If a subfolder contains a media file with the same name as a media file
in one of its parents, the parent's file is used.
+Although it is discouraged, a mod can overwrite a media file of any mod that it
+depends on by supplying a file with an equal name.
+
Naming conventions
------------------
* `paramtype2 = "flowingliquid"`
* Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
* The liquid level and a flag of the liquid are stored in `param2`
- * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
+ * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
+ see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
+ to access/manipulate the content of this field
* Bit 3: If set, liquid is flowing downwards (no graphical effect)
* `paramtype2 = "wallmounted"`
* Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
* The height of the 'plantlike' section is stored in `param2`.
* The height is (`param2` / 16) nodes.
* `paramtype2 = "degrotate"`
- * Only valid for "plantlike" drawtype. The rotation of the node is stored in
- `param2`.
- * Values range 0 - 179. The value stored in `param2` is multiplied by two to
+ * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
+ stored in `param2`.
+ * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
get the actual rotation in degrees of the node.
* `paramtype2 = "meshoptions"`
* Only valid for "plantlike" drawtype. `param2` encodes the shape and
* `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
and 63 being full.
* Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
+* `paramtype2 = "colordegrotate"`
+ * Same as `degrotate`, but with colors.
+ * The first (most-significant) three bits of `param2` tells which color
+ is picked from the palette. The palette should have 8 pixels.
+ * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
* `paramtype2 = "none"`
* `param2` will not be used by the engine and can be used to store
an arbitrary value
* Invisible, uses no texture.
* `liquid`
* The cubic source node for a liquid.
+ * Faces bordering to the same node are never rendered.
+ * Connects to node specified in `liquid_alternative_flowing`.
+ * Use `backface_culling = false` for the tiles you want to make
+ visible when inside the node.
* `flowingliquid`
* The flowing version of a liquid, appears with various heights and slopes.
+ * Faces bordering to the same node are never rendered.
+ * Connects to node specified in `liquid_alternative_source`.
+ * Node textures are defined with `special_tiles` where the first tile
+ is for the top and bottom faces and the second tile is for the side
+ faces.
+ * `tiles` is used for the item/inventory/wield image rendering.
+ * Use `backface_culling = false` for the special tiles you want to make
+ visible when inside the node
* `glasslike`
* Often used for partially-transparent nodes.
* Only external sides of textures are visible.
used to compensate for how `glasslike` reduces visual thickness.
* `torchlike`
* A single vertical texture.
- * If placed on top of a node, uses the first texture specified in `tiles`.
- * If placed against the underside of a node, uses the second texture
- specified in `tiles`.
- * If placed on the side of a node, uses the third texture specified in
- `tiles` and is perpendicular to that node.
+ * If `paramtype2="[color]wallmounted":
+ * If placed on top of a node, uses the first texture specified in `tiles`.
+ * If placed against the underside of a node, uses the second texture
+ specified in `tiles`.
+ * If placed on the side of a node, uses the third texture specified in
+ `tiles` and is perpendicular to that node.
+ * If `paramtype2="none"`:
+ * Will be rendered as if placed on top of a node (see
+ above) and only the first texture is used.
* `signlike`
* A single texture parallel to, and mounted against, the top, underside or
side of a node.
+ * If `paramtype2="[color]wallmounted", it rotates according to `param2`
+ * If `paramtype2="none"`, it will always be on the floor.
* `plantlike`
* Two vertical and diagonal textures at right-angles to each other.
* See `paramtype2 = "meshoptions"` above for other options.
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
+To avoid collision issues, keep each value within the range of +/- 1.45.
+This also applies to leveled nodeboxes, where the final height shall not
+exceed this soft limit.
{x=num, y=num, z=num}
+ Note: it is highly recommended to construct a vector using the helper function:
+ vector.new(num, num, num)
+
For helper functions see [Spatial Vectors].
`pointed_thing`
* `3`: the node always gets the digging time 0 seconds (torch)
* `disable_jump`: Player (and possibly other things) cannot jump from node
or if their feet are in the node. Note: not supported for `new_move = false`
-* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
+* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
+ the top of this node. There's also an armor group with the same name.
+ The final player damage is determined by the following formula:
+ damage =
+ collision speed
+ * ((node_fall_damage_add_percent + 100) / 100) -- node group
+ * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
+ - (14) -- constant tolerance
+ Negative damage values are discarded as no damage.
