engine, and deletes the entry with key
4877 `name` from `minetest.registered_biomes`.
4878 * Warning: This alters the biome to biome ID correspondences, so any
4879 decorations or ores using the 'biomes' field must afterwards be cleared
4881 * `minetest.register_decoration(decoration definition)`
4882 * Returns an integer object handle uniquely identifying the registered
4883 decoration on success. To get the decoration ID, use
4884 `minetest.get_decoration_id`.
4885 * The order of decoration registrations determines the order of decoration
4887 * `minetest.register_schematic(schematic definition)`
4888 * Returns an integer object handle uniquely identifying the registered
4889 schematic on success.
4890 * If the schematic is loaded from a file, the `name` field is set to the
4892 * If the function is called when loading the mod, and `name` is a relative
4893 path, then the current mod path will be prepended to the schematic
4895 * `minetest.clear_registered_biomes()`
4896 * Clears all biomes currently registered.
4897 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4898 correspondences, so any decorations or ores using the 'biomes' field must
4899 afterwards be cleared and re-registered.
4900 * `minetest.clear_registered_decorations()`
4901 * Clears all decorations currently registered.
4902 * `minetest.clear_registered_ores()`
4903 * Clears all ores currently registered.
4904 * `minetest.clear_registered_schematics()`
4905 * Clears all schematics currently registered.
4909 * `minetest.register_craft(recipe)`
4910 * Check recipe table syntax for different types below.
4911 * `minetest.clear_craft(recipe)`
4912 * Will erase existing craft based either on output item or on input recipe.
4913 * Specify either output or input only. If you specify both, input will be
4914 ignored. For input use the same recipe table syntax as for
4915 `minetest.register_craft(recipe)`. For output specify only the item,
4917 * Returns false if no erase candidate could be found, otherwise returns true.
4918 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4919 ignored if the recipe contains output. Erasing is then done independently
4920 from the crafting method.
4921 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4922 * `minetest.override_chatcommand(name, redefinition)`
4923 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4924 * `minetest.unregister_chatcommand(name)`
4925 * Unregisters a chatcommands registered with `register_chatcommand`.
4926 * `minetest.register_privilege(name, definition)`
4927 * `definition` can be a description or a definition table (see [Privilege
4929 * If it is a description, the priv will be granted to singleplayer and admin
4931 * To allow players with `basic_privs` to grant, see the `basic_privs`
4932 minetest.conf setting.
4933 * `minetest.register_authentication_handler(authentication handler definition)`
4934 * Registers an auth handler that overrides the builtin one.
4935 * This function can be called by a single mod once only.
4937 Global callback registration functions
4938 --------------------------------------
4940 Call these functions only at load time!
4942 * `minetest.register_globalstep(function(dtime))`
4943 * Called every server step, usually interval of 0.1s
4944 * `minetest.register_on_mods_loaded(function())`
4945 * Called after mods have finished loading and before the media is cached or the
4947 * `minetest.register_on_shutdown(function())`
4948 * Called before server shutdown
4949 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4950 registered callbacks **will likely not be run**. Data should be saved at
4951 semi-frequent intervals as well as on server shutdown.
4952 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4953 * Called when a node has been placed
4954 * If return `true` no item is taken from `itemstack`
4955 * `placer` may be any valid ObjectRef or nil.
4956 * **Not recommended**; use `on_construct` or `after_place_node` in node
4957 definition whenever possible.
4958 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4959 * Called when a node has been dug.
4960 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4961 definition whenever possible.
4962 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4963 * Called when a node is punched
4964 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4965 * Called after generating a piece of world. Modifying nodes inside the area
4966 is a bit faster than usually.
4967 * `minetest.register_on_newplayer(function(ObjectRef))`
4968 * Called when a new player enters the world for the first time
4969 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4970 * Called when a player is punched
4971 * Note: This callback is invoked even if the punched player is dead.
4972 * `player`: ObjectRef - Player that was punched
4973 * `hitter`: ObjectRef - Player that hit
4974 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4976 * `tool_capabilities`: Capability table of used item (can be nil)
4977 * `dir`: Unit vector of direction of punch. Always defined. Points from
4978 the puncher to the punched.
4979 * `damage`: Number that represents the damage calculated by the engine
4980 * should return `true` to prevent the default damage mechanism
4981 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4982 * Called when the 'place/use' key was used while pointing a player
4983 (not neccessarily an actual rightclick)
4984 * `player`: ObjectRef - Player that is acted upon
4985 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
4986 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4987 * Called when the player gets damaged or healed
4988 * `player`: ObjectRef of the player
4989 * `hp_change`: the amount of change. Negative when it is damage.
4990 * `reason`: a PlayerHPChangeReason table.
4991 * The `type` field will have one of the following values:
4992 * `set_hp`: A mod or the engine called `set_hp` without
4993 giving a type - use this for custom damage types.
4994 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4996 * `node_damage`: `damage_per_second` from a neighbouring node.
4997 `reason.node` will hold the node name or nil.
5000 * Any of the above types may have additional fields from mods.
5001 * `reason.from` will be `mod` or `engine`.
5002 * `modifier`: when true, the function should return the actual `hp_change`.
5003 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
5004 Modifiers can return true as a second argument to stop the execution of further functions.
5005 Non-modifiers receive the final HP change calculated by the modifiers.
5006 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
5007 * Called when a player dies
5008 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
5009 * `minetest.register_on_respawnplayer(function(ObjectRef))`
5010 * Called when player is to be respawned
5011 * Called _before_ repositioning of player occurs
5012 * return true in func to disable regular player placement
5013 * `minetest.register_on_prejoinplayer(function(name, ip))`
5014 * Called when a client connects to the server, prior to authentication
5015 * If it returns a string, the client is disconnected with that string as
5017 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
5018 * Called when a player joins the game
5019 * `last_login`: The timestamp of the previous login, or nil if player is new
5020 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
5021 * Called when a player leaves the game
5022 * `timed_out`: True for timeout, false for other reasons.
5023 * `minetest.register_on_authplayer(function(name, ip, is_success))`
5024 * Called when a client attempts to log into an account.
5025 * `name`: The name of the account being authenticated.
5026 * `ip`: The IP address of the client
5027 * `is_success`: Whether the client was successfully authenticated
5028 * For newly registered accounts, `is_success` will always be true
5029 * `minetest.register_on_auth_fail(function(name, ip))`
5030 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
5031 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
5032 * Called when a player cheats
5033 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
5035 * `interacted_too_far`
5036 * `interacted_with_self`
5037 * `interacted_while_dead`
5038 * `finished_unknown_dig`
5041 * `minetest.register_on_chat_message(function(name, message))`
5042 * Called always when a player says something
5043 * Return `true` to mark the message as handled, which means that it will
5044 not be sent to other players.
5045 * `minetest.register_on_chatcommand(function(name, command, params))`
5046 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
5047 is checked to see if the command exists, but after the input is parsed.
5048 * Return `true` to mark the command as handled, which means that the default
5049 handlers will be prevented.
5050 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
5051 * Called when the server received input from `player` in a formspec with
5052 the given `formname`. Specifically, this is called on any of the
5054 * a button was pressed,
5055 * Enter was pressed while the focus was on a text field
5056 * a checkbox was toggled,
5057 * something was selected in a dropdown list,
5058 * a different tab was selected,
5059 * selection was changed in a textlist or table,
5060 * an entry was double-clicked in a textlist or table,
5061 * a scrollbar was moved, or
5062 * the form was actively closed by the player.
5063 * Fields are sent for formspec elements which define a field. `fields`
5064 is a table containing each formspecs element value (as string), with
5065 the `name` parameter as index for each. The value depends on the
5066 formspec element type:
5067 * `animated_image`: Returns the index of the current frame.
5068 * `button` and variants: If pressed, contains the user-facing button
5069 text as value. If not pressed, is `nil`
5070 * `field`, `textarea` and variants: Text in the field
5071 * `dropdown`: Either the index or value, depending on the `index event`
5073 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
5074 * `checkbox`: `"true"` if checked, `"false"` if unchecked
5075 * `textlist`: See `minetest.explode_textlist_event`
5076 * `table`: See `minetest.explode_table_event`
5077 * `scrollbar`: See `minetest.explode_scrollbar_event`
5078 * Special case: `["quit"]="true"` is sent when the user actively
5079 closed the form by mouse click, keypress or through a button_exit[]
5081 * Special case: `["key_enter"]="true"` is sent when the user pressed
5082 the Enter key and the focus was either nowhere (causing the formspec
5083 to be closed) or on a button. If the focus was on a text field,
5084 additionally, the index `key_enter_field` contains the name of the
5085 text field. See also: `field_close_on_enter`.
5086 * Newest functions are called first
5087 * If function returns `true`, remaining functions are not called
5088 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
5089 * Called when `player` crafts something
5090 * `itemstack` is the output
5091 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
5093 * `craft_inv` is the inventory with the crafting grid
5094 * Return either an `ItemStack`, to replace the output, or `nil`, to not
5096 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
5097 * The same as before, except that it is called before the player crafts, to
5098 make craft prediction, and it should not change anything.
5099 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
5100 * Determines how much of a stack may be taken, put or moved to a
5102 * `player` (type `ObjectRef`) is the player who modified the inventory
5103 `inventory` (type `InvRef`).
5104 * List of possible `action` (string) values and their
5105 `inventory_info` (table) contents:
5106 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
5107 * `put`: `{listname=string, index=number, stack=ItemStack}`
5108 * `take`: Same as `put`
5109 * Return a numeric value to limit the amount of items to be taken, put or
5110 moved. A value of `-1` for `take` will make the source stack infinite.
5111 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
5112 * Called after a take, put or move event from/to/in a player inventory
5113 * Function arguments: see `minetest.register_allow_player_inventory_action`
5114 * Does not accept or handle any return value.
5115 * `minetest.register_on_protection_violation(function(pos, name))`
5116 * Called by `builtin` and mods when a player violates protection at a
5117 position (eg, digs a node or punches a protected entity).
5118 * The registered functions can be called using
5119 `minetest.record_protection_violation`.
5120 * The provided function should check that the position is protected by the
5121 mod calling this function before it prints a message, if it does, to
5122 allow for multiple protection mods.
5123 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
5124 * Called when an item is eaten, by `minetest.item_eat`
5125 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
5126 * `minetest.register_on_priv_grant(function(name, granter, priv))`
5127 * Called when `granter` grants the priv `priv` to `name`.
5128 * Note that the callback will be called twice if it's done by a player,
5129 once with granter being the player name, and again with granter being nil.
5130 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
5131 * Called when `revoker` revokes the priv `priv` from `name`.
5132 * Note that the callback will be called twice if it's done by a player,
5133 once with revoker being the player name, and again with revoker being nil.
5134 * `minetest.register_can_bypass_userlimit(function(name, ip))`
5135 * Called when `name` user connects with `ip`.
5136 * Return `true` to by pass the player limit
5137 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
5138 * Called when an incoming mod channel message is received
5139 * You should have joined some channels to receive events.
5140 * If message comes from a server mod, `sender` field is an empty string.
5141 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5142 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5143 engine's liquid transformation process.
5144 * `pos_list` is an array of all modified positions.
5145 * `node_list` is an array of the old node that was previously at the position
5146 with the corresponding index in pos_list.
5151 * `minetest.settings`: Settings object containing all of the settings from the
5152 main config file (`minetest.conf`).
5153 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5154 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5159 * `minetest.string_to_privs(str[, delim])`:
5160 * Converts string representation of privs into table form
5161 * `delim`: String separating the privs. Defaults to `","`.
5162 * Returns `{ priv1 = true, ... }`
5163 * `minetest.privs_to_string(privs[, delim])`:
5164 * Returns the string representation of `privs`
5165 * `delim`: String to delimit privs. Defaults to `","`.
5166 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5167 * `minetest.check_player_privs(player_or_name, ...)`:
5168 returns `bool, missing_privs`
5169 * A quickhand for checking privileges.
5170 * `player_or_name`: Either a Player object or the name of a player.
5171 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5172 a table, e.g. `{ priva = true, privb = true }`.
5174 * `minetest.check_password_entry(name, entry, password)`
5175 * Returns true if the "password entry" for a player with name matches given
5176 password, false otherwise.
5177 * The "password entry" is the password representation generated by the
5178 engine as returned as part of a `get_auth()` call on the auth handler.
5179 * Only use this function for making it possible to log in via password from
5180 external protocols such as IRC, other uses are frowned upon.
5181 * `minetest.get_password_hash(name, raw_password)`
5182 * Convert a name-password pair to a password hash that Minetest can use.
5183 * The returned value alone is not a good basis for password checks based
5184 on comparing the password hash in the database with the password hash
5185 from the function, with an externally provided password, as the hash
5186 in the db might use the new SRP verifier format.
5187 * For this purpose, use `minetest.check_password_entry` instead.
5188 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5190 * The player needs to be online for this to be successful.
5192 * `minetest.get_auth_handler()`: Return the currently active auth handler
5193 * See the [Authentication handler definition]
5194 * Use this to e.g. get the authentication data for a player:
5195 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5196 * `minetest.notify_authentication_modified(name)`
5197 * Must be called by the authentication handler for privilege changes.
5198 * `name`: string; if omitted, all auth data should be considered modified
5199 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5201 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5203 * `minetest.auth_reload()`
5204 * See `reload()` in authentication handler definition
5206 `minetest.set_player_password`, `minetest.set_player_privs`,
5207 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5213 * `minetest.chat_send_all(text)`
5214 * `minetest.chat_send_player(name, text)`
5215 * `minetest.format_chat_message(name, message)`
5216 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5217 Refer to the documentation of the setting for a list of valid placeholders.
5218 * Takes player name and message, and returns the formatted string to be sent to players.
5219 * Can be redefined by mods if required, for things like colored names or messages.
5220 * **Only** the first occurrence of each placeholder will be replaced.
5225 * `minetest.set_node(pos, node)`
5226 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5227 * Set node at position `pos`
5228 * `node`: table `{name=string, param1=number, param2=number}`
5229 * If param1 or param2 is omitted, it's set to `0`.
5230 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5231 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5232 * Set node on all positions set in the first argument.
5233 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5234 * For node specification or position syntax see `minetest.set_node` call
5235 * Faster than set_node due to single call, but still considerably slower
5236 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5237 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5238 in spread out positions which would cause LVMs to waste memory.
5239 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5241 * `minetest.swap_node(pos, node)`
5242 * Set node at position, but don't remove metadata
5243 * `minetest.remove_node(pos)`
5244 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5245 * `minetest.get_node(pos)`
5246 * Returns the node at the given position as table in the format
5247 `{name="node_name", param1=0, param2=0}`,
5248 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5249 * `minetest.get_node_or_nil(pos)`
5250 * Same as `get_node` but returns `nil` for unloaded areas.
5251 * `minetest.get_node_light(pos, timeofday)`
5252 * Gets the light value at the given position. Note that the light value
5253 "inside" the node at the given position is returned, so you usually want
5254 to get the light value of a neighbor.
5255 * `pos`: The position where to measure the light.
5256 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5257 * Returns a number between `0` and `15` or `nil`
5258 * `nil` is returned e.g. when the map isn't loaded at `pos`
5259 * `minetest.get_natural_light(pos[, timeofday])`
5260 * Figures out the sunlight (or moonlight) value at pos at the given time of
5262 * `pos`: The position of the node
5263 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5264 * Returns a number between `0` and `15` or `nil`
5265 * This function tests 203 nodes in the worst case, which happens very
5267 * `minetest.get_artificial_light(param1)`
5268 * Calculates the artificial light (light from e.g. torches) value from the
5270 * `param1`: The param1 value of a `paramtype = "light"` node.
5271 * Returns a number between `0` and `15`
5272 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5273 ensures compatibility.
5274 * `minetest.place_node(pos, node)`
5275 * Place node with the same effects that a player would cause
5276 * `minetest.dig_node(pos)`
5277 * Dig node with the same effects that a player would cause
5278 * Returns `true` if successful, `false` on failure (e.g. protected location)
5279 * `minetest.punch_node(pos)`
5280 * Punch node with the same effects that a player would cause
5281 * `minetest.spawn_falling_node(pos)`
5282 * Change node into falling node
5283 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5285 * `minetest.find_nodes_with_meta(pos1, pos2)`
5286 * Get a table of positions of nodes that have metadata within a region
5288 * `minetest.get_meta(pos)`
5289 * Get a `NodeMetaRef` at that position
5290 * `minetest.get_node_timer(pos)`
5291 * Get `NodeTimerRef`
5293 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5295 * Returns `ObjectRef`, or `nil` if failed
5296 * `minetest.add_item(pos, item)`: Spawn item
5297 * Returns `ObjectRef`, or `nil` if failed
5298 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5299 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5301 * `radius`: using an euclidean metric
5302 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5304 * `pos1` and `pos2` are the min and max positions of the area to search.
5305 * `minetest.set_timeofday(val)`
5306 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5307 * `minetest.get_timeofday()`
5308 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5310 * `minetest.get_day_count()`: returns number days elapsed since world was
5312 * accounts for time changes.
5313 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5315 * `radius`: using a maximum metric
5316 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5317 * `search_center` is an optional boolean (default: `false`)
5318 If true `pos` is also checked for the nodes
5319 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5320 * `pos1` and `pos2` are the min and max positions of the area to search.
