1 Minetest Lua Modding API Reference 0.4.14
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
213 This will make Minetest to convert things called name to things called
216 This can be used for maintaining backwards compatibility.
218 This can be also used for setting quick access names for things, e.g. if
219 you have an item called `epiclylongmodname:stuff`, you could do
221 minetest.register_alias("stuff", "epiclylongmodname:stuff")
223 and be able to use `/giveme stuff`.
227 Mods should generally prefix their textures with `modname_`, e.g. given
228 the mod name `foomod`, a texture could be called:
232 Textures are referred to by their complete name, or alternatively by
233 stripping out the file extension:
235 * e.g. `foomod_foothing.png`
236 * e.g. `foomod_foothing`
240 There are various texture modifiers that can be used
241 to generate textures on-the-fly.
243 ### Texture overlaying
244 Textures can be overlaid by putting a `^` between them.
248 default_dirt.png^default_grass_side.png
250 `default_grass_side.png` is overlayed over `default_dirt.png`.
251 The texture with the lower resolution will be automatically upscaled to
252 the higher resolution texture.
255 Textures can be grouped together by enclosing them in `(` and `)`.
257 Example: `cobble.png^(thing1.png^thing2.png)`
259 A texture for `thing1.png^thing2.png` is created and the resulting
260 texture is overlaid over `cobble.png`.
262 ### Advanced texture modifiers
264 #### `[crack:<n>:<p>`
265 * `<n>` = animation frame count
266 * `<p>` = current animation frame
268 Draw a step of the crack animation on the texture.
272 default_cobble.png^[crack:10:1
274 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
279 * `<file>` = texture to combine
281 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
282 specified coordinates.
286 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
288 #### `[resize:<w>x<h>`
289 Resizes the texture to the given dimensions.
293 default_sandstone.png^[resize:16x16
296 Makes the base image transparent according to the given ratio.
297 r must be between 0 and 255.
298 0 means totally transparent.
299 255 means totally opaque.
303 default_sandstone.png^[opacity:127
306 Brightens the texture.
310 tnt_tnt_side.png^[brighten
313 Makes the texture completely opaque.
317 default_leaves.png^[noalpha
319 #### `[makealpha:<r>,<g>,<b>`
320 Convert one color to transparency.
324 default_cobble.png^[makealpha:128,128,128
327 * `<t>` = transformation(s) to apply
329 Rotates and/or flips the image.
331 `<t>` can be a number (between 0 and 7) or a transform name.
332 Rotations are counter-clockwise.
335 1 R90 rotate by 90 degrees
336 2 R180 rotate by 180 degrees
337 3 R270 rotate by 270 degrees
339 5 FXR90 flip X then rotate by 90 degrees
341 7 FYR90 flip Y then rotate by 90 degrees
345 default_stone.png^[transformFXR90
347 #### `[inventorycube{<top>{<left>{<right>`
348 `^` is replaced by `&` in texture names.
350 Create an inventory cube texture using the side textures.
354 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
356 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
357 `dirt.png^grass_side.png` textures
359 #### `[lowpart:<percent>:<file>`
360 Blit the lower `<percent>`% part of `<file>` on the texture.
364 base.png^[lowpart:25:overlay.png
366 #### `[verticalframe:<t>:<n>`
367 * `<t>` = animation frame count
368 * `<n>` = current animation frame
370 Crops the texture to a frame of a vertical animation.
374 default_torch_animated.png^[verticalframe:16:8
377 Apply a mask to the base image.
379 The mask is applied using binary AND.
381 #### `[colorize:<color>:<ratio>`
382 Colorize the textures with the given color.
383 `<color>` is specified as a `ColorString`.
384 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
385 it is an int, then it specifies how far to interpolate between the
386 colors where 0 is only the texture color and 255 is only `<color>`. If
387 omitted, the alpha of `<color>` will be used as the ratio. If it is
388 the word "`alpha`", then each texture pixel will contain the RGB of
389 `<color>` and the alpha of `<color>` multiplied by the alpha of the
394 Only Ogg Vorbis files are supported.
396 For positional playing of sounds, only single-channel (mono) files are
397 supported. Otherwise OpenAL will play them non-positionally.
399 Mods should generally prefix their sounds with `modname_`, e.g. given
400 the mod name "`foomod`", a sound could be called:
404 Sounds are referred to by their name with a dot, a single digit and the
405 file extension stripped out. When a sound is played, the actual sound file
406 is chosen randomly from the matching sounds.
408 When playing the sound `foomod_foosound`, the sound is chosen randomly
409 from the available ones of the following files:
411 * `foomod_foosound.ogg`
412 * `foomod_foosound.0.ogg`
413 * `foomod_foosound.1.ogg`
415 * `foomod_foosound.9.ogg`
417 Examples of sound parameter tables:
419 -- Play location-less on all clients
421 gain = 1.0, -- default
423 -- Play location-less to a player
426 gain = 1.0, -- default
428 -- Play in a location
431 gain = 1.0, -- default
432 max_hear_distance = 32, -- default, uses an euclidean metric
434 -- Play connected to an object, looped
436 object = <an ObjectRef>,
437 gain = 1.0, -- default
438 max_hear_distance = 32, -- default, uses an euclidean metric
439 loop = true, -- only sounds connected to objects can be looped
442 ### `SimpleSoundSpec`
444 * e.g. `"default_place_node"`
446 * e.g. `{name="default_place_node"}`
447 * e.g. `{name="default_place_node", gain=1.0}`
449 Registered definitions of stuff
450 -------------------------------
451 Anything added using certain `minetest.register_*` functions get added to
452 the global `minetest.registered_*` tables.
454 * `minetest.register_entity(name, prototype table)`
455 * added to `minetest.registered_entities[name]`
457 * `minetest.register_node(name, node definition)`
458 * added to `minetest.registered_items[name]`
459 * added to `minetest.registered_nodes[name]`
461 * `minetest.register_tool(name, item definition)`
462 * added to `minetest.registered_items[name]`
464 * `minetest.register_craftitem(name, item definition)`
465 * added to `minetest.registered_items[name]`
467 * `minetest.register_biome(biome definition)`
468 * returns an integer uniquely identifying the registered biome
469 * added to `minetest.registered_biome` with the key of `biome.name`
470 * if `biome.name` is nil, the key is the returned ID
472 * `minetest.register_ore(ore definition)`
473 * returns an integer uniquely identifying the registered ore
474 * added to `minetest.registered_ores` with the key of `ore.name`
475 * if `ore.name` is nil, the key is the returned ID
477 * `minetest.register_decoration(decoration definition)`
478 * returns an integer uniquely identifying the registered decoration
479 * added to `minetest.registered_decorations` with the key of `decoration.name`
480 * if `decoration.name` is nil, the key is the returned ID
482 * `minetest.register_schematic(schematic definition)`
483 * returns an integer uniquely identifying the registered schematic
484 * added to `minetest.registered_schematic` with the key of `schematic.name`
485 * if `schematic.name` is nil, the key is the returned ID
486 * if the schematic is loaded from a file, schematic.name is set to the filename
487 * if the function is called when loading the mod, and schematic.name is a relative
488 path, then the current mod path will be prepended to the schematic filename
490 * `minetest.clear_registered_biomes()`
491 * clears all biomes currently registered
493 * `minetest.clear_registered_ores()`
494 * clears all ores currently registered
496 * `minetest.clear_registered_decorations()`
497 * clears all decorations currently registered
499 * `minetest.clear_registered_schematics()`
500 * clears all schematics currently registered
502 Note that in some cases you will stumble upon things that are not contained
503 in these tables (e.g. when a mod has been removed). Always check for
504 existence before trying to access the fields.
506 Example: If you want to check the drawtype of a node, you could do:
508 local function get_nodedef_field(nodename, fieldname)
509 if not minetest.registered_nodes[nodename] then
512 return minetest.registered_nodes[nodename][fieldname]
514 local drawtype = get_nodedef_field(nodename, "drawtype")
516 Example: `minetest.get_item_group(name, group)` has been implemented as:
518 function minetest.get_item_group(name, group)
519 if not minetest.registered_items[name] or not
520 minetest.registered_items[name].groups[group] then
523 return minetest.registered_items[name].groups[group]
528 Nodes are the bulk data of the world: cubes and other things that take the
529 space of a cube. Huge amounts of them are handled efficiently, but they
532 The definition of a node is stored and can be accessed by name in
534 minetest.registered_nodes[node.name]
536 See "Registered definitions of stuff".
538 Nodes are passed by value between Lua and the engine.
539 They are represented by a table:
541 {name="name", param1=num, param2=num}
543 `param1` and `param2` are 8-bit integers. The engine uses them for certain
544 automated functions. If you don't use these functions, you can use them to
545 store arbitrary values.
547 The functions of `param1` and `param2` are determined by certain fields in the
550 `param1` is reserved for the engine when `paramtype != "none"`:
553 ^ The value stores light with and without sun in its upper and lower 4 bits
554 respectively. Allows light to propagate from or through the node with
555 light value falling by 1 per node. This is essential for a light source
556 node to spread its light.
558 `param2` is reserved for the engine when any of these are used:
560 liquidtype == "flowing"
561 ^ The level and some flags of the liquid is stored in param2
562 drawtype == "flowingliquid"
563 ^ The drawn liquid level is read from param2
564 drawtype == "torchlike"
565 drawtype == "signlike"
566 paramtype2 == "wallmounted"
567 ^ The rotation of the node is stored in param2. You can make this value
568 by using minetest.dir_to_wallmounted().
569 paramtype2 == "facedir"
570 ^ The rotation of the node is stored in param2. Furnaces and chests are
571 rotated this way. Can be made by using minetest.dir_to_facedir().
573 facedir / 4 = axis direction:
574 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
575 facedir modulo 4 = rotation around that axis
576 paramtype2 == "leveled"
577 paramtype2 == "degrotate"
578 ^ The rotation of this node is stored in param2. Plants are rotated this way.
579 Values range 0 - 179. The value stored in param2 is multiplied by two to
580 get the actual rotation of the node.
584 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
587 ^ defines list of collision boxes for the node. If empty, collision boxes
588 will be the same as nodeboxes, in case of any other nodes will be full cube
589 as in the example above.
591 Nodes can also contain extra data. See "Node Metadata".
595 There are a bunch of different looking node types.
597 Look for examples in `games/minimal` or `games/minetest_game`.
605 * `glasslike_framed_optional`
607 * `allfaces_optional`
614 * `nodebox` -- See below. (**Experimental!**)
615 * `mesh` -- use models for nodes
617 `*_optional` drawtypes need less rendering time if deactivated (always client side).
621 Node selection boxes are defined using "node boxes"
623 The `nodebox` node drawtype allows defining visual of nodes consisting of
624 arbitrary number of boxes. It allows defining stuff like stairs. Only the
625 `fixed` and `leveled` box type is supported for these.
627 Please note that this is still experimental, and may be incompatibly
628 changed in the future.
630 A nodebox is defined as any of:
633 -- A normal cube; the default in most things
637 -- A fixed box (facedir param2 is used, if applicable)
639 fixed = box OR {box1, box2, ...}
642 -- A box like the selection box for torches
643 -- (wallmounted param2 is used, if applicable)
644 type = "wallmounted",
650 -- A node that has optional boxes depending on neighbouring nodes'
651 -- presence and type. See also `connects_to`.
653 fixed = box OR {box1, box2, ...}
654 connect_top = box OR {box1, box2, ...}
655 connect_bottom = box OR {box1, box2, ...}
656 connect_front = box OR {box1, box2, ...}
657 connect_left = box OR {box1, box2, ...}
658 connect_back = box OR {box1, box2, ...}
659 connect_right = box OR {box1, box2, ...}
662 A `box` is defined as:
664 {x1, y1, z1, x2, y2, z2}
666 A box of a regular node would look like:
668 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
670 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
671 set to level from `param2`.
676 If drawtype `mesh` is used, tiles should hold model materials textures.
677 Only static meshes are implemented.
678 For supported model formats see Irrlicht engine documentation.
683 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
687 Offset that the noise is translated by (i.e. added) after calculation.
690 Factor that the noise is scaled by (i.e. multiplied) after calculation.
693 Vector containing values by which each coordinate is divided by before calculation.
694 Higher spread values result in larger noise features.
696 A value of `{x=250, y=250, z=250}` is common.
699 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
700 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
703 Number of times the noise gradient is accumulated into the noise.
705 Increase this number to increase the amount of detail in the resulting noise.
707 A value of `6` is common.
710 Factor by which the effect of the noise gradient function changes with each successive octave.
712 Values less than `1` make the details of successive octaves' noise diminish, while values
713 greater than `1` make successive octaves stronger.
715 A value of `0.6` is common.
718 Factor by which the noise feature sizes change with each successive octave.
720 A value of `2.0` is common.
723 Leave this field unset for no special handling.
725 Currently supported are `defaults`, `eased` and `absvalue`.
728 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
732 Maps noise gradient values onto a quintic S-curve before performing interpolation.
733 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
734 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
737 Accumulates the absolute value of each noise gradient result.
739 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
743 spread = {x=500, y=500, z=500},
748 flags = "defaults, absvalue"
750 ^ A single noise parameter table can be used to get 2D or 3D noise,
751 when getting 2D noise spread.z is ignored.
756 These tell in what manner the ore is generated.
758 All default ores are of the uniformly-distributed scatter type.
761 Randomly chooses a location and generates a cluster of ore.
763 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
764 that point is greater than the `noise_threshold`, giving the ability to create
765 a non-equal distribution of ore.
768 Creates a sheet of ore in a blob shape according to the 2D perlin noise
769 described by `noise_params` and `noise_threshold`. This is essentially an
770 improved version of the so-called "stratus" ore seen in some unofficial mods.
772 This sheet consists of vertical columns of uniform randomly distributed height,
773 varying between the inclusive range `column_height_min` and `column_height_max`.
774 If `column_height_min` is not specified, this parameter defaults to 1.
775 If `column_height_max` is not specified, this parameter defaults to `clust_size`
776 for reverse compatibility. New code should prefer `column_height_max`.
778 The `column_midpoint_factor` parameter controls the position of the column at which
779 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
780 columns grow equally starting from each direction. `column_midpoint_factor` is a
781 decimal number ranging in value from 0 to 1. If this parameter is not specified,
784 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
787 Creates a sheet of ore in a cloud-like puff shape.
789 As with the `sheet` ore type, the size and shape of puffs are described by
790 `noise_params` and `noise_threshold` and are placed at random vertical positions
791 within the currently generated chunk.
