+### NodeMetaRef
+Node metadata: reference extra data and functionality stored in a node.
+Can be obtained via `minetest.get_meta(pos)`.
+
+#### Methods
+* `get_string(name)`
+* `get_int(name)`
+* `get_float(name)`
+* `to_table()`: returns `nil` or a table with keys:
+ * `fields`: key-value storage
+ * `inventory`: `{list1 = {}, ...}}`
+
+-----------------
+### Definitions
+* `minetest.get_node_def(nodename)`
+ * Returns [node definition](#node-definition) table of `nodename`
+* `minetest.get_item_def(itemstring)`
+ * Returns item definition table of `itemstring`
+
+#### Node Definition
+
+```lua
+ {
+ has_on_construct = bool, -- Whether the node has the on_construct callback defined
+ has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
+ has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
+ name = string, -- The name of the node e.g. "air", "default:dirt"
+ groups = table, -- The groups of the node
+ paramtype = string, -- Paramtype of the node
+ paramtype2 = string, -- ParamType2 of the node
+ drawtype = string, -- Drawtype of the node
+ mesh = <string>, -- Mesh name if existant
+ minimap_color = <Color>, -- Color of node on minimap *May not exist*
+ visual_scale = number, -- Visual scale of node
+ alpha = number, -- Alpha of the node. Only used for liquids
+ color = <Color>, -- Color of node *May not exist*
+ palette_name = <string>, -- Filename of palette *May not exist*
+ palette = <{ -- List of colors
+ Color,
+ Color
+ }>,
+ waving = number, -- 0 of not waving, 1 if waving
+ connect_sides = number, -- Used for connected nodes
+ connects_to = { -- List of nodes to connect to
+ "node1",
+ "node2"
+ },
+ post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
+ leveled = number, -- Max level for node
+ sunlight_propogates = bool, -- Whether light passes through the block
+ light_source = number, -- Light emitted by the block
+ is_ground_content = bool, -- Whether caves should cut through the node
+ walkable = bool, -- Whether the player collides with the node
+ pointable = bool, -- Whether the player can select the node
+ diggable = bool, -- Whether the player can dig the node
+ climbable = bool, -- Whether the player can climb up the node
+ buildable_to = bool, -- Whether the player can replace the node by placing a node on it
+ rightclickable = bool, -- Whether the player can place nodes pointing at this node
+ damage_per_second = number, -- HP of damage per second when the player is in the node
+ liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
+ liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
+ liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
+ liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
+ liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
+ liquid_range = <number>, -- How far the liquid flows *May not exist*
+ drowning = bool, -- Whether the player will drown in the node
+ floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
+ node_box = table, -- Nodebox to draw the node with
+ collision_box = table, -- Nodebox to set the collision area
+ selection_box = table, -- Nodebox to set the area selected by the player
+ sounds = { -- Table of sounds that the block makes
+ sound_footstep = SimpleSoundSpec,
+ sound_dig = SimpleSoundSpec,
+ sound_dug = SimpleSoundSpec
+ },
+ legacy_facedir_simple = bool, -- Whether to use old facedir
+ legacy_wallmounted = bool -- Whether to use old wallmounted
+ }
+```
+
+#### Item Definition
+
+```lua
+ {
+ name = string, -- Name of the item e.g. "default:stone"
+ description = string, -- Description of the item e.g. "Stone"
+ type = string, -- Item type: "none", "node", "craftitem", "tool"
+ inventory_image = string, -- Image in the inventory
+ wield_image = string, -- Image in wieldmesh
+ palette_image = string, -- Image for palette
+ color = Color, -- Color for item
+ wield_scale = Vector, -- Wieldmesh scale
+ stack_max = number, -- Number of items stackable together
+ usable = bool, -- Has on_use callback defined
+ liquids_pointable = bool, -- Whether you can point at liquids with the item
+ tool_capabilities = <table>, -- If the item is a tool, tool capabiltites of the item
+ groups = table, -- Groups of the item
+ sound_place = SimpleSoundSpec, -- Sound played when placed
+ sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
+ node_placement_prediction = string -- Node placed in client until server catches up
+ }
+```