5321 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5322 * If `grouped` is true the return value is a table indexed by node name
5323 which contains lists of positions.
5324 * If `grouped` is false or absent the return values are as follows:
5325 first value: Table with all node positions
5326 second value: Table with the count of each node with the node name
5328 * Area volume is limited to 4,096,000 nodes
5329 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5331 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5332 * Return value: Table with all node positions with a node air above
5333 * Area volume is limited to 4,096,000 nodes
5334 * `minetest.get_perlin(noiseparams)`
5335 * Return world-specific perlin noise.
5336 * The actual seed used is the noiseparams seed plus the world seed.
5337 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5338 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5339 * Return world-specific perlin noise.
5340 * `minetest.get_voxel_manip([pos1, pos2])`
5341 * Return voxel manipulator object.
5342 * Loads the manipulator from the map if positions are passed.
5343 * `minetest.set_gen_notify(flags, {deco_ids})`
5344 * Set the types of on-generate notifications that should be collected.
5345 * `flags` is a flag field with the available flags:
5353 * The second parameter is a list of IDs of decorations which notification
5355 * `minetest.get_gen_notify()`
5356 * Returns a flagstring and a table with the `deco_id`s.
5357 * `minetest.get_decoration_id(decoration_name)`
5358 * Returns the decoration ID number for the provided decoration name string,
5359 or `nil` on failure.
5360 * `minetest.get_mapgen_object(objectname)`
5361 * Return requested mapgen object if available (see [Mapgen objects])
5362 * `minetest.get_heat(pos)`
5363 * Returns the heat at the position, or `nil` on failure.
5364 * `minetest.get_humidity(pos)`
5365 * Returns the humidity at the position, or `nil` on failure.
5366 * `minetest.get_biome_data(pos)`
5367 * Returns a table containing:
5368 * `biome` the biome id of the biome at that position
5369 * `heat` the heat at the position
5370 * `humidity` the humidity at the position
5371 * Or returns `nil` on failure.
5372 * `minetest.get_biome_id(biome_name)`
5373 * Returns the biome id, as used in the biomemap Mapgen object and returned
5374 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5375 * `minetest.get_biome_name(biome_id)`
5376 * Returns the biome name string for the provided biome id, or `nil` on
5378 * If no biomes have been registered, such as in mgv6, returns `default`.
5379 * `minetest.get_mapgen_params()`
5380 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5381 * Returns a table containing:
5387 * `minetest.set_mapgen_params(MapgenParams)`
5388 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5390 * Set map generation parameters.
5391 * Function cannot be called after the registration period; only
5392 initialization and `on_mapgen_init`.
5393 * Takes a table as an argument with the fields:
5399 * Leave field unset to leave that parameter unchanged.
5400 * `flags` contains a comma-delimited string of flags to set, or if the
5401 prefix `"no"` is attached, clears instead.
5402 * `flags` is in the same format and has the same options as `mg_flags` in
5404 * `minetest.get_mapgen_setting(name)`
5405 * Gets the *active* mapgen setting (or nil if none exists) in string
5406 format with the following order of precedence:
5407 1) Settings loaded from map_meta.txt or overrides set during mod
5409 2) Settings set by mods without a metafile override
5410 3) Settings explicitly set in the user config file, minetest.conf
5411 4) Settings set as the user config default
5412 * `minetest.get_mapgen_setting_noiseparams(name)`
5413 * Same as above, but returns the value as a NoiseParams table if the
5414 setting `name` exists and is a valid NoiseParams.
5415 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5416 * Sets a mapgen param to `value`, and will take effect if the corresponding
5417 mapgen setting is not already present in map_meta.txt.
5418 * `override_meta` is an optional boolean (default: `false`). If this is set
5419 to true, the setting will become the active setting regardless of the map
5421 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5422 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5423 * Same as above, except value is a NoiseParams table.
5424 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5425 * Sets the noiseparams setting of `name` to the noiseparams table specified
5427 * `set_default` is an optional boolean (default: `true`) that specifies
5428 whether the setting should be applied to the default config or current
5430 * `minetest.get_noiseparams(name)`
5431 * Returns a table of the noiseparams for name.
5432 * `minetest.generate_ores(vm, pos1, pos2)`
5433 * Generate all registered ores within the VoxelManip `vm` and in the area
5434 from `pos1` to `pos2`.
5435 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5436 * `minetest.generate_decorations(vm, pos1, pos2)`
5437 * Generate all registered decorations within the VoxelManip `vm` and in the
5438 area from `pos1` to `pos2`.
5439 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5440 * `minetest.clear_objects([options])`
5441 * Clear all objects in the environment
5442 * Takes an optional table as an argument with the field `mode`.
5443 * mode = `"full"` : Load and go through every mapblock, clearing
5445 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5446 clear objects in unloaded mapblocks only when the
5447 mapblocks are next activated.
5448 * `minetest.load_area(pos1[, pos2])`
5449 * Load the mapblocks containing the area from `pos1` to `pos2`.
5450 `pos2` defaults to `pos1` if not specified.
5451 * This function does not trigger map generation.
5452 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5453 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5454 asynchronously fetched from memory, loaded from disk, or if inexistent,
5456 * If `callback` is a valid Lua function, this will be called for each block
5458 * The function signature of callback is:
5459 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5460 * `blockpos` is the *block* coordinates of the block that had been
5462 * `action` could be one of the following constant values:
5463 * `minetest.EMERGE_CANCELLED`
5464 * `minetest.EMERGE_ERRORED`
5465 * `minetest.EMERGE_FROM_MEMORY`
5466 * `minetest.EMERGE_FROM_DISK`
5467 * `minetest.EMERGE_GENERATED`
5468 * `calls_remaining` is the number of callbacks to be expected after
5470 * `param` is the user-defined parameter passed to emerge_area (or
5471 nil if the parameter was absent).
5472 * `minetest.delete_area(pos1, pos2)`
5473 * delete all mapblocks in the area from pos1 to pos2, inclusive
5474 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5475 * Checks if there is anything other than air between pos1 and pos2.
5476 * Returns false if something is blocking the sight.
5477 * Returns the position of the blocking node when `false`
5478 * `pos1`: First position
5479 * `pos2`: Second position
5480 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5481 * Creates a `Raycast` object.
5482 * `pos1`: start of the ray
5483 * `pos2`: end of the ray
5484 * `objects`: if false, only nodes will be returned. Default is `true`.
5485 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5486 returned. Default is `false`.
5487 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5488 * returns table containing path that can be walked on
5489 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5491 * Reasons for failure:
5492 * No path exists at all
5493 * No path exists within `searchdistance` (see below)
5494 * Start or end pos is buried in land
5495 * `pos1`: start position
5496 * `pos2`: end position
5497 * `searchdistance`: maximum distance from the search positions to search in.
5498 In detail: Path must be completely inside a cuboid. The minimum
5499 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5500 Larger values will increase the size of this cuboid in all directions
5501 * `max_jump`: maximum height difference to consider walkable
5502 * `max_drop`: maximum height difference to consider droppable
5503 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5504 Difference between `"A*"` and `"A*_noprefetch"` is that
5505 `"A*"` will pre-calculate the cost-data, the other will calculate it
5507 * `minetest.spawn_tree (pos, {treedef})`
5508 * spawns L-system tree at given `pos` with definition in `treedef` table
5509 * `minetest.transforming_liquid_add(pos)`
5510 * add node to liquid flow update queue
5511 * `minetest.get_node_max_level(pos)`
5512 * get max available level for leveled node
5513 * `minetest.get_node_level(pos)`
5514 * get level of leveled node (water, snow)
5515 * `minetest.set_node_level(pos, level)`
5516 * set level of leveled node, default `level` equals `1`
5517 * if `totallevel > maxlevel`, returns rest (`total-max`).
5518 * `minetest.add_node_level(pos, level)`
5519 * increase level of leveled node by level, default `level` equals `1`
5520 * if `totallevel > maxlevel`, returns rest (`total-max`)
5521 * `level` must be between -127 and 127
5522 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5523 * resets the light in a cuboid-shaped part of
5524 the map and removes lighting bugs.
5525 * Loads the area if it is not loaded.
5526 * `pos1` is the corner of the cuboid with the least coordinates
5527 (in node coordinates), inclusive.
5528 * `pos2` is the opposite corner of the cuboid, inclusive.
5529 * The actual updated cuboid might be larger than the specified one,
5530 because only whole map blocks can be updated.
5531 The actual updated area consists of those map blocks that intersect
5532 with the given cuboid.
5533 * However, the neighborhood of the updated area might change
5534 as well, as light can spread out of the cuboid, also light
5536 * returns `false` if the area is not fully generated,
5538 * `minetest.check_single_for_falling(pos)`
5539 * causes an unsupported `group:falling_node` node to fall and causes an
5540 unattached `group:attached_node` node to fall.
5541 * does not spread these updates to neighbours.
5542 * `minetest.check_for_falling(pos)`
5543 * causes an unsupported `group:falling_node` node to fall and causes an
5544 unattached `group:attached_node` node to fall.
5545 * spread these updates to neighbours and can cause a cascade
5547 * `minetest.get_spawn_level(x, z)`
5548 * Returns a player spawn y co-ordinate for the provided (x, z)
5549 co-ordinates, or `nil` for an unsuitable spawn point.
5550 * For most mapgens a 'suitable spawn point' is one with y between
5551 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5552 so `nil` will be returned for many (x, z) co-ordinates.
5553 * The spawn level returned is for a player spawn in unmodified terrain.
5554 * The spawn level is intentionally above terrain level to cope with
5555 full-node biome 'dust' nodes.
5560 You can find mod channels communication scheme in `doc/mod_channels.png`.
5562 * `minetest.mod_channel_join(channel_name)`
5563 * Server joins channel `channel_name`, and creates it if necessary. You
5564 should listen for incoming messages with
5565 `minetest.register_on_modchannel_message`
5570 `minetest.get_inventory(location)`: returns an `InvRef`
5573 * `{type="player", name="celeron55"}`
5574 * `{type="node", pos={x=, y=, z=}}`
5575 * `{type="detached", name="creative"}`
5576 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5578 * `callbacks`: See [Detached inventory callbacks]
5579 * `player_name`: Make detached inventory available to one player
5580 exclusively, by default they will be sent to every player (even if not
5582 Note that this parameter is mostly just a workaround and will be removed
5584 * Creates a detached inventory. If it already exists, it is cleared.
5585 * `minetest.remove_detached_inventory(name)`
5586 * Returns a `boolean` indicating whether the removal succeeded.
5587 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5588 returns leftover ItemStack or nil to indicate no inventory change
5589 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5594 * `minetest.show_formspec(playername, formname, formspec)`
5595 * `playername`: name of player to show formspec
5596 * `formname`: name passed to `on_player_receive_fields` callbacks.
5597 It should follow the `"modname:<whatever>"` naming convention
5598 * `formspec`: formspec to display
5599 * `minetest.close_formspec(playername, formname)`
5600 * `playername`: name of player to close formspec
5601 * `formname`: has to exactly match the one given in `show_formspec`, or the
5602 formspec will not close.
5603 * calling `show_formspec(playername, formname, "")` is equal to this
5605 * to close a formspec regardless of the formname, call
5606 `minetest.close_formspec(playername, "")`.
5607 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5608 * `minetest.formspec_escape(string)`: returns a string
5609 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5611 * `minetest.explode_table_event(string)`: returns a table
5612 * returns e.g. `{type="CHG", row=1, column=2}`
5614 * `"INV"`: no row selected
5616 * `"DCL"`: double-click
5617 * `minetest.explode_textlist_event(string)`: returns a table
5618 * returns e.g. `{type="CHG", index=1}`
5620 * `"INV"`: no row selected
5622 * `"DCL"`: double-click
5623 * `minetest.explode_scrollbar_event(string)`: returns a table
5624 * returns e.g. `{type="CHG", value=500}`
5626 * `"INV"`: something failed
5627 * `"CHG"`: has been changed
5628 * `"VAL"`: not changed
5633 * `minetest.inventorycube(img1, img2, img3)`
5634 * Returns a string for making an image of a cube (useful as an item image)
5635 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5636 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5637 does not refer to a node or entity.
5638 * If the optional `above` parameter is true and the `pointed_thing` refers
5639 to a node, then it will return the `above` position of the `pointed_thing`.
5640 * `minetest.dir_to_facedir(dir, is6d)`
5641 * Convert a vector to a facedir value, used in `param2` for
5642 `paramtype2="facedir"`.
5643 * passing something non-`nil`/`false` for the optional second parameter
5644 causes it to take the y component into account.
5645 * `minetest.facedir_to_dir(facedir)`
5646 * Convert a facedir back into a vector aimed directly out the "back" of a
5648 * `minetest.dir_to_wallmounted(dir)`
5649 * Convert a vector to a wallmounted value, used for
5650 `paramtype2="wallmounted"`.
5651 * `minetest.wallmounted_to_dir(wallmounted)`
5652 * Convert a wallmounted value back into a vector aimed directly out the
5654 * `minetest.dir_to_yaw(dir)`
5655 * Convert a vector into a yaw (angle)
5656 * `minetest.yaw_to_dir(yaw)`
5657 * Convert yaw (angle) to a vector
5658 * `minetest.is_colored_paramtype(ptype)`
5659 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5660 color information (`color`, `colorwallmounted` or `colorfacedir`).
5661 * `minetest.strip_param2_color(param2, paramtype2)`
5662 * Removes everything but the color information from the
5663 given `param2` value.
5664 * Returns `nil` if the given `paramtype2` does not contain color
5666 * `minetest.get_node_drops(node, toolname)`
5667 * Returns list of itemstrings that are dropped by `node` when dug
5668 with the item `toolname` (not limited to tools).
5669 * `node`: node as table or node name
5670 * `toolname`: name of the item used to dig (can be `nil`)
5671 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5672 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5673 * `input.width` = for example `3`
5674 * `input.items` = for example
5675 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5676 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5677 * `output.time` = a number, if unsuccessful: `0`
5678 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5679 placed in `decremented_input.items`. Replacements can be placed in
5680 `decremented_input` if the stack of the replaced item has a count of 1.
5681 * `decremented_input` = like `input`
5682 * `minetest.get_craft_recipe(output)`: returns input
5683 * returns last registered recipe for output item (node)
5684 * `output` is a node or item type such as `"default:torch"`
5685 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5686 * `input.width` = for example `3`
5687 * `input.items` = for example
5688 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5689 * `input.items` = `nil` if no recipe found
5690 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5691 * returns indexed table with all registered recipes for query item (node)
5692 or `nil` if no recipe was found.
5693 * recipe entry table:
5694 * `method`: 'normal' or 'cooking' or 'fuel'
5695 * `width`: 0-3, 0 means shapeless recipe
5696 * `items`: indexed [1-9] table with recipe items
5697 * `output`: string with item name and quantity
5698 * Example query for `"default:gold_ingot"` will return table:
5701 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5702 items = {1 = "default:gold_lump"}},
5703 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5704 items = {1 = "default:goldblock"}}
5706 * `minetest.handle_node_drops(pos, drops, digger)`
5707 * `drops`: list of itemstrings
5708 * Handles drops from nodes after digging: Default action is to put them
5709 into digger's inventory.
5710 * Can be overridden to get different functionality (e.g. dropping items on
5712 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5714 * Creates an item string which contains palette index information
5715 for hardware colorization. You can use the returned string
5716 as an output in a craft recipe.
5717 * `item`: the item stack which becomes colored. Can be in string,
5718 table and native form.
5719 * `palette_index`: this index is added to the item stack
5720 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5721 * Creates an item string which contains static color information
5722 for hardware colorization. Use this method if you wish to colorize
5723 an item that does not own a palette. You can use the returned string
5724 as an output in a craft recipe.
5725 * `item`: the item stack which becomes colored. Can be in string,
5726 table and native form.
5727 * `colorstring`: the new color of the item stack
5732 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5733 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5734 * Find who has done something to a node, or near a node
5735 * `actor`: `"player:<name>"`, also `"liquid"`.
5736 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5737 `boolean, log_messages`.
5738 * Revert latest actions of someone
5739 * `actor`: `"player:<name>"`, also `"liquid"`.
5741 Defaults for the `on_place` and `on_drop` item definition functions
5742 -------------------------------------------------------------------
5744 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5745 * Place item as a node
5746 * `param2` overrides `facedir` and wallmounted `param2`
5747 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5748 for the newly placed node to prevent a callback and placement loop
5749 * returns `itemstack, position`
5750 * `position`: the location the node was placed to. `nil` if nothing was placed.
5751 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5753 * returns the leftover itemstack
5754 * **Note**: This function is deprecated and will never be called.
5755 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5756 * Wrapper that calls `minetest.item_place_node` if appropriate
5757 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5758 * **Note**: is not called when wielded item overrides `on_place`
5759 * `param2` overrides facedir and wallmounted `param2`
5760 * returns `itemstack, position`
5761 * `position`: the location the node was placed to. `nil` if nothing was placed.