793 The vertical top and bottom displacement of each puff are determined by the noise
794 parameters `np_puff_top` and `np_puff_bottom`, respectively.
798 Creates a deformed sphere of ore according to 3d perlin noise described by
799 `noise_params`. The maximum size of the blob is `clust_size`, and
800 `clust_scarcity` has the same meaning as with the `scatter` type.
803 Creates veins of ore varying in density by according to the intersection of two
804 instances of 3d perlin noise with diffferent seeds, both described by
805 `noise_params`. `random_factor` varies the influence random chance has on
806 placement of an ore inside the vein, which is `1` by default. Note that
807 modifying this parameter may require adjusting `noise_threshold`.
808 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
809 by this ore type. This ore type is difficult to control since it is sensitive
810 to small changes. The following is a decent set of parameters to work from:
815 spread = {x=200, y=200, z=200},
821 noise_threshold = 1.6
823 WARNING: Use this ore type *very* sparingly since it is ~200x more
824 computationally expensive than any other ore.
828 See section "Flag Specifier Format".
830 Currently supported flags: `absheight`
833 Also produce this same ore between the height range of `-y_max` and `-y_min`.
835 Useful for having ore in sky realms without having to duplicate ore entries.
838 If set, puff ore generation will not taper down large differences in displacement
839 when approaching the edge of a puff. This flag has no effect for ore types other
842 ### `puff_additive_composition`
843 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
844 negative displacement, the sub-column at that point is not generated. With this
845 attribute set, puff ore generation will instead generate the absolute difference in
846 noise displacement values. This flag has no effect for ore types other than `puff`.
850 The varying types of decorations that can be placed.
853 Creates a 1 times `H` times 1 column of a specified node (or a random node from
854 a list, if a decoration list is specified). Can specify a certain node it must
855 spawn next to, such as water or lava, for example. Can also generate a
856 decoration of random height between a specified lower and upper bound.
857 This type of decoration is intended for placement of grass, flowers, cacti,
858 papyri, waterlilies and so on.
861 Copies a box of `MapNodes` from a specified schematic file (or raw description).
862 Can specify a probability of a node randomly appearing when placed.
863 This decoration type is intended to be used for multi-node sized discrete
864 structures, such as trees, cave spikes, rocks, and so on.
869 A schematic specifier identifies a schematic by either a filename to a
870 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
871 in the form of a table. This table specifies the following fields:
873 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
874 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
875 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
876 * The `data` field is a flat table of MapNode tables making up the schematic,
877 in the order of `[z [y [x]]]`. (required)
878 Each MapNode table contains:
879 * `name`: the name of the map node to place (required)
880 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
881 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
882 * `force_place`: boolean representing if the node should forcibly overwrite any
883 previous contents (default: false)
885 About probability values:
886 * A probability value of `0` or `1` means that node will never appear (0% chance).
887 * A probability value of `254` or `255` means the node will always appear (100% chance).
888 * If the probability value `p` is greater than `1`, then there is a
889 `(p / 256 * 100)` percent chance that node will appear when the schematic is
895 See section "Flag Specifier Format".
897 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
900 * `place_center_x`: Placement of this decoration is centered along the X axis.
901 * `place_center_y`: Placement of this decoration is centered along the Y axis.
902 * `place_center_z`: Placement of this decoration is centered along the Z axis.
903 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
908 The position field is used for all element types.
910 To account for differing resolutions, the position coordinates are the percentage
911 of the screen, ranging in value from `0` to `1`.
913 The name field is not yet used, but should contain a description of what the
914 HUD element represents. The direction field is the direction in which something
917 `0` draws from left to right, `1` draws from right to left, `2` draws from
918 top to bottom, and `3` draws from bottom to top.
920 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
921 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
922 Fractional values can be used.
924 The `offset` field specifies a pixel offset from the position. Contrary to position,
925 the offset is not scaled to screen size. This allows for some precisely-positioned
928 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
930 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
932 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
933 in the experimental stages.
936 Displays an image on the HUD.
938 * `scale`: The scale of the image, with 1 being the original texture size.
939 Only the X coordinate scale is used (positive values).
940 Negative values represent that percentage of the screen it
941 should take; e.g. `x=-100` means 100% (width).
942 * `text`: The name of the texture that is displayed.
943 * `alignment`: The alignment of the image.
944 * `offset`: offset in pixels from position.
947 Displays text on the HUD.
949 * `scale`: Defines the bounding rectangle of the text.
950 A value such as `{x=100, y=100}` should work.
951 * `text`: The text to be displayed in the HUD element.
952 * `number`: An integer containing the RGB value of the color used to draw the text.
953 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
954 * `alignment`: The alignment of the text.
955 * `offset`: offset in pixels from position.
958 Displays a horizontal bar made up of half-images.
960 * `text`: The name of the texture that is used.
961 * `number`: The number of half-textures that are displayed.
962 If odd, will end with a vertically center-split texture.
964 * `offset`: offset in pixels from position.
965 * `size`: If used, will force full-image size to this value (override texture pack image size)
968 * `text`: The name of the inventory list to be displayed.
969 * `number`: Number of items in the inventory to be displayed.
970 * `item`: Position of item that is selected.
972 * `offset`: offset in pixels from position.
975 Displays distance to selected world position.
977 * `name`: The name of the waypoint.
978 * `text`: Distance suffix. Can be blank.
979 * `number:` An integer containing the RGB value of the color used to draw the text.
980 * `world_pos`: World position of the waypoint.
982 Representations of simple things
983 --------------------------------
987 {x=num, y=num, z=num}
989 For helper functions see "Vector helpers".
993 * `{type="node", under=pos, above=pos}`
994 * `{type="object", ref=ObjectRef}`
996 Flag Specifier Format
997 ---------------------
998 Flags using the standardized flag specifier format can be specified in either of
999 two ways, by string or table.
1001 The string format is a comma-delimited set of flag names; whitespace and
1002 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1003 flag, and specifying a flag prefixed by the string `"no"` explicitly
1004 clears the flag from whatever the default may be.
1006 In addition to the standard string flag format, the schematic flags field can
1007 also be a table of flag names to boolean values representing whether or not the
1008 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1009 is present, mapped to a boolean of any value, the specified flag is unset.
1011 E.g. A flag field of value
1013 {place_center_x = true, place_center_y=false, place_center_z=true}
1017 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1019 which is equivalent to
1021 "place_center_x, noplace_center_y, place_center_z"
1025 "place_center_x, place_center_z"
1027 since, by default, no schematic attributes are set.
1033 There are three kinds of items: nodes, tools and craftitems.
1035 * Node (`register_node`): A node from the world.
1036 * Tool (`register_tool`): A tool/weapon that can dig and damage
1037 things according to `tool_capabilities`.
1038 * Craftitem (`register_craftitem`): A miscellaneous item.
1041 Items and item stacks can exist in three formats: Serializes, table format
1045 This is called "stackstring" or "itemstring":
1047 * e.g. `'default:dirt 5'`
1048 * e.g. `'default:pick_wood 21323'`
1049 * e.g. `'default:apple'`
1056 {name="default:dirt", count=5, wear=0, metadata=""}
1058 A wooden pick about 1/3 worn out:
1060 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1064 {name="default:apple", count=1, wear=0, metadata=""}
1067 A native C++ format with many helper methods. Useful for converting
1068 between formats. See the Class reference section for details.
1070 When an item must be passed to a function, it can usually be in any of
1076 In a number of places, there is a group table. Groups define the
1077 properties of a thing (item, node, armor of entity, capabilities of
1078 tool) in such a way that the engine and other mods can can interact with
1079 the thing without actually knowing what the thing is.
1082 Groups are stored in a table, having the group names with keys and the
1083 group ratings as values. For example:
1085 groups = {crumbly=3, soil=1}
1088 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1089 -- ^ A more special dirt-kind of thing
1091 Groups always have a rating associated with them. If there is no
1092 useful meaning for a rating for an enabled group, it shall be `1`.
1094 When not defined, the rating of a group defaults to `0`. Thus when you
1095 read groups, you must interpret `nil` and `0` as the same value, `0`.
1097 You can read the rating of a group for an item or a node by using
1099 minetest.get_item_group(itemname, groupname)
1102 Groups of items can define what kind of an item it is (e.g. wool).
1105 In addition to the general item things, groups are used to define whether
1106 a node is destroyable and how long it takes to destroy by a tool.
1108 ### Groups of entities
1109 For entities, groups are, as of now, used only for calculating damage.
1110 The rating is the percentage of damage caused by tools with this damage group.
1111 See "Entity damage mechanism".
1113 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1114 object.set_armor_groups({fleshy=30, cracky=80})
1117 Groups in tools define which groups of nodes and entities they are
1120 ### Groups in crafting recipes
1121 An example: Make meat soup from any meat, any water and any bowl:
1124 output = 'food:meat_soup_raw',
1130 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1133 Another example: Make red wool from white wool and red dye:
1137 output = 'wool:red',
1138 recipe = {'wool:white', 'group:dye,basecolor_red'},
1142 * `immortal`: Disables the group damage system for an entity
1143 * `level`: Can be used to give an additional sense of progression in the game.
1144 * A larger level will cause e.g. a weapon of a lower level make much less
1145 damage, and get worn out much faster, or not be able to get drops
1146 from destroyed nodes.
1147 * `0` is something that is directly accessible at the start of gameplay
1148 * There is no upper limit
1149 * `dig_immediate`: (player can always pick up node without tool wear)
1150 * `2`: node is removed without tool wear after 0.5 seconds or so
1152 * `3`: node is removed without tool wear immediately (torch)
1153 * `disable_jump`: Player (and possibly other things) cannot jump from node
1154 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1155 * `bouncy`: value is bounce speed in percent
1156 * `falling_node`: if there is no walkable block under the node it will fall
1157 * `attached_node`: if the node under it is not a walkable block the node will be
1158 dropped as an item. If the node is wallmounted the wallmounted direction is
1160 * `soil`: saplings will grow on nodes in this group
1161 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1162 connect to each other
1164 ### Known damage and digging time defining groups
1165 * `crumbly`: dirt, sand
1166 * `cracky`: tough but crackable stuff like stone.
1167 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1168 plants, wire, sheets of metal
1169 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1170 * `fleshy`: Living things like animals and the player. This could imply
1171 some blood effects when hitting.
1172 * `explody`: Especially prone to explosions
1173 * `oddly_breakable_by_hand`:
1174 Can be added to nodes that shouldn't logically be breakable by the
1175 hand but are. Somewhat similar to `dig_immediate`, but times are more
1176 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1177 speed of a tool if the tool can dig at a faster speed than this
1178 suggests for the hand.
1180 ### Examples of custom groups
1181 Item groups are often used for defining, well, _groups of items_.
1182 * `meat`: any meat-kind of a thing (rating might define the size or healing
1183 ability or be irrelevant -- it is not defined as of yet)
1184 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1186 * `flammable`: can be set on fire. Rating might define the intensity of the
1187 fire, affecting e.g. the speed of the spreading of an open fire.
1188 * `wool`: any wool (any origin, any color)
1189 * `metal`: any metal
1190 * `weapon`: any weapon
1191 * `heavy`: anything considerably heavy
1193 ### Digging time calculation specifics
1194 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1195 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1196 faster digging time.
1198 The `level` group is used to limit the toughness of nodes a tool can dig
1199 and to scale the digging times / damage to a greater extent.
1201 **Please do understand this**, otherwise you cannot use the system to it's
1204 Tools define their properties by a list of parameters for groups. They
1205 cannot dig other groups; thus it is important to use a standard bunch of
1206 groups to enable interaction with tools.
1208 #### Tools definition
1211 * Full punch interval
1212 * Maximum drop level
1213 * For an arbitrary list of groups:
1214 * Uses (until the tool breaks)
1215 * Maximum level (usually `0`, `1`, `2` or `3`)
1219 #### Full punch interval
1220 When used as a weapon, the tool will do full damage if this time is spent
1221 between punches. If e.g. half the time is spent, the tool will do half
1224 #### Maximum drop level
1225 Suggests the maximum level of node, when dug with the tool, that will drop
1226 it's useful item. (e.g. iron ore to drop a lump of iron).
1228 This is not automated; it is the responsibility of the node definition
1232 Determines how many uses the tool has when it is used for digging a node,
1233 of this group, of the maximum level. For lower leveled nodes, the use count
1234 is multiplied by `3^leveldiff`.
1236 * `uses=10, leveldiff=0`: actual uses: 10
1237 * `uses=10, leveldiff=1`: actual uses: 30
1238 * `uses=10, leveldiff=2`: actual uses: 90
1241 Tells what is the maximum level of a node of this group that the tool will
1245 List of digging times for different ratings of the group, for nodes of the
1248 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1249 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1250 for this group, and unable to dig the rating `1`, which is the toughest.
1251 Unless there is a matching group that enables digging otherwise.
1254 List of damage for groups of entities. See "Entity damage mechanism".
1256 #### Example definition of the capabilities of a tool
1258 tool_capabilities = {
1259 full_punch_interval=1.5,
1262 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1264 damage_groups = {fleshy=2},
1267 This makes the tool be able to dig nodes that fulfil both of these:
1269 * Have the `crumbly` group
1270 * Have a `level` group less or equal to `2`
1272 Table of resulting digging times:
1274 crumbly 0 1 2 3 4 <- level
1276 1 0.80 1.60 1.60 - -
1277 2 0.60 1.20 1.20 - -
1278 3 0.40 0.80 0.80 - -
1280 level diff: 2 1 0 -1 -2
1282 Table of resulting tool uses:
1291 * At `crumbly==0`, the node is not diggable.
1292 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1293 easy nodes to be quickly breakable.
1294 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1296 Entity damage mechanism
1297 -----------------------
1301 foreach group in cap.damage_groups:
1302 damage += cap.damage_groups[group] * limit(actual_interval /
1303 cap.full_punch_interval, 0.0, 1.0)
1304 * (object.armor_groups[group] / 100.0)
1305 -- Where object.armor_groups[group] is 0 for inexistent values
1308 Client predicts damage based on damage groups. Because of this, it is able to
1309 give an immediate response when an entity is damaged or dies; the response is
1310 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1312 Currently a smoke puff will appear when an entity dies.
1314 The group `immortal` completely disables normal damage.
1316 Entities can define a special armor group, which is `punch_operable`. This
1317 group disables the regular damage mechanism for players punching it by hand or
1318 a non-tool item, so that it can do something else than take damage.
