-Minetest Lua Modding API Reference 0.4.12
+Minetest Lua Modding API Reference 0.4.13
=========================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>
Programming in Lua
------------------
-If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/).
+If you have any difficulty in understanding this, please read
+[Programming in Lua](http://www.lua.org/pil/).
Startup
-------
The game directory can contain the file minetest.conf, which will be used
to set default settings when running the particular game.
+It can also contain a settingtypes.txt in the same format as the one in builtin.
+This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
+
+### Menu images
+
+Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
+
+The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
+If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
+and a random image will be chosen from the provided ones.
+
Mod load path
-------------
| |-- depends.txt
| |-- screenshot.png
| |-- description.txt
+ | |-- settingtypes.txt
| |-- init.lua
| |-- models
| |-- textures
### `description.txt`
A File containing description to be shown within mainmenu.
+### `settingtypes.txt`
+A file in the same format as the one in builtin. It will be parsed by the
+settings menu and the settings will be displayed in the "Mods" category.
+
### `init.lua`
The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
{
pos = {x=1,y=2,z=3},
gain = 1.0, -- default
- max_hear_distance = 32, -- default
+ max_hear_distance = 32, -- default, uses an euclidean metric
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
- max_hear_distance = 32, -- default
+ max_hear_distance = 32, -- default, uses an euclidean metric
loop = true, -- only sounds connected to objects can be looped
}
* `minetest.register_craftitem(name, item definition)`
* added to `minetest.registered_items[name]`
+* `minetest.register_biome(biome definition)`
+ * returns an integer uniquely identifying the registered biome
+ * added to `minetest.registered_biome` with the key of `biome.name`
+ * if `biome.name` is nil, the key is the returned ID
+
* `minetest.register_ore(ore definition)`
* returns an integer uniquely identifying the registered ore
* added to `minetest.registered_ores` with the key of `ore.name`
* added to `minetest.registered_decorations` with the key of `decoration.name`
* if `decoration.name` is nil, the key is the returned ID
+* `minetest.register_schematic(schematic definition)`
+ * returns an integer uniquely identifying the registered schematic
+ * added to `minetest.registered_schematic` with the key of `schematic.name`
+ * if `schematic.name` is nil, the key is the returned ID
+ * if the schematic is loaded from a file, schematic.name is set to the filename
+ * if the function is called when loading the mod, and schematic.name is a relative path,
+ * then the current mod path will be prepended to the schematic filename
+
+* `minetest.clear_registered_biomes()`
+ * clears all biomes currently registered
+
* `minetest.clear_registered_ores()`
- * clears all ores currently registered
+ * clears all ores currently registered
* `minetest.clear_registered_decorations()`
- * clears all decorations currently registered
+ * clears all decorations currently registered
+
+* `minetest.clear_registered_schematics()`
+ * clears all schematics currently registered
Note that in some cases you will stumble upon things that are not contained
in these tables (e.g. when a mod has been removed). Always check for
0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
facedir's two less significant bits are rotation around the axis
paramtype2 == "leveled"
+ paramtype2 == "degrotate"
+ ^ The rotation of this node is stored in param2. Plants are rotated this way.
+ Values range 0 - 179. The value stored in param2 is multiplied by two to
+ get the actual rotation of the node.
collision_box = {
type = "fixed",
fixed = {
Noise Parameters
----------------
-Noise Parameters, or commonly called "`NoiseParams`", define the properties of perlin noise.
+Noise Parameters, or commonly called "`NoiseParams`", define the properties of
+perlin noise.
### `offset`
Offset that the noise is translated by (i.e. added) after calculation.
Randomly chooses a location and generates a cluster of ore.
If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
-that point is greater than the `noise_threshold`, giving the ability to create a non-equal
-distribution of ore.
+that point is greater than the `noise_threshold`, giving the ability to create
+a non-equal distribution of ore.
### `sheet`
-Creates a sheet of ore in a blob shape according to the 2D perlin noise described by `noise_params`.
-The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
-a non-zero `scale` parameter in `noise_params`.
+Creates a sheet of ore in a blob shape according to the 2D perlin noise
+described by `noise_params` and `noise_threshold`. This is essentially an
+improved version of the so-called "stratus" ore seen in some unofficial mods.
-**IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing against the noise
-threshold, but scale is used to determine relative height.