5762 * `minetest.item_drop(itemstack, dropper, pos)`
5764 * returns the leftover itemstack
5765 * `minetest.item_eat(hp_change[, replace_with_item])`
5766 * Returns `function(itemstack, user, pointed_thing)` as a
5767 function wrapper for `minetest.do_item_eat`.
5768 * `replace_with_item` is the itemstring which is added to the inventory.
5769 If the player is eating a stack, then replace_with_item goes to a
5772 Defaults for the `on_punch` and `on_dig` node definition callbacks
5773 ------------------------------------------------------------------
5775 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5776 * Calls functions registered by `minetest.register_on_punchnode()`
5777 * `minetest.node_dig(pos, node, digger)`
5778 * Checks if node can be dug, puts item into inventory, removes node
5779 * Calls functions registered by `minetest.registered_on_dignodes()`
5784 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5785 * `spec` is a `SimpleSoundSpec`
5786 * `parameters` is a sound parameter table
5787 * `ephemeral` is a boolean (default: false)
5788 Ephemeral sounds will not return a handle and can't be stopped or faded.
5789 It is recommend to use this for short sounds that happen in response to
5790 player actions (e.g. door closing).
5791 * `minetest.sound_stop(handle)`
5792 * `handle` is a handle returned by `minetest.sound_play`
5793 * `minetest.sound_fade(handle, step, gain)`
5794 * `handle` is a handle returned by `minetest.sound_play`
5795 * `step` determines how fast a sound will fade.
5796 The gain will change by this much per second,
5797 until it reaches the target gain.
5798 Note: Older versions used a signed step. This is deprecated, but old
5799 code will still work. (the client uses abs(step) to correct it)
5800 * `gain` the target gain for the fade.
5801 Fading to zero will delete the sound.
5806 * `minetest.after(time, func, ...)` : returns job table to use as below.
5807 * Call the function `func` after `time` seconds, may be fractional
5808 * Optional: Variable number of arguments that are passed to `func`
5811 * Cancels the job function from being called
5816 The engine allows you to submit jobs to be ran in an isolated environment
5817 concurrently with normal server operation.
5818 A job consists of a function to be ran in the async environment, any amount of
5819 arguments (will be serialized) and a callback that will be called with the return
5820 value of the job function once it is finished.
5822 The async environment does *not* have access to the map, entities, players or any
5823 globals defined in the 'usual' environment. Consequently, functions like
5824 `minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
5826 Arguments and return values passed through this can contain certain userdata
5827 objects that will be seamlessly copied (not shared) to the async environment.
5828 This allows you easy interoperability for delegating work to jobs.
5830 * `minetest.handle_async(func, callback, ...)`:
5831 * Queue the function `func` to be ran in an async environment.
5832 Note that there are multiple persistent workers and any of them may
5833 end up running a given job. The engine will scale the amount of
5834 worker threads automatically.
5835 * When `func` returns the callback is called (in the normal environment)
5836 with all of the return values as arguments.
5837 * Optional: Variable number of arguments that are passed to `func`
5838 * `minetest.register_async_dofile(path)`:
5839 * Register a path to a Lua file to be imported when an async environment
5840 is initialized. You can use this to preload code which you can then call
5841 later using `minetest.handle_async()`.
5843 ### List of APIs available in an async environment
5854 * only if transferred into environment; can't read/write to map
5857 Class instances that can be transferred between environments:
5864 * Standalone helpers such as logging, filesystem, encoding,
5865 hashing or compression APIs
5866 * `minetest.request_insecure_environment` (same restrictions apply)
5869 * `minetest.settings`
5870 * `minetest.registered_items`, `registered_nodes`, `registered_tools`,
5871 `registered_craftitems` and `registered_aliases`
5872 * with all functions and userdata values replaced by `true`, calling any
5873 callbacks here is obviously not possible
5878 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5879 server shutdown. Will display `message` to clients.
5880 * `reconnect` == true displays a reconnect button
5881 * `delay` adds an optional delay (in seconds) before shutdown.
5882 Negative delay cancels the current active shutdown.
5883 Zero delay triggers an immediate shutdown.
5884 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5885 * `minetest.get_server_status(name, joined)`
5886 * Returns the server status string when a player joins or when the command
5887 `/status` is called. Returns `nil` or an empty string when the message is
5889 * `joined`: Boolean value, indicates whether the function was called when
5891 * This function may be overwritten by mods to customize the status message.
5892 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5893 * `minetest.get_server_max_lag()`: returns the current maximum lag
5894 of the server in seconds or nil if server is not fully loaded yet
5895 * `minetest.remove_player(name)`: remove player from database (if they are not
5897 * As auth data is not removed, minetest.player_exists will continue to
5898 return true. Call the below method as well if you want to remove auth
5900 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5901 * `minetest.remove_player_auth(name)`: remove player authentication data
5902 * Returns boolean indicating success (false if player nonexistant)
5903 * `minetest.dynamic_add_media(options, callback)`
5904 * `options`: table containing the following parameters
5905 * `filepath`: path to a media file on the filesystem
5906 * `to_player`: name of the player the media should be sent to instead of
5907 all players (optional)
5908 * `ephemeral`: boolean that marks the media as ephemeral,
5909 it will not be cached on the client (optional, default false)
5910 * `callback`: function with arguments `name`, which is a player name
5911 * Pushes the specified media file to client(s). (details below)
5912 The file must be a supported image, sound or model format.
5913 Dynamically added media is not persisted between server restarts.
5914 * Returns false on error, true if the request was accepted
5915 * The given callback will be called for every player as soon as the
5916 media is available on the client.
5918 * If `ephemeral`=false and `to_player` is unset the file is added to the media
5919 sent to clients on startup, this means the media will appear even on
5920 old clients if they rejoin the server.
5921 * If `ephemeral`=false the file must not be modified, deleted, moved or
5922 renamed after calling this function.
5923 * Regardless of any use of `ephemeral`, adding media files with the same
5924 name twice is not possible/guaranteed to work. An exception to this is the
5925 use of `to_player` to send the same, already existent file to multiple
5927 * Clients will attempt to fetch files added this way via remote media,
5928 this can make transfer of bigger files painless (if set up). Nevertheless
5929 it is advised not to use dynamic media for big media files.
5934 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5935 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5936 IP address or name formatted as string
5937 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5938 * Returns boolean indicating success
5939 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5941 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5943 * Returns boolean indicating success (false if player nonexistant)
5944 * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
5945 optional reason, this will not prefix with 'Kicked: ' like kick_player.
5946 If no reason is given, it will default to 'Disconnected.'
5947 * Returns boolean indicating success (false if player nonexistant)
5952 * `minetest.add_particle(particle definition)`
5953 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5954 expirationtime, size, collisiondetection, texture, playername)`
5956 * `minetest.add_particlespawner(particlespawner definition)`
5957 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5958 over `time` seconds.
5959 * Returns an `id`, and -1 if adding didn't succeed
5960 * Deprecated: `minetest.add_particlespawner(amount, time,
5964 minexptime, maxexptime,
5966 collisiondetection, texture, playername)`
5968 * `minetest.delete_particlespawner(id, player)`
5969 * Delete `ParticleSpawner` with `id` (return value from
5970 `minetest.add_particlespawner`).
5971 * If playername is specified, only deletes on the player's client,
5972 otherwise on all clients.
5977 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5978 * Create a schematic from the volume of map specified by the box formed by
5980 * Apply the specified probability and per-node force-place to the specified
5981 nodes according to the `probability_list`.
5982 * `probability_list` is an array of tables containing two fields, `pos`
5984 * `pos` is the 3D vector specifying the absolute coordinates of the
5985 node being modified,
5986 * `prob` is an integer value from `0` to `255` that encodes
5987 probability and per-node force-place. Probability has levels
5988 0-127, then 128 may be added to encode per-node force-place.
5989 For probability stated as 0-255, divide by 2 and round down to
5990 get values 0-127, then add 128 to apply per-node force-place.
5991 * If there are two or more entries with the same pos value, the
5993 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5995 * If `probability_list` equals `nil`, no probabilities are applied.
5996 * Apply the specified probability to the specified horizontal slices
5997 according to the `slice_prob_list`.
5998 * `slice_prob_list` is an array of tables containing two fields, `ypos`
6000 * `ypos` indicates the y position of the slice with a probability
6001 applied, the lowest slice being `ypos = 0`.
6002 * If slice probability list equals `nil`, no slice probabilities
6004 * Saves schematic in the Minetest Schematic format to filename.
6006 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
6007 * Place the schematic specified by schematic (see [Schematic specifier]) at
6009 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
6010 * If the `rotation` parameter is omitted, the schematic is not rotated.
6011 * `replacements` = `{["old_name"] = "convert_to", ...}`
6012 * `force_placement` is a boolean indicating whether nodes other than `air`
6013 and `ignore` are replaced by the schematic.
6014 * Returns nil if the schematic could not be loaded.
6015 * **Warning**: Once you have loaded a schematic from a file, it will be
6016 cached. Future calls will always use the cached version and the
6017 replacement list defined for it, regardless of whether the file or the
6018 replacement list parameter have changed. The only way to load the file
6019 anew is to restart the server.
6020 * `flags` is a flag field with the available flags:
6025 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
6026 * This function is analogous to minetest.place_schematic, but places a
6027 schematic onto the specified VoxelManip object `vmanip` instead of the
6029 * Returns false if any part of the schematic was cut-off due to the
6030 VoxelManip not containing the full area required, and true if the whole
6031 schematic was able to fit.
6032 * Returns nil if the schematic could not be loaded.
6033 * After execution, any external copies of the VoxelManip contents are
6035 * `flags` is a flag field with the available flags:
6040 * `minetest.serialize_schematic(schematic, format, options)`
6041 * Return the serialized schematic specified by schematic
6042 (see [Schematic specifier])
6043 * in the `format` of either "mts" or "lua".
6044 * "mts" - a string containing the binary MTS data used in the MTS file
6046 * "lua" - a string containing Lua code representing the schematic in table
6048 * `options` is a table containing the following optional parameters:
6049 * If `lua_use_comments` is true and `format` is "lua", the Lua code
6050 generated will have (X, Z) position comments for every X row
6051 generated in the schematic data for easier reading.
6052 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
6053 the Lua code generated will use that number of spaces as indentation
6054 instead of a tab character.
6056 * `minetest.read_schematic(schematic, options)`
6057 * Returns a Lua table representing the schematic (see: [Schematic specifier])
6058 * `schematic` is the schematic to read (see: [Schematic specifier])
6059 * `options` is a table containing the following optional parameters:
6060 * `write_yslice_prob`: string value:
6061 * `none`: no `write_yslice_prob` table is inserted,
6062 * `low`: only probabilities that are not 254 or 255 are written in
6063 the `write_ylisce_prob` table,
6064 * `all`: write all probabilities to the `write_yslice_prob` table.
6065 * The default for this option is `all`.
6066 * Any invalid value will be interpreted as `all`.
6071 * `minetest.request_http_api()`:
6072 * returns `HTTPApiTable` containing http functions if the calling mod has
6073 been granted access by being listed in the `secure.http_mods` or
6074 `secure.trusted_mods` setting, otherwise returns `nil`.
6075 * The returned table contains the functions `fetch`, `fetch_async` and
6076 `fetch_async_get` described below.
6077 * Only works at init time and must be called from the mod's main scope
6078 (not from a function).
6079 * Function only exists if minetest server was built with cURL support.
6080 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
6082 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
6083 * Performs given request asynchronously and calls callback upon completion
6084 * callback: `function(HTTPRequestResult res)`
6085 * Use this HTTP function if you are unsure, the others are for advanced use
6086 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
6087 * Performs given request asynchronously and returns handle for
6088 `HTTPApiTable.fetch_async_get`
6089 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
6090 * Return response data for given asynchronous HTTP request
6095 * `minetest.get_mod_storage()`:
6096 * returns reference to mod private `StorageRef`
6097 * must be called during mod load time
6102 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
6103 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
6104 * `minetest.player_exists(name)`: boolean, whether player exists
6105 (regardless of online status)
6106 * `minetest.hud_replace_builtin(name, hud_definition)`
6107 * Replaces definition of a builtin hud element
6108 * `name`: `"breath"` or `"health"`
6109 * `hud_definition`: definition to replace builtin definition
6110 * `minetest.send_join_message(player_name)`
6111 * This function can be overridden by mods to change the join message.
6112 * `minetest.send_leave_message(player_name, timed_out)`
6113 * This function can be overridden by mods to change the leave message.
6114 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
6115 * `pos`: table {x=number, y=number, z=number},
6116 * Gives a unique hash number for a node position (16+16+16=48bit)
6117 * `minetest.get_position_from_hash(hash)`: returns a position
6118 * Inverse transform of `minetest.hash_node_position`
6119 * `minetest.get_item_group(name, group)`: returns a rating
6120 * Get rating of a group of an item. (`0` means: not in group)
6121 * `minetest.get_node_group(name, group)`: returns a rating
6122 * Deprecated: An alias for the former.
6123 * `minetest.raillike_group(name)`: returns a rating
6124 * Returns rating of the connect_to_raillike group corresponding to name
6125 * If name is not yet the name of a connect_to_raillike group, a new group
6126 id is created, with that name.
6127 * `minetest.get_content_id(name)`: returns an integer
6128 * Gets the internal content ID of `name`
6129 * `minetest.get_name_from_content_id(content_id)`: returns a string
6130 * Gets the name of the content with that content ID
6131 * `minetest.parse_json(string[, nullvalue])`: returns something
6132 * Convert a string containing JSON data into the Lua equivalent
6133 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
6134 * On success returns a table, a string, a number, a boolean or `nullvalue`
6135 * On failure outputs an error message and returns `nil`
6136 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
6137 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
6139 * Convert a Lua table into a JSON string
6140 * styled: Outputs in a human-readable format if this is set, defaults to
6142 * Unserializable things like functions and userdata will cause an error.
6143 * **Warning**: JSON is more strict than the Lua table format.
6144 1. You can only use strings and positive integers of at least one as
6146 2. You can not mix string and integer keys.
6147 This is due to the fact that JSON has two distinct array and object
6149 * Example: `write_json({10, {a = false}})`,
6150 returns `'[10, {"a": false}]'`
6151 * `minetest.serialize(table)`: returns a string
6152 * Convert a table containing tables, strings, numbers, booleans and `nil`s
6153 into string form readable by `minetest.deserialize`
6154 * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
6155 * `minetest.deserialize(string[, safe])`: returns a table
6156 * Convert a string returned by `minetest.serialize` into a table
6157 * `string` is loaded in an empty sandbox environment.
6158 * Will load functions if safe is false or omitted. Although these functions
6159 cannot directly access the global environment, they could bypass this
6160 restriction with maliciously crafted Lua bytecode if mod security is
6162 * This function should not be used on untrusted data, regardless of the
6163 value of `safe`. It is fine to serialize then deserialize user-provided
6164 data, but directly providing user input to deserialize is always unsafe.
6165 * Example: `deserialize('return { ["foo"] = "bar" }')`,
6166 returns `{foo="bar"}`
6167 * Example: `deserialize('print("foo")')`, returns `nil`
6168 (function call fails), returns
6169 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
6170 * `minetest.compress(data, method, ...)`: returns `compressed_data`
6171 * Compress a string of data.
6172 * `method` is a string identifying the compression method to be used.
6173 * Supported compression methods:
6174 * Deflate (zlib): `"deflate"`
6175 * `...` indicates method-specific arguments. Currently defined arguments
6177 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
6178 * `minetest.decompress(compressed_data, method, ...)`: returns data
6179 * Decompress a string of data (using ZLib).
6180 * See documentation on `minetest.compress()` for supported compression
6182 * `...` indicates method-specific arguments. Currently, no methods use this
6183 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
6184 * Each argument is a 8 Bit unsigned integer
6185 * Returns the ColorString from rgb or rgba values
6186 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
6187 * `minetest.encode_base64(string)`: returns string encoded in base64
6188 * Encodes a string in base64.
6189 * `minetest.decode_base64(string)`: returns string or nil on failure
6190 * Padding characters are only supported starting at version 5.4.0, where
6191 5.5.0 and newer perform proper checks.
6192 * Decodes a string encoded in base64.
6193 * `minetest.is_protected(pos, name)`: returns boolean
6194 * Returning `true` restricts the player `name` from modifying (i.e. digging,
6195 placing) the node at position `pos`.
6196 * `name` will be `""` for non-players or unknown players.
6197 * This function should be overridden by protection mods. It is highly
6198 recommended to grant access to players with the `protection_bypass` privilege.
6199 * Cache and call the old version of this function if the position is
6200 not protected by the mod. This will allow using multiple protection mods.
6203 local old_is_protected = minetest.is_protected
6204 function minetest.is_protected(pos, name)
6205 if mymod:position_protected_from(pos, name) then
6208 return old_is_protected(pos, name)
6210 * `minetest.record_protection_violation(pos, name)`
6211 * This function calls functions registered with
6212 `minetest.register_on_protection_violation`.
6213 * `minetest.is_creative_enabled(name)`: returns boolean
6214 * Returning `true` means that Creative Mode is enabled for player `name`.
6215 * `name` will be `""` for non-players or if the player is unknown.
6216 * This function should be overridden by Creative Mode-related mods to
6217 implement a per-player Creative Mode.