* `falling_node`: if there is no walkable block under the node it will fall
* `float`: the node will not fall through liquids
* `level`: Can be used to give an additional sense of progression in the game.
`"toolrepair"` crafting recipe
-### `ObjectRef` groups
+### `ObjectRef` armor groups
* `immortal`: Skips all damage and breath handling for an object. This group
- will also hide the integrated HUD status bars for players, and is
- automatically set to all players when damage is disabled on the server.
+ will also hide the integrated HUD status bars for players. It is
+ automatically set to all players when damage is disabled on the server and
+ cannot be reset (subject to change).
+* `fall_damage_add_percent`: Modifies the fall damage suffered by players
+ when they hit the ground. It is analog to the node group with the same
+ name. See the node group above for the exact calculation.
* `punch_operable`: For entities; disables the regular damage mechanism for
players punching it by hand or a non-tool item, so that it can do something
else than take damage.
Some of the values in the key-value store are handled specially:
-* `description`: Set the item stack's description. Defaults to
- `idef.description`.
-* `short_description`: Set the item stack's short description. Defaults
- to `idef.short_description`.
+* `description`: Set the item stack's description.
+ See also: `get_description` in [`ItemStack`]
+* `short_description`: Set the item stack's short description.
+ See also: `get_short_description` in [`ItemStack`]
* `color`: A `ColorString`, which sets the stack's color.
* `palette_index`: If the item has a palette, this is used to get the
current color from the palette.
list[current_player;craft;3,0;3,3;]
list[current_player;craftpreview;7,1;1,1;]
+Version History
+---------------
+
+* FORMSPEC VERSION 1:
+ * (too much)
+* FORMSPEC VERSION 2:
+ * Forced real coordinates
+ * background9[]: 9-slice scaling parameters
+* FORMSPEC VERSION 3:
+ * Formspec elements are drawn in the order of definition
+ * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
+ * box[] and image[] elements enable clipping by default
+ * new element: scroll_container[]
+* FORMSPEC VERSION 4:
+ * Allow dropdown indexing events
+
Elements
--------
* Clients older than this version can neither show newer elements nor display
elements with new arguments correctly.
* Available since feature `formspec_version_element`.
+* See also: [Version History]
### `size[<W>,<H>,<fixed_size>]`
* Show an inventory list if it has been sent to the client. Nothing will
be shown if the inventory list is of size 0.
* **Note**: With the new coordinate system, the spacing between inventory
- slots is one-fourth the size of an inventory slot.
+ slots is one-fourth the size of an inventory slot by default. Also see
+ [Styling Formspecs] for changing the size of slots and spacing.
### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
* `frame start` (Optional): The index of the frame to start on. Default `1`.
+### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
+
+* Show a mesh model.
+* `name`: Element name that can be used for styling
+* `mesh`: The mesh model to use.
+* `textures`: The mesh textures to use according to the mesh materials.
+ Texture names must be separated by commas.
+* `rotation {X,Y}` (Optional): Initial rotation of the camera.
+ The axes are euler angles in degrees.
+* `continuous` (Optional): Whether the rotation is continuous. Default `false`.
+* `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
+* `frame loop range` (Optional): Range of the animation frames.
+ * Defaults to the full range of all available frames.
+ * Syntax: `<begin>,<end>`
+* `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
+
### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
* Show an inventory image of registered item/node
* `span=<value>`: number of following columns to affect
(default: infinite).
-### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
+### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
* Set the style for the element(s) matching `selector` by name.
* `selector` can be one of:
* See [Styling Formspecs].
-### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
+### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
* Set the style for the element(s) matching `selector` by type.
* `selector` can be one of:
Formspec elements can be themed using the style elements:
- style[<name 1>,<name 2>;<prop1>;<prop2>;...]
- style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
- style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
- style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
+ style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
+ style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
+ style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
+ style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
Where a prop is:
* image_button
* item_image_button
* label
+* list
+* model
* pwdfield, inherits from field
* scrollbar
* tabheader
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* padding - rect, adds space between the edges of the button and the content. This value is
relative to bgimg_middle.
+ * sound - a sound to be played when triggered.
* textcolor - color, default white.
* checkbox
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * sound - a sound to be played when triggered.
* dropdown
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * sound - a sound to be played when the entry is changed.
* field, pwdfield, textarea
* border - set to false to hide the textbox background and border. Default true.
* font - Sets font type. See button `font` property for more information.