1320 On the Lua side, every punch calls:
1322 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1324 This should never be called directly, because damage is usually not handled by
1327 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1328 accessed unless absolutely required, to encourage interoperability.
1329 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1330 * `tool_capabilities` can be `nil`.
1331 * `direction` is a unit vector, pointing from the source of the punch to
1334 To punch an entity/object in Lua, call:
1336 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1338 * Return value is tool wear.
1339 * Parameters are equal to the above callback.
1340 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1341 `direction` will be automatically filled in based on the location of `puncher`.
1345 The instance of a node in the world normally only contains the three values
1346 mentioned in "Nodes". However, it is possible to insert extra data into a
1347 node. It is called "node metadata"; See "`NodeMetaRef`".
1349 Metadata contains two things:
1354 Some of the values in the key-value store are handled specially:
1356 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1357 * `infotext`: Text shown on the screen when the node is pointed at
1361 local meta = minetest.get_meta(pos)
1362 meta:set_string("formspec",
1364 "list[context;main;0,0;8,4;]"..
1365 "list[current_player;main;0,5;8,4;]")
1366 meta:set_string("infotext", "Chest");
1367 local inv = meta:get_inventory()
1368 inv:set_size("main", 8*4)
1369 print(dump(meta:to_table()))
1372 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1373 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1374 [10] = "", [11] = "", [12] = "", [13] = "",
1375 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1376 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1377 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1378 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1382 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1389 Formspec defines a menu. Currently not much else than inventories are
1390 supported. It is a string, with a somewhat strange format.
1392 Spaces and newlines can be inserted between the blocks, as is used in the
1400 list[context;main;0,0;8,4;]
1401 list[current_player;main;0,5;8,4;]
1406 list[context;fuel;2,3;1,1;]
1407 list[context;src;2,1;1,1;]
1408 list[context;dst;5,1;2,2;]
1409 list[current_player;main;0,5;8,4;]
1411 #### Minecraft-like player inventory
1414 image[1,0.6;1,2;player.png]
1415 list[current_player;main;0,3.5;8,4;]
1416 list[current_player;craft;3,0;3,3;]
1417 list[current_player;craftpreview;7,1;1,1;]
1421 #### `size[<W>,<H>,<fixed_size>]`
1422 * Define the size of the menu in inventory slots
1423 * `fixed_size`: `true`/`false` (optional)
1424 * deprecated: `invsize[<W>,<H>;]`
1426 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1427 * Show an inventory list
1429 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1430 * Show an inventory list
1432 #### `listring[<inventory location>;<list name>]`
1433 * Allows to create a ring of inventory lists
1434 * Shift-clicking on items in one element of the ring
1435 will send them to the next inventory list inside the ring
1436 * The first occurrence of an element inside the ring will
1437 determine the inventory where items will be sent to
1440 * Shorthand for doing `listring[<inventory location>;<list name>]`
1441 for the last two inventory lists added by list[...]
1443 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1444 * Sets background color of slots as `ColorString`
1445 * Sets background color of slots on mouse hovering
1447 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1448 * Sets background color of slots as `ColorString`
1449 * Sets background color of slots on mouse hovering
1450 * Sets color of slots border
1452 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1453 * Sets background color of slots as `ColorString`
1454 * Sets background color of slots on mouse hovering
1455 * Sets color of slots border
1456 * Sets default background color of tooltips
1457 * Sets default font color of tooltips
1459 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1460 * Adds tooltip for an element
1461 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1462 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1464 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1466 * Position and size units are inventory slots
1468 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1469 * Show an inventory image of registered item/node
1470 * Position and size units are inventory slots
1472 #### `bgcolor[<color>;<fullscreen>]`
1473 * Sets background color of formspec as `ColorString`
1474 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1476 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1477 * Use a background. Inventory rectangles are not drawn then.
1478 * Position and size units are inventory slots
1479 * Example for formspec 8x4 in 16x resolution: image shall be sized
1480 8 times 16px times 4 times 16px.
1482 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1483 * Use a background. Inventory rectangles are not drawn then.
1484 * Position and size units are inventory slots
1485 * Example for formspec 8x4 in 16x resolution:
1486 image shall be sized 8 times 16px times 4 times 16px
1487 * If `true` the background is clipped to formspec size
1488 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1490 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1491 * Textual password style field; will be sent to server when a button is clicked
1492 * `x` and `y` position the field relative to the top left of the menu
1493 * `w` and `h` are the size of the field
1494 * Fields are a set height, but will be vertically centred on `h`
1495 * Position and size units are inventory slots
1496 * `name` is the name of the field as returned in fields to `on_receive_fields`
1497 * `label`, if not blank, will be text printed on the top left above the field
1499 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1500 * Textual field; will be sent to server when a button is clicked
1501 * `x` and `y` position the field relative to the top left of the menu
1502 * `w` and `h` are the size of the field
1503 * Fields are a set height, but will be vertically centred on `h`
1504 * Position and size units are inventory slots
1505 * `name` is the name of the field as returned in fields to `on_receive_fields`
1506 * `label`, if not blank, will be text printed on the top left above the field
1507 * `default` is the default value of the field
1508 * `default` may contain variable references such as `${text}'` which
1509 will fill the value from the metadata value `text`
1510 * **Note**: no extra text or more than a single variable is supported ATM.
1512 #### `field[<name>;<label>;<default>]`
1513 * As above, but without position/size units
1514 * Special field for creating simple forms, such as sign text input
1515 * Must be used without a `size[]` element
1516 * A "Proceed" button will be added automatically
1518 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1519 * Same as fields above, but with multi-line input
1521 #### `label[<X>,<Y>;<label>]`
1522 * `x` and `y` work as per field
1523 * `label` is the text on the label
1524 * Position and size units are inventory slots
1526 #### `vertlabel[<X>,<Y>;<label>]`
1527 * Textual label drawn vertically
1528 * `x` and `y` work as per field
1529 * `label` is the text on the label
1530 * Position and size units are inventory slots
1532 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1533 * Clickable button. When clicked, fields will be sent.
1534 * `x`, `y` and `name` work as per field
1535 * `w` and `h` are the size of the button
1536 * `label` is the text on the button
1537 * Position and size units are inventory slots
1539 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1540 * `x`, `y`, `w`, `h`, and `name` work as per button
1541 * `texture name` is the filename of an image
1542 * Position and size units are inventory slots
1544 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1545 * `x`, `y`, `w`, `h`, and `name` work as per button
1546 * `texture name` is the filename of an image
1547 * Position and size units are inventory slots
1548 * `noclip=true` means the image button doesn't need to be within specified formsize
1549 * `drawborder`: draw button border or not
1550 * `pressed texture name` is the filename of an image on pressed state
1552 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1553 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1554 * `item name` is the registered name of an item/node,
1555 tooltip will be made out of its description
1556 to override it use tooltip element
1557 * Position and size units are inventory slots
1559 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1560 * When clicked, fields will be sent and the form will quit.
1562 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1563 * When clicked, fields will be sent and the form will quit.
1565 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1566 * Scrollable item list showing arbitrary text elements
1567 * `x` and `y` position the itemlist relative to the top left of the menu
1568 * `w` and `h` are the size of the itemlist
1569 * `name` fieldname sent to server on doubleclick value is current selected element
1570 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1571 * if you want a listelement to start with "#" write "##".
1573 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1574 * Scrollable itemlist showing arbitrary text elements
1575 * `x` and `y` position the item list relative to the top left of the menu
1576 * `w` and `h` are the size of the item list
1577 * `name` fieldname sent to server on doubleclick value is current selected element
1578 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1579 * if you want a listelement to start with "#" write "##"
1580 * Index to be selected within textlist
1581 * `true`/`false`: draw transparent background
1582 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1584 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1585 * Show a tab**header** at specific position (ignores formsize)
1586 * `x` and `y` position the itemlist relative to the top left of the menu
1587 * `name` fieldname data is transferred to Lua
1588 * `caption 1`...: name shown on top of tab
1589 * `current_tab`: index of selected tab 1...
1590 * `transparent` (optional): show transparent
1591 * `draw_border` (optional): draw border
1593 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1594 * Simple colored semitransparent box
1595 * `x` and `y` position the box relative to the top left of the menu
1596 * `w` and `h` are the size of box
1597 * `color` is color specified as a `ColorString`
1599 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1600 * Show a dropdown field
1601 * **Important note**: There are two different operation modes:
1602 1. handle directly on change (only changed dropdown is submitted)
1603 2. read the value on pressing a button (all dropdown values are available)
1604 * `x` and `y` position of dropdown
1606 * Fieldname data is transferred to Lua
1607 * Items to be shown in dropdown
1608 * Index of currently selected dropdown item
1610 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1612 * `x` and `y`: position of checkbox
1613 * `name` fieldname data is transferred to Lua
1614 * `label` to be shown left of checkbox
1615 * `selected` (optional): `true`/`false`
1617 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1619 * There are two ways to use it:
1620 1. handle the changed event (only changed scrollbar is available)
1621 2. read the value on pressing a button (all scrollbars are available)
1622 * `x` and `y`: position of trackbar
1623 * `w` and `h`: width and height
1624 * `orientation`: `vertical`/`horizontal`
1625 * Fieldname data is transferred to Lua
1626 * Value this trackbar is set to (`0`-`1000`)
1627 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1629 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1630 * Show scrollable table using options defined by the previous `tableoptions[]`
1631 * Displays cells as defined by the previous `tablecolumns[]`
1632 * `x` and `y`: position the itemlist relative to the top left of the menu
1633 * `w` and `h` are the size of the itemlist
1634 * `name`: fieldname sent to server on row select or doubleclick
1635 * `cell 1`...`cell n`: cell contents given in row-major order
1636 * `selected idx`: index of row to be selected within table (first row = `1`)
1637 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1639 #### `tableoptions[<opt 1>;<opt 2>;...]`
1640 * Sets options for `table[]`
1642 * default text color (`ColorString`), defaults to `#FFFFFF`
1643 * `background=#RRGGBB`
1644 * table background color (`ColorString`), defaults to `#000000`
1645 * `border=<true/false>`
1646 * should the table be drawn with a border? (default: `true`)
1647 * `highlight=#RRGGBB`
1648 * highlight background color (`ColorString`), defaults to `#466432`
1649 * `highlight_text=#RRGGBB`
1650 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1651 * `opendepth=<value>`
1652 * all subtrees up to `depth < value` are open (default value = `0`)
1653 * only useful when there is a column of type "tree"
1655 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1656 * Sets columns for `table[]`
1657 * Types: `text`, `image`, `color`, `indent`, `tree`
1658 * `text`: show cell contents as text
1659 * `image`: cell contents are an image index, use column options to define images
1660 * `color`: cell contents are a ColorString and define color of following cell
1661 * `indent`: cell contents are a number and define indentation of following cell
1662 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1665 * for `text` and `image`: content alignment within cells.
1666 Available values: `left` (default), `center`, `right`, `inline`
1668 * for `text` and `image`: minimum width in em (default: `0`)
1669 * for `indent` and `tree`: indent width in em (default: `1.5`)
1670 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1671 Exception: defaults to 0 for indent columns
1672 * `tooltip=<value>`: tooltip text (default: empty)
1673 * `image` column options:
1674 * `0=<value>` sets image for image index 0
1675 * `1=<value>` sets image for image index 1
1676 * `2=<value>` sets image for image index 2
1677 * and so on; defined indices need not be contiguous empty or
1678 non-numeric cells are treated as `0`.
1679 * `color` column options:
1680 * `span=<value>`: number of following columns to affect (default: infinite)
1682 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1683 pass key press events to formspec!
1687 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1688 * `"current_player"`: Player to whom the menu is shown
1689 * `"player:<name>"`: Any player
1690 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1691 * `"detached:<name>"`: A detached inventory
1695 `#RGB` defines a color in hexadecimal format.
1697 `#RGBA` defines a color in hexadecimal format and alpha channel.
1699 `#RRGGBB` defines a color in hexadecimal format.
1701 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1703 Named colors are also supported and are equivalent to
1704 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1705 To specify the value of the alpha channel, append `#AA` to the end of the color name
1706 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1707 value must (always) be two hexadecimal digits.
1711 A ColorSpec specifies a 32-bit color. It can be written in either:
1712 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1713 `colorspec = {a=255, r=0, g=255, b=0}`
1714 numerical form, the raw integer value of an ARGB8 quad:
1715 `colorspec = 0xFF00FF00`
1716 or string form, a ColorString (defined above):
1717 `colorspec = "green"`
1721 Most text can contain escape sequences, that can for example color the text.
1722 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1723 The following functions provide escape sequences:
1724 * `core.get_color_escape_sequence(color)`:
1725 * `color` is a ColorString
1726 * The escape sequence sets the text color to `color`
1727 * `core.colorize(color, message)`:
1729 `core.get_color_escape_sequence(color) ..
1731 core.get_color_escape_sequence("#ffffff")`
1732 * `color.get_background_escape_sequence(color)`
1733 * `color` is a ColorString
1734 * The escape sequence sets the background of the whole text element to
1735 `color`. Only defined for item descriptions and tooltips.
1739 * `vector.new(a[, b, c])`: returns a vector:
1740 * A copy of `a` if `a` is a vector.
1741 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1742 * `vector.direction(p1, p2)`: returns a vector
1743 * `vector.distance(p1, p2)`: returns a number
1744 * `vector.length(v)`: returns a number
1745 * `vector.normalize(v)`: returns a vector
1746 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1747 * `vector.apply(v, func)`: returns a vector
1748 * `vector.equals(v1, v2)`: returns a boolean
1750 For the following functions `x` can be either a vector or a number:
1752 * `vector.add(v, x)`: returns a vector
1753 * `vector.subtract(v, x)`: returns a vector
1754 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1755 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1759 * `dump2(obj, name="_", dumped={})`
1760 * Return object serialized as a string, handles reference loops
1761 * `dump(obj, dumped={})`
1762 * Return object serialized as a string
1763 * `math.hypot(x, y)`
1764 * Get the hypotenuse of a triangle with legs x and y.
1765 Useful for distance calculation.
1766 * `math.sign(x, tolerance)`
1767 * Get the sign of a number.
1768 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1769 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1770 * sep_is_pattern=false)`
1771 * If `max_splits` is negative, do not limit splits.