6218 * By default, this function returns `true` if the setting
6219 `creative_mode` is `true` and `false` otherwise.
6220 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6221 * Returns the position of the first node that `player_name` may not modify
6222 in the specified cuboid between `pos1` and `pos2`.
6223 * Returns `false` if no protections were found.
6224 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6225 The points are spaced evenly throughout the volume and have a spacing
6226 similar to, but no larger than, `interval`.
6227 * All corners and edges of the defined volume are checked.
6228 * `interval` defaults to 4.
6229 * `interval` should be carefully chosen and maximised to avoid an excessive
6230 number of points being checked.
6231 * Like `minetest.is_protected`, this function may be extended or
6232 overwritten by mods to provide a faster implementation to check the
6233 cuboid for intersections.
6234 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6235 orient_flags, prevent_after_place])`
6236 * Attempt to predict the desired orientation of the facedir-capable node
6237 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6238 or hanging from the ceiling).
6239 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6240 stacks are handled normally.
6241 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6242 * `invert_wall`: if `true`, place wall-orientation on the ground and
6243 ground-orientation on the wall.
6244 * `force_wall` : if `true`, always place the node in wall orientation.
6245 * `force_ceiling`: if `true`, always place on the ceiling.
6246 * `force_floor`: if `true`, always place the node on the floor.
6247 * `force_facedir`: if `true`, forcefully reset the facedir to north
6248 when placing on the floor or ceiling.
6249 * The first four options are mutually-exclusive; the last in the list
6250 takes precedence over the first.
6251 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6252 * Returns the new itemstack after placement
6253 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6254 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6255 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6256 parameter and `prevent_after_place` set to `true`.
6258 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6259 tool_capabilities, dir, distance, damage)`
6260 * Returns the amount of knockback applied on the punched player.
6261 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6262 * `distance`: distance between puncher and punched player
6263 * This function can be overriden by mods that wish to modify this behaviour.
6264 * You may want to cache and call the old function to allow multiple mods to
6265 change knockback behaviour.
6267 * `minetest.forceload_block(pos[, transient])`
6268 * forceloads the position `pos`.
6269 * returns `true` if area could be forceloaded
6270 * If `transient` is `false` or absent, the forceload will be persistent
6271 (saved between server runs). If `true`, the forceload will be transient
6272 (not saved between server runs).
6274 * `minetest.forceload_free_block(pos[, transient])`
6275 * stops forceloading the position `pos`
6276 * If `transient` is `false` or absent, frees a persistent forceload.
6277 If `true`, frees a transient forceload.
6279 * `minetest.compare_block_status(pos, condition)`
6280 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6281 * `condition` may be one of the following values:
6282 * `"unknown"`: not in memory
6283 * `"emerging"`: in the queue for loading from disk or generating
6284 * `"loaded"`: in memory but inactive (no ABMs are executed)
6285 * `"active"`: in memory and active
6286 * Other values are reserved for future functionality extensions
6287 * Return value, the comparison status:
6288 * `false`: Mapblock does not fulfil the wanted condition
6289 * `true`: Mapblock meets the requirement
6290 * `nil`: Unsupported `condition` value
6292 * `minetest.request_insecure_environment()`: returns an environment containing
6293 insecure functions if the calling mod has been listed as trusted in the
6294 `secure.trusted_mods` setting or security is disabled, otherwise returns
6296 * Only works at init time and must be called from the mod's main scope
6297 (ie: the init.lua of the mod, not from another Lua file or within a function).
6298 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6299 IT IN A LOCAL VARIABLE!**
6301 * `minetest.global_exists(name)`
6302 * Checks if a global variable has been set, without triggering a warning.
6307 * `minetest.env`: `EnvRef` of the server environment and world.
6308 * Any function in the minetest namespace can be called using the syntax
6309 `minetest.env:somefunction(somearguments)`
6310 instead of `minetest.somefunction(somearguments)`
6311 * Deprecated, but support is not to be dropped soon
6316 ### Registered definition tables
6318 * `minetest.registered_items`
6319 * Map of registered items, indexed by name
6320 * `minetest.registered_nodes`
6321 * Map of registered node definitions, indexed by name
6322 * `minetest.registered_craftitems`
6323 * Map of registered craft item definitions, indexed by name
6324 * `minetest.registered_tools`
6325 * Map of registered tool definitions, indexed by name
6326 * `minetest.registered_entities`
6327 * Map of registered entity prototypes, indexed by name
6328 * Values in this table may be modified directly.
6329 Note: changes to initial properties will only affect entities spawned afterwards,
6330 as they are only read when spawning.
6331 * `minetest.object_refs`
6332 * Map of object references, indexed by active object id
6333 * `minetest.luaentities`
6334 * Map of Lua entities, indexed by active object id
6335 * `minetest.registered_abms`
6336 * List of ABM definitions
6337 * `minetest.registered_lbms`
6338 * List of LBM definitions
6339 * `minetest.registered_aliases`
6340 * Map of registered aliases, indexed by name
6341 * `minetest.registered_ores`
6342 * Map of registered ore definitions, indexed by the `name` field.
6343 * If `name` is nil, the key is the object handle returned by
6344 `minetest.register_ore`.
6345 * `minetest.registered_biomes`
6346 * Map of registered biome definitions, indexed by the `name` field.
6347 * If `name` is nil, the key is the object handle returned by
6348 `minetest.register_biome`.
6349 * `minetest.registered_decorations`
6350 * Map of registered decoration definitions, indexed by the `name` field.
6351 * If `name` is nil, the key is the object handle returned by
6352 `minetest.register_decoration`.
6353 * `minetest.registered_schematics`
6354 * Map of registered schematic definitions, indexed by the `name` field.
6355 * If `name` is nil, the key is the object handle returned by
6356 `minetest.register_schematic`.
6357 * `minetest.registered_chatcommands`
6358 * Map of registered chat command definitions, indexed by name
6359 * `minetest.registered_privileges`
6360 * Map of registered privilege definitions, indexed by name
6361 * Registered privileges can be modified directly in this table.
6363 ### Registered callback tables
6365 All callbacks registered with [Global callback registration functions] are added
6366 to corresponding `minetest.registered_*` tables.
6374 Sorted alphabetically.
6379 AreaStore is a data structure to calculate intersections of 3D cuboid volumes
6380 and points. The `data` field (string) may be used to store and retrieve any
6381 mod-relevant information to the specified area.
6383 Despite its name, mods must take care of persisting AreaStore data. They may
6384 use the provided load and write functions for this.
6389 * `AreaStore(type_name)`
6390 * Returns a new AreaStore instance
6391 * `type_name`: optional, forces the internally used API.
6392 * Possible values: `"LibSpatial"` (default).
6393 * When other values are specified, or SpatialIndex is not available,
6394 the custom Minetest functions are used.
6395 * `get_area(id, include_corners, include_data)`
6396 * Returns the area information about the specified ID.
6397 * Returned values are either of these:
6399 nil -- Area not found
6400 true -- Without `include_corners` and `include_data`
6402 min = pos, max = pos -- `include_corners == true`
6403 data = string -- `include_data == true`
6406 * `get_areas_for_pos(pos, include_corners, include_data)`
6407 * Returns all areas as table, indexed by the area ID.
6408 * Table values: see `get_area`.
6409 * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
6410 * Returns all areas that contain all nodes inside the area specified by`
6411 `corner1 and `corner2` (inclusive).
6412 * `accept_overlap`: if `true`, areas are returned that have nodes in
6413 common (intersect) with the specified area.
6414 * Returns the same values as `get_areas_for_pos`.
6415 * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
6416 * Returns the new area's ID, or nil if the insertion failed.
6417 * The (inclusive) positions `corner1` and `corner2` describe the area.
6418 * `data` is a string stored with the area.
6419 * `id` (optional): will be used as the internal area ID if it is an unique
6420 number between 0 and 2^32-2.
6422 * Requires SpatialIndex, no-op function otherwise.
6423 * Reserves resources for `count` many contained areas to improve
6424 efficiency when working with many area entries. Additional areas can still
6425 be inserted afterwards at the usual complexity.
6426 * `remove_area(id)`: removes the area with the given id from the store, returns
6428 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6429 Calling invalidates the cache, so that its elements have to be newly
6431 * `params` is a table with the following fields:
6433 enabled = boolean, -- Whether to enable, default true
6434 block_radius = int, -- The radius (in nodes) of the areas the cache
6435 -- generates prefiltered lists for, minimum 16,
6437 limit = int, -- The cache size, minimum 20, default 1000
6438 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6440 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6442 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6444 Returns success and, optionally, an error message.
6445 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6451 An `InvRef` is a reference to an inventory.
6455 * `is_empty(listname)`: return `true` if list is empty
6456 * `get_size(listname)`: get size of a list
6457 * `set_size(listname, size)`: set size of a list
6458 * returns `false` on error (e.g. invalid `listname` or `size`)
6459 * `get_width(listname)`: get width of a list
6460 * `set_width(listname, width)`: set width of list; currently used for crafting
6461 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6462 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6463 * `get_list(listname)`: return full list (list of `ItemStack`s)
6464 * `set_list(listname, list)`: set full list (size will not change)
6465 * `get_lists()`: returns table that maps listnames to inventory lists
6466 * `set_lists(lists)`: sets inventory lists (size will not change)
6467 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6469 * `room_for_item(listname, stack):` returns `true` if the stack of items
6470 can be fully added to the list
6471 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6472 the stack of items can be fully taken from the list.
6473 If `match_meta` is false, only the items' names are compared
6475 * `remove_item(listname, stack)`: take as many items as specified from the
6476 list, returns the items that were actually removed (as an `ItemStack`)
6477 -- note that any item metadata is ignored, so attempting to remove a specific
6478 unique item this way will likely remove the wrong one -- to do that use
6479 `set_stack` with an empty `ItemStack`.
6480 * `get_location()`: returns a location compatible to
6481 `minetest.get_inventory(location)`.
6482 * returns `{type="undefined"}` in case location is not known
6486 Detached & nodemeta inventories provide the following callbacks for move actions:
6490 The `allow_*` callbacks return how many items can be moved.
6492 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6493 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6494 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6498 The `on_*` callbacks are called after the items have been placed in the inventories.
6500 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6501 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6502 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6506 When a player tries to put an item to a place where another item is, the items are *swapped*.
6507 This means that all callbacks will be called twice (once for each action).
6512 An `ItemStack` is a stack of items.
6514 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6515 an itemstring, a table or `nil`.
6519 * `is_empty()`: returns `true` if stack is empty.
6520 * `get_name()`: returns item name (e.g. `"default:stone"`).
6521 * `set_name(item_name)`: returns a boolean indicating whether the item was
6523 * `get_count()`: Returns number of items on the stack.
6524 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6525 * `count`: number, unsigned 16 bit integer
6526 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6527 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6528 * `wear`: number, unsigned 16 bit integer
6529 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6530 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6532 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6533 * `get_description()`: returns the description shown in inventory list tooltips.
6534 * The engine uses this when showing item descriptions in tooltips.
6535 * Fields for finding the description, in order:
6536 * `description` in item metadata (See [Item Metadata].)
6537 * `description` in item definition
6539 * `get_short_description()`: returns the short description or nil.
6540 * Unlike the description, this does not include new lines.
6541 * Fields for finding the short description, in order:
6542 * `short_description` in item metadata (See [Item Metadata].)
6543 * `short_description` in item definition
6544 * first line of the description (From item meta or def, see `get_description()`.)
6545 * Returns nil if none of the above are set
6546 * `clear()`: removes all items from the stack, making it empty.
6547 * `replace(item)`: replace the contents of this stack.
6548 * `item` can also be an itemstring or table.
6549 * `to_string()`: returns the stack in itemstring form.
6550 * `to_table()`: returns the stack in Lua table form.
6551 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6553 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6554 * `is_known()`: returns `true` if the item name refers to a defined item type.
6555 * `get_definition()`: returns the item definition table.
6556 * `get_tool_capabilities()`: returns the digging properties of the item,
6557 or those of the hand if none are defined for this item type
6558 * `add_wear(amount)`
6559 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6560 * Valid `amount` range is [0,65536]
6561 * `amount`: number, integer
6562 * `add_wear_by_uses(max_uses)`
6563 * Increases wear in such a way that, if only this function is called,
6564 the item breaks after `max_uses` times
6565 * Valid `max_uses` range is [0,65536]
6566 * Does nothing if item is not a tool or if `max_uses` is 0
6567 * `add_item(item)`: returns leftover `ItemStack`
6568 * Put some item or stack onto this stack
6569 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6571 * `take_item(n)`: returns taken `ItemStack`
6572 * Take (and remove) up to `n` items from this stack
6573 * `n`: number, default: `1`
6574 * `peek_item(n)`: returns taken `ItemStack`
6575 * Copy (don't remove) up to `n` items from this stack
6576 * `n`: number, default: `1`
6581 ItemStack metadata: reference extra data and functionality stored in a stack.
6582 Can be obtained via `item:get_meta()`.
6586 * All methods in MetaDataRef
6587 * `set_tool_capabilities([tool_capabilities])`
6588 * Overrides the item's tool capabilities
6589 * A nil value will clear the override data and restore the original
6595 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6596 and [`PlayerMetaRef`].
6600 * `contains(key)`: Returns true if key present, otherwise false.
6601 * Returns `nil` when the MetaData is inexistent.
6602 * `get(key)`: Returns `nil` if key not present, else the stored string.
6603 * `set_string(key, value)`: Value of `""` will delete the key.
6604 * `get_string(key)`: Returns `""` if key not present.
6605 * `set_int(key, value)`
6606 * `get_int(key)`: Returns `0` if key not present.
6607 * `set_float(key, value)`
6608 * `get_float(key)`: Returns `0` if key not present.
6609 * `to_table()`: returns `nil` or a table with keys:
6610 * `fields`: key-value storage
6611 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6612 * `from_table(nil or {})`
6613 * Any non-table value will clear the metadata
6614 * See [Node Metadata] for an example
6615 * returns `true` on success
6617 * returns `true` if this metadata has the same key-value pairs as `other`
6622 An interface to use mod channels on client and server
6626 * `leave()`: leave the mod channel.
6627 * Server leaves channel `channel_name`.
6628 * No more incoming or outgoing messages can be sent to this channel from
6630 * This invalidate all future object usage.
6631 * Ensure you set mod_channel to nil after that to free Lua resources.
6632 * `is_writeable()`: returns true if channel is writeable and mod can send over
6634 * `send_all(message)`: Send `message` though the mod channel.
6635 * If mod channel is not writeable or invalid, message will be dropped.
6636 * Message size is limited to 65535 characters by protocol.
6641 Node metadata: reference extra data and functionality stored in a node.
6642 Can be obtained via `minetest.get_meta(pos)`.
6646 * All methods in MetaDataRef
6647 * `get_inventory()`: returns `InvRef`
6648 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6649 This will prevent them from being sent to the client. Note that the "private"
6650 status will only be remembered if an associated key-value pair exists,
6651 meaning it's best to call this when initializing all other meta (e.g.
6657 Node Timers: a high resolution persistent per-node timer.
6658 Can be gotten via `minetest.get_node_timer(pos)`.
6662 * `set(timeout,elapsed)`
6663 * set a timer's state
6664 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6665 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6666 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6670 * equivalent to `set(timeout,0)`
6673 * `get_timeout()`: returns current timeout in seconds
6674 * if `timeout` equals `0`, timer is inactive
6675 * `get_elapsed()`: returns current elapsed time in seconds
6676 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6678 * `is_started()`: returns boolean state of timer
6679 * returns `true` if timer is started, otherwise `false`
6684 Moving things in the game are generally these.
6685 This is basically a reference to a C++ `ServerActiveObject`.
6687 ### Advice on handling `ObjectRefs`
6689 When you receive an `ObjectRef` as a callback argument or from another API
6690 function, it is possible to store the reference somewhere and keep it around.
6691 It will keep functioning until the object is unloaded or removed.
6693 However, doing this is **NOT** recommended as there is (intentionally) no method
6694 to test if a previously acquired `ObjectRef` is still valid.
6695 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6696 Lua back to the engine.
6697 Doing so is much less error-prone and you will never need to wonder if the
6698 object you are working with still exists.
6703 * `get_pos()`: returns `{x=num, y=num, z=num}`
6704 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6705 * `get_velocity()`: returns the velocity, a vector.
6706 * `add_velocity(vel)`
6707 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6708 * In comparison to using get_velocity, adding the velocity and then using
6709 set_velocity, add_velocity is supposed to avoid synchronization problems.
6710 Additionally, players also do not support set_velocity.
6712 * Does not apply during free_move.
6713 * Note that since the player speed is normalized at each move step,
6714 increasing e.g. Y velocity beyond what would usually be achieved
6715 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6716 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6717 pressing the jump key (assuming default settings)
6718 * `move_to(pos, continuous=false)`
6719 * Does an interpolated move for Lua entities for visually smooth transitions.
6720 * If `continuous` is true, the Lua entity will not be moved to the current
6721 position before starting the interpolated move.
6722 * For players this does the same as `set_pos`,`continuous` is ignored.