* font_size - Sets font size. See button `font_size` property for more information.
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* textcolor - color. Default white.
+* model
+ * bgcolor - color, sets background color.
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * Default to false in formspec_version version 3 or higher
* image
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* Default to false in formspec_version version 3 or higher
* font - Sets font type. See button `font` property for more information.
* font_size - Sets font size. See button `font_size` property for more information.
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+* list
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * size - 2d vector, sets the size of inventory slots in coordinates.
+ * spacing - 2d vector, sets the space between inventory slots in coordinates.
* image_button (additional properties)
* fgimg - standard image. Defaults to none.
* fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
* fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
* This is deprecated, use states instead.
* NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
+ * sound - a sound to be played when triggered.
* scrollbar
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* tabheader
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * sound - a sound to be played when a different tab is selected.
* textcolor - color. Default white.
* table, textlist
* font - Sets font type. See button `font` property for more information.
Tags can have attributes, in that case, attributes are in the opening tag in
form of a key/value separated with equal signs. Attribute values should not be quoted.
+If you want to insert a literal greater-than sign or a backslash into the text,
+you must escape it by preceding it with a backslash.
+
These are the technically basic tags but see below for usual tags. Base tags are:
`<style color=... font=... size=...>...</style>`
Named colors are also supported and are equivalent to
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
-To specify the value of the alpha channel, append `#AA` to the end of the color
-name (e.g. `colorname#08`). For named colors the hexadecimal string
-representing the alpha value must (always) be two hexadecimal digits.
+To specify the value of the alpha channel, append `#A` or `#AA` to the end of
+the color name (e.g. `colorname#08`).
`ColorSpec`
-----------
Internally, it is implemented as a table with the 3 fields
`x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
+However, one should *never* create a vector manually as above, such misbehavior
+is deprecated. The vector helpers set a metatable for the created vectors which
+allows indexing with numbers, calling functions directly on vectors and using
+operators (like `+`). Furthermore, the internal implementation might change in
+the future.
+Old code might still use vectors without metatables, be aware of this!
+
+All these forms of addressing a vector `v` are valid:
+`v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
+
+Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
+the same as `vector.foo(v, ...)`, apart from deprecated functionality.
+
+The metatable that is used for vectors can be accessed via `vector.metatable`.
+Do not modify it!
+
+All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
+Returned vectors always have a metatable set.
For the following functions, `v`, `v1`, `v2` are vectors,
`p1`, `p2` are positions,
-`s` is a scalar (a number):
+`s` is a scalar (a number),
+vectors are written like this: `(x, y, z)`:
-* `vector.new(a[, b, c])`:
+* `vector.new([a[, b, c]])`:
* Returns a vector.
* A copy of `a` if `a` is a vector.
- * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
+ * `(a, b, c)`, if all of `a`, `b`, `c` are defined numbers.
+ * `(0, 0, 0)`, if no arguments are given.
+* `vector.from_string(s[, init])`:
+ * Returns `v, np`, where `v` is a vector read from the given string `s` and
+ `np` is the next position in the string after the vector.
+ * Returns `nil` on failure.
+ * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
+ spaces, leaving away commas and adding an additional comma to the end
+ is allowed.
+ * `init`: If given starts looking for the vector at this string index.
+* `vector.to_string(v)`:
+ * Returns a string of the form `"(x, y, z)"`.
* `vector.direction(p1, p2)`:
* Returns a vector of length 1 with direction `p1` to `p2`.
- * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
+ * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
* `vector.distance(p1, p2)`:
* Returns zero or a positive number, the distance between `p1` and `p2`.
* `vector.length(v)`:
* Returns zero or a positive number, the length of vector `v`.
* `vector.normalize(v)`:
* Returns a vector of length 1 with direction of vector `v`.
- * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
+ * If `v` has zero length, returns `(0, 0, 0)`.
* `vector.floor(v)`:
* Returns a vector, each dimension rounded down.
* `vector.round(v)`:
* Returns a vector, each dimension rounded to nearest integer.
+ * At a multiple of 0.5, rounds away from zero.
* `vector.apply(v, func)`:
* Returns a vector where the function `func` has been applied to each
component.
* `vector.cross(v1, v2)`:
* Returns the cross product of `v1` and `v2`.
* `vector.offset(v, x, y, z)`:
- * Returns the sum of the vectors `v` and `{x = x, y = y, z = z}`.