1772 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1773 * e.g. `string:split("a,b", ",") == {"a","b"}`
1775 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1776 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1777 * Convert position to a printable string
1778 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1779 * `minetest.string_to_pos(string)`: returns a position
1780 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1781 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1782 * Converts a string representing an area box into two positions
1783 * `minetest.formspec_escape(string)`: returns a string
1784 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1785 * `minetest.is_yes(arg)`
1786 * returns whether `arg` can be interpreted as yes
1787 * `minetest.get_us_time()`
1788 * returns time with microsecond precision. May not return wall time.
1789 * `table.copy(table)`: returns a table
1790 * returns a deep copy of `table`
1792 `minetest` namespace reference
1793 ------------------------------
1797 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1798 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1799 * Useful for loading additional `.lua` modules or static data from mod
1800 * `minetest.get_modnames()`: returns a list of installed mods
1801 * Return a list of installed mods, sorted alphabetically
1802 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1803 * Useful for storing custom data
1804 * `minetest.is_singleplayer()`
1805 * `minetest.features`
1806 * Table containing API feature flags: `{foo=true, bar=true}`
1807 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1808 * `arg`: string or table in format `{foo=true, bar=true}`
1809 * `missing_features`: `{foo=true, bar=true}`
1810 * `minetest.get_player_information(player_name)`: returns a table containing
1811 information about player. Example return value:
1813 address = "127.0.0.1", -- IP address of client
1814 ip_version = 4, -- IPv4 / IPv6
1815 min_rtt = 0.01, -- minimum round trip time
1816 max_rtt = 0.2, -- maximum round trip time
1817 avg_rtt = 0.02, -- average round trip time
1818 min_jitter = 0.01, -- minimum packet time jitter
1819 max_jitter = 0.5, -- maximum packet time jitter
1820 avg_jitter = 0.03, -- average packet time jitter
1821 connection_uptime = 200, -- seconds since client connected
1823 -- following information is available on debug build only!!!
1824 -- DO NOT USE IN MODS
1825 --ser_vers = 26, -- serialization version used by client
1826 --prot_vers = 23, -- protocol version used by client
1827 --major = 0, -- major version number
1828 --minor = 4, -- minor version number
1829 --patch = 10, -- patch version number
1830 --vers_string = "0.4.9-git", -- full version string
1831 --state = "Active" -- current client state
1833 * `minetest.mkdir(path)`: returns success.
1834 * Creates a directory specified by `path`, creating parent directories
1835 if they don't exist.
1836 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1838 * nil: return all entries,
1839 * true: return only subdirectory names, or
1840 * false: return only file names.
1843 * `minetest.debug(...)`
1844 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1845 * `minetest.log([level,] text)`
1846 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1847 `"info"`, or `"verbose"`. Default is `"none"`.
1849 ### Registration functions
1850 Call these functions only at load time!
1852 * `minetest.register_entity(name, prototype table)`
1853 * `minetest.register_abm(abm definition)`
1854 * `minetest.register_lbm(lbm definition)`
1855 * `minetest.register_node(name, node definition)`
1856 * `minetest.register_tool(name, item definition)`
1857 * `minetest.register_craftitem(name, item definition)`
1858 * `minetest.register_alias(name, convert_to)`
1859 * `minetest.register_craft(recipe)`
1860 * Check recipe table syntax for different types below.
1861 * `minetest.clear_craft(recipe)`
1862 * Will erase existing craft based either on output item or on input recipe.
1863 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1864 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1865 * If no erase candidate could be found, Lua exception will be thrown.
1866 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1867 contains output. Erasing is then done independently from the crafting method.
1868 * `minetest.register_ore(ore definition)`
1869 * `minetest.register_decoration(decoration definition)`
1870 * `minetest.override_item(name, redefinition)`
1871 * Overrides fields of an item registered with register_node/tool/craftitem.
1872 * Note: Item must already be defined, (opt)depend on the mod defining it.
1873 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1875 * `minetest.clear_registered_ores()`
1876 * `minetest.clear_registered_decorations()`
1878 ### Global callback registration functions
1879 Call these functions only at load time!
1881 * `minetest.register_globalstep(func(dtime))`
1882 * Called every server step, usually interval of 0.1s
1883 * `minetest.register_on_shutdown(func())`
1884 * Called before server shutdown
1885 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1886 callbacks **will likely not be run**. Data should be saved at
1887 semi-frequent intervals as well as on server shutdown.
1888 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1889 * Called when a node has been placed
1890 * If return `true` no item is taken from `itemstack`
1891 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1893 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1894 * Called when a node has been dug.
1895 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1897 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1898 * Called when a node is punched
1899 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1900 * Called after generating a piece of world. Modifying nodes inside the area
1901 is a bit faster than usually.
1902 * `minetest.register_on_newplayer(func(ObjectRef))`
1903 * Called after a new player has been created
1904 * `minetest.register_on_dieplayer(func(ObjectRef))`
1905 * Called when a player dies
1906 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1907 * Called when a player is punched
1908 * `player` - ObjectRef - Player that was punched
1909 * `hitter` - ObjectRef - Player that hit
1910 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1911 * `tool_capabilities`: capability table of used tool (can be nil)
1912 * `dir`: unit vector of direction of punch. Always defined. Points from
1913 the puncher to the punched.
1914 * `damage` - number that represents the damage calculated by the engine
1915 * should return `true` to prevent the default damage mechanism
1916 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1917 * Called when the player gets damaged or healed
1918 * `player`: ObjectRef of the player
1919 * `hp_change`: the amount of change. Negative when it is damage.
1920 * `modifier`: when true, the function should return the actual hp_change.
1921 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1922 modifiers can return true as a second argument to stop the execution of further functions.
1923 Non-modifiers receive the final hp change calculated by the modifiers.
1924 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1925 * Called when player is to be respawned
1926 * Called _before_ repositioning of player occurs
1927 * return true in func to disable regular player placement
1928 * `minetest.register_on_prejoinplayer(func(name, ip))`
1929 * Called before a player joins the game
1930 * If it returns a string, the player is disconnected with that string as reason
1931 * `minetest.register_on_joinplayer(func(ObjectRef))`
1932 * Called when a player joins the game
1933 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
1934 * Called when a player leaves the game
1935 * `timed_out`: True for timeout, false for other reasons.
1936 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1937 * Called when a player cheats
1938 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1939 * `"moved_too_fast"`
1940 * `"interacted_too_far"`
1941 * `"finished_unknown_dig"`
1944 * `minetest.register_on_chat_message(func(name, message))`
1945 * Called always when a player says something
1946 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1947 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1948 * Called when a button is pressed in player's inventory form
1949 * Newest functions are called first
1950 * If function returns `true`, remaining functions are not called
1951 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1952 * Called when `player` crafts something
1953 * `itemstack` is the output
1954 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1955 * `craft_inv` is the inventory with the crafting grid
1956 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1957 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1958 * The same as before, except that it is called before the player crafts, to make
1959 craft prediction, and it should not change anything.
1960 * `minetest.register_on_protection_violation(func(pos, name))`
1961 * Called by `builtin` and mods when a player violates protection at a position
1962 (eg, digs a node or punches a protected entity).
1963 * The registered functions can be called using `minetest.record_protection_violation`
1964 * The provided function should check that the position is protected by the mod
1965 calling this function before it prints a message, if it does, to allow for
1966 multiple protection mods.
1967 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1968 * Called when an item is eaten, by `minetest.item_eat`
1969 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1971 ### Other registration functions
1972 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1973 * `minetest.register_privilege(name, definition)`
1974 * `definition`: `"description text"`
1975 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
1976 the default of `give_to_singleplayer` is true
1977 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
1978 * `minetest.register_authentication_handler(handler)`
1979 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1982 * `minetest.setting_set(name, value)`
1983 * Setting names can't contain whitespace or any of `="{}#`.
1984 * Setting values can't contain the sequence `\n"""`.
1985 * Setting names starting with "secure." can't be set.
1986 * `minetest.setting_get(name)`: returns string or `nil`
1987 * `minetest.setting_setbool(name, value)`
1988 * See documentation on `setting_set` for restrictions.
1989 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1990 * `minetest.setting_get_pos(name)`: returns position or nil
1991 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1994 * `minetest.notify_authentication_modified(name)`
1995 * Should be called by the authentication handler if privileges changes.
1996 * To report everybody, set `name=nil`.
1997 * `minetest.check_password_entry(name, entry, password)`
1998 * Returns true if the "db entry" for a player with name matches given
1999 * password, false otherwise.
2000 * The "db entry" is the usually player-individual value that is derived
2001 * from the player's chosen password and stored on the server in order to allow
2002 * authentication whenever the player desires to log in.
2003 * Only use this function for making it possible to log in via the password from
2004 * via protocols like IRC, other uses for inside the game are frowned upon.
2005 * `minetest.get_password_hash(name, raw_password)`
2006 * Convert a name-password pair to a password hash that Minetest can use.
2007 * The returned value alone is not a good basis for password checks based
2008 * on comparing the password hash in the database with the password hash
2009 * from the function, with an externally provided password, as the hash
2010 * in the db might use the new SRP verifier format.
2011 * For this purpose, use minetest.check_password_entry instead.
2012 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2013 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2014 * Convert between two privilege representations
2015 * `minetest.set_player_password(name, password_hash)`
2016 * `minetest.set_player_privs(name, {priv1=true,...})`
2017 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2018 * `minetest.auth_reload()`
2019 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2020 * A quickhand for checking privileges.
2021 * `player_or_name`: Either a Player object or the name of a player.
2022 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2023 a table, e.g. `{ priva = true, privb = true }`.
2024 * `minetest.get_player_ip(name)`: returns an IP address string
2026 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2027 and `minetest.auth_reload` call the authetification handler.
2030 * `minetest.chat_send_all(text)`
2031 * `minetest.chat_send_player(name, text)`
2033 ### Environment access
2034 * `minetest.set_node(pos, node)`
2035 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2036 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2037 * `minetest.swap_node(pos, node`
2038 * Set node at position, but don't remove metadata
2039 * `minetest.remove_node(pos)`
2040 * Equivalent to `set_node(pos, "air")`
2041 * `minetest.get_node(pos)`
2042 * Returns the node at the given position as table in the format
2043 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2045 * `minetest.get_node_or_nil(pos)`
2046 * Same as `get_node` but returns `nil` for unloaded areas.
2047 * `minetest.get_node_light(pos, timeofday)`
2048 * Gets the light value at the given position. Note that the light value
2049 "inside" the node at the given position is returned, so you usually want
2050 to get the light value of a neighbor.
2051 * `pos`: The position where to measure the light.
2052 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2053 * Returns a number between `0` and `15` or `nil`
2054 * `minetest.place_node(pos, node)`
2055 * Place node with the same effects that a player would cause
2056 * `minetest.dig_node(pos)`
2057 * Dig node with the same effects that a player would cause
2058 * Returns `true` if successful, `false` on failure (e.g. protected location)
2059 * `minetest.punch_node(pos)`
2060 * Punch node with the same effects that a player would cause
2062 * `minetest.find_nodes_with_meta(pos1, pos2)`
2063 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2064 * `minetest.get_meta(pos)`
2065 * Get a `NodeMetaRef` at that position
2066 * `minetest.get_node_timer(pos)`
2067 * Get `NodeTimerRef`
2069 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2070 * Returns `ObjectRef`, or `nil` if failed
2071 * `minetest.add_item(pos, item)`: Spawn item
2072 * Returns `ObjectRef`, or `nil` if failed
2073 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2074 * `minetest.get_objects_inside_radius(pos, radius)`
2075 * `radius`: using an euclidean metric
2076 * `minetest.set_timeofday(val)`
2077 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2078 * `minetest.get_timeofday()`
2079 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2080 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2081 * accounting for time changes.
2082 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2083 * `radius`: using a maximum metric
2084 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2085 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2086 * returns as second value a table with the count of the individual nodes found
2087 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2088 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2089 * returned positions are nodes with a node air above
2090 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2091 * `minetest.get_perlin(noiseparams)`
2092 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2093 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2094 * `minetest.get_voxel_manip([pos1, pos2])`
2095 * Return voxel manipulator object.
2096 * Loads the manipulator from the map if positions are passed.
2097 * `minetest.set_gen_notify(flags, {deco_ids})`
2098 * Set the types of on-generate notifications that should be collected
2099 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2100 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2101 * The second parameter is a list of IDS of decorations which notification is requested for
2102 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2103 * `minetest.get_mapgen_object(objectname)`
2104 * Return requested mapgen object if available (see "Mapgen objects")
2105 * `minetest.get_biome_id(biome_name)`
2106 * Returns the biome id, as used in the biomemap Mapgen object, for a
2107 given biome_name string.
2108 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2109 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2110 * Deprecated: use minetest.get_mapgen_setting(name) instead
2111 * `minetest.set_mapgen_params(MapgenParams)`
2112 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2113 * Set map generation parameters
2114 * Function cannot be called after the registration period; only initialization
2115 and `on_mapgen_init`
2116 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2118 * Leave field unset to leave that parameter unchanged
2119 * `flags` contains a comma-delimited string of flags to set,
2120 or if the prefix `"no"` is attached, clears instead.
2121 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2122 * `minetest.get_mapgen_setting(name)`
2123 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2124 order of precedence:
2125 1) Settings loaded from map_meta.txt or overrides set during mod execution
2126 2) Settings set by mods without a metafile override
2127 3) Settings explicitly set in the user config file, minetest.conf
2128 4) Settings set as the user config default
2129 * `minetest.get_mapgen_setting_noiseparams(name)`
2130 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2131 and is a valid NoiseParams
2132 * `minetest.set_mapgen_setting(name, value, [override_meta=false])`
2133 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2134 is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
2135 this setting will become the active setting regardless of the map metafile contents.
2136 * Note: to set the seed, use "seed", not "fixed_map_seed"
2137 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
2138 * Same as above, except value is a NoiseParams table
2139 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2140 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2141 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2142 should be applied to the default config or current active config
2143 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2144 * `minetest.generate_ores(vm, pos1, pos2)`
2145 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2146 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2147 * `minetest.generate_decorations(vm, pos1, pos2)`
2148 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2149 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2150 * `minetest.clear_objects([options])`
2151 * Clear all objects in the environment
2152 * Takes an optional table as an argument with the field `mode`.
2153 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2154 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2155 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2156 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2157 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2158 * fetched from memory, loaded from disk, or if inexistent, generates them.
2159 * If `callback` is a valid Lua function, this will be called for each block emerged.