-The height of the blob is randomly scattered, with a maximum height of `clust_size`.
+This sheet consists of vertical columns of uniform randomly distributed height,
+varying between the inclusive range `column_height_min` and `column_height_max`.
+If `column_height_min` is not specified, this parameter defaults to 1.
+If `column_height_max` is not specified, this parameter defaults to `clust_size`
+for reverse compatibility. New code should prefer `column_height_max`.
-`clust_scarcity` and `clust_num_ores` are ignored.
+The `column_midpoint_factor` parameter controls the position of the column at which
+ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
+columns grow equally starting from each direction. `column_midpoint_factor` is a
+decimal number ranging in value from 0 to 1. If this parameter is not specified,
+the default is 0.5.
+
+The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
+
+### `puff`
+Creates a sheet of ore in a cloud-like puff shape.
+
+As with the `sheet` ore type, the size and shape of puffs are described by
+`noise_params` and `noise_threshold` and are placed at random vertical positions
+within the currently generated chunk.
+
+The vertical top and bottom displacement of each puff are determined by the noise
+parameters `np_puff_top` and `np_puff_bottom`, respectively.
-This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
### `blob`
Creates a deformed sphere of ore according to 3d perlin noise described by
`noise_params`. The maximum size of the blob is `clust_size`, and
`clust_scarcity` has the same meaning as with the `scatter` type.
-### `vein
+
+### `vein`
Creates veins of ore varying in density by according to the intersection of two
instances of 3d perlin noise with diffferent seeds, both described by
`noise_params`. `random_factor` varies the influence random chance has on
placement of an ore inside the vein, which is `1` by default. Note that
-modifying this parameter may require adjusting `noise_threshhold`.
+modifying this parameter may require adjusting `noise_threshold`.
The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
by this ore type. This ore type is difficult to control since it is sensitive
to small changes. The following is a decent set of parameters to work from:
persist = 0.5,
flags = "eased",
},
- noise_threshhold = 1.6
+ noise_threshold = 1.6
WARNING: Use this ore type *very* sparingly since it is ~200x more
computationally expensive than any other ore.
Useful for having ore in sky realms without having to duplicate ore entries.
+### `puff_cliffs`
+If set, puff ore generation will not taper down large differences in displacement
+when approaching the edge of a puff. This flag has no effect for ore types other
+than `puff`.
+
+### `puff_additive_composition`
+By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
+negative displacement, the sub-column at that point is not generated. With this
+attribute set, puff ore generation will instead generate the absolute difference in
+noise displacement values. This flag has no effect for ore types other than `puff`.
+
Decoration types
----------------
The varying types of decorations that can be placed.
-The default value is `simple`, and is currently the only type supported.
-
### `simple`
-Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a
-decoration list is specified). Can specify a certain node it must spawn next to, such as water or
-lava, for example. Can also generate a decoration of random height between a specified lower and
-upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri,
-and so on.
+Creates a 1 times `H` times 1 column of a specified node (or a random node from
+a list, if a decoration list is specified). Can specify a certain node it must
+spawn next to, such as water or lava, for example. Can also generate a
+decoration of random height between a specified lower and upper bound.
+This type of decoration is intended for placement of grass, flowers, cacti,
+papyri, waterlilies and so on.
### `schematic`
-Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a
-probability of a node randomly appearing when placed. This decoration type is intended to be used
-for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
+Copies a box of `MapNodes` from a specified schematic file (or raw description).
+Can specify a probability of a node randomly appearing when placed.
+This decoration type is intended to be used for multi-node sized discrete
+structures, such as trees, cave spikes, rocks, and so on.
Schematic specifier
--------------------
-A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`)
-or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
-
-* The `size` field is a 3D vector containing the dimensions of the provided schematic.
-* The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`.
-
-**Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place".
-
-In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the
-probability of that node appearing in the structure.
-
-When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`:
-
-* A probability value of `0` means that node will never appear (0% chance).
-* A probability value of `255` means the node will always appear (100% chance).
-* If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node
- will appear when the schematic is placed on the map.
-
-**Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
+A schematic specifier identifies a schematic by either a filename to a
+Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
+in the form of a table. This table specifies the following fields:
+
+* The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
+* The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
+ of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
+* The `data` field is a flat table of MapNode tables making up the schematic,
+ in the order of `[z [y [x]]]`. (required)
+ Each MapNode table contains:
+ * `name`: the name of the map node to place (required)
+ * `prob` (alias `param1`): the probability of this node being placed (default: 255)
+ * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
+ * `force_place`: boolean representing if the node should forcibly overwrite any
+ previous contents (default: false)
+
+About probability values:
+* A probability value of `0` or `1` means that node will never appear (0% chance).