+ * Returns the sum of the vectors `v` and `(x, y, z)`.
+* `vector.check()`:
+ * Returns a boolean value indicating whether `v` is a real vector, eg. created
+ by a `vector.*` function.
+ * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
For the following functions `x` can be either a vector or a number:
* Returns a scaled vector.
* Deprecated: If `s` is a vector: Returns the Schur quotient.
+Operators can be used if all of the involved vectors have metatables:
+* `v1 == v2`:
+ * Returns whether `v1` and `v2` are identical.
+* `-v`:
+ * Returns the additive inverse of v.
+* `v1 + v2`:
+ * Returns the sum of both vectors.
+ * Note: `+` can not be used together with scalars.
+* `v1 - v2`:
+ * Returns the difference of `v1` subtracted by `v2`.
+ * Note: `-` can not be used together with scalars.
+* `v * s` or `s * v`:
+ * Returns `v` scaled by `s`.
+* `v / s`:
+ * Returns `v` scaled by `1 / s`.
+
For the following functions `a` is an angle in radians and `r` is a rotation
vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
angles in radians.
* `vector.rotate(v, r)`:
* Applies the rotation `r` to `v` and returns the result.
- * `vector.rotate({x = 0, y = 0, z = 1}, r)` and
- `vector.rotate({x = 0, y = 1, z = 0}, r)` return vectors pointing
+ * `vector.rotate(vector.new(0, 0, 1), r)` and
+ `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
forward and up relative to an entity's rotation `r`.
* `vector.rotate_around_axis(v1, v2, a)`:
* Returns `v1` rotated around axis `v2` by `a` radians according to
* If the absolute value of `x` is within the `tolerance` or `x` is NaN,
`0` is returned.
* `math.factorial(x)`: returns the factorial of `x`
+* `math.round(x)`: Returns `x` rounded to the nearest integer.
+ * At a multiple of 0.5, rounds away from zero.
* `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
* `separator`: string, default: `","`
* `include_empty`: boolean, default: `false`
* Appends all values in `other_table` to `table` - uses `#table + 1` to
find new indices.
* `table.key_value_swap(t)`: returns a table with keys and values swapped
- * If multiple keys in `t` map to the same value, the result is undefined.
+ * If multiple keys in `t` map to the same value, it is unspecified which
+ value maps to that key.
* `table.shuffle(table, [from], [to], [random_func])`:
* Shuffles elements `from` to `to` in `table` in place
* `from` defaults to `1`
* Called when the object is instantiated.
* `dtime_s` is the time passed since the object was unloaded, which can be
used for updating the entity state.
+* `on_deactivate(self)
+ * Called when the object is about to get removed or unloaded.
* `on_step(self, dtime)`
* Called on every server tick, after movement and collision processing.
`dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
* `minetest.get_current_modname()`: returns the currently loading mod's name,
when loading a mod.
-* `minetest.get_modpath(modname)`: returns e.g.
- `"/home/user/.minetest/usermods/modname"`.
- * Useful for loading additional `.lua` modules or static data from mod
-* `minetest.get_modnames()`: returns a list of installed mods
- * Return a list of installed mods, sorted alphabetically
+* `minetest.get_modpath(modname)`: returns the directory path for a mod,
+ e.g. `"/home/user/.minetest/usermods/modname"`.
+ * Returns nil if the mod is not enabled or does not exist (not installed).
+ * Works regardless of whether the mod has been loaded yet.
+ * Useful for loading additional `.lua` modules or static data from a mod,
+ or checking if a mod is enabled.
+* `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
+ * Does not include disabled mods, even if they are installed.
* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
* Useful for storing custom data
* `minetest.is_singleplayer()`
object_step_has_moveresult = true,
-- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
direct_velocity_on_players = true,
+ -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
+ use_texture_alpha_string_modes = true,
+ -- degrotate param2 rotates in units of 1.5° instead of 2°
+ -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
+ degrotate_240_steps = true,
+ -- ABM supports min_y and max_y fields in definition (5.5.0)
+ abm_min_max_y = true,
}
* `minetest.has_feature(arg)`: returns `boolean, missing_features`
* `minetest.sha1(data, [raw])`: returns the sha1 hash of data
* `data`: string of data to hash
* `raw`: return raw bytes instead of hex digits, default: false
+* `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
+ ColorString. If the ColorSpec is invalid, returns `nil`.