2160 * The function signature of callback is:
2161 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2162 * - `blockpos` is the *block* coordinates of the block that had been emerged
2163 * - `action` could be one of the following constant values:
2164 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2165 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2166 * - `calls_remaining` is the number of callbacks to be expected after this one
2167 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2168 * parameter was absent)
2169 * `minetest.delete_area(pos1, pos2)`
2170 * delete all mapblocks in the area from pos1 to pos2, inclusive
2171 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2172 * Check if there is a direct line of sight between `pos1` and `pos2`
2173 * Returns the position of the blocking node when `false`
2174 * `pos1`: First position
2175 * `pos2`: Second position
2176 * `stepsize`: smaller gives more accurate results but requires more computing
2177 time. Default is `1`.
2178 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2179 * returns table containing path
2180 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2181 * `pos1`: start position
2182 * `pos2`: end position
2183 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2184 * `max_jump`: maximum height difference to consider walkable
2185 * `max_drop`: maximum height difference to consider droppable
2186 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2187 * `minetest.spawn_tree (pos, {treedef})`
2188 * spawns L-system tree at given `pos` with definition in `treedef` table
2189 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2190 Often these bugs appear as subtle shadows in water.
2191 * `minetest.transforming_liquid_add(pos)`
2192 * add node to liquid update queue
2193 * `minetest.get_node_max_level(pos)`
2194 * get max available level for leveled node
2195 * `minetest.get_node_level(pos)`
2196 * get level of leveled node (water, snow)
2197 * `minetest.set_node_level(pos, level)`
2198 * set level of leveled node, default `level` equals `1`
2199 * if `totallevel > maxlevel`, returns rest (`total-max`).
2200 * `minetest.add_node_level(pos, level)`
2201 * increase level of leveled node by level, default `level` equals `1`
2202 * if `totallevel > maxlevel`, returns rest (`total-max`)
2203 * can be negative for decreasing
2206 `minetest.get_inventory(location)`: returns an `InvRef`
2209 * `{type="player", name="celeron55"}`
2210 * `{type="node", pos={x=, y=, z=}}`
2211 * `{type="detached", name="creative"}`
2212 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2213 * callbacks: See "Detached inventory callbacks"
2214 * Creates a detached inventory. If it already exists, it is cleared.
2215 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2216 returns left over ItemStack
2217 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2220 * `minetest.show_formspec(playername, formname, formspec)`
2221 * `playername`: name of player to show formspec
2222 * `formname`: name passed to `on_player_receive_fields` callbacks.
2223 It should follow the `"modname:<whatever>"` naming convention
2224 * `formspec`: formspec to display
2225 * `minetest.formspec_escape(string)`: returns a string
2226 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2227 * `minetest.explode_table_event(string)`: returns a table
2228 * returns e.g. `{type="CHG", row=1, column=2}`
2230 * `"INV"`: no row selected)
2231 * `"CHG"`: selected)
2232 * `"DCL"`: double-click
2233 * `minetest.explode_textlist_event(string)`: returns a table
2234 * returns e.g. `{type="CHG", index=1}`
2236 * `"INV"`: no row selected)
2237 * `"CHG"`: selected)
2238 * `"DCL"`: double-click
2239 * `minetest.explode_scrollbar_event(string)`: returns a table
2240 * returns e.g. `{type="CHG", value=500}`
2242 * `"INV"`: something failed
2243 * `"CHG"`: has been changed
2244 * `"VAL"`: not changed
2247 * `minetest.inventorycube(img1, img2, img3)`
2248 * Returns a string for making an image of a cube (useful as an item image)
2249 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2250 * Get position of a `pointed_thing` (that you can get from somewhere)
2251 * `minetest.dir_to_facedir(dir, is6d)`
2252 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2253 * passing something non-`nil`/`false` for the optional second parameter causes it to
2254 take the y component into account
2255 * `minetest.facedir_to_dir(facedir)`
2256 * Convert a facedir back into a vector aimed directly out the "back" of a node
2257 * `minetest.dir_to_wallmounted(dir)`
2258 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2259 * `minetest.wallmounted_to_dir(wallmounted)`
2260 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2261 * `minetest.get_node_drops(nodename, toolname)`
2262 * Returns list of item names.
2263 * **Note**: This will be removed or modified in a future version.
2264 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2265 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2266 * `input.width` = for example `3`
2267 * `input.items` = for example
2268 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2269 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2270 * `output.time` = a number, if unsuccessful: `0`
2271 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2272 `decremented_input.items`
2273 * `decremented_input` = like `input`
2274 * `minetest.get_craft_recipe(output)`: returns input
2275 * returns last registered recipe for output item (node)
2276 * `output` is a node or item type such as `"default:torch"`
2277 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2278 * `input.width` = for example `3`
2279 * `input.items` = for example
2280 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2281 * `input.items` = `nil` if no recipe found
2282 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2283 * returns indexed table with all registered recipes for query item (node)
2284 or `nil` if no recipe was found
2285 * recipe entry table:
2287 method = 'normal' or 'cooking' or 'fuel'
2288 width = 0-3, 0 means shapeless recipe
2289 items = indexed [1-9] table with recipe items
2290 output = string with item name and quantity
2292 * Example query for `"default:gold_ingot"` will return table:
2294 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2295 items = {1 = "default:gold_lump"}},
2296 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2297 items = {1 = "default:goldblock"}}
2299 * `minetest.handle_node_drops(pos, drops, digger)`
2300 * `drops`: list of itemstrings
2301 * Handles drops from nodes after digging: Default action is to put them into
2303 * Can be overridden to get different functionality (e.g. dropping items on
2307 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2308 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2309 * Find who has done something to a node, or near a node
2310 * `actor`: `"player:<name>"`, also `"liquid"`.
2311 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2312 * Revert latest actions of someone
2313 * `actor`: `"player:<name>"`, also `"liquid"`.
2315 ### Defaults for the `on_*` item definition functions
2316 These functions return the leftover itemstack.
2318 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2319 * Place item as a node
2320 * `param2` overrides `facedir` and wallmounted `param2`
2321 * returns `itemstack, success`
2322 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2324 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2325 * Use one of the above based on what the item is.
2326 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2327 * **Note**: is not called when wielded item overrides `on_place`
2328 * `param2` overrides `facedir` and wallmounted `param2`
2329 * returns `itemstack, success`
2330 * `minetest.item_drop(itemstack, dropper, pos)`
2332 * `minetest.item_eat(hp_change, replace_with_item)`
2334 * `replace_with_item` is the itemstring which is added to the inventory.
2335 If the player is eating a stack, then replace_with_item goes to a
2336 different spot. Can be `nil`
2337 * See `minetest.do_item_eat`
2339 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2340 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2341 * Calls functions registered by `minetest.register_on_punchnode()`
2342 * `minetest.node_dig(pos, node, digger)`
2343 * Checks if node can be dug, puts item into inventory, removes node
2344 * Calls functions registered by `minetest.registered_on_dignodes()`
2347 * `minetest.sound_play(spec, parameters)`: returns a handle
2348 * `spec` is a `SimpleSoundSpec`
2349 * `parameters` is a sound parameter table
2350 * `minetest.sound_stop(handle)`
2353 * `minetest.after(time, func, ...)`
2354 * Call the function `func` after `time` seconds, may be fractional
2355 * Optional: Variable number of arguments that are passed to `func`
2358 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2359 and `reconnect` == true displays a reconnect button.
2360 * `minetest.get_server_status()`: returns server status string
2363 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2364 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2365 * `minetest.ban_player(name)`: ban a player
2366 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2367 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2370 * `minetest.add_particle(particle definition)`
2371 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2372 size, collisiondetection, texture, playername)`
2374 * `minetest.add_particlespawner(particlespawner definition)`
2375 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2376 * Returns an `id`, and -1 if adding didn't succeed
2377 * `Deprecated: minetest.add_particlespawner(amount, time,
2381 minexptime, maxexptime,
2383 collisiondetection, texture, playername)`
2385 * `minetest.delete_particlespawner(id, player)``
2386 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2387 * If playername is specified, only deletes on the player's client,
2388 * otherwise on all clients
2391 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2392 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2393 * Apply the specified probability values to the specified nodes in `probability_list`.
2394 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2395 * `pos` is the 3D vector specifying the absolute coordinates of the
2396 node being modified,
2397 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2398 * If there are two or more entries with the same pos value, the
2400 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2401 * If `probability_list` equals `nil`, no probabilities are applied.
2402 * Slice probability works in the same manner, except takes a field
2403 called `ypos` instead which
2404 indicates the y position of the slice with a probability applied.
2405 * If slice probability list equals `nil`, no slice probabilities are applied.
2406 * Saves schematic in the Minetest Schematic format to filename.
2408 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2409 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2410 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2411 * If the `rotation` parameter is omitted, the schematic is not rotated.
2412 * `replacements` = `{["old_name"] = "convert_to", ...}`
2413 * `force_placement` is a boolean indicating whether nodes other than `air` and
2414 `ignore` are replaced by the schematic
2415 * Returns nil if the schematic could not be loaded.
2417 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2418 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2419 specified VoxelManip object `vmanip` instead of the whole map.
2420 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2421 containing the full area required, and true if the whole schematic was able to fit.
2422 * Returns nil if the schematic could not be loaded.
2423 * After execution, any external copies of the VoxelManip contents are invalidated.
2425 * `minetest.serialize_schematic(schematic, format, options)`
2426 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2427 * in the `format` of either "mts" or "lua".
2428 * "mts" - a string containing the binary MTS data used in the MTS file format
2429 * "lua" - a string containing Lua code representing the schematic in table format
2430 * `options` is a table containing the following optional parameters:
2431 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2432 * position comments for every X row generated in the schematic data for easier reading.
2433 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2434 * will use that number of spaces as indentation instead of a tab character.
2437 * `minetest.request_http_api()`:
2438 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2439 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2440 otherwise returns `nil`.
2441 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2443 * Only works at init time and must be called from the mod's main scope (not from a function).
2444 * Function only exists if minetest server was built with cURL support.
2445 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2447 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2448 * Performs given request asynchronously and calls callback upon completion
2449 * callback: `function(HTTPRequestResult res)`
2450 * Use this HTTP function if you are unsure, the others are for advanced use.
2451 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2452 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2453 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2454 * Return response data for given asynchronous HTTP request
2457 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2458 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2459 * Gives a unique hash number for a node position (16+16+16=48bit)
2460 * `minetest.get_position_from_hash(hash)`: returns a position
2461 * Inverse transform of `minetest.hash_node_position`
2462 * `minetest.get_item_group(name, group)`: returns a rating
2463 * Get rating of a group of an item. (`0` means: not in group)
2464 * `minetest.get_node_group(name, group)`: returns a rating
2465 * Deprecated: An alias for the former.
2466 * `minetest.raillike_group(name)`: returns a rating
2467 * Returns rating of the connect_to_raillike group corresponding to name
2468 * If name is not yet the name of a connect_to_raillike group, a new group id
2469 * is created, with that name
2470 * `minetest.get_content_id(name)`: returns an integer
2471 * Gets the internal content ID of `name`
2472 * `minetest.get_name_from_content_id(content_id)`: returns a string
2473 * Gets the name of the content with that content ID
2474 * `minetest.parse_json(string[, nullvalue])`: returns something
2475 * Convert a string containing JSON data into the Lua equivalent
2476 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2477 * On success returns a table, a string, a number, a boolean or `nullvalue`
2478 * On failure outputs an error message and returns `nil`
2479 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2480 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2481 * Convert a Lua table into a JSON string
2482 * styled: Outputs in a human-readable format if this is set, defaults to false
2483 * Unserializable things like functions and userdata are saved as null.
2484 * **Warning**: JSON is more strict than the Lua table format.
2485 1. You can only use strings and positive integers of at least one as keys.
2486 2. You can not mix string and integer keys.
2487 This is due to the fact that JSON has two distinct array and object values.
2488 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2489 * `minetest.serialize(table)`: returns a string
2490 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2491 into string form readable by `minetest.deserialize`
2492 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2493 * `minetest.deserialize(string)`: returns a table
2494 * Convert a string returned by `minetest.deserialize` into a table
2495 * `string` is loaded in an empty sandbox environment.
2496 * Will load functions, but they cannot access the global environment.
2497 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2498 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2499 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2500 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2501 * Compress a string of data.
2502 * `method` is a string identifying the compression method to be used.
2503 * Supported compression methods:
2504 * Deflate (zlib): `"deflate"`
2505 * `...` indicates method-specific arguments. Currently defined arguments are:
2506 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2507 * `minetest.decompress(compressed_data, method, ...)`: returns data
2508 * Decompress a string of data (using ZLib).
2509 * See documentation on `minetest.compress()` for supported compression methods.
2510 * currently supported.
2511 * `...` indicates method-specific arguments. Currently, no methods use this.
2512 * `minetest.encode_base64(string)`: returns string encoded in base64
2513 * Encodes a string in base64.
2514 * `minetest.decode_base64(string)`: returns string
2515 * Decodes a string encoded in base64.
2516 * `minetest.is_protected(pos, name)`: returns boolean
2517 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2518 actions, defineable by mods, due to some mod-defined ownership-like concept.
2519 Returns false or nil, if the player is allowed to do such actions.
2520 * This function should be overridden by protection mods and should be used to
2521 check if a player can interact at a position.
2522 * This function should call the old version of itself if the position is not
2523 protected by the mod.
2526 local old_is_protected = minetest.is_protected
2527 function minetest.is_protected(pos, name)
2528 if mymod:position_protected_from(pos, name) then
2531 return old_is_protected(pos, name)
2533 * `minetest.record_protection_violation(pos, name)`
2534 * This function calls functions registered with
2535 `minetest.register_on_protection_violation`.
2536 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2537 * Attempt to predict the desired orientation of the facedir-capable node
2538 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2539 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2540 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2541 is an optional table containing extra tweaks to the placement code:
2542 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2543 orientation on the wall.
2544 * `force_wall` : if `true`, always place the node in wall orientation.
2545 * `force_ceiling`: if `true`, always place on the ceiling.
2546 * `force_floor`: if `true`, always place the node on the floor.
2547 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2548 the floor or ceiling
2549 * The first four options are mutually-exclusive; the last in the list takes
2550 precedence over the first.
2551 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2552 * calls `rotate_and_place()` with infinitestacks set according to the state of
2553 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2556 * `minetest.forceload_block(pos)`
2557 * forceloads the position `pos`.
2558 * returns `true` if area could be forceloaded
2559 * Please note that forceloaded areas are saved when the server restarts.
2561 * `minetest.forceload_free_block(pos)`
2562 * stops forceloading the position `pos`
2564 * `minetest.request_insecure_environment()`: returns an environment containing
2565 insecure functions if the calling mod has been listed as trusted in the
2566 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2567 * Only works at init time and must be called from the mod's main scope (not from a function).