+* A probability value of `254` or `255` means the node will always appear (100% chance).
+* If the probability value `p` is greater than `1`, then there is a
+ `(p / 256 * 100)` percent chance that node will appear when the schematic is
+ placed on the map.
Schematic attributes
--------------------
See section "Flag Specifier Format".
-Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`.
+Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
+ `force_placement`.
* `place_center_x`: Placement of this decoration is centered along the X axis.
* `place_center_y`: Placement of this decoration is centered along the Y axis.
* `place_center_z`: Placement of this decoration is centered along the Z axis.
+* `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
HUD element types
-----------------
The position field is used for all element types.
-To account for differing resolutions, the position coordinates are the percentage of the screen,
-ranging in value from `0` to `1`.
+To account for differing resolutions, the position coordinates are the percentage
+of the screen, ranging in value from `0` to `1`.
-The name field is not yet used, but should contain a description of what the HUD element represents.
-The direction field is the direction in which something is drawn.
+The name field is not yet used, but should contain a description of what the
+HUD element represents. The direction field is the direction in which something
+is drawn.
-`0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom,
-and `3` draws from bottom to top.
+`0` draws from left to right, `1` draws from right to left, `2` draws from
+top to bottom, and `3` draws from bottom to top.
The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
-**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
+**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
+in the experimental stages.
### `image`
Displays an image on the HUD.
Flag Specifier Format
---------------------
-Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
+Flags using the standardized flag specifier format can be specified in either of
+two ways, by string or table.
-The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
-Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly
+The string format is a comma-delimited set of flag names; whitespace and
+unrecognized flag fields are ignored. Specifying a flag in the string sets the
+flag, and specifying a flag prefixed by the string `"no"` explicitly
clears the flag from whatever the default may be.
-In addition to the standard string flag format, the schematic flags field can also be a table of flag names
-to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
-prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset.
+In addition to the standard string flag format, the schematic flags field can
+also be a table of flag names to boolean values representing whether or not the
+flag is set. Additionally, if a field with the flag name prefixed with `"no"`
+is present, mapped to a boolean of any value, the specified flag is unset.
E.g. A flag field of value
dropped as an item. If the node is wallmounted the wallmounted direction is
checked.
* `soil`: saplings will grow on nodes in this group
-* `connect_to_raillike`: makes nodes of raillike drawtype connect to
- other group members with same drawtype
+* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
+ connect to each other
### Known damage and digging time defining groups
* `crumbly`: dirt, sand
damage = 0
foreach group in cap.damage_groups:
- damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
+ damage += cap.damage_groups[group] * limit(actual_interval /
+ cap.full_punch_interval, 0.0, 1.0)
* (object.armor_groups[group] / 100.0)
-- Where object.armor_groups[group] is 0 for inexistent values
return damage
entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
-This should never be called directly, because damage is usually not handled by the entity
-itself.
+This should never be called directly, because damage is usually not handled by
+the entity itself.
* `puncher` is the object performing the punch. Can be `nil`. Should never be
accessed unless absolutely required, to encourage interoperability.
node. It is called "node metadata"; See "`NodeMetaRef`".
Metadata contains two things:
+
* A key-value store
* An inventory
Some of the values in the key-value store are handled specially:
+
* `formspec`: Defines a right-click inventory menu. See "Formspec".
* `infotext`: Text shown on the screen when the node is pointed at
print(dump(meta:to_table()))
meta:from_table({
inventory = {
- main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "",
- [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "",
- [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "",
- [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "",
- [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "",
- [31] = "", [32] = ""}
+ main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
+ [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
+ [10] = "", [11] = "", [12] = "", [13] = "",
+ [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
+ [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
+ [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
+ [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
+ [32] = ""}
},
fields = {
formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
* Show an inventory list
+#### `listring[<inventory location>;<list name>]`
+* Allows to create a ring of inventory lists
+* Shift-clicking on items in one element of the ring
+* will send them to the next inventory list inside the ring
+* The first occurrence of an element inside the ring will
+* determine the inventory where items will be sent to
+
+#### `listring[]`
+* Shorthand for doing `listring[<inventory location>;<list name>]`
+* for the last two inventory lists added by list[...]