+ * `colorspec`: The ColorSpec to convert
Logging
-------
the puncher to the punched.
* `damage`: Number that represents the damage calculated by the engine
* should return `true` to prevent the default damage mechanism
+* `minetest.register_on_rightclickplayer(function(player, clicker))`
+ * Called when a player is right-clicked
+ * `player`: ObjectRef - Player that was right-clicked
+ * `clicker`: ObjectRef - Object that right-clicked, may or may not be a player
* `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
* Called when the player gets damaged or healed
* `player`: ObjectRef of the player
* `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
* `moved_too_fast`
* `interacted_too_far`
+ * `interacted_with_self`
* `interacted_while_dead`
* `finished_unknown_dig`
* `dug_unbreakable`
* Punch node with the same effects that a player would cause
* `minetest.spawn_falling_node(pos)`
* Change node into falling node
- * Returns `true` if successful, `false` on failure
+ * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
* `minetest.find_nodes_with_meta(pos1, pos2)`
* Get a table of positions of nodes that have metadata within a region
* `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
ObjectRefs.
* `radius`: using an euclidean metric
+* `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
+ ObjectRefs.
+ * `pos1` and `pos2` are the min and max positions of the area to search.
* `minetest.set_timeofday(val)`
* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
* `minetest.get_timeofday()`
* Returns a code (0: successful, 1: no such player, 2: player is connected)
* `minetest.remove_player_auth(name)`: remove player authentication data
* Returns boolean indicating success (false if player nonexistant)
-* `minetest.dynamic_add_media(filepath)`
- * Adds the file at the given path to the media sent to clients by the server
- on startup and also pushes this file to already connected clients.
+* `minetest.dynamic_add_media(filepath, callback)`
+ * `filepath`: path to a media file on the filesystem
+ * `callback`: function with arguments `name`, where name is a player name
+ (previously there was no callback argument; omitting it is deprecated)
+ * Adds the file to the media sent to clients by the server on startup
+ and also pushes this file to already connected clients.
The file must be a supported image, sound or model format. It must not be
modified, deleted, moved or renamed after calling this function.
The list of dynamically added media is not persisted.
- * Returns boolean indicating success (duplicate files count as error)
- * The media will be ready to use (in e.g. entity textures, sound_play)
- immediately after calling this function.
+ * Returns false on error, true if the request was accepted
+ * The given callback will be called for every player as soon as the
+ media is available on the client.
Old clients that lack support for this feature will not see the media
- unless they reconnect to the server.
- * Since media transferred this way does not use client caching or HTTP
- transfers, dynamic media should not be used with big files or performance
- will suffer.
+ unless they reconnect to the server. (callback won't be called)
+ * Since media transferred this way currently does not use client caching
+ or HTTP transfers, dynamic media should not be used with big files.
Bans
----
* Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
* `minetest.encode_base64(string)`: returns string encoded in base64
* Encodes a string in base64.
-* `minetest.decode_base64(string)`: returns string or nil for invalid base64
+* `minetest.decode_base64(string)`: returns string or nil on failure
+ * Padding characters are only supported starting at version 5.4.0, where
+ 5.5.0 and newer perform proper checks.
* Decodes a string encoded in base64.
* `minetest.is_protected(pos, name)`: returns boolean
* Returning `true` restricts the player `name` from modifying (i.e. digging,
* If `transient` is `false` or absent, frees a persistent forceload.
If `true`, frees a transient forceload.
+* `minetest.compare_block_status(pos, condition)`
+ * Checks whether the mapblock at positition `pos` is in the wanted condition.
+ * `condition` may be one of the following values:
+ * `"unknown"`: not in memory
+ * `"emerging"`: in the queue for loading from disk or generating
+ * `"loaded"`: in memory but inactive (no ABMs are executed)
+ * `"active"`: in memory and active
+ * Other values are reserved for future functionality extensions
+ * Return value, the comparison status:
+ * `false`: Mapblock does not fulfil the wanted condition
+ * `true`: Mapblock meets the requirement
+ * `nil`: Unsupported `condition` value
+
* `minetest.request_insecure_environment()`: returns an environment containing
insecure functions if the calling mod has been listed as trusted in the
`secure.trusted_mods` setting or security is disabled, otherwise returns
stack).
* `set_metadata(metadata)`: (DEPRECATED) Returns true.
* `get_description()`: returns the description shown in inventory list tooltips.
-* `get_short_description()`: returns the short description.