2568 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2571 * `minetest.global_exists(name)`
2572 * Checks if a global variable has been set, without triggering a warning.
2575 * `minetest.env`: `EnvRef` of the server environment and world.
2576 * Any function in the minetest namespace can be called using the syntax
2577 `minetest.env:somefunction(somearguments)`
2578 instead of `minetest.somefunction(somearguments)`
2579 * Deprecated, but support is not to be dropped soon
2582 * `minetest.registered_items`
2583 * Map of registered items, indexed by name
2584 * `minetest.registered_nodes`
2585 * Map of registered node definitions, indexed by name
2586 * `minetest.registered_craftitems`
2587 * Map of registered craft item definitions, indexed by name
2588 * `minetest.registered_tools`
2589 * Map of registered tool definitions, indexed by name
2590 * `minetest.registered_entities`
2591 * Map of registered entity prototypes, indexed by name
2592 * `minetest.object_refs`
2593 * Map of object references, indexed by active object id
2594 * `minetest.luaentities`
2595 * Map of Lua entities, indexed by active object id
2596 * `minetest.registered_ores`
2597 * List of registered ore definitions.
2598 * `minetest.registered_biomes`
2599 * List of registered biome definitions.
2600 * `minetest.registered_decorations`
2601 * List of registered decoration definitions.
2607 Node metadata: reference extra data and functionality stored in a node.
2608 Can be gotten via `minetest.get_meta(pos)`.
2611 * `set_string(name, value)`
2612 * `get_string(name)`
2613 * `set_int(name, value)`
2615 * `set_float(name, value)`
2617 * `get_inventory()`: returns `InvRef`
2618 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2619 * `from_table(nil or {})`
2620 * to clear metadata, use from_table(nil)
2621 * See "Node Metadata"
2624 Node Timers: a high resolution persistent per-node timer.
2625 Can be gotten via `minetest.get_node_timer(pos)`.
2628 * `set(timeout,elapsed)`
2629 * set a timer's state
2630 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2631 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2632 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2635 * equivalent to `set(timeout,0)`
2638 * `get_timeout()`: returns current timeout in seconds
2639 * if `timeout` equals `0`, timer is inactive
2640 * `get_elapsed()`: returns current elapsed time in seconds
2641 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2642 * `is_started()`: returns boolean state of timer
2643 * returns `true` if timer is started, otherwise `false`
2646 Moving things in the game are generally these.
2648 This is basically a reference to a C++ `ServerActiveObject`
2651 * `remove()`: remove object (after returning from Lua)
2652 * Note: Doesn't work on players, use minetest.kick_player instead
2653 * `getpos()`: returns `{x=num, y=num, z=num}`
2654 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2655 * `moveto(pos, continuous=false)`: interpolated move
2656 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2657 * `puncher` = another `ObjectRef`,
2658 * `time_from_last_punch` = time since last punch action of the puncher
2659 * `direction`: can be `nil`
2660 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2661 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2662 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2663 * `get_inventory()`: returns an `InvRef`
2664 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2665 * `get_wield_index()`: returns the index of the wielded item
2666 * `get_wielded_item()`: returns an `ItemStack`
2667 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2668 * `set_armor_groups({group1=rating, group2=rating, ...})`
2669 * `get_armor_groups()`: returns a table with the armor group ratings
2670 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2671 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2672 * `set_attach(parent, bone, position, rotation)`
2674 * `position`: `{x=num, y=num, z=num}` (relative)
2675 * `rotation`: `{x=num, y=num, z=num}`
2676 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2678 * `set_bone_position(bone, position, rotation)`
2680 * `position`: `{x=num, y=num, z=num}` (relative)
2681 * `rotation`: `{x=num, y=num, z=num}`
2682 * `get_bone_position(bone)`: returns position and rotation of the bone
2683 * `set_properties(object property table)`
2684 * `get_properties()`: returns object property table
2685 * `is_player()`: returns true for players, false otherwise
2686 * `get_nametag_attributes()`
2687 * returns a table with the attributes of the nametag of an object
2689 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2692 * `set_nametag_attributes(attributes)`
2693 * sets the attributes of the nametag of an object
2697 text = "My Nametag",
2700 ##### LuaEntitySAO-only (no-op for other objects)
2701 * `setvelocity({x=num, y=num, z=num})`
2702 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2703 * `setacceleration({x=num, y=num, z=num})`
2704 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2706 * `getyaw()`: returns number in radians
2707 * `settexturemod(mod)`
2708 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2709 select_horiz_by_yawpitch=false)`
2710 * Select sprite from spritesheet with optional animation and DM-style
2711 texture selection based on yaw relative to camera
2712 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2715 ##### Player-only (no-op for other objects)
2716 * `get_player_name()`: returns `""` if is not a player
2717 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2718 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2719 * `get_look_dir()`: get camera direction as a unit vector
2720 * `get_look_vertical()`: pitch in radians
2721 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2722 * `get_look_horizontal()`: yaw in radians
2723 * Angle is counter-clockwise from the +z direction.
2724 * `set_look_vertical(radians)`: sets look pitch
2725 * radians - Angle from looking forward, where positive is downwards.
2726 * `set_look_horizontal(radians)`: sets look yaw
2727 * radians - Angle from the +z direction, where positive is counter-clockwise.
2728 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2729 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2730 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2731 * Angle is counter-clockwise from the +x direction.
2732 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2733 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2734 * `get_breath()`: returns players breath
2735 * `set_breath(value)`: sets players breath
2737 * `0`: player is drowning,
2738 * `1`-`10`: remaining number of bubbles
2739 * `11`: bubbles bar is not shown
2740 * `set_inventory_formspec(formspec)`
2741 * Redefine player's inventory form
2742 * Should usually be called in on_joinplayer
2743 * `get_inventory_formspec()`: returns a formspec string
2744 * `get_player_control()`: returns table with player pressed keys
2745 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2746 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2747 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2748 * `set_physics_override(override_table)`
2749 * `override_table` is a table with the following fields:
2750 * `speed`: multiplier to default walking speed value (default: `1`)
2751 * `jump`: multiplier to default jump value (default: `1`)
2752 * `gravity`: multiplier to default gravity value (default: `1`)
2753 * `sneak`: whether player can sneak (default: `true`)
2754 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2755 * `get_physics_override()`: returns the table given to set_physics_override
2756 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2758 * `hud_remove(id)`: remove the HUD element of the specified id
2759 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2760 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2761 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2762 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2763 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2764 * pass a table containing a `true`/`false` value of each flag to be set or unset
2765 * if a flag equals `nil`, the flag is not modified
2766 * note that setting `minimap` modifies the client's permission to view the minimap -
2767 * the client may locally elect to not view the minimap
2768 * `hud_get_flags()`: returns a table containing status of hud flags
2769 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2770 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2771 * `count`: number of items, must be between `1` and `23`
2772 * `hud_get_hotbar_itemcount`: returns number of visible items
2773 * `hud_set_hotbar_image(texturename)`
2774 * sets background image for hotbar
2775 * `hud_get_hotbar_image`: returns texturename
2776 * `hud_set_hotbar_selected_image(texturename)`
2777 * sets image for selected item of hotbar
2778 * `hud_get_hotbar_selected_image`: returns texturename
2779 * `hud_replace_builtin(name, hud_definition)`
2780 * replace definition of a builtin hud element
2781 * `name`: `"breath"` or `"health"`
2782 * `hud_definition`: definition to replace builtin definition
2783 * `set_sky(bgcolor, type, {texture names})`
2784 * `bgcolor`: ColorSpec, defaults to white
2786 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2787 * `"skybox"`: Uses 6 textures, `bgcolor` used
2788 * `"plain"`: Uses 0 textures, `bgcolor` used
2789 * `get_sky()`: returns bgcolor, type and a table with the textures
2790 * `override_day_night_ratio(ratio or nil)`
2791 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2792 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2793 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2794 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2796 set animation for player model in third person view
2798 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2799 {x=168, y=187}, -- < walk animation key frames
2800 {x=189, y=198}, -- < dig animation key frames
2801 {x=200, y=219}, -- < walk+dig animation key frames
2802 frame_speed=30): -- < animation frame speed
2803 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2804 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2805 * in first person view
2806 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2807 * `get_eye_offset()`: returns offset_first and offset_third
2810 An `InvRef` is a reference to an inventory.
2813 * `is_empty(listname)`: return `true` if list is empty
2814 * `get_size(listname)`: get size of a list
2815 * `set_size(listname, size)`: set size of a list
2816 * returns `false` on error (e.g. invalid `listname` or `size`)
2817 * `get_width(listname)`: get width of a list
2818 * `set_width(listname, width)`: set width of list; currently used for crafting
2819 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2820 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2821 * `get_list(listname)`: return full list
2822 * `set_list(listname, list)`: set full list (size will not change)
2823 * `get_lists()`: returns list of inventory lists
2824 * `set_lists(lists)`: sets inventory lists (size will not change)
2825 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2826 * `room_for_item(listname, stack):` returns `true` if the stack of items
2827 can be fully added to the list
2828 * `contains_item(listname, stack)`: returns `true` if the stack of items
2829 can be fully taken from the list
2830 * `remove_item(listname, stack)`: take as many items as specified from the list,
2831 returns the items that were actually removed (as an `ItemStack`) -- note that
2832 any item metadata is ignored, so attempting to remove a specific unique
2833 item this way will likely remove the wrong one -- to do that use `set_stack`
2834 with an empty `ItemStack`
2835 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2836 * returns `{type="undefined"}` in case location is not known
2839 A fast access data structure to store areas, and find areas near a given position or area.
2840 Every area has a `data` string attribute to store additional information.
2841 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2842 If you chose the parameter-less constructor, a fast implementation will be automatically
2846 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2847 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2848 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2849 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2851 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2852 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2853 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2854 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2855 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2856 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2857 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2858 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2859 or insertions are likely to fail due to conflicts.
2860 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2861 Only needed for efficiency, and only some implementations profit.
2862 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2863 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2864 Calling invalidates the cache, so that its elements have to be newly generated.
2867 enabled = boolean, -- whether to enable, default true
2868 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2869 prefiltered lists for, minimum 16, default 64
2870 limit = number, -- the cache's size, minimum 20, default 1000
2872 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2873 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2874 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2875 Returns success and, optionally, an error message.
2876 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2879 An `ItemStack` is a stack of items.
2881 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2882 an itemstring, a table or `nil`.
2885 * `is_empty()`: Returns `true` if stack is empty.
2886 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2887 * `set_name(item_name)`: Returns boolean success.
2888 Clears item on failure.
2889 * `get_count()`: Returns number of items on the stack.
2890 * `set_count(count)`
2891 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2892 * `set_wear(wear)`: Returns boolean success.
2893 Clears item on failure.
2894 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2895 * `set_metadata(metadata)`: Returns true.
2896 * `clear()`: removes all items from the stack, making it empty.
2897 * `replace(item)`: replace the contents of this stack.
2898 * `item` can also be an itemstring or table.
2899 * `to_string()`: Returns the stack in itemstring form.
2900 * `to_table()`: Returns the stack in Lua table form.
2901 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2902 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2903 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2904 * `get_definition()`: Returns the item definition table.
2905 * `get_tool_capabilities()`: Returns the digging properties of the item,
2906 or those of the hand if none are defined for this item type
2907 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2908 * `add_item(item)`: Put some item or stack onto this stack.
2909 Returns leftover `ItemStack`.
2910 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2912 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2913 Returns taken `ItemStack`.
2914 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2915 Returns taken `ItemStack`.
2918 A 16-bit pseudorandom number generator.
2919 Uses a well-known LCG algorithm introduced by K&R.
2921 It can be created via `PseudoRandom(seed)`.
2924 * `next()`: return next integer random number [`0`...`32767`]
2925 * `next(min, max)`: return next integer random number [`min`...`max`]
2926 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2927 due to the simple implementation making bad distribution otherwise.
2930 A 32-bit pseudorandom number generator.
2931 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2933 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2936 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2937 * `next(min, max)`: return next integer random number [`min`...`max`]
2938 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2939 * This is only a rough approximation of a normal distribution with:
2940 * mean = (max - min) / 2, and
2941 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
2942 * Increasing num_trials improves accuracy of the approximation
2945 Interface for the operating system's crypto-secure PRNG.
2947 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2948 be found on the system.
2951 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2954 A perlin noise generator.
2955 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2956 or `PerlinNoise(noiseparams)`.
2957 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2958 or `minetest.get_perlin(noiseparams)`.
2961 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2962 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2964 ### `PerlinNoiseMap`
2965 A fast, bulk perlin noise generator.
2967 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2968 `minetest.get_perlin_map(noiseparams, size)`.
2970 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2971 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2974 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2975 nil, this table will be used to store the result instead of creating a new table.
2979 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2980 with values starting at `pos={x=,y=}`
2981 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2982 of 3D noise with values starting at `pos={x=,y=,z=}`
2983 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2984 with values starting at `pos={x=,y=}`
2985 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2986 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2987 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2988 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2989 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2990 takes a chunk of `slice_size`.
2991 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2992 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2993 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2994 the starting position of the most recently calculated noise.
2995 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2996 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2997 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3001 #### About VoxelManip
3002 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3003 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3004 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3005 to with other methods of setting nodes. For example, nodes will not have their construction and
3006 destruction callbacks run, and no rollback information is logged.
3008 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3009 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3010 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3012 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3013 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3014 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3015 using both methods of map manipulation to determine which is most appropriate for your usage.
3017 #### Using VoxelManip
3018 A VoxelManip object can be created any time using either:
3019 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3021 If the optional position parameters are present for either of these routines, the specified region
3022 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3023 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3025 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3026 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3027 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3028 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3030 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3031 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3032 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3034 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3035 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3036 `VoxelManip:get_light_data()` for node light levels, and
3037 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3039 See section 'Flat array format' for more details.
3041 It is very important to understand that the tables returned by any of the above three functions
3042 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3043 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3044 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3045 otherwise explicitly stated.
3047 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3048 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3049 `VoxelManip:set_light_data()` for node light levels, and
3050 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3052 The parameter to each of the above three functions can use any table at all in the same flat array
3053 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3055 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3056 to the map by calling `VoxelManip:write_to_map()`.
3058 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3059 as being modified so that connected clients are sent the updated parts of map.