6723 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6724 * `puncher` = another `ObjectRef`,
6725 * `time_from_last_punch` = time since last punch action of the puncher
6726 * `direction`: can be `nil`
6727 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6728 * `get_hp()`: returns number of health points
6729 * `set_hp(hp, reason)`: set number of health points
6730 * See reason in register_on_player_hpchange
6731 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6732 * For players: HP are also limited by `hp_max` specified in the player's
6734 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6735 * `get_wield_list()`: returns the name of the inventory list the wielded item
6737 * `get_wield_index()`: returns the index of the wielded item
6738 * `get_wielded_item()`: returns an `ItemStack`
6739 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6741 * `set_armor_groups({group1=rating, group2=rating, ...})`
6742 * `get_armor_groups()`: returns a table with the armor group ratings
6743 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6744 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6745 * `frame_speed`: number, default: `15.0`
6746 * `frame_blend`: number, default: `0.0`
6747 * `frame_loop`: boolean, default: `true`
6748 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6750 * `set_animation_frame_speed(frame_speed)`
6751 * `frame_speed`: number, default: `15.0`
6752 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6753 * `bone`: string. Default is `""`, the root bone
6754 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6755 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6756 Default `{x=0, y=0, z=0}`
6757 * `forced_visible`: Boolean to control whether the attached entity
6758 should appear in first person. Default `false`.
6759 * This command may fail silently (do nothing) when it would result
6760 in circular attachments.
6761 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6762 or nil if it isn't attached.
6763 * `get_children()`: returns a list of ObjectRefs that are attached to the
6766 * `set_bone_position([bone, position, rotation])`
6767 * `bone`: string. Default is `""`, the root bone
6768 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6769 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6770 * `get_bone_position(bone)`: returns position and rotation of the bone
6771 * `set_properties(object property table)`
6772 * `get_properties()`: returns object property table
6773 * `is_player()`: returns true for players, false otherwise
6774 * `get_nametag_attributes()`
6775 * returns a table with the attributes of the nametag of an object
6778 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6779 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6781 * `set_nametag_attributes(attributes)`
6782 * sets the attributes of the nametag of an object
6785 text = "My Nametag",
6788 bgcolor = ColorSpec or false,
6789 -- ^ Sets background color of nametag
6790 -- `false` will cause the background to be set automatically based on user settings
6794 #### Lua entity only (no-op for other objects)
6796 * `remove()`: remove object
6797 * The object is removed after returning from Lua. However the `ObjectRef`
6798 itself instantly becomes unusable with all further method calls having
6799 no effect and returning `nil`.
6800 * `set_velocity(vel)`
6801 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6802 * `set_acceleration(acc)`
6804 * `get_acceleration()`: returns the acceleration, a vector
6805 * `set_rotation(rot)`
6806 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6807 and Z is roll (bank).
6808 * `get_rotation()`: returns the rotation, a vector (radians)
6809 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6810 * `get_yaw()`: returns number in radians
6811 * `set_texture_mod(mod)`
6812 * Set a texture modifier to the base texture, for sprites and meshes.
6813 * When calling `set_texture_mod` again, the previous one is discarded.
6814 * `mod` the texture modifier. See [Texture modifiers].
6815 * `get_texture_mod()` returns current texture modifier
6816 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6817 * Specifies and starts a sprite animation
6818 * Animations iterate along the frame `y` position.
6819 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6820 first frame, default: `{x=0, y=0}`
6821 * `num_frames`: Total frames in the texture, default: `1`
6822 * `framelength`: Time per animated frame in seconds, default: `0.2`
6823 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6824 position according to the view direction. default: `false`.
6825 * First column: subject facing the camera
6826 * Second column: subject looking to the left
6827 * Third column: subject backing the camera
6828 * Fourth column: subject looking to the right
6829 * Fifth column: subject viewed from above
6830 * Sixth column: subject viewed from below
6831 * `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
6834 #### Player only (no-op for other objects)
6836 * `get_player_name()`: returns `""` if is not a player
6837 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6838 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6839 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6840 * `get_look_dir()`: get camera direction as a unit vector
6841 * `get_look_vertical()`: pitch in radians
6842 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6844 * `get_look_horizontal()`: yaw in radians
6845 * Angle is counter-clockwise from the +z direction.
6846 * `set_look_vertical(radians)`: sets look pitch
6847 * radians: Angle from looking forward, where positive is downwards.
6848 * `set_look_horizontal(radians)`: sets look yaw
6849 * radians: Angle from the +z direction, where positive is counter-clockwise.
6850 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6851 `get_look_vertical`.
6852 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6854 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6855 `get_look_horizontal`.
6856 * Angle is counter-clockwise from the +x direction.
6857 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6858 `set_look_vertical`.
6859 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6860 `set_look_horizontal`.
6861 * `get_breath()`: returns player's breath
6862 * `set_breath(value)`: sets player's breath
6864 * `0`: player is drowning
6865 * max: bubbles bar is not shown
6866 * See [Object properties] for more information
6867 * Is limited to range 0 ... 65535 (2^16 - 1)
6868 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6870 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6871 Defaults to `false`.
6872 * `transition_time`: If defined, enables smooth FOV transition.
6873 Interpreted as the time (in seconds) to reach target FOV.
6874 If set to 0, FOV change is instantaneous. Defaults to 0.
6875 * Set `fov` to 0 to clear FOV override.
6876 * `get_fov()`: Returns the following:
6877 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6878 * Boolean indicating whether the FOV value is a multiplier.
6879 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6880 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6881 * Sets an extra attribute with value on player.
6882 * `value` must be a string, or a number which will be converted to a
6884 * If `value` is `nil`, remove attribute from player.
6885 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6886 * Returns value (a string) for extra attribute.
6887 * Returns `nil` if no attribute found.
6888 * `get_meta()`: Returns a PlayerMetaRef.
6889 * `set_inventory_formspec(formspec)`
6890 * Redefine player's inventory form
6891 * Should usually be called in `on_joinplayer`
6892 * If `formspec` is `""`, the player's inventory is disabled.
6893 * `get_inventory_formspec()`: returns a formspec string
6894 * `set_formspec_prepend(formspec)`:
6895 * the formspec string will be added to every formspec shown to the user,
6896 except for those with a no_prepend[] tag.
6897 * This should be used to set style elements such as background[] and
6898 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6899 * Only affects formspecs shown after this is called.
6900 * `get_formspec_prepend(formspec)`: returns a formspec string.
6901 * `get_player_control()`: returns table with player pressed keys
6902 * The table consists of fields with the following boolean values
6903 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6904 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6905 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6906 and exist only to preserve backwards compatibility.
6907 * Returns an empty table `{}` if the object is not a player.
6908 * `get_player_control_bits()`: returns integer with bit packed player pressed
6921 * Returns `0` (no bits set) if the object is not a player.
6922 * `set_physics_override(override_table)`
6923 * `override_table` is a table with the following fields:
6924 * `speed`: multiplier to default walking speed value (default: `1`)
6925 * `jump`: multiplier to default jump value (default: `1`)
6926 * `gravity`: multiplier to default gravity value (default: `1`)
6927 * `sneak`: whether player can sneak (default: `true`)
6928 * `sneak_glitch`: whether player can use the new move code replications
6929 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6931 * `new_move`: use new move/sneak code. When `false` the exact old code
6932 is used for the specific old sneak behaviour (default: `true`)
6933 * `get_physics_override()`: returns the table given to `set_physics_override`
6934 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6936 * `hud_remove(id)`: remove the HUD element of the specified id
6937 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6939 * element `stat` values:
6940 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6941 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6942 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6943 * `flags`: A table with the following fields set to boolean values
6949 * `minimap`: Modifies the client's permission to view the minimap.
6950 The client may locally elect to not view the minimap.
6951 * `minimap_radar`: is only usable when `minimap` is true
6952 * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
6953 This includes map seed, player position, look direction, the pointed node and block bounds.
6954 Does not affect players with the `debug` privilege.
6955 * If a flag equals `nil`, the flag is not modified
6956 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6957 * See `hud_set_flags` for a list of flags that can be toggled.
6958 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6959 * `count`: number of items, must be between `1` and `32`
6960 * `hud_get_hotbar_itemcount`: returns number of visible items
6961 * `hud_set_hotbar_image(texturename)`
6962 * sets background image for hotbar
6963 * `hud_get_hotbar_image`: returns texturename
6964 * `hud_set_hotbar_selected_image(texturename)`
6965 * sets image for selected item of hotbar
6966 * `hud_get_hotbar_selected_image`: returns texturename
6967 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6968 * Overrides the available minimap modes (and toggle order), and changes the
6970 * `mode` is a table consisting of up to four fields:
6971 * `type`: Available type:
6972 * `off`: Minimap off
6973 * `surface`: Minimap in surface mode
6974 * `radar`: Minimap in radar mode
6975 * `texture`: Texture to be displayed instead of terrain map
6976 (texture is centered around 0,0 and can be scaled).
6977 Texture size is limited to 512 x 512 pixel.
6978 * `label`: Optional label to display on minimap mode toggle
6979 The translation must be handled within the mod.
6980 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6981 displayed in minimap
6982 * `texture`: Only for texture type, name of the texture to display
6983 * `scale`: Only for texture type, scale of the texture map in nodes per
6984 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6986 * `selected_mode` is the mode index to be selected after modes have been changed
6987 (0 is the first mode).
6988 * `set_sky(sky_parameters)`
6989 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6990 whether `set_sky` accepts this format. Check the legacy format otherwise.
6991 * Passing no arguments resets the sky to its default values.
6992 * `sky_parameters` is a table with the following optional fields:
6993 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6994 (default: `#ffffff`)
6995 * `type`: Available types:
6996 * `"regular"`: Uses 0 textures, `base_color` ignored
6997 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6998 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6999 (default: `"regular"`)
7000 * `textures`: A table containing up to six textures in the following
7001 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
7002 * `clouds`: Boolean for whether clouds appear. (default: `true`)
7003 * `sky_color`: A table used in `"regular"` type only, containing the
7004 following values (alpha is ignored):
7005 * `day_sky`: ColorSpec, for the top half of the sky during the day.
7006 (default: `#61b5f5`)
7007 * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
7008 (default: `#90d3f6`)
7009 * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
7010 (default: `#b4bafa`)
7011 The resulting sky color will be a darkened version of the ColorSpec.
7012 Warning: The darkening of the ColorSpec is subject to change.
7013 * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
7014 (default: `#bac1f0`)
7015 The resulting sky color will be a darkened version of the ColorSpec.
7016 Warning: The darkening of the ColorSpec is subject to change.
7017 * `night_sky`: ColorSpec, for the top half of the sky during the night.
7018 (default: `#006bff`)
7019 The resulting sky color will be a dark version of the ColorSpec.
7020 Warning: The darkening of the ColorSpec is subject to change.
7021 * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
7022 (default: `#4090ff`)
7023 The resulting sky color will be a dark version of the ColorSpec.
7024 Warning: The darkening of the ColorSpec is subject to change.
7025 * `indoors`: ColorSpec, for when you're either indoors or underground.
7026 (default: `#646464`)
7027 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
7028 at sunrise and sunset. (default: `#f47d1d`)
7029 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
7030 at sunrise and sunset. (default: `#7f99cc`)
7031 * `fog_tint_type`: string, changes which mode the directional fog
7032 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
7033 `"default"` uses the classic Minetest sun and moon tinting.
7034 Will use tonemaps, if set to `"default"`. (default: `"default"`)
7035 * `set_sky(base_color, type, {texture names}, clouds)`
7036 * Deprecated. Use `set_sky(sky_parameters)`
7037 * `base_color`: ColorSpec, defaults to white
7038 * `type`: Available types:
7039 * `"regular"`: Uses 0 textures, `bgcolor` ignored
7040 * `"skybox"`: Uses 6 textures, `bgcolor` used
7041 * `"plain"`: Uses 0 textures, `bgcolor` used
7042 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
7043 `"plain"` custom skyboxes (default: `true`)
7044 * `get_sky(as_table)`:
7045 * `as_table`: boolean that determines whether the deprecated version of this
7046 function is being used.
7047 * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
7048 * Deprecated: `false` or `nil` returns base_color, type, table of textures,
7050 * `get_sky_color()`:
7051 * Deprecated: Use `get_sky(as_table)` instead.
7052 * returns a table with the `sky_color` parameters as in `set_sky`.
7053 * `set_sun(sun_parameters)`:
7054 * Passing no arguments resets the sun to its default values.
7055 * `sun_parameters` is a table with the following optional fields:
7056 * `visible`: Boolean for whether the sun is visible.
7058 * `texture`: A regular texture for the sun. Setting to `""`
7059 will re-enable the mesh sun. (default: "sun.png", if it exists)
7060 * `tonemap`: A 512x1 texture containing the tonemap for the sun
7061 (default: `"sun_tonemap.png"`)
7062 * `sunrise`: A regular texture for the sunrise texture.
7063 (default: `"sunrisebg.png"`)
7064 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
7066 * `scale`: Float controlling the overall size of the sun. (default: `1`)
7067 * `get_sun()`: returns a table with the current sun parameters as in
7069 * `set_moon(moon_parameters)`:
7070 * Passing no arguments resets the moon to its default values.
7071 * `moon_parameters` is a table with the following optional fields:
7072 * `visible`: Boolean for whether the moon is visible.
7074 * `texture`: A regular texture for the moon. Setting to `""`
7075 will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
7076 Note: Relative to the sun, the moon texture is rotated by 180°.
7077 You can use the `^[transformR180` texture modifier to achieve the same orientation.
7078 * `tonemap`: A 512x1 texture containing the tonemap for the moon
7079 (default: `"moon_tonemap.png"`)
7080 * `scale`: Float controlling the overall size of the moon (default: `1`)
7081 * `get_moon()`: returns a table with the current moon parameters as in
7083 * `set_stars(star_parameters)`:
7084 * Passing no arguments resets stars to their default values.
7085 * `star_parameters` is a table with the following optional fields:
7086 * `visible`: Boolean for whether the stars are visible.
7088 * `count`: Integer number to set the number of stars in
7089 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
7091 * `star_color`: ColorSpec, sets the colors of the stars,
7092 alpha channel is used to set overall star brightness.
7093 (default: `#ebebff69`)
7094 * `scale`: Float controlling the overall size of the stars (default: `1`)
7095 * `get_stars()`: returns a table with the current stars parameters as in
7097 * `set_clouds(cloud_parameters)`: set cloud parameters
7098 * Passing no arguments resets clouds to their default values.
7099 * `cloud_parameters` is a table with the following optional fields:
7100 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
7101 * `color`: basic cloud color with alpha channel, ColorSpec
7102 (default `#fff0f0e5`).
7103 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
7104 ColorSpec (alpha ignored, default `#000000`)
7105 * `height`: cloud height, i.e. y of cloud base (default per conf,
7107 * `thickness`: cloud thickness in nodes (default `16`)
7108 * `speed`: 2D cloud speed + direction in nodes per second
7109 (default `{x=0, z=-2}`).
7110 * `get_clouds()`: returns a table with the current cloud parameters as in
7112 * `override_day_night_ratio(ratio or nil)`
7113 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
7115 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
7116 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
7117 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
7118 set animation for player model in third person view.
7119 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
7120 * `frame_speed` sets the animations frame speed. Default is 30.
7121 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
7123 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
7124 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
7125 * in first person view
7126 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
7127 * `get_eye_offset()`: returns first and third person offsets.
7128 * `send_mapblock(blockpos)`:
7129 * Sends a server-side loaded mapblock to the player.
7130 * Returns `false` if failed.
7131 * Resource intensive - use sparsely
7132 * To get blockpos, integer divide pos by 16
7133 * `set_lighting(light_definition)`: sets lighting for the player
7134 * `light_definition` is a table with the following optional fields:
7135 * `shadows` is a table that controls ambient shadows
7136 * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
7137 * `get_lighting()`: returns the current state of lighting for the player.
7138 * Result is a table with the same fields as `light_definition` in `set_lighting`.
7139 * `respawn()`: Respawns the player using the same mechanism as the death screen,
7140 including calling on_respawnplayer callbacks.
7145 A 32-bit pseudorandom number generator.
7146 Uses PCG32, an algorithm of the permuted congruential generator family,
7147 offering very strong randomness.
7149 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
7153 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
7154 * `next(min, max)`: return next integer random number [`min`...`max`]
7155 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
7156 random number [`min`...`max`].
7157 * This is only a rough approximation of a normal distribution with:
7158 * `mean = (max - min) / 2`, and
7159 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
7160 * Increasing `num_trials` improves accuracy of the approximation
7165 A perlin noise generator.
7166 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
7167 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
7168 plus the world seed, to create world-specific noise.
7170 `PerlinNoise(noiseparams)`
7171 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
7173 `minetest.get_perlin(noiseparams)`
7174 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
7178 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
7179 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
7184 A fast, bulk perlin noise generator.
7186 It can be created via `PerlinNoiseMap(noiseparams, size)` or
7187 `minetest.get_perlin_map(noiseparams, size)`.
7188 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
7189 plus the world seed, to create world-specific noise.
7191 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
7192 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
7195 For each of the functions with an optional `buffer` parameter: If `buffer` is
7196 not nil, this table will be used to store the result instead of creating a new
7201 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
7202 with values starting at `pos={x=,y=}`
7203 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
7204 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
7205 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
7206 array of 2D noise with values starting at `pos={x=,y=}`
7207 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
7208 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
7209 is stored internally.