+ * The engine uses this when showing item descriptions in tooltips.
+ * Fields for finding the description, in order:
+ * `description` in item metadata (See [Item Metadata].)
+ * `description` in item definition
+ * item name
+* `get_short_description()`: returns the short description or nil.
* Unlike the description, this does not include new lines.
+ * Fields for finding the short description, in order:
+ * `short_description` in item metadata (See [Item Metadata].)
+ * `short_description` in item definition
+ * first line of the description (From item meta or def, see `get_description()`.)
+ * Returns nil if none of the above are set
* `clear()`: removes all items from the stack, making it empty.
* `replace(item)`: replace the contents of this stack.
* `item` can also be an itemstring or table.
* `time_from_last_punch` = time since last punch action of the puncher
* `direction`: can be `nil`
* `right_click(clicker)`; `clicker` is another `ObjectRef`
-* `get_hp()`: returns number of hitpoints (2 * number of hearts)
-* `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
+* `get_hp()`: returns number of health points
+* `set_hp(hp, reason)`: set number of health points
* See reason in register_on_player_hpchange
* Is limited to the range of 0 ... 65535 (2^16 - 1)
* For players: HP are also limited by `hp_max` specified in the player's
`frame_loop`.
* `set_animation_frame_speed(frame_speed)`
* `frame_speed`: number, default: `15.0`
-* `set_attach(parent, bone, position, rotation, forced_visible)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
- * `forced_visible`: Boolean to control whether the attached entity
- should appear in first person.
-* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
+* `set_attach(parent[, bone, position, rotation, forced_visible])`
+ * `bone`: string. Default is `""`, the root bone
+ * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
+ * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
+ Default `{x=0, y=0, z=0}`
+ * `forced_visible`: Boolean to control whether the attached entity
+ should appear in first person. Default `false`.
+ * This command may fail silently (do nothing) when it would result
+ in circular attachments.
+* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
or nil if it isn't attached.
* `get_children()`: returns a list of ObjectRefs that are attached to the
object.
* `set_detach()`
-* `set_bone_position(bone, position, rotation)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}`
+* `set_bone_position([bone, position, rotation])`
+ * `bone`: string. Default is `""`, the root bone
+ * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
+ * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
* `get_bone_position(bone)`: returns position and rotation of the bone
* `set_properties(object property table)`
* `get_properties()`: returns object property table
* `get_nametag_attributes()`
* returns a table with the attributes of the nametag of an object
* {
- color = {a=0..255, r=0..255, g=0..255, b=0..255},
text = "",
+ color = {a=0..255, r=0..255, g=0..255, b=0..255},
+ bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
}
* `set_nametag_attributes(attributes)`
* sets the attributes of the nametag of an object
* `attributes`:
{
- color = ColorSpec,
text = "My Nametag",
+ color = ColorSpec,
+ -- ^ Text color
+ bgcolor = ColorSpec or false,
+ -- ^ Sets background color of nametag
+ -- `false` will cause the background to be set automatically based on user settings
+ -- Default: false
}
#### Lua entity only (no-op for other objects)
* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
and Z is roll (bank).
* `get_rotation()`: returns the rotation, a vector (radians)
-* `set_yaw(radians)`: sets the yaw (heading).
+* `set_yaw(yaw)`: sets the yaw in radians (heading).
* `get_yaw()`: returns number in radians
* `set_texture_mod(mod)`
* Set a texture modifier to the base texture, for sprites and meshes.
* When calling `set_texture_mod` again, the previous one is discarded.
* `mod` the texture modifier. See [Texture modifiers].
* `get_texture_mod()` returns current texture modifier
-* `set_sprite(p, num_frames, framelength, select_x_by_camera)`
+* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
* Specifies and starts a sprite animation
* Animations iterate along the frame `y` position.
- * `p`: {x=column number, y=row number}, the coordinate of the first frame
- default: `{x=0, y=0}`
+ * `start_frame`: {x=column number, y=row number}, the coordinate of the
+ first frame, default: `{x=0, y=0}`
* `num_frames`: Total frames in the texture, default: `1`
* `framelength`: Time per animated frame in seconds, default: `0.2`
* `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
nodes square)
* `selected_mode` is the mode index to be selected after modes have been changed
(0 is the first mode).
-* `set_sky(parameters)`
- * `parameters` is a table with the following optional fields:
+* `set_sky(sky_parameters)`
+ * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
+ whether `set_sky` accepts this format. Check the legacy format otherwise.