3062 ##### Flat array format
3064 `Nx = p2.X - p1.X + 1`,
3065 `Ny = p2.Y - p1.Y + 1`, and
3066 `Nz = p2.Z - p1.Z + 1`.
3068 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3069 the expression `Nx * Ny * Nz`.
3071 Positions offset from p1 are present in the array with the format of:
3074 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3075 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3077 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3078 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3080 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3082 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3086 and the array index for a position p contained completely in p1..p2 is:
3088 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3090 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3091 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3092 for a single point in a flat VoxelManip array.
3095 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3096 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3097 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3098 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3099 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3100 Note that the node being queried needs to have already been been registered.
3102 The following builtin node types have their Content IDs defined as constants:
3104 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3105 core.CONTENT_AIR (ID for "air" nodes)
3106 core.CONTENT_IGNORE (ID for "ignore" nodes)
3109 ##### Mapgen VoxelManip objects
3110 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3111 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3112 but with a few differences:
3114 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3115 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3116 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3117 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3118 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3119 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3120 consistency with the current map state. For this reason, calling any of the following functions:
3121 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3122 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3123 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3124 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3125 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3126 automatically after all on_generated callbacks have been run for that generated block.
3128 ##### Other API functions operating on a VoxelManip
3129 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3130 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3131 written all buffered data back to the VoxelManip object, save for special situations where the modder
3132 desires to only have certain liquid nodes begin flowing.
3134 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3135 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3137 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3138 except instead of placing the specified schematic directly on the map at the specified position, it
3139 will place the schematic inside of the VoxelManip.
3142 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3143 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3144 `VoxelManip:get_node_at()`.
3145 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3146 filled with "ignore" nodes.
3147 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3148 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3149 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3150 object in the same callback it had been created.
3151 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3152 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3153 buffer the function can use to write map data to instead of returning a new table each call. This
3154 greatly enhances performance by avoiding unnecessary memory allocations.
3157 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3158 the region formed by `p1` and `p2`.
3159 * returns actual emerged `pmin`, actual emerged `pmax`
3160 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3161 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3162 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3163 the `VoxelManip` at that position
3164 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3165 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3166 * returns raw node data in the form of an array of node content IDs
3167 * if the param `buffer` is present, this table will be used to store the result instead
3168 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3169 * `update_map()`: Update map after writing chunk back to map.
3170 * To be used only by `VoxelManip` objects created by the mod itself;
3171 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3172 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3173 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3174 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3175 * (`p1`, `p2`) is the area in which lighting is set;
3176 defaults to the whole area if left out
3177 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3178 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3179 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3180 * `light = day + (night * 16)`
3181 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3183 * expects lighting data in the same format that `get_light_data()` returns
3184 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3185 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3186 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3187 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3188 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3190 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3191 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3192 * `update_liquids()`: Update liquid flow
3193 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3194 had been modified since the last read from map, due to a call to
3195 `minetest.set_data()` on the loaded area elsewhere
3196 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3199 A helper class for voxel areas.
3200 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3201 The coordinates are *inclusive*, like most other things in Minetest.
3204 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3205 `MinEdge` and `MaxEdge`
3206 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3207 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3208 * useful for things like `VoxelManip`, raw Schematic specifiers,
3209 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3210 * `indexp(p)`: same as above, except takes a vector
3211 * `position(i)`: returns the absolute position vector corresponding to index `i`
3212 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3213 * `containsp(p)`: same as above, except takes a vector
3214 * `containsi(i)`: same as above, except takes an index `i`
3215 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3216 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3217 * `iterp(minp, maxp)`: same as above, except takes a vector
3220 An interface to read config files in the format of `minetest.conf`.
3222 It can be created via `Settings(filename)`.
3225 * `get(key)`: returns a value
3226 * `get_bool(key)`: returns a boolean
3228 * `remove(key)`: returns a boolean (`true` for success)
3229 * `get_names()`: returns `{key1,...}`
3230 * `write()`: returns a boolean (`true` for success)
3231 * write changes to file
3232 * `to_table()`: returns `{[key1]=value1,...}`
3236 A mapgen object is a construct used in map generation. Mapgen objects can be used
3237 by an `on_generate` callback to speed up operations by avoiding unnecessary
3238 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3239 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3240 was called outside of an `on_generate()` callback, `nil` is returned.
3242 The following Mapgen objects are currently available:
3245 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3246 emerged position, in that order. All mapgens support this object.
3249 Returns an array containing the y coordinates of the ground levels of nodes in
3250 the most recently generated chunk by the current mapgen.
3253 Returns an array containing the biome IDs of nodes in the most recently
3254 generated chunk by the current mapgen.
3257 Returns an array containing the temperature values of nodes in the most
3258 recently generated chunk by the current mapgen.
3261 Returns an array containing the humidity values of nodes in the most recently
3262 generated chunk by the current mapgen.
3265 Returns a table mapping requested generation notification types to arrays of
3266 positions at which the corresponding generated structures are located at within
3267 the current chunk. To set the capture of positions of interest to be recorded
3268 on generate, use `minetest.set_gen_notify()`.
3270 Possible fields of the table returned are:
3276 * `large_cave_begin`
3280 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3281 numeric unique decoration ID.
3285 * Functions receive a "luaentity" as `self`:
3286 * It has the member `.name`, which is the registered name `("mod:thing")`
3287 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3288 * The original prototype stuff is visible directly via a metatable
3290 * `on_activate(self, staticdata)`
3291 * Called when the object is instantiated.
3292 * `on_step(self, dtime)`
3293 * Called on every server tick, after movement and collision processing.
3294 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3296 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3297 * Called when somebody punches the object.
3298 * Note that you probably want to handle most punches using the
3299 automatic armor group system.
3300 * `puncher`: an `ObjectRef` (can be `nil`)
3301 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3302 * `tool_capabilities`: capability table of used tool (can be `nil`)
3303 * `dir`: unit vector of direction of punch. Always defined. Points from
3304 the puncher to the punched.
3305 * `on_rightclick(self, clicker)`
3306 * `get_staticdata(self)`
3307 * Should return a string that will be passed to `on_activate` when
3308 the object is instantiated the next time.
3313 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3314 Often these bugs appear as subtle shadows in water.
3319 axiom, --string initial tree axiom
3320 rules_a, --string rules set A
3321 rules_b, --string rules set B
3322 rules_c, --string rules set C
3323 rules_d, --string rules set D
3324 trunk, --string trunk node name
3325 leaves, --string leaves node name
3326 leaves2, --string secondary leaves node name
3327 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3328 angle, --num angle in deg
3329 iterations, --num max # of iterations, usually 2 -5
3330 random_level, --num factor to lower nr of iterations, usually 0 - 3
3331 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3332 -- 2x2 nodes or 3x3 in cross shape
3333 thin_branches, --boolean true -> use thin (1 node) branches
3334 fruit, --string fruit node name
3335 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3336 seed, --num random seed; if no seed is provided, the engine will create one
3339 ### Key for Special L-System Symbols used in Axioms
3341 * `G`: move forward one unit with the pen up
3342 * `F`: move forward one unit with the pen down drawing trunks and branches
3343 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3344 * `T`: move forward one unit with the pen down drawing trunks only
3345 * `R`: move forward one unit with the pen down placing fruit
3346 * `A`: replace with rules set A
3347 * `B`: replace with rules set B
3348 * `C`: replace with rules set C
3349 * `D`: replace with rules set D
3350 * `a`: replace with rules set A, chance 90%
3351 * `b`: replace with rules set B, chance 80%
3352 * `c`: replace with rules set C, chance 70%
3353 * `d`: replace with rules set D, chance 60%
3354 * `+`: yaw the turtle right by `angle` parameter
3355 * `-`: yaw the turtle left by `angle` parameter
3356 * `&`: pitch the turtle down by `angle` parameter
3357 * `^`: pitch the turtle up by `angle` parameter
3358 * `/`: roll the turtle to the right by `angle` parameter
3359 * `*`: roll the turtle to the left by `angle` parameter
3360 * `[`: save in stack current state info
3361 * `]`: recover from stack state info
3364 Spawn a small apple tree:
3366 pos = {x=230,y=20,z=4}
3369 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3370 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3371 trunk="default:tree",
3372 leaves="default:leaves",
3376 trunk_type="single",
3379 fruit="default:apple"
3381 minetest.spawn_tree(pos,apple_tree)
3386 ### Object Properties
3391 collide_with_objects = true, -- collide with other objects if physical=true
3393 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3394 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3395 visual_size = {x=1, y=1},
3397 textures = {}, -- number of required textures depends on visual
3398 colors = {}, -- number of required colors depends on visual
3399 spritediv = {x=1, y=1},
3400 initial_sprite_basepos = {x=0, y=0},
3402 makes_footstep_sound = false,
3403 automatic_rotate = false,
3405 automatic_face_movement_dir = 0.0,
3406 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3407 automatic_face_movement_max_rotation_per_sec = -1,
3408 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3409 backface_culling = true, -- false to disable backface_culling for model
3410 nametag = "", -- by default empty, for players their name is shown if empty
3411 nametag_color = <color>, -- sets color of nametag as ColorSpec
3412 infotext = "", -- by default empty, text to be shown when pointed at object
3415 ### Entity definition (`register_entity`)
3418 -- Deprecated: Everything in object properties is read directly from here
3420 initial_properties = --[[<initial object properties>]],
3422 on_activate = function(self, staticdata, dtime_s),
3423 on_step = function(self, dtime),
3424 on_punch = function(self, hitter),
3425 on_rightclick = function(self, clicker),
3426 get_staticdata = function(self),
3427 -- ^ Called sometimes; the string returned is passed to on_activate when
3428 -- the entity is re-activated from static state
3430 -- Also you can define arbitrary member variables here
3431 myvariable = whatever,
3434 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3437 label = "Lava cooling",
3438 -- ^ Descriptive label for profiling purposes (optional).
3439 -- Definitions with identical labels will be listed as one.
3440 -- In the following two fields, also group:groupname will work.
3441 nodenames = {"default:lava_source"},
3442 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3443 ^ If left out or empty, any neighbor will do ]]
3444 interval = 1.0, -- Operation interval in seconds
3445 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3446 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3447 ^ The chance value is temporarily reduced when returning to
3448 an area to simulate time lost by the area being unattended.
3449 ^ Note chance value can often be reduced to 1 ]]
3450 action = func(pos, node, active_object_count, active_object_count_wider),
3453 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3456 label = "Upgrade legacy doors",
3457 -- ^ Descriptive label for profiling purposes (optional).
3458 -- Definitions with identical labels will be listed as one.
3459 name = "modname:replace_legacy_door",
3460 nodenames = {"default:lava_source"},
3461 -- ^ List of node names to trigger the LBM on.
3462 -- Also non-registered nodes will work.
3463 -- Groups (as of group:groupname) will work as well.
3464 run_at_every_load = false,
3465 -- ^ Whether to run the LBM's action every time a block gets loaded,
3466 -- and not just for blocks that were saved last time before LBMs were
3467 -- introduced to the world.
3468 action = func(pos, node),
3471 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3474 description = "Steel Axe",
3475 groups = {}, -- key=name, value=rating; rating=1..3.
3476 if rating not applicable, use 1.
3477 e.g. {wool=1, fluffy=3}
3478 {soil=2, outerspace=1, crumbly=1}
3479 {bendy=2, snappy=1},
3480 {hard=1, metal=1, spikes=1}
3481 inventory_image = "default_tool_steelaxe.png",
3483 wield_scale = {x=1,y=1,z=1},
3486 liquids_pointable = false,
3487 tool_capabilities = {
3488 full_punch_interval = 1.0,
3492 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3493 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3495 damage_groups = {groupname=damage},
3497 node_placement_prediction = nil,
3499 ^ If nil and item is node, prediction is made automatically
3500 ^ If nil and item is not a node, no prediction is made
3501 ^ If "" and item is anything, no prediction is made
3502 ^ Otherwise should be name of node which the client immediately places
3503 on ground when the player places the item. Server will always update
3504 actual result to client in a short moment.
3507 place = --[[<SimpleSoundSpec>]],
3510 on_place = func(itemstack, placer, pointed_thing),
3512 ^ Shall place item and return the leftover itemstack
3513 ^ default: minetest.item_place ]]
3514 on_secondary_use = func(itemstack, user, pointed_thing),
3516 ^ Same as on_place but called when pointing at nothing.
3517 ^ pointed_thing : always { type = "nothing" }
3519 on_drop = func(itemstack, dropper, pos),
3521 ^ Shall drop item and return the leftover itemstack
3522 ^ default: minetest.item_drop ]]
3523 on_use = func(itemstack, user, pointed_thing),
3526 ^ Function must return either nil if no item shall be removed from
3527 inventory, or an itemstack to replace the original itemstack.
3528 e.g. itemstack:take_item(); return itemstack
3529 ^ Otherwise, the function is free to do what it wants.
3530 ^ The default functions handle regular use cases.
3532 after_use = func(itemstack, user, node, digparams),
3535 ^ If defined, should return an itemstack and will be called instead of
3536 wearing out the tool. If returns nil, does nothing.
3537 If after_use doesn't exist, it is the same as:
3538 function(itemstack, user, node, digparams)
3539 itemstack:add_wear(digparams.wear)
3547 * `{name="image.png", animation={Tile Animation definition}}`
3548 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3549 tileable_horizontal=bool}`
3550 * backface culling enabled by default for most nodes
3551 * tileable flags are info for shaders, how they should treat texture
3552 when displacement mapping is used
3553 Directions are from the point of view of the tile texture,
3554 not the node it's on
3555 * deprecated, yet still supported field names:
3558 ### Tile animation definition
3559 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3561 ### Node definition (`register_node`)
3564 -- <all fields allowed in item definitions>,
3566 drawtype = "normal", -- See "Node drawtypes"
3567 visual_scale = 1.0, --[[
3568 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3569 ^ For plantlike, the image will start at the bottom of the node; for the
3570 ^ other drawtypes, the image will be centered on the node.