+
#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
* Sets background color of slots as `ColorString`
* Sets background color of slots on mouse hovering
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
value must (always) be two hexadecimal digits.
-Vector helpers
+`ColorSpec`
+-----------
+A ColorSpec specifies a 32-bit color. It can be written in either:
+table form, each element ranging from 0..255 (a, if absent, defaults to 255):
+ `colorspec = {a=255, r=0, g=255, b=0}`
+numerical form, the raw integer value of an ARGB8 quad:
+ `colorspec = 0xFF00FF00`
+or string form, a ColorString (defined above):
+ `colorspec = "green"`
+
+Spatial Vectors
--------------
* `vector.new([x[, y, z]])`: returns a vector.
* `vector.add(v, x)`: returns a vector
* `vector.subtract(v, x)`: returns a vector
-* `vector.multiply(v, x)`: returns a vector
-* `vector.divide(v, x)`: returns a vector
+* `vector.multiply(v, x)`: returns a scaled vector or Schur product
+* `vector.divide(v, x)`: returns a scaled vector or Schur quotient
Helper functions
-----------------
* Convert position to a printable string
* `minetest.string_to_pos(string)`: returns a position
* Same but in reverse. Returns `nil` if the string can't be parsed to a position.
+* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
+ * Converts a string representing an area box into two positions
* `minetest.formspec_escape(string)`: returns a string
* escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
* `minetest.is_yes(arg)`
### Utilities
-* `minetest.get_current_modname()`: returns a string
+* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are 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
* Useful for storing custom data
* `minetest.is_singleplayer()`
* `minetest.features`
- * table containing API feature flags: `{foo=true, bar=true}`
+ * Table containing API feature flags: `{foo=true, bar=true}`
* `minetest.has_feature(arg)`: returns `boolean, missing_features`
* `arg`: string or table in format `{foo=true, bar=true}`
* `missing_features`: `{foo=true, bar=true}`
-* `minetest.get_player_information(playername)`
- * table containing information about player peer.
-
-Example of `minetest.get_player_information` return value:
-
- {
- address = "127.0.0.1", -- IP address of client
- ip_version = 4, -- IPv4 / IPv6
- min_rtt = 0.01, -- minimum round trip time
- max_rtt = 0.2, -- maximum round trip time
- avg_rtt = 0.02, -- average round trip time
- min_jitter = 0.01, -- minimum packet time jitter
- max_jitter = 0.5, -- maximum packet time jitter
- avg_jitter = 0.03, -- average packet time jitter
- connection_uptime = 200, -- seconds since client connected
-
- -- following information is available on debug build only!!!
- -- DO NOT USE IN MODS
- --ser_vers = 26, -- serialization version used by client
- --prot_vers = 23, -- protocol version used by client
- --major = 0, -- major version number
- --minor = 4, -- minor version number
- --patch = 10, -- patch version number
- --vers_string = "0.4.9-git", -- full version string
- --state = "Active" -- current client state
- }
+* `minetest.get_player_information(player_name)`: returns a table containing
+ information about player. Example return value:
+ {
+ address = "127.0.0.1", -- IP address of client
+ ip_version = 4, -- IPv4 / IPv6
+ min_rtt = 0.01, -- minimum round trip time
+ max_rtt = 0.2, -- maximum round trip time
+ avg_rtt = 0.02, -- average round trip time
+ min_jitter = 0.01, -- minimum packet time jitter
+ max_jitter = 0.5, -- maximum packet time jitter
+ avg_jitter = 0.03, -- average packet time jitter
+ connection_uptime = 200, -- seconds since client connected
+
+ -- following information is available on debug build only!!!
+ -- DO NOT USE IN MODS
+ --ser_vers = 26, -- serialization version used by client
+ --prot_vers = 23, -- protocol version used by client
+ --major = 0, -- major version number
+ --minor = 4, -- minor version number
+ --patch = 10, -- patch version number
+ --vers_string = "0.4.9-git", -- full version string
+ --state = "Active" -- current client state
+ }
+* `minetest.mkdir(path)`: returns success.
+ * Creates a directory specified by `path`, creating parent directories
+ if they don't exist.