+ * `sky_parameters` is a table with the following optional fields:
* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
* `type`: Available types:
* `"regular"`: Uses 0 textures, `base_color` ignored
abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
`"default"` uses the classic Minetest sun and moon tinting.
Will use tonemaps, if set to `"default"`. (default: `"default"`)
+* `set_sky(base_color, type, {texture names}, clouds)`
+ * Deprecated. Use `set_sky(sky_parameters)`
+ * `base_color`: ColorSpec, defaults to white
+ * `type`: Available types:
+ * `"regular"`: Uses 0 textures, `bgcolor` ignored
+ * `"skybox"`: Uses 6 textures, `bgcolor` used
+ * `"plain"`: Uses 0 textures, `bgcolor` used
+ * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
+ `"plain"` custom skyboxes (default: `true`)
* `get_sky()`: returns base_color, type, table of textures, clouds.
* `get_sky_color()`: returns a table with the `sky_color` parameters as in
`set_sky`.
-* `set_sun(parameters)`:
- * `parameters` is a table with the following optional fields:
+* `set_sun(sun_parameters)`:
+ * `sun_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the sun is visible.
(default: `true`)
* `texture`: A regular texture for the sun. Setting to `""`
* `scale`: Float controlling the overall size of the sun. (default: `1`)
* `get_sun()`: returns a table with the current sun parameters as in
`set_sun`.
-* `set_moon(parameters)`:
- * `parameters` is a table with the following optional fields:
+* `set_moon(moon_parameters)`:
+ * `moon_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the moon is visible.
(default: `true`)
* `texture`: A regular texture for the moon. Setting to `""`
* `scale`: Float controlling the overall size of the moon (default: `1`)
* `get_moon()`: returns a table with the current moon parameters as in
`set_moon`.
-* `set_stars(parameters)`:
- * `parameters` is a table with the following optional fields:
+* `set_stars(star_parameters)`:
+ * `star_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the stars are visible.
(default: `true`)
* `count`: Integer number to set the number of stars in
* `scale`: Float controlling the overall size of the stars (default: `1`)
* `get_stars()`: returns a table with the current stars parameters as in
`set_stars`.
-* `set_clouds(parameters)`: set cloud parameters
- * `parameters` is a table with the following optional fields:
+* `set_clouds(cloud_parameters)`: set cloud parameters
+ * `cloud_parameters` is a table with the following optional fields:
* `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
* `color`: basic cloud color with alpha channel, ColorSpec
(default `#fff0f0e5`).
amount.
* `nil`: Disables override, defaulting to sunlight based on day-night cycle
* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
-* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
- set animation for player model in third person view
-
- set_local_animation({x=0, y=79}, -- stand/idle animation key frames
- {x=168, y=187}, -- walk animation key frames
- {x=189, y=198}, -- dig animation key frames
- {x=200, y=219}, -- walk+dig animation key frames
- frame_speed=30) -- animation frame speed
-* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
+* `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
+ set animation for player model in third person view.
+ * Every animation equals to a `{x=starting frame, y=ending frame}` table.
+ * `frame_speed` sets the animations frame speed. Default is 30.
+* `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
`frame_speed`.
-* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
- camera per player.
+* `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
+ camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
* in first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
-* `get_eye_offset()`: returns `offset_first` and `offset_third`
+* `get_eye_offset()`: returns first and third person offsets.
* `send_mapblock(blockpos)`:
* Sends a server-side loaded mapblock to the player.
* Returns `false` if failed.
-- in mods.
nametag = "",
- -- By default empty, for players their name is shown if empty
+ -- The name to display on the head of the object. By default empty.
+ -- If the object is a player, a nil or empty nametag is replaced by the player's name.
+ -- For all other objects, a nil or empty string removes the nametag.
+ -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
nametag_color = <ColorSpec>,
- -- Sets color of nametag
+ -- Sets text color of nametag
+
+ nametag_bgcolor = <ColorSpec>,
+ -- Sets background color of nametag
+ -- `false` will cause the background to be set automatically based on user settings.
+ -- Default: false
infotext = "",
-- By default empty, text to be shown when pointed at object
chance = 1,
-- Chance of triggering `action` per-node per-interval is 1.0 / this
-- value
+
+ min_y = -32768,
+ max_y = 32767,
+ -- min and max height levels where ABM will be processed
+ -- can be used to reduce CPU usage
catch_up = true,
-- If true, catch-up behaviour is enabled: The `chance` value is
{
description = "Steel Axe",
-- Can contain new lines. "\n" has to be used as new line character.