3571 ^ Note that positioning for "torchlike" may still change. ]]
3572 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3573 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3574 ^ List can be shortened to needed length ]]
3575 special_tiles = {tile definition 1, Tile definition 2}, --[[
3576 ^ Special textures of node; used rarely (old field name: special_materials)
3577 ^ List can be shortened to needed length ]]
3579 use_texture_alpha = false, -- Use texture's alpha channel
3580 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3581 paramtype = "none", -- See "Nodes" --[[
3582 ^ paramtype = "light" allows light to propagate from or through the node with light value
3583 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3584 paramtype2 = "none", -- See "Nodes"
3585 place_param2 = nil, -- Force value for param2 when player places node
3586 is_ground_content = true, -- If false, the cave generator will not carve through this
3587 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3588 walkable = true, -- If true, objects collide with node
3589 pointable = true, -- If true, can be pointed at
3590 diggable = true, -- If false, can never be dug
3591 climbable = false, -- If true, can be climbed on (ladder)
3592 buildable_to = false, -- If true, placed nodes can replace this node
3593 floodable = false, -- If true, liquids flow into and replace this node
3594 liquidtype = "none", -- "none"/"source"/"flowing"
3595 liquid_alternative_flowing = "", -- Flowing version of source liquid
3596 liquid_alternative_source = "", -- Source version of flowing liquid
3597 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3598 liquid_renewable = true, --[[
3599 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3601 ^ Block contains level in param2. Value is default level, used for snow.
3602 ^ Don't forget to use "leveled" type nodebox. ]]
3603 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3604 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3605 light_source = 0, -- Amount of light emitted by node
3606 damage_per_second = 0, -- If player is inside node, this damage is caused
3607 node_box = {type="regular"}, -- See "Node boxes"
3608 connects_to = nodenames, --[[
3609 * Used for nodebox nodes with the type == "connected"
3610 * Specifies to what neighboring nodes connections will be drawn
3611 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3612 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3613 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3615 selection_box = {type="regular"}, -- See "Node boxes" --[[
3616 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3617 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3618 legacy_wallmounted = false, -- Support maps made in and before January 2012
3620 footstep = <SimpleSoundSpec>,
3621 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3622 dug = <SimpleSoundSpec>,
3623 place = <SimpleSoundSpec>,
3624 place_failed = <SimpleSoundSpec>,
3626 drop = "", -- Name of dropped node when dug. Default is the node itself.
3629 max_items = 1, -- Maximum number of items to drop.
3630 items = { -- Choose max_items randomly from this list.
3632 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3633 rarity = 1, -- Probability of dropping is 1 / rarity.
3638 on_construct = func(pos), --[[
3639 ^ Node constructor; called after adding node
3640 ^ Can set up metadata and stuff like that
3641 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3643 on_destruct = func(pos), --[[
3644 ^ Node destructor; called before removing node
3645 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3647 after_destruct = func(pos, oldnode), --[[
3648 ^ Node destructor; called after removing node
3649 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3652 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3653 ^ Called after constructing node when node was placed using
3654 minetest.item_place_node / minetest.place_node
3655 ^ If return true no item is taken from itemstack
3657 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3658 ^ oldmetadata is in table format
3659 ^ Called after destructing node when node was dug using
3660 minetest.node_dig / minetest.dig_node
3662 can_dig = function(pos, [player]) --[[
3663 ^ returns true if node can be dug, or false if not
3666 on_punch = func(pos, node, puncher, pointed_thing), --[[
3667 ^ default: minetest.node_punch
3668 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3669 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3671 ^ if defined, itemstack will hold clicker's wielded item
3672 ^ Shall return the leftover itemstack
3673 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3675 on_dig = func(pos, node, digger), --[[
3676 ^ default: minetest.node_dig
3677 ^ By default: checks privileges, wears out tool and removes node ]]
3679 on_timer = function(pos,elapsed), --[[
3681 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3682 ^ elapsed is the total time passed since the timer was started
3683 ^ return true to run the timer for another cycle with the same timeout value ]]
3685 on_receive_fields = func(pos, formname, fields, sender), --[[
3686 ^ fields = {name1 = value1, name2 = value2, ...}
3687 ^ Called when an UI form (e.g. sign text input) returns data
3690 allow_metadata_inventory_move = func(pos, from_list, from_index,
3691 to_list, to_index, count, player), --[[
3692 ^ Called when a player wants to move items inside the inventory
3693 ^ Return value: number of items allowed to move ]]
3695 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3696 ^ Called when a player wants to put something into the inventory
3697 ^ Return value: number of items allowed to put
3698 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3700 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3701 ^ Called when a player wants to take something out of the inventory
3702 ^ Return value: number of items allowed to take
3703 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3705 on_metadata_inventory_move = func(pos, from_list, from_index,
3706 to_list, to_index, count, player),
3707 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3708 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3709 ^ Called after the actual action has happened, according to what was allowed.
3710 ^ No return value ]]
3712 on_blast = func(pos, intensity), --[[
3713 ^ intensity: 1.0 = mid range of regular TNT
3714 ^ If defined, called when an explosion touches the node, instead of
3715 removing the node ]]
3718 ### Recipe for `register_craft` (shaped)
3721 output = 'default:pick_stone',
3723 {'default:cobble', 'default:cobble', 'default:cobble'},
3724 {'', 'default:stick', ''},
3725 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3727 replacements = --[[<optional list of item pairs,
3728 replace one input item with another item on crafting>]]
3731 ### Recipe for `register_craft` (shapeless)
3735 output = 'mushrooms:mushroom_stew',
3738 "mushrooms:mushroom_brown",
3739 "mushrooms:mushroom_red",
3741 replacements = --[[<optional list of item pairs,
3742 replace one input item with another item on crafting>]]
3745 ### Recipe for `register_craft` (tool repair)
3748 type = "toolrepair",
3749 additional_wear = -0.02,
3752 ### Recipe for `register_craft` (cooking)
3756 output = "default:glass",
3757 recipe = "default:sand",
3761 ### Recipe for `register_craft` (furnace fuel)
3765 recipe = "default:leaves",
3769 ### Ore definition (`register_ore`)
3772 ore_type = "scatter", -- See "Ore types"
3773 ore = "default:stone_with_coal",
3774 wherein = "default:stone",
3775 -- ^ a list of nodenames is supported too
3776 clust_scarcity = 8*8*8,
3777 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3778 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3780 -- ^ Number of ores in a cluster
3782 -- ^ Size of the bounding box of the cluster
3783 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3787 -- ^ Attributes for this ore generation
3788 noise_threshold = 0.5,
3789 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3790 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3791 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3792 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3793 random_factor = 1.0,
3794 -- ^ Multiplier of the randomness contribution to the noise value at any
3795 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3796 -- ^ This parameter is only valid for ore_type == "vein".
3797 biomes = {"desert", "rainforest"}
3798 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3799 -- ^ and ignored if the Mapgen being used does not support biomes.
3800 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3803 ### Biome definition (`register_biome`)
3806 The Biome API is still in an experimental phase and subject to change.
3810 node_dust = "default:snow",
3811 -- ^ Node dropped onto upper surface after all else is generated.
3812 node_top = "default:dirt_with_snow",
3814 -- ^ Node forming surface layer of biome and thickness of this layer.
3815 node_filler = "default:permafrost",
3817 -- ^ Node forming lower layer of biome and thickness of this layer.
3818 node_stone = "default:bluestone",
3819 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3820 node_water_top = "default:ice",
3821 depth_water_top = 10,
3822 -- ^ Node forming a surface layer in seawater with the defined thickness.
3824 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3825 node_river_water = "default:ice",
3826 -- ^ Node that replaces river water in mapgens that use default:river_water.
3827 node_riverbed = "default:gravel",
3829 -- ^ Node placed under river water and thickness of this layer.
3832 -- ^ Lower and upper limits for biome.
3833 -- ^ Because biome is not recalculated for every node in a node column
3834 -- ^ some biome materials can exceed their limits, especially stone.
3835 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3836 -- ^ top and at each of these surfaces:
3837 -- ^ Ground below air, water below air, ground below water.
3838 -- ^ The selected biome then stays in effect for all nodes below until
3839 -- ^ column base or the next biome recalculation.
3841 humidity_point = 50,
3842 -- ^ Characteristic average temperature and humidity for the biome.
3843 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3844 -- ^ and humidity as axes. The resulting voronoi cells determine which
3845 -- ^ heat/humidity points belong to which biome, and therefore determine
3846 -- ^ the area and location of each biome in the world.
3847 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3848 -- ^ diagram to result in roughly equal size biomes.
3849 -- ^ Heat and humidity have average values of 50, vary mostly between
3850 -- ^ 0 and 100 but also often exceed these values.
3851 -- ^ Heat is not in degrees celcius, both values are abstract.
3854 ### Decoration definition (`register_decoration`)
3857 deco_type = "simple", -- See "Decoration types"
3858 place_on = "default:dirt_with_grass",
3859 -- ^ Node that decoration can be placed on
3861 -- ^ Size of divisions made in the chunk being generated.
3862 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3864 -- ^ Ratio of the area to be uniformly filled by the decoration.
3865 -- ^ Used only if noise_params is not specified.
3866 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3867 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3868 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3869 biomes = {"Oceanside", "Hills", "Plains"},
3870 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3871 -- ^ and ignored if the Mapgen being used does not support biomes.
3872 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3875 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3876 -- ^ This parameter refers to the `y` position of the decoration base, so
3877 -- the actual maximum height would be `height_max + size.Y`.
3878 flags = "liquid_surface, force_placement",
3879 -- ^ Flags for all decoration types.
3880 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3881 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3882 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3883 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3885 ----- Simple-type parameters
3886 decoration = "default:grass",
3887 -- ^ The node name used as the decoration.
3888 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3890 -- ^ Number of nodes high the decoration is made.
3891 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3893 -- ^ Number of nodes the decoration can be at maximum.
3894 -- ^ If absent, the parameter 'height' is used as a constant.
3895 spawn_by = "default:water",
3896 -- ^ Node that the decoration only spawns next to.
3897 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3898 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3900 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3901 -- ^ If absent or -1, decorations occur next to any nodes.
3903 ----- Schematic-type parameters
3904 schematic = "foobar.mts",
3905 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3906 -- ^ specified Minetest schematic file.
3907 -- ^ - OR -, could be the ID of a previously registered schematic
3908 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3909 -- ^ and an optional table yslice_prob:
3911 size = {x=4, y=6, z=4},
3913 {name="default:cobble", param1=255, param2=0},
3914 {name="default:dirt_with_grass", param1=255, param2=0},
3915 {name="ignore", param1=255, param2=0},
3916 {name="air", param1=255, param2=0},
3925 -- ^ See 'Schematic specifier' for details.
3926 replacements = {["oldname"] = "convert_to", ...},
3927 flags = "place_center_x, place_center_y, place_center_z",
3928 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3929 rotation = "90" -- rotate schematic 90 degrees on placement
3930 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3933 ### Chat command definition (`register_chatcommand`)
3936 params = "<name> <privilege>", -- Short parameter description
3937 description = "Remove privilege from player", -- Full description
3938 privs = {privs=true}, -- Require the "privs" privilege to run
3939 func = function(name, param), -- Called when command is run.
3940 -- Returns boolean success and text output.
3943 ### Detached inventory callbacks
3946 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3947 -- ^ Called when a player wants to move items inside the inventory
3948 -- ^ Return value: number of items allowed to move
3950 allow_put = func(inv, listname, index, stack, player),
3951 -- ^ Called when a player wants to put something into the inventory
3952 -- ^ Return value: number of items allowed to put
3953 -- ^ Return value: -1: Allow and don't modify item count in inventory
3955 allow_take = func(inv, listname, index, stack, player),
3956 -- ^ Called when a player wants to take something out of the inventory
3957 -- ^ Return value: number of items allowed to take
3958 -- ^ Return value: -1: Allow and don't modify item count in inventory
3960 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3961 on_put = func(inv, listname, index, stack, player),
3962 on_take = func(inv, listname, index, stack, player),
3963 -- ^ Called after the actual action has happened, according to what was allowed.
3964 -- ^ No return value
3967 ### HUD Definition (`hud_add`, `hud_get`)
3970 hud_elem_type = "image", -- see HUD element types
3971 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3972 position = {x=0.5, y=0.5},
3973 -- ^ Left corner position of element
3979 -- ^ Selected item in inventory. 0 for no item selected.
3981 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3982 alignment = {x=0, y=0},
3983 -- ^ See "HUD Element Types"
3984 offset = {x=0, y=0},
3985 -- ^ See "HUD Element Types"
3986 size = { x=100, y=100 },
3987 -- ^ Size of element in pixels
3990 ### Particle definition (`add_particle`)
3993 pos = {x=0, y=0, z=0},
3994 velocity = {x=0, y=0, z=0},
3995 acceleration = {x=0, y=0, z=0},
3996 -- ^ Spawn particle at pos with velocity and acceleration
3998 -- ^ Disappears after expirationtime seconds
4000 collisiondetection = false,
4001 -- ^ collisiondetection: if true collides with physical objects
4002 collision_removal = false,
4003 -- ^ collision_removal: if true then particle is removed when it collides,
4004 -- ^ requires collisiondetection = true to have any effect
4006 -- ^ vertical: if true faces player using y axis only
4007 texture = "image.png",
4008 -- ^ Uses texture (string)
4009 playername = "singleplayer"
4010 -- ^ optional, if specified spawns particle only on the player's client
4013 ### `ParticleSpawner` definition (`add_particlespawner`)
4018 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4019 minpos = {x=0, y=0, z=0},
4020 maxpos = {x=0, y=0, z=0},
4021 minvel = {x=0, y=0, z=0},
4022 maxvel = {x=0, y=0, z=0},
4023 minacc = {x=0, y=0, z=0},
4024 maxacc = {x=0, y=0, z=0},
4029 -- ^ The particle's properties are random values in between the bounds:
4030 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4031 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4032 collisiondetection = false,
4033 -- ^ collisiondetection: if true uses collision detection
4034 collision_removal = false,
4035 -- ^ collision_removal: if true then particle is removed when it collides,
4036 -- ^ requires collisiondetection = true to have any effect
4038 -- ^ vertical: if true faces player using y axis only
4039 texture = "image.png",
4040 -- ^ Uses texture (string)
4041 playername = "singleplayer"
4042 -- ^ Playername is optional, if specified spawns particle only on the player's client
4045 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4048 url = "http://example.org",
4050 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4051 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4052 -- ^ Optional, if specified a POST request with post_data is performed.
4053 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4054 -- ^ as x-www-form-urlencoded key-value pairs.
4055 -- ^ If post_data ist not specified, a GET request is performed instead.
4056 user_agent = "ExampleUserAgent",
4057 -- ^ Optional, if specified replaces the default minetest user agent with given string
4058 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4059 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4060 -- ^ that the header strings follow HTTP specification ("Key: Value").
4062 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4065 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4069 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4071 -- ^ If true, the request was succesful
4073 -- ^ If true, the request timed out
4075 -- ^ HTTP status code