+* `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
+ * is_dir is one of:
+ * nil: return all entries,
+ * true: return only subdirectory names, or
+ * false: return only file names.
### Logging
-* `minetest.debug(line)`
- * Always printed to `stderr` and logfile (`print()` is redirected here)
-* `minetest.log(line)`
-* `minetest.log(loglevel, line)`
- * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
+* `minetest.debug(...)`
+ * Equivalent to `minetest.log(table.concat({...}, "\t"))`
+* `minetest.log([level,] text)`
+ * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
+ `"info"`, or `"verbose"`. Default is `"none"`.
### Registration functions
Call these functions only at load time!
* Called after a new player has been created
* `minetest.register_on_dieplayer(func(ObjectRef))`
* Called when a player dies
+* `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
+ * Called when a player is punched
+ * `player` - ObjectRef - Player that was punched
+ * `hitter` - ObjectRef - Player that hit
+ * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
+ * `tool_capabilities`: capability table of used tool (can be nil)
+ * `dir`: unit vector of direction of punch. Always defined. Points from
+ 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_player_hpchange(func(player, hp_change), modifier)`
+ * Called when the player gets damaged or healed
+ * `player`: ObjectRef of the player
+ * `hp_change`: the amount of change. Negative when it is damage.
+ * `modifier`: when true, the function should return the actual hp_change.
+ Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
+ modifiers can return true as a second argument to stop the execution of further functions.
* `minetest.register_on_respawnplayer(func(ObjectRef))`
* Called when player is to be respawned
* Called _before_ repositioning of player occurs
* `dug_too_fast`
* `minetest.register_on_chat_message(func(name, message))`
* Called always when a player says something
+ * Return `true` to mark the message as handled, which means that it will not be sent to other players
* `minetest.register_on_player_receive_fields(func(player, formname, fields))`
* Called when a button is pressed in player's inventory form
* Newest functions are called first
### Setting-related
* `minetest.setting_set(name, value)`
+ * Setting names can't contain whitespace or any of `="{}#`.
+ * Setting values can't contain the sequence `\n"""`.
+ * Setting names starting with "secure." can't be set.
* `minetest.setting_get(name)`: returns string or `nil`
* `minetest.setting_setbool(name, value)`
+ * See documentation on `setting_set` for restrictions.
* `minetest.setting_getbool(name)`: returns boolean or `nil`
* `minetest.setting_get_pos(name)`: returns position or nil
* `minetest.setting_save()`, returns `nil`, save all settings to config file
* Should be called by the authentication handler if privileges changes.
* To report everybody, set `name=nil`.
* `minetest.get_password_hash(name, raw_password)`
- * Convert a name-password pair to a password hash that Minetest can use
+ * Convert a name-password pair to a password hash that Minetest can use.
+ * The returned value alone is not a good basis for password checks based
+ * on comparing the password hash in the database with the password hash
+ * from the function, with an externally provided password, as the hash
+ * in the db might use the new SRP verifier format.
* `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
* Convert between two privilege representations
* `minetest.set_player_privs(name, {priv1=true,...})`
* `minetest.get_player_privs(name) -> {priv1=true,...}`
* `minetest.auth_reload()`
-* `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
- * A quickhand for checking privileges
+* `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
+ * A quickhand for checking privileges.
+ * `player_or_name`: Either a Player object or the name of a player.
+ * `...` is either a list of strings, e.g. `"priva", "privb"` or
+ a table, e.g. `{ priva = true, privb = true }`.
* `minetest.get_player_ip(name)`: returns an IP address string
`minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
* Returns `{name="ignore", ...}` for unloaded area
* `minetest.get_node_or_nil(pos)`
* Returns `nil` for unloaded area
-* `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
+* `minetest.get_node_light(pos, timeofday)`
+ * Gets the light value at the given position. Note that the light value
+ "inside" the node at the given position is returned, so you usually want
+ to get the light value of a neighbor.
+ * `pos`: The position where to measure the light.