- -- Defaults to the item's name.
+ -- See also: `get_description` in [`ItemStack`]
short_description = "Steel Axe",
-- Must not contain new lines.
- -- Defaults to the first line of description.
+ -- Defaults to nil.
+ -- Use an [`ItemStack`] to get the short description, eg:
+ -- ItemStack(itemname):get_short_description()
groups = {},
-- key = name, value = rating; rating = 1..3.
-- If the node has a palette, then this setting only has an effect in
-- the inventory and on the wield item.
- use_texture_alpha = false,
- -- Use texture's alpha channel
- -- If this is set to false, the node will be rendered fully opaque
- -- regardless of any texture transparency.
+ use_texture_alpha = ...,
+ -- Specifies how the texture's alpha channel will be used for rendering.
+ -- possible values:
+ -- * "opaque": Node is rendered opaque regardless of alpha channel
+ -- * "clip": A given pixel is either fully see-through or opaque
+ -- depending on the alpha channel being below/above 50% in value
+ -- * "blend": The alpha channel specifies how transparent a given pixel
+ -- of the rendered node is
+ -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
+ -- "clip" otherwise.
+ -- If set to a boolean value (deprecated): true either sets it to blend
+ -- or clip, false sets it to clip or opaque mode depending on the drawtype.
palette = "palette.png",
-- The node's `param2` is used to select a pixel from the image.
-- If true, liquids flow into and replace this node.
-- Warning: making a liquid node 'floodable' will cause problems.
- liquidtype = "none", -- "none" / "source" / "flowing"
+ liquidtype = "none", -- specifies liquid physics
+ -- * "none": no liquid physics
+ -- * "source": spawns flowing liquid nodes at all 4 sides and below;
+ -- recommended drawtype: "liquid".
+ -- * "flowing": spawned from source, spawns more flowing liquid nodes
+ -- around it until `liquid_range` is reached;
+ -- will drain out without a source;
+ -- recommended drawtype: "flowingliquid".
+ -- If it's "source" or "flowing" and `liquid_range > 0`, then
+ -- both `liquid_alternative_*` fields must be specified
liquid_alternative_flowing = "", -- Flowing version of source liquid
leveled_max = 127,
-- Maximum value for `leveled` (0-127), enforced in
-- `minetest.set_node_level` and `minetest.add_node_level`.
+ -- Values above 124 might causes collision detection issues.
- liquid_range = 8, -- Number of flowing nodes around source (max. 8)
+ liquid_range = 8,
+ -- Maximum distance that flowing liquid nodes can spread around
+ -- source on flat land;
+ -- maximum = 8; set to 0 to disable liquid flow
drowning = 0,
-- Player will take this amount of damage if no bubbles are left
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
+ -- Node box format: see [Node boxes]
},
},
-- Custom selection box definition. Multiple boxes can be defined.
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
+ -- Node box format: see [Node boxes]
},
},
-- Custom collision box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and collision_box is nil, then node_box
-- definition is used for the collision box.
- -- Both of the boxes above are defined as:
- -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
-- Support maps made in and before January 2012
legacy_facedir_simple = false,
on_dig = function(pos, node, digger),
-- default: minetest.node_dig
-- By default checks privileges, wears out tool and removes node.
+ -- return true if the node was dug successfully, false otherwise.
+ -- Deprecated: returning nil is the same as returning true.
on_timer = function(pos, elapsed),
-- default: nil
-- intensity: 1.0 = mid range of regular TNT.
-- If defined, called when an explosion touches the node, instead of
-- removing the node.
+
+ mod_origin = "modname",
+ -- stores which mod actually registered a node
+ -- if it can not find a source, returns "??"
+ -- useful for getting what mod truly registered something
+ -- example: if a node is registered as ":othermodname:nodename",
+ -- nodename will show "othermodname", but mod_orgin will say "modname"
}
Crafting recipes
url = "http://example.org",
timeout = 10,
- -- Timeout for connection in seconds. Default is 3 seconds.
+ -- Timeout for request to be completed in seconds. Default depends on engine settings.
method = "GET", "POST", "PUT" or "DELETE"
-- The http method to use. Defaults to "GET".