7210 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
7211 is stored internally.
7212 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
7213 returns a slice of the most recently computed noise results. The result slice
7214 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
7215 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
7217 `noisevals = noise:get_map_slice({y=20}, {y=2})`
7218 It is important to note that `slice_offset` offset coordinates begin at 1,
7219 and are relative to the starting position of the most recently calculated
7221 To grab a single vertical column of noise starting at map coordinates
7222 x = 1023, y=1000, z = 1000:
7223 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
7224 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
7230 Uses the same method of storage as the deprecated player attribute API, so
7231 data there will also be in player meta.
7232 Can be obtained using `player:get_meta()`.
7236 * All methods in MetaDataRef
7241 A 16-bit pseudorandom number generator.
7242 Uses a well-known LCG algorithm introduced by K&R.
7244 It can be created via `PseudoRandom(seed)`.
7248 * `next()`: return next integer random number [`0`...`32767`]
7249 * `next(min, max)`: return next integer random number [`min`...`max`]
7250 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7251 due to the simple implementation making bad distribution otherwise.
7256 A raycast on the map. It works with selection boxes.
7257 Can be used as an iterator in a for loop as:
7259 local ray = Raycast(...)
7260 for pointed_thing in ray do
7264 The map is loaded as the ray advances. If the map is modified after the
7265 `Raycast` is created, the changes may or may not have an effect on the object.
7267 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7268 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7270 * `pos1`: start of the ray
7271 * `pos2`: end of the ray
7272 * `objects`: if false, only nodes will be returned. Default is true.
7273 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7274 returned. Default is false.
7278 * `next()`: returns a `pointed_thing` with exact pointing location
7279 * Returns the next thing pointed by the ray or nil.
7284 Interface for the operating system's crypto-secure PRNG.
7286 It can be created via `SecureRandom()`. The constructor returns nil if a
7287 secure random device cannot be found on the system.
7291 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7292 random bytes, as a string.
7297 An interface to read config files in the format of `minetest.conf`.
7299 It can be created via `Settings(filename)`.
7303 * `get(key)`: returns a value
7304 * `get_bool(key, [default])`: returns a boolean
7305 * `default` is the value returned if `key` is not found.
7306 * Returns `nil` if `key` is not found and `default` not specified.
7307 * `get_np_group(key)`: returns a NoiseParams table
7309 * Returns `{flag = true/false, ...}` according to the set flags.
7310 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7311 flags like `mgv5_spflags`.
7313 * Setting names can't contain whitespace or any of `="{}#`.
7314 * Setting values can't contain the sequence `\n"""`.
7315 * Setting names starting with "secure." can't be set on the main settings
7316 object (`minetest.settings`).
7317 * `set_bool(key, value)`
7318 * See documentation for set() above.
7319 * `set_np_group(key, value)`
7320 * `value` is a NoiseParams table.
7321 * Also, see documentation for set() above.
7322 * `remove(key)`: returns a boolean (`true` for success)
7323 * `get_names()`: returns `{key1,...}`
7324 * `write()`: returns a boolean (`true` for success)
7325 * Writes changes to file.
7326 * `to_table()`: returns `{[key1]=value1,...}`
7330 The settings have the format `key = value`. Example:
7342 Mod metadata: per mod metadata, saved automatically.
7343 Can be obtained via `minetest.get_mod_storage()` during load time.
7345 WARNING: This storage backend is incaptable to save raw binary data due
7346 to restrictions of JSON.
7350 * All methods in MetaDataRef
7361 Used by `ObjectRef` methods. Part of an Entity definition.
7362 These properties are not persistent, but are applied automatically to the
7363 corresponding Lua entity using the given registration fields.
7364 Player properties need to be saved manually.
7368 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7371 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7374 -- For players only. Zoom FOV in degrees.
7375 -- Note that zoom loads and/or generates world beyond the server's
7376 -- maximum send and generate distances, so acts like a telescope.
7377 -- Smaller zoom_fov values increase the distance loaded/generated.
7378 -- Defaults to 15 in creative mode, 0 in survival mode.
7379 -- zoom_fov = 0 disables zooming for the player.
7382 -- For players only. Camera height above feet position in nodes.
7383 -- Defaults to 1.625.
7386 -- Collide with `walkable` nodes.
7388 collide_with_objects = true,
7389 -- Collide with other objects if physical = true
7391 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7392 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7393 -- Selection box uses collision box dimensions when not set.
7394 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7398 -- Overrides selection box when false
7400 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7401 -- "cube" is a node-sized cube.
7402 -- "sprite" is a flat texture always facing the player.
7403 -- "upright_sprite" is a vertical flat texture.
7404 -- "mesh" uses the defined mesh model.
7405 -- "wielditem" is used for dropped items.
7406 -- (see builtin/game/item_entity.lua).
7407 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7408 -- If the item has a 'wield_image' the object will be an extrusion of
7410 -- If 'itemname' is a cubic node or nodebox the object will appear
7411 -- identical to 'itemname'.
7412 -- If 'itemname' is a plantlike node the object will be an extrusion
7414 -- Otherwise for non-node items, the object will be an extrusion of
7415 -- 'inventory_image'.
7416 -- If 'itemname' contains a ColorString or palette index (e.g. from
7417 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7418 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7420 visual_size = {x = 1, y = 1, z = 1},
7421 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7422 -- to scale the entity along both horizontal axes.
7425 -- File name of mesh when using "mesh" visual
7428 -- Number of required textures depends on visual.
7429 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7430 -- "sprite" uses 1 texture.
7431 -- "upright_sprite" uses 2 textures: {front, back}.
7432 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7433 -- "mesh" requires one texture for each mesh buffer/material (in order)
7436 -- Number of required colors depends on visual
7438 use_texture_alpha = false,
7439 -- Use texture's alpha channel.
7440 -- Excludes "upright_sprite" and "wielditem".
7441 -- Note: currently causes visual issues when viewed through other
7442 -- semi-transparent materials such as water.
7444 spritediv = {x = 1, y = 1},
7445 -- Used with spritesheet textures for animation and/or frame selection
7446 -- according to position relative to player.
7447 -- Defines the number of columns and rows in the spritesheet:
7450 initial_sprite_basepos = {x = 0, y = 0},
7451 -- Used with spritesheet textures.
7452 -- Defines the {column, row} position of the initially used frame in the
7456 -- If false, object is invisible and can't be pointed.
7458 makes_footstep_sound = false,
7459 -- If true, is able to make footstep sounds of nodes
7460 -- (see node sound definition for details).
7462 automatic_rotate = 0,
7463 -- Set constant rotation in radians per second, positive or negative.
7464 -- Object rotates along the local Y-axis, and works with set_rotation.
7465 -- Set to 0 to disable constant rotation.
7468 -- If positive number, object will climb upwards when it moves
7469 -- horizontally against a `walkable` node, if the height difference
7470 -- is within `stepheight`.
7472 automatic_face_movement_dir = 0.0,
7473 -- Automatically set yaw to movement direction, offset in degrees.
7474 -- 'false' to disable.
7476 automatic_face_movement_max_rotation_per_sec = -1,
7477 -- Limit automatic rotation to this value in degrees per second.
7478 -- No limit if value <= 0.
7480 backface_culling = true,
7481 -- Set to false to disable backface_culling for model
7484 -- Add this much extra lighting when calculating texture color.
7485 -- Value < 0 disables light's effect on texture color.
7486 -- For faking self-lighting, UI style entities, or programmatic coloring
7490 -- The name to display on the head of the object. By default empty.
7491 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7492 -- For all other objects, a nil or empty string removes the nametag.
7493 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7495 nametag_color = <ColorSpec>,
7496 -- Sets text color of nametag
7498 nametag_bgcolor = <ColorSpec>,
7499 -- Sets background color of nametag
7500 -- `false` will cause the background to be set automatically based on user settings.
7504 -- Same as infotext for nodes. Empty by default
7507 -- If false, never save this object statically. It will simply be
7508 -- deleted when the block gets unloaded.
7509 -- The get_staticdata() callback is never called then.
7510 -- Defaults to 'true'.
7512 damage_texture_modifier = "^[brighten",
7513 -- Texture modifier to be applied for a short duration when object is hit
7516 -- Setting this to 'false' disables diffuse lighting of entity
7518 show_on_minimap = false,
7519 -- Defaults to true for players, false for other entities.
7520 -- If set to true the entity will show as a marker on the minimap.
7526 Used by `minetest.register_entity`.
7529 initial_properties = {
7531 mesh = "boats_boat.obj",
7534 -- A table of object properties, see the `Object properties` section.
7535 -- Object properties being read directly from the entity definition
7536 -- table is deprecated. Define object properties in this
7537 -- `initial_properties` table instead.
7539 on_activate = function(self, staticdata, dtime_s),
7541 on_step = function(self, dtime, moveresult),
7542 -- Called every server step
7543 -- dtime: Elapsed time
7544 -- moveresult: Table with collision info (only available if physical=true)
7546 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7548 on_rightclick = function(self, clicker),
7550 get_staticdata = function(self),
7551 -- Called sometimes; the string returned is passed to on_activate when
7552 -- the entity is re-activated from static state
7554 _custom_field = whatever,
7555 -- You can define arbitrary member variables here (see Item definition
7556 -- for more info) by using a '_' prefix
7559 Collision info passed to `on_step` (`moveresult` argument):
7562 touching_ground = boolean,
7564 standing_on_object = boolean,
7567 type = string, -- "node" or "object",
7568 axis = string, -- "x", "y" or "z"
7569 node_pos = vector, -- if type is "node"
7570 object = ObjectRef, -- if type is "object"
7571 old_velocity = vector,
7572 new_velocity = vector,
7576 -- `collisions` does not contain data of unloaded mapblock collisions
7577 -- or when the velocity changes are negligibly small
7580 ABM (ActiveBlockModifier) definition
7581 ------------------------------------
7583 Used by `minetest.register_abm`.
7586 label = "Lava cooling",
7587 -- Descriptive label for profiling purposes (optional).
7588 -- Definitions with identical labels will be listed as one.
7590 nodenames = {"default:lava_source"},
7591 -- Apply `action` function to these nodes.
7592 -- `group:groupname` can also be used here.
7594 neighbors = {"default:water_source", "default:water_flowing"},
7595 -- Only apply `action` to nodes that have one of, or any
7596 -- combination of, these neighbors.
7597 -- If left out or empty, any neighbor will do.
7598 -- `group:groupname` can also be used here.
7601 -- Operation interval in seconds
7604 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7609 -- min and max height levels where ABM will be processed
7610 -- can be used to reduce CPU usage
7613 -- If true, catch-up behaviour is enabled: The `chance` value is
7614 -- temporarily reduced when returning to an area to simulate time lost
7615 -- by the area being unattended. Note that the `chance` value can often
7618 action = function(pos, node, active_object_count, active_object_count_wider),
7619 -- Function triggered for each qualifying node.
7620 -- `active_object_count` is number of active objects in the node's
7622 -- `active_object_count_wider` is number of active objects in the node's
7623 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7624 -- mapblocks are unloaded an estmate is calculated for them based on
7625 -- loaded mapblocks.
7628 LBM (LoadingBlockModifier) definition
7629 -------------------------------------
7631 Used by `minetest.register_lbm`.
7633 A loading block modifier (LBM) is used to define a function that is called for
7634 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7638 label = "Upgrade legacy doors",
7639 -- Descriptive label for profiling purposes (optional).
7640 -- Definitions with identical labels will be listed as one.
7642 name = "modname:replace_legacy_door",
7644 nodenames = {"default:lava_source"},
7645 -- List of node names to trigger the LBM on.
7646 -- Also non-registered nodes will work.
7647 -- Groups (as of group:groupname) will work as well.
7649 run_at_every_load = false,
7650 -- Whether to run the LBM's action every time a block gets loaded,
7651 -- and not only the first time the block gets loaded after the LBM
7654 action = function(pos, node),
7661 * `{name="image.png", animation={Tile Animation definition}}`
7662 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7663 * backface culling enabled by default for most nodes
7664 * align style determines whether the texture will be rotated with the node
7665 or kept aligned with its surroundings. "user" means that client
7666 setting will be used, similar to `glasslike_framed_optional`.
7667 Note: supported by solid nodes and nodeboxes only.
7668 * scale is used to make texture span several (exactly `scale`) nodes,
7669 instead of just one, in each direction. Works for world-aligned
7671 Note that as the effect is applied on per-mapblock basis, `16` should
7672 be equally divisible by `scale` or you may get wrong results.
7673 * `{name="image.png", color=ColorSpec}`
7674 * the texture's color will be multiplied with this color.
7675 * the tile's color overrides the owning node's color in all cases.
7676 * deprecated, yet still supported field names:
7679 Tile animation definition
7680 -------------------------
7683 type = "vertical_frames",
7686 -- Width of a frame in pixels
7689 -- Height of a frame in pixels
7699 -- Width in number of frames
7702 -- Height in number of frames
7705 -- Length of a single frame
7711 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7712 `minetest.register_tool`.
7715 description = "Steel Axe",
7716 -- Can contain new lines. "\n" has to be used as new line character.
7717 -- See also: `get_description` in [`ItemStack`]
7719 short_description = "Steel Axe",
7720 -- Must not contain new lines.
7722 -- Use an [`ItemStack`] to get the short description, eg:
7723 -- ItemStack(itemname):get_short_description()
7726 -- key = name, value = rating; rating = 1..3.
7727 -- If rating not applicable, use 1.
7728 -- e.g. {wool = 1, fluffy = 3}
7729 -- {soil = 2, outerspace = 1, crumbly = 1}
7730 -- {bendy = 2, snappy = 1},
7731 -- {hard = 1, metal = 1, spikes = 1}
7733 inventory_image = "default_tool_steelaxe.png",
7735 inventory_overlay = "overlay.png",
7736 -- An overlay which does not get colorized
7743 -- An image file containing the palette of a node.
7744 -- You can set the currently used color as the "palette_index" field of
7745 -- the item stack metadata.
7746 -- The palette is always stretched to fit indices between 0 and 255, to
7747 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7749 color = "0xFFFFFFFF",
7750 -- The color of the item. The palette overrides this.
7752 wield_scale = {x = 1, y = 1, z = 1},
7754 -- The default value of 99 may be configured by
7755 -- users using the setting "default_stack_max"
7760 liquids_pointable = false,
7761 -- If true, item points to all liquid nodes (`liquidtype ~= "none"`),
7762 -- even those for which `pointable = false`
7765 -- When used for nodes: Defines amount of light emitted by node.
7766 -- Otherwise: Defines texture glow when viewed as a dropped item
7767 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7768 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7771 -- See "Tool Capabilities" section for an example including explanation
7772 tool_capabilities = {
7773 full_punch_interval = 1.0,
7777 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7778 uses = 20, maxlevel = 2},
7780 damage_groups = {groupname = damage},
7781 -- Damage values must be between -32768 and 32767 (2^15)
7783 punch_attack_uses = nil,
7784 -- Amount of uses this tool has for attacking players and entities
7785 -- by punching them (0 = infinite uses).
7786 -- For compatibility, this is automatically set from the first
7787 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7788 -- It is recommend to set this explicitly instead of relying on the
7789 -- fallback behavior.
7792 node_placement_prediction = nil,
7793 -- If nil and item is node, prediction is made automatically.
7794 -- If nil and item is not a node, no prediction is made.
7795 -- If "" and item is anything, no prediction is made.
7796 -- Otherwise should be name of node which the client immediately places
7797 -- on ground when the player places the item. Server will always update
7798 -- actual result to client in a short moment.
7800 node_dig_prediction = "air",
7801 -- if "", no prediction is made.
7802 -- if "air", node is removed.
7803 -- Otherwise should be name of node which the client immediately places
7804 -- upon digging. Server will always update actual result shortly.
7807 -- Definition of items sounds to be played at various events.
7808 -- All fields in this table are optional.
7810 breaks = <SimpleSoundSpec>,
7811 -- When tool breaks due to wear. Ignored for non-tools
7813 eat = <SimpleSoundSpec>,
7814 -- When item is eaten with `minetest.do_item_eat`
7817 on_place = function(itemstack, placer, pointed_thing),
7818 -- When the 'place' key was pressed with the item in hand
7819 -- and a node was pointed at.
7820 -- Shall place item and return the leftover itemstack
7821 -- or nil to not modify the inventory.
7822 -- The placer may be any ObjectRef or nil.
7823 -- default: minetest.item_place
7825 on_secondary_use = function(itemstack, user, pointed_thing),
7826 -- Same as on_place but called when not pointing at a node.
7827 -- Function must return either nil if inventory shall not be modified,
7828 -- or an itemstack to replace the original itemstack.
7829 -- The user may be any ObjectRef or nil.
7832 on_drop = function(itemstack, dropper, pos),
7833 -- Shall drop item and return the leftover itemstack.
7834 -- The dropper may be any ObjectRef or nil.
7835 -- default: minetest.item_drop
7837 on_use = function(itemstack, user, pointed_thing),
7839 -- When user pressed the 'punch/mine' key with the item in hand.