* `timeofday`: `nil` for current time, `0` for night, `0.5` for day
-
+ * Returns a number between `0` and `15` or `nil`
* `minetest.place_node(pos, node)`
* Place node with the same effects that a player would cause
* `minetest.dig_node(pos)`
* `minetest.punch_node(pos)`
* Punch node with the same effects that a player would cause
+* `minetest.find_nodes_with_meta(pos1, pos2)`
+ * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
* `minetest.get_meta(pos)`
* Get a `NodeMetaRef` at that position
* `minetest.get_node_timer(pos)`
* Returns `ObjectRef`, or `nil` if failed
* `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
* `minetest.get_objects_inside_radius(pos, radius)`
+ * `radius`: using an euclidean metric
* `minetest.set_timeofday(val)`
* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
* `minetest.get_timeofday()`
* `minetest.get_gametime()`: returns the time, in seconds, since the world was created
* `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
+ * `radius`: using a maximum metric
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
* `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
+ * returns as second value a table with the count of the individual nodes found
+ * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
+* `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
+ * returned positions are nodes with a node air above
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
* `minetest.get_perlin(noiseparams)`
* `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
* `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
`cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
* The second parameter is a list of IDS of decorations which notification is requested for
+* `get_gen_notify()`: returns a flagstring and a table with the deco_ids
* `minetest.get_mapgen_object(objectname)`
* Return requested mapgen object if available (see "Mapgen objects")
+* `minetest.get_biome_id(biome_name)`
+ * Returns the biome id, as used in the biomemap Mapgen object, for a
+ given biome_name string.
* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
`mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
* `minetest.set_mapgen_params(MapgenParams)`
* Set map generation parameters
- * Function cannot be called after the registration period; only initialization and `on_mapgen_init`
- * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`.
+ * Function cannot be called after the registration period; only initialization
+ and `on_mapgen_init`
+ * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
+ and `flags`.
* Leave field unset to leave that parameter unchanged
* `flags` contains a comma-delimited string of flags to set,
or if the prefix `"no"` is attached, clears instead.
* Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
* `set_default` is an optional boolean (default: `true`) that specifies whether the setting
should be applied to the default config or current active config
-* `minetest.generate_ores(vm)`
- * Generate all registered ores within the VoxelManip specified by `vm`.
-* `minetest.generate_decorations(vm)`
- * Generate all registered decorations within the VoxelManip specified by `vm`.
+* `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
+* `minetest.generate_ores(vm, pos1, pos2)`
+ * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
+ * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
+* `minetest.generate_decorations(vm, pos1, pos2)`
+ * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
+ * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
* `minetest.clear_objects()`
* clear all objects in the environments
+* `minetest.emerge_area(pos1, pos2, [callback], [param])`
+ * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
+ * fetched from memory, loaded from disk, or if inexistent, generates them.
+ * If `callback` is a valid Lua function, this will be called for each block emerged.
+ * The function signature of callback is:
+ * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
+ * - `blockpos` is the *block* coordinates of the block that had been emerged
+ * - `action` could be one of the following constant values:
+ * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
+ * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
+ * - `calls_remaining` is the number of callbacks to be expected after this one
+ * - `param` is the user-defined parameter passed to emerge_area (or nil if the
+ * parameter was absent)
* `minetest.delete_area(pos1, pos2)`
* delete all mapblocks in the area from pos1 to pos2, inclusive
* `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
* returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
* `pos1`: start position
* `pos2`: end position
- * `searchdistance`: number of blocks to search in each direction
+ * `searchdistance`: number of blocks to search in each direction using a maximum metric
* `max_jump`: maximum height difference to consider walkable
* `max_drop`: maximum height difference to consider droppable
* `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
* `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
* callbacks: See "Detached inventory callbacks"
* Creates a detached inventory. If it already exists, it is cleared.
-* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`: returns left over ItemStack
+* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
+ returns left over ItemStack
* See `minetest.item_eat` and `minetest.register_on_item_eat`
### Formspec
`{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
* `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
* `output.time` = a number, if unsuccessful: `0`
+ * `output.replacements` = list of `ItemStack`s that couldn't be placed in
+ `decremented_input.items`
* `decremented_input` = like `input`
* `minetest.get_craft_recipe(output)`: returns input
* returns last registered recipe for output item (node)
* Optional: Variable number of arguments that are passed to `func`
### Server
-* `minetest.request_shutdown()`: request for server shutdown
+* `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
+ and `reconnect` == true displays a reconnect button.
* `minetest.get_server_status()`: returns server status string
### Bans
* `minetest.add_particlespawner(particlespawner definition)`
* Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
- * Returns an `id`
+ * Returns an `id`, and -1 if adding didn't succeed
* `Deprecated: minetest.add_particlespawner(amount, time,
minpos, maxpos,
minvel, maxvel,
* Create a schematic from the volume of map specified by the box formed by p1 and p2.