7840 -- Function must return either nil if inventory shall not be modified,
7841 -- or an itemstack to replace the original itemstack.
7842 -- e.g. itemstack:take_item(); return itemstack
7843 -- Otherwise, the function is free to do what it wants.
7844 -- The user may be any ObjectRef or nil.
7845 -- The default functions handle regular use cases.
7847 after_use = function(itemstack, user, node, digparams),
7849 -- If defined, should return an itemstack and will be called instead of
7850 -- wearing out the item (if tool). If returns nil, does nothing.
7851 -- If after_use doesn't exist, it is the same as:
7852 -- function(itemstack, user, node, digparams)
7853 -- itemstack:add_wear(digparams.wear)
7856 -- The user may be any ObjectRef or nil.
7858 _custom_field = whatever,
7859 -- Add your own custom fields. By convention, all custom field names
7860 -- should start with `_` to avoid naming collisions with future engine
7867 Used by `minetest.register_node`.
7870 -- <all fields allowed in item definitions>,
7872 drawtype = "normal", -- See "Node drawtypes"
7875 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7876 -- "firelike", "mesh", "nodebox", "allfaces".
7877 -- For plantlike and firelike, the image will start at the bottom of the
7878 -- node. For torchlike, the image will start at the surface to which the
7879 -- node "attaches". For the other drawtypes the image will be centered
7882 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7883 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7884 -- Old field name was 'tile_images'.
7885 -- List can be shortened to needed length.
7887 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7888 -- Same as `tiles`, but these textures are drawn on top of the base
7889 -- tiles. You can use this to colorize only specific parts of your
7890 -- texture. If the texture name is an empty string, that overlay is not
7891 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7892 -- overlays on very common nodes.
7894 special_tiles = {tile definition 1, Tile definition 2},
7895 -- Special textures of node; used rarely.
7896 -- Old field name was 'special_materials'.
7897 -- List can be shortened to needed length.
7900 -- The node's original color will be multiplied with this color.
7901 -- If the node has a palette, then this setting only has an effect in
7902 -- the inventory and on the wield item.
7904 use_texture_alpha = ...,
7905 -- Specifies how the texture's alpha channel will be used for rendering.
7907 -- * "opaque": Node is rendered opaque regardless of alpha channel
7908 -- * "clip": A given pixel is either fully see-through or opaque
7909 -- depending on the alpha channel being below/above 50% in value
7910 -- * "blend": The alpha channel specifies how transparent a given pixel
7911 -- of the rendered node is
7912 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7913 -- "clip" otherwise.
7914 -- If set to a boolean value (deprecated): true either sets it to blend
7915 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7917 palette = "palette.png",
7918 -- The node's `param2` is used to select a pixel from the image.
7919 -- Pixels are arranged from left to right and from top to bottom.
7920 -- The node's color will be multiplied with the selected pixel's color.
7921 -- Tiles can override this behavior.
7922 -- Only when `paramtype2` supports palettes.
7924 post_effect_color = "green#0F",
7925 -- Screen tint if player is inside node, see "ColorSpec"
7927 paramtype = "none", -- See "Nodes"
7929 paramtype2 = "none", -- See "Nodes"
7931 place_param2 = nil, -- Force value for param2 when player places node
7933 is_ground_content = true,
7934 -- If false, the cave generator and dungeon generator will not carve
7935 -- through this node.
7936 -- Specifically, this stops mod-added nodes being removed by caves and
7937 -- dungeons when those generate in a neighbor mapchunk and extend out
7938 -- beyond the edge of that mapchunk.
7940 sunlight_propagates = false,
7941 -- If true, sunlight will go infinitely through this node
7943 walkable = true, -- If true, objects collide with node
7945 pointable = true, -- If true, can be pointed at
7947 diggable = true, -- If false, can never be dug
7949 climbable = false, -- If true, can be climbed on (ladder)
7951 move_resistance = 0,
7952 -- Slows down movement of players through this node (max. 7).
7953 -- If this is nil, it will be equal to liquid_viscosity.
7954 -- Note: If liquid movement physics apply to the node
7955 -- (see `liquid_move_physics`), the movement speed will also be
7956 -- affected by the `movement_liquid_*` settings.
7958 buildable_to = false, -- If true, placed nodes can replace this node
7961 -- If true, liquids flow into and replace this node.
7962 -- Warning: making a liquid node 'floodable' will cause problems.
7964 liquidtype = "none", -- specifies liquid flowing physics
7965 -- * "none": no liquid flowing physics
7966 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7967 -- recommended drawtype: "liquid".
7968 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7969 -- around it until `liquid_range` is reached;
7970 -- will drain out without a source;
7971 -- recommended drawtype: "flowingliquid".
7972 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7973 -- both `liquid_alternative_*` fields must be specified
7975 liquid_alternative_flowing = "", -- Flowing version of source liquid
7977 liquid_alternative_source = "", -- Source version of flowing liquid
7979 liquid_viscosity = 0,
7980 -- Controls speed at which the liquid spreads/flows (max. 7).
7981 -- 0 is fastest, 7 is slowest.
7982 -- By default, this also slows down movement of players inside the node
7983 -- (can be overridden using `move_resistance`)
7985 liquid_renewable = true,
7986 -- If true, a new liquid source can be created by placing two or more
7989 liquid_move_physics = nil, -- specifies movement physics if inside node
7990 -- * false: No liquid movement physics apply.
7991 -- * true: Enables liquid movement physics. Enables things like
7992 -- ability to "swim" up/down, sinking slowly if not moving,
7993 -- smoother speed change when falling into, etc. The `movement_liquid_*`
7995 -- * nil: Will be treated as true if `liquidype ~= "none"`
7996 -- and as false otherwise.
8000 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
8001 -- Allows defining the nodebox height without using param2.
8002 -- The nodebox height is 'leveled' / 64 nodes.
8003 -- The maximum value of 'leveled' is `leveled_max`.
8006 -- Maximum value for `leveled` (0-127), enforced in
8007 -- `minetest.set_node_level` and `minetest.add_node_level`.
8008 -- Values above 124 might causes collision detection issues.
8011 -- Maximum distance that flowing liquid nodes can spread around
8012 -- source on flat land;
8013 -- maximum = 8; set to 0 to disable liquid flow
8016 -- Player will take this amount of damage if no bubbles are left
8018 damage_per_second = 0,
8019 -- If player is inside node, this damage is caused
8021 node_box = {type="regular"}, -- See "Node boxes"
8023 connects_to = nodenames,
8024 -- Used for nodebox nodes with the type == "connected".
8025 -- Specifies to what neighboring nodes connections will be drawn.
8026 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
8028 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
8029 -- Tells connected nodebox nodes to connect only to these sides of this
8033 -- File name of mesh when using "mesh" drawtype
8038 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
8039 -- Node box format: see [Node boxes]
8042 -- Custom selection box definition. Multiple boxes can be defined.
8043 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
8044 -- definition is used for the selection box.
8049 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
8050 -- Node box format: see [Node boxes]
8053 -- Custom collision box definition. Multiple boxes can be defined.
8054 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
8055 -- definition is used for the collision box.
8057 -- Support maps made in and before January 2012
8058 legacy_facedir_simple = false,
8059 legacy_wallmounted = false,
8062 -- Valid for drawtypes:
8063 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
8064 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
8065 -- 2 - wave node like leaves (whole node moves side-to-side)
8066 -- 3 - wave node like liquids (whole node moves up and down)
8067 -- Not all models will properly wave.
8068 -- plantlike drawtype can only wave like plants.
8069 -- allfaces_optional drawtype can only wave like leaves.
8070 -- liquid, flowingliquid drawtypes can only wave like liquids.
8073 -- Definition of node sounds to be played at various events.
8074 -- All fields in this table are optional.
8076 footstep = <SimpleSoundSpec>,
8077 -- If walkable, played when object walks on it. If node is
8078 -- climbable or a liquid, played when object moves through it
8080 dig = <SimpleSoundSpec> or "__group",
8081 -- While digging node.
8082 -- If `"__group"`, then the sound will be
8083 -- `default_dig_<groupname>`, where `<groupname>` is the
8084 -- name of the item's digging group with the fastest digging time.
8085 -- In case of a tie, one of the sounds will be played (but we
8086 -- cannot predict which one)
8087 -- Default value: `"__group"`
8089 dug = <SimpleSoundSpec>,
8092 place = <SimpleSoundSpec>,
8093 -- Node was placed. Also played after falling
8095 place_failed = <SimpleSoundSpec>,
8096 -- When node placement failed.
8097 -- Note: This happens if the _built-in_ node placement failed.
8098 -- This sound will still be played if the node is placed in the
8099 -- `on_place` callback manually.
8101 fall = <SimpleSoundSpec>,
8102 -- When node starts to fall or is detached
8106 -- Name of dropped item when dug.
8107 -- Default dropped item is the node itself.
8108 -- Using a table allows multiple items, drop chances and item filtering.
8109 -- Item filtering by string matching is deprecated.
8112 -- Maximum number of item lists to drop.
8113 -- The entries in 'items' are processed in order. For each:
8114 -- Item filtering is applied, chance of drop is applied, if both are
8115 -- successful the entire item list is dropped.
8116 -- Entry processing continues until the number of dropped item lists
8117 -- equals 'max_items'.
8118 -- Therefore, entries should progress from low to high drop chance.
8122 -- 1 in 1000 chance of dropping a diamond.
8123 -- Default rarity is '1'.
8125 items = {"default:diamond"},
8128 -- Only drop if using an item whose name is identical to one
8130 tools = {"default:shovel_mese", "default:shovel_diamond"},
8132 items = {"default:dirt"},
8133 -- Whether all items in the dropped item list inherit the
8134 -- hardware coloring palette color from the dug node.
8135 -- Default is 'false'.
8136 inherit_color = true,
8139 -- Only drop if using an item whose name contains
8140 -- "default:shovel_" (this item filtering by string matching
8141 -- is deprecated, use tool_groups instead).
8142 tools = {"~default:shovel_"},
8144 -- The item list dropped.
8145 items = {"default:sand", "default:desert_sand"},
8148 -- Only drop if using an item in the "magicwand" group, or
8149 -- an item that is in both the "pickaxe" and the "lucky"
8153 {"pickaxe", "lucky"}
8155 items = {"default:coal_lump"},
8160 on_construct = function(pos),
8161 -- Node constructor; called after adding node.
8162 -- Can set up metadata and stuff like that.
8163 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
8166 on_destruct = function(pos),
8167 -- Node destructor; called before removing node.
8168 -- Not called for bulk node placement.
8171 after_destruct = function(pos, oldnode),
8172 -- Node destructor; called after removing node.
8173 -- Not called for bulk node placement.
8176 on_flood = function(pos, oldnode, newnode),
8177 -- Called when a liquid (newnode) is about to flood oldnode, if it has
8178 -- `floodable = true` in the nodedef. Not called for bulk node placement
8179 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
8180 -- node is not flooded, but on_flood callback will most likely be called
8181 -- over and over again every liquid update interval.
8183 -- Warning: making a liquid node 'floodable' will cause problems.
8185 preserve_metadata = function(pos, oldnode, oldmeta, drops),
8186 -- Called when oldnode is about be converted to an item, but before the
8187 -- node is deleted from the world or the drops are added. This is
8188 -- generally the result of either the node being dug or an attached node
8189 -- becoming detached.
8190 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
8191 -- drops is a table of ItemStacks, so any metadata to be preserved can
8192 -- be added directly to one or more of the dropped items. See
8193 -- "ItemStackMetaRef".
8196 after_place_node = function(pos, placer, itemstack, pointed_thing),
8197 -- Called after constructing node when node was placed using
8198 -- minetest.item_place_node / minetest.place_node.
8199 -- If return true no item is taken from itemstack.
8200 -- `placer` may be any valid ObjectRef or nil.
8203 after_dig_node = function(pos, oldnode, oldmetadata, digger),
8204 -- oldmetadata is in table format.
8205 -- Called after destructing node when node was dug using
8206 -- minetest.node_dig / minetest.dig_node.
8209 can_dig = function(pos, [player]),
8210 -- Returns true if node can be dug, or false if not.
8213 on_punch = function(pos, node, puncher, pointed_thing),
8214 -- default: minetest.node_punch
8215 -- Called when puncher (an ObjectRef) punches the node at pos.
8216 -- By default calls minetest.register_on_punchnode callbacks.
8218 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
8220 -- Called when clicker (an ObjectRef) used the 'place/build' key
8221 -- (not neccessarily an actual rightclick)
8222 -- while pointing at the node at pos with 'node' being the node table.
8223 -- itemstack will hold clicker's wielded item.
8224 -- Shall return the leftover itemstack.
8225 -- Note: pointed_thing can be nil, if a mod calls this function.
8226 -- This function does not get triggered by clients <=0.4.16 if the
8227 -- "formspec" node metadata field is set.
8229 on_dig = function(pos, node, digger),
8230 -- default: minetest.node_dig
8231 -- By default checks privileges, wears out item (if tool) and removes node.
8232 -- return true if the node was dug successfully, false otherwise.
8233 -- Deprecated: returning nil is the same as returning true.
8235 on_timer = function(pos, elapsed),
8237 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
8238 -- elapsed is the total time passed since the timer was started.
8239 -- return true to run the timer for another cycle with the same timeout
8242 on_receive_fields = function(pos, formname, fields, sender),
8243 -- fields = {name1 = value1, name2 = value2, ...}
8244 -- Called when an UI form (e.g. sign text input) returns data.
8245 -- See minetest.register_on_player_receive_fields for more info.
8248 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8249 -- Called when a player wants to move items inside the inventory.
8250 -- Return value: number of items allowed to move.
8252 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8253 -- Called when a player wants to put something into the inventory.
8254 -- Return value: number of items allowed to put.
8255 -- Return value -1: Allow and don't modify item count in inventory.
8257 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8258 -- Called when a player wants to take something out of the inventory.
8259 -- Return value: number of items allowed to take.
8260 -- Return value -1: Allow and don't modify item count in inventory.
8262 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8263 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8264 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8265 -- Called after the actual action has happened, according to what was
8269 on_blast = function(pos, intensity),
8270 -- intensity: 1.0 = mid range of regular TNT.
8271 -- If defined, called when an explosion touches the node, instead of
8272 -- removing the node.
8274 mod_origin = "modname",
8275 -- stores which mod actually registered a node
8276 -- if it can not find a source, returns "??"
8277 -- useful for getting what mod truly registered something
8278 -- example: if a node is registered as ":othermodname:nodename",
8279 -- nodename will show "othermodname", but mod_orgin will say "modname"
8285 Used by `minetest.register_craft`.
8290 output = "default:pick_stone",
8292 {"default:cobble", "default:cobble", "default:cobble"},
8293 {"", "default:stick", ""},
8294 {"", "default:stick", ""}, -- Also groups; e.g. "group:crumbly"
8296 replacements = <list of item pairs>,
8297 -- replacements: replace one input item with another item on crafting
8305 output = "mushrooms:mushroom_stew",
8308 "mushrooms:mushroom_brown",
8309 "mushrooms:mushroom_red",
8311 replacements = <list of item pairs>,
8317 type = "toolrepair",
8318 additional_wear = -0.02, -- multiplier of 65536
8321 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8322 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
8324 The wear of the output is determined by the wear of both tools, plus a
8325 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8326 you want `additional_wear` to be negative.
8328 The formula used to calculate the resulting wear is:
8330 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
8332 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8333 no crafting is possible.
8339 output = "default:glass",
8340 recipe = "default:sand",
8348 recipe = "bucket:bucket_lava",
8350 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8356 Used by `minetest.register_ore`.
8358 See [Ores] section above for essential information.
8361 ore_type = "scatter",
8363 ore = "default:stone_with_coal",
8366 -- Facedir rotation. Default is 0 (unchanged rotation)
8368 wherein = "default:stone",
8369 -- A list of nodenames is supported too
8371 clust_scarcity = 8 * 8 * 8,
8372 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8373 -- If the desired average distance between ores is 'd', set this to
8377 -- Number of ores in a cluster
8380 -- Size of the bounding box of the cluster.
8381 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8382 -- nodes are coal ore.
8386 -- Lower and upper limits for ore
8389 -- Attributes for the ore generation, see 'Ore attributes' section above
8391 noise_threshold = 0.5,
8392 -- If noise is above this threshold, ore is placed. Not needed for a
8393 -- uniform distribution.
8398 spread = {x = 100, y = 100, z = 100},
8403 -- NoiseParams structure describing one of the perlin noises used for
8404 -- ore distribution.
8405 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8406 -- Omit from "scatter" ore for a uniform ore distribution.
8407 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8410 biomes = {"desert", "rainforest"},
8411 -- List of biomes in which this ore occurs.
8412 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8413 -- being used does not support biomes.
8414 -- Can be a list of (or a single) biome names, IDs, or definitions.
8416 -- Type-specific parameters
8419 column_height_min = 1,
8420 column_height_max = 16,
8421 column_midpoint_factor = 0.5,
8427 spread = {x = 100, y = 100, z = 100},
8435 spread = {x = 100, y = 100, z = 100},
8442 random_factor = 1.0,
8445 np_stratum_thickness = {
8448 spread = {x = 100, y = 100, z = 100},
8453 stratum_thickness = 8,
8459 Used by `minetest.register_biome`.
8461 The maximum number of biomes that can be used is 65535. However, using an
8462 excessive number of biomes will slow down map generation. Depending on desired
8463 performance and computing power the practical limit is much lower.
8468 node_dust = "default:snow",
8469 -- Node dropped onto upper surface after all else is generated
8471 node_top = "default:dirt_with_snow",
8473 -- Node forming surface layer of biome and thickness of this layer
8475 node_filler = "default:permafrost",
8477 -- Node forming lower layer of biome and thickness of this layer
8479 node_stone = "default:bluestone",
8480 -- Node that replaces all stone nodes between roughly y_min and y_max.
8482 node_water_top = "default:ice",
8483 depth_water_top = 10,
8484 -- Node forming a surface layer in seawater with the defined thickness
8487 -- Node that replaces all seawater nodes not in the surface layer
8489 node_river_water = "default:ice",
8490 -- Node that replaces river water in mapgens that use
8491 -- default:river_water
8493 node_riverbed = "default:gravel",
8495 -- Node placed under river water and thickness of this layer
8497 node_cave_liquid = "default:lava_source",
8498 node_cave_liquid = {"default:water_source", "default:lava_source"},
8499 -- Nodes placed inside 50% of the medium size caves.
8500 -- Multiple nodes can be specified, each cave will use a randomly
8501 -- chosen node from the list.
8502 -- If this field is left out or 'nil', cave liquids fall back to
8503 -- classic behaviour of lava and water distributed using 3D noise.
8504 -- For no cave liquid, specify "air".
8506 node_dungeon = "default:cobble",
8507 -- Node used for primary dungeon structure.
8508 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8509 -- alias, if that is also absent, dungeon nodes fall back to the biome
8511 -- If present, the following two nodes are also used.
8513 node_dungeon_alt = "default:mossycobble",
8514 -- Node used for randomly-distributed alternative structure nodes.
8515 -- If alternative structure nodes are not wanted leave this absent for
8516 -- performance reasons.
8518 node_dungeon_stair = "stairs:stair_cobble",
8519 -- Node used for dungeon stairs.
8520 -- If absent, stairs fall back to 'node_dungeon'.
8524 -- Upper and lower limits for biome.
8525 -- Alternatively you can use xyz limits as shown below.
8527 max_pos = {x = 31000, y = 128, z = 31000},
8528 min_pos = {x = -31000, y = 9, z = -31000},
8529 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8530 -- Biome is limited to a cuboid defined by these positions.
8531 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8532 -- 31000 in 'max_pos'.
8535 -- Vertical distance in nodes above 'y_max' over which the biome will
8536 -- blend with the biome above.
8537 -- Set to 0 for no vertical blend. Defaults to 0.
8540 humidity_point = 50,
8541 -- Characteristic temperature and humidity for the biome.
8542 -- These values create 'biome points' on a voronoi diagram with heat and
8543 -- humidity as axes. The resulting voronoi cells determine the
8544 -- distribution of the biomes.
8545 -- Heat and humidity have average values of 50, vary mostly between
8546 -- 0 and 100 but can exceed these values.
8549 Decoration definition
8550 ---------------------
8552 See [Decoration types]. Used by `minetest.register_decoration`.
8555 deco_type = "simple",
8557 place_on = "default:dirt_with_grass",
8558 -- Node (or list of nodes) that the decoration can be placed on
8561 -- Size of the square divisions of the mapchunk being generated.
8562 -- Determines the resolution of noise variation if used.
8563 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8564 -- equal to the chunk size.
8567 -- The value determines 'decorations per surface node'.
8568 -- Used only if noise_params is not specified.
8569 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8570 -- a different and much faster method.
8575 spread = {x = 100, y = 100, z = 100},
8582 -- NoiseParams structure describing the perlin noise used for decoration
8584 -- A noise value is calculated for each square division and determines
8585 -- 'decorations per surface node' within each division.
8586 -- If the noise value >= 10.0 complete coverage is enabled and
8587 -- decoration placement uses a different and much faster method.
8589 biomes = {"Oceanside", "Hills", "Plains"},
8590 -- List of biomes in which this decoration occurs. Occurs in all biomes
8591 -- if this is omitted, and ignored if the Mapgen being used does not
8593 -- Can be a list of (or a single) biome names, IDs, or definitions.
8597 -- Lower and upper limits for decoration.
8598 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8600 spawn_by = "default:water",
8601 -- Node (or list of nodes) that the decoration only spawns next to.
8602 -- Checks the 8 neighbouring nodes on the same Y, and also the ones
8603 -- at Y+1, excluding both center nodes.
8606 -- Number of spawn_by nodes that must be surrounding the decoration
8607 -- position to occur.
8608 -- If absent or -1, decorations occur next to any nodes.
8610 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8611 -- Flags for all decoration types.
8612 -- "liquid_surface": Instead of placement on the highest solid surface
8613 -- in a mapchunk column, placement is on the highest liquid surface.
8614 -- Placement is disabled if solid nodes are found above the liquid
8616 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8617 -- by the decoration.
8618 -- "all_floors", "all_ceilings": Instead of placement on the highest
8619 -- surface in a mapchunk the decoration is placed on all floor and/or
8620 -- ceiling surfaces, for example in caves and dungeons.
8621 -- Ceiling decorations act as an inversion of floor decorations so the
8622 -- effect of 'place_offset_y' is inverted.
8623 -- Y-slice probabilities do not function correctly for ceiling
8624 -- schematic decorations as the behaviour is unchanged.
8625 -- If a single decoration registration has both flags the floor and
8626 -- ceiling decorations will be aligned vertically.
8628 ----- Simple-type parameters
8630 decoration = "default:grass",
8631 -- The node name used as the decoration.
8632 -- If instead a list of strings, a randomly selected node from the list
8633 -- is placed as the decoration.
8636 -- Decoration height in nodes.
8637 -- If height_max is not 0, this is the lower limit of a randomly
8641 -- Upper limit of the randomly selected height.
8642 -- If absent, the parameter 'height' is used as a constant.
8645 -- Param2 value of decoration nodes.
8646 -- If param2_max is not 0, this is the lower limit of a randomly
8650 -- Upper limit of the randomly selected param2.
8651 -- If absent, the parameter 'param2' is used as a constant.
8654 -- Y offset of the decoration base node relative to the standard base
8656 -- Can be positive or negative. Default is 0.
8657 -- Effect is inverted for "all_ceilings" decorations.
8658 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8659 -- to the 'place_on' node.
8661 ----- Schematic-type parameters
8663 schematic = "foobar.mts",
8664 -- If schematic is a string, it is the filepath relative to the current
8665 -- working directory of the specified Minetest schematic file.
8666 -- Could also be the ID of a previously registered schematic.
8669 size = {x = 4, y = 6, z = 4},
8671 {name = "default:cobble", param1 = 255, param2 = 0},
8672 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8673 {name = "air", param1 = 255, param2 = 0},
8677 {ypos = 2, prob = 128},
8678 {ypos = 5, prob = 64},
8682 -- Alternative schematic specification by supplying a table. The fields
8683 -- size and data are mandatory whereas yslice_prob is optional.
8684 -- See 'Schematic specifier' for details.
8686 replacements = {["oldname"] = "convert_to", ...},
8688 flags = "place_center_x, place_center_y, place_center_z",
8689 -- Flags for schematic decorations. See 'Schematic attributes'.
8692 -- Rotation can be "0", "90", "180", "270", or "random"
8695 -- If the flag 'place_center_y' is set this parameter is ignored.
8696 -- Y offset of the schematic base node layer relative to the 'place_on'
8698 -- Can be positive or negative. Default is 0.
8699 -- Effect is inverted for "all_ceilings" decorations.
8700 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8701 -- to the 'place_on' node.
8704 Chat command definition
8705 -----------------------
8707 Used by `minetest.register_chatcommand`.
8710 params = "<name> <privilege>", -- Short parameter description
8712 description = "Remove privilege from player", -- Full description
8714 privs = {privs=true}, -- Require the "privs" privilege to run
8716 func = function(name, param),
8717 -- Called when command is run. Returns boolean success and text output.
8718 -- Special case: The help message is shown to the player if `func`
8719 -- returns false without a text output.
8722 Note that in params, use of symbols is as follows:
8724 * `<>` signifies a placeholder to be replaced when the command is used. For
8725 example, when a player name is needed: `<name>`
8726 * `[]` signifies param is optional and not required when the command is used.
8727 For example, if you require param1 but param2 is optional:
8728 `<param1> [<param2>]`
8729 * `|` signifies exclusive or. The command requires one param from the options
8730 provided. For example: `<param1> | <param2>`
8731 * `()` signifies grouping. For example, when param1 and param2 are both
8732 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8734 Privilege definition
8735 --------------------
8737 Used by `minetest.register_privilege`.
8741 -- Privilege description
8743 give_to_singleplayer = true,
8744 -- Whether to grant the privilege to singleplayer.
8746 give_to_admin = true,
8747 -- Whether to grant the privilege to the server admin.
8748 -- Uses value of 'give_to_singleplayer' by default.
8750 on_grant = function(name, granter_name),
8751 -- Called when given to player 'name' by 'granter_name'.
8752 -- 'granter_name' will be nil if the priv was granted by a mod.
8754 on_revoke = function(name, revoker_name),
8755 -- Called when taken from player 'name' by 'revoker_name'.
8756 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8758 -- Note that the above two callbacks will be called twice if a player is
8759 -- responsible, once with the player name, and then with a nil player
8761 -- Return true in the above callbacks to stop register_on_priv_grant or
8762 -- revoke being called.
8765 Detached inventory callbacks
8766 ----------------------------
8768 Used by `minetest.create_detached_inventory`.
8771 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8772 -- Called when a player wants to move items inside the inventory.
8773 -- Return value: number of items allowed to move.
8775 allow_put = function(inv, listname, index, stack, player),
8776 -- Called when a player wants to put something into the inventory.
8777 -- Return value: number of items allowed to put.
8778 -- Return value -1: Allow and don't modify item count in inventory.
8780 allow_take = function(inv, listname, index, stack, player),
8781 -- Called when a player wants to take something out of the inventory.
8782 -- Return value: number of items allowed to take.
8783 -- Return value -1: Allow and don't modify item count in inventory.
8785 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8786 on_put = function(inv, listname, index, stack, player),
8787 on_take = function(inv, listname, index, stack, player),
8788 -- Called after the actual action has happened, according to what was
8798 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8801 hud_elem_type = "image", -- See HUD element types
8802 -- Type of element, can be "image", "text", "statbar", "inventory",
8803 -- "compass" or "minimap"
8805 position = {x=0.5, y=0.5},
8806 -- Left corner position of element
8810 scale = {x = 2, y = 2},
8819 -- Selected item in inventory. 0 for no item selected.
8822 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8824 alignment = {x=0, y=0},
8826 offset = {x=0, y=0},
8828 size = { x=100, y=100 },
8829 -- Size of element in pixels
8832 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8835 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8841 Used by `minetest.add_particle`.
8844 pos = {x=0, y=0, z=0},
8845 velocity = {x=0, y=0, z=0},
8846 acceleration = {x=0, y=0, z=0},
8847 -- Spawn particle at pos with velocity and acceleration
8850 -- Disappears after expirationtime seconds
8853 -- Scales the visual size of the particle texture.
8854 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8855 -- particle (just like actual node dig particles).
8857 collisiondetection = false,
8858 -- If true collides with `walkable` nodes and, depending on the
8859 -- `object_collision` field, objects too.
8861 collision_removal = false,
8862 -- If true particle is removed when it collides.
8863 -- Requires collisiondetection = true to have any effect.
8865 object_collision = false,
8866 -- If true particle collides with objects that are defined as
8867 -- `physical = true,` and `collide_with_objects = true,`.
8868 -- Requires collisiondetection = true to have any effect.
8871 -- If true faces player using y axis only
8873 texture = "image.png",
8874 -- The texture of the particle
8876 playername = "singleplayer",
8877 -- Optional, if specified spawns particle only on the player's client
8879 animation = {Tile Animation definition},
8880 -- Optional, specifies how to animate the particle texture
8883 -- Optional, specify particle self-luminescence in darkness.
8886 node = {name = "ignore", param2 = 0},
8887 -- Optional, if specified the particle will have the same appearance as
8888 -- node dig particles for the given node.
8889 -- `texture` and `animation` will be ignored if this is set.
8892 -- Optional, only valid in combination with `node`
8893 -- If set to a valid number 1-6, specifies the tile from which the
8894 -- particle texture is picked.
8895 -- Otherwise, the default behavior is used. (currently: any random tile)
8899 `ParticleSpawner` definition
8900 ----------------------------
8902 Used by `minetest.add_particlespawner`.
8906 -- Number of particles spawned over the time period `time`.
8909 -- Lifespan of spawner in seconds.
8910 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8911 -- a per-second basis.
8913 minpos = {x=0, y=0, z=0},
8914 maxpos = {x=0, y=0, z=0},
8915 minvel = {x=0, y=0, z=0},
8916 maxvel = {x=0, y=0, z=0},
8917 minacc = {x=0, y=0, z=0},
8918 maxacc = {x=0, y=0, z=0},
8923 -- The particles' properties are random values between the min and max
8925 -- applies to: pos, velocity, acceleration, expirationtime, size
8926 -- If `node` is set, min and maxsize can be set to 0 to spawn
8927 -- randomly-sized particles (just like actual node dig particles).
8929 collisiondetection = false,
8930 -- If true collide with `walkable` nodes and, depending on the
8931 -- `object_collision` field, objects too.
8933 collision_removal = false,
8934 -- If true particles are removed when they collide.
8935 -- Requires collisiondetection = true to have any effect.
8937 object_collision = false,
8938 -- If true particles collide with objects that are defined as
8939 -- `physical = true,` and `collide_with_objects = true,`.
8940 -- Requires collisiondetection = true to have any effect.
8942 attached = ObjectRef,
8943 -- If defined, particle positions, velocities and accelerations are
8944 -- relative to this object's position and yaw
8947 -- If true face player using y axis only
8949 texture = "image.png",
8950 -- The texture of the particle
8952 playername = "singleplayer",
8953 -- Optional, if specified spawns particles only on the player's client
8955 animation = {Tile Animation definition},
8956 -- Optional, specifies how to animate the particles' texture
8959 -- Optional, specify particle self-luminescence in darkness.
8962 node = {name = "ignore", param2 = 0},
8963 -- Optional, if specified the particles will have the same appearance as
8964 -- node dig particles for the given node.
8965 -- `texture` and `animation` will be ignored if this is set.
8968 -- Optional, only valid in combination with `node`
8969 -- If set to a valid number 1-6, specifies the tile from which the
8970 -- particle texture is picked.
8971 -- Otherwise, the default behavior is used. (currently: any random tile)
8974 `HTTPRequest` definition
8975 ------------------------
8977 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8980 url = "http://example.org",
8983 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8985 method = "GET", "POST", "PUT" or "DELETE"
8986 -- The http method to use. Defaults to "GET".
8988 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8989 -- Data for the POST, PUT or DELETE request.
8990 -- Accepts both a string and a table. If a table is specified, encodes
8991 -- table as x-www-form-urlencoded key-value pairs.
8993 user_agent = "ExampleUserAgent",
8994 -- Optional, if specified replaces the default minetest user agent with
8997 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8998 -- Optional, if specified adds additional headers to the HTTP request.
8999 -- You must make sure that the header strings follow HTTP specification
9003 -- Optional, if true performs a multipart HTTP request.
9004 -- Default is false.
9005 -- Post only, data must be array
9007 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
9008 -- Deprecated, use `data` instead. Forces `method = "POST"`.
9011 `HTTPRequestResult` definition
9012 ------------------------------
9014 Passed to `HTTPApiTable.fetch` callback. Returned by
9015 `HTTPApiTable.fetch_async_get`.
9019 -- If true, the request has finished (either succeeded, failed or timed
9023 -- If true, the request was successful
9026 -- If true, the request timed out
9034 Authentication handler definition
9035 ---------------------------------
9037 Used by `minetest.register_authentication_handler`.
9040 get_auth = function(name),
9041 -- Get authentication data for existing player `name` (`nil` if player
9043 -- Returns following structure:
9044 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
9046 create_auth = function(name, password),
9047 -- Create new auth data for player `name`.
9048 -- Note that `password` is not plain-text but an arbitrary
9049 -- representation decided by the engine.
9051 delete_auth = function(name),
9052 -- Delete auth data of player `name`.
9053 -- Returns boolean indicating success (false if player is nonexistent).
9055 set_password = function(name, password),
9056 -- Set password of player `name` to `password`.
9057 -- Auth data should be created if not present.
9059 set_privileges = function(name, privileges),
9060 -- Set privileges of player `name`.
9061 -- `privileges` is in table form, auth data should be created if not
9064 reload = function(),
9065 -- Reload authentication data from the storage location.
9066 -- Returns boolean indicating success.
9068 record_login = function(name),
9069 -- Called when player joins, used for keeping track of last_login
9071 iterate = function(),
9072 -- Returns an iterator (use with `for` loops) for all player names
9073 -- currently in the auth database
9079 Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
9081 See http://bitop.luajit.org/ for advanced information.