* Apply the specified probability values to the specified nodes in `probability_list`.
* `probability_list` is an array of tables containing two fields, `pos` and `prob`.
- * `pos` is the 3D vector specifying the absolute coordinates of the node being modified,
+ * `pos` is the 3D vector specifying the absolute coordinates of the
+ node being modified,
* `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
- * If there are two or more entries with the same pos value, the last entry is used.
+ * If there are two or more entries with the same pos value, the
+ last entry is used.
* If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
* If `probability_list` equals `nil`, no probabilities are applied.
- * Slice probability works in the same manner, except takes a field called `ypos` instead which
+ * Slice probability works in the same manner, except takes a field
+ called `ypos` instead which
indicates the y position of the slice with a probability applied.
* If slice probability list equals `nil`, no slice probabilities are applied.
* Saves schematic in the Minetest Schematic format to filename.
* `replacements` = `{["old_name"] = "convert_to", ...}`
* `force_placement` is a boolean indicating whether nodes other than `air` and
`ignore` are replaced by the schematic
+ * Returns nil if the schematic could not be loaded.
+
+* `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
+ * This function is analagous to minetest.place_schematic, but places a schematic onto the
+ specified VoxelManip object `vmanip` instead of the whole map.
+ * Returns false if any part of the schematic was cut-off due to the VoxelManip not
+ containing the full area required, and true if the whole schematic was able to fit.
+ * Returns nil if the schematic could not be loaded.
+ * After execution, any external copies of the VoxelManip contents are invalidated.
+
+* `minetest.serialize_schematic(schematic, format, options)`
+ * Return the serialized schematic specified by schematic (see: Schematic specifier)
+ * in the `format` of either "mts" or "lua".
+ * "mts" - a string containing the binary MTS data used in the MTS file format
+ * "lua" - a string containing Lua code representing the schematic in table format
+ * `options` is a table containing the following optional parameters:
+ * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
+ * position comments for every X row generated in the schematic data for easier reading.
+ * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
+ * will use that number of spaces as indentation instead of a tab character.
### Misc.
* `minetest.get_connected_players()`: returns list of `ObjectRefs`
* Get rating of a group of an item. (`0` means: not in group)
* `minetest.get_node_group(name, group)`: returns a rating
* Deprecated: An alias for the former.
+* `minetest.raillike_group(name)`: returns a rating
+ * Returns rating of the connect_to_raillike group corresponding to name
+ * If name is not yet the name of a connect_to_raillike group, a new group id
+ * is created, with that name
* `minetest.get_content_id(name)`: returns an integer
* Gets the internal content ID of `name`
* `minetest.get_name_from_content_id(content_id)`: returns a string
* currently supported.
* `...` indicates method-specific arguments. Currently, no methods use this.
* `minetest.is_protected(pos, name)`: returns boolean
+ * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
+ actions, defineable by mods, due to some mod-defined ownership-like concept.
+ Returns false or nil, if the player is allowed to do such actions.
* This function should be overridden by protection mods and should be used to
check if a player can interact at a position.
* This function should call the old version of itself if the position is not
the floor or ceiling
* The first four options are mutually-exclusive; the last in the list takes
precedence over the first.
-
-
-
* `minetest.rotate_node(itemstack, placer, pointed_thing)`
- * calls `rotate_and_place()` with infinitestacks set according to the state of
+ * calls `rotate_and_place()` with infinitestacks set according to the state of
the creative mode setting, and checks for "sneak" to set the `invert_wall`
parameter.
* `minetest.forceload_block(pos)`
* forceloads the position `pos`.
* returns `true` if area could be forceloaded
+ * Please note that forceloaded areas are saved when the server restarts.
* `minetest.forceload_free_block(pos)`
* stops forceloading the position `pos`
-Please note that forceloaded areas are saved when the server restarts.
+* `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 `nil`.
+ * Only works at init time.
+ * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
+ A LOCAL VARIABLE!**
+
+* `minetest.global_exists(name)`
+ * Checks if a global variable has been set, without triggering a warning.
### Global objects
* `minetest.env`: `EnvRef` of the server environment and world.
* Any function in the minetest namespace can be called using the syntax
`minetest.env:somefunction(somearguments)`
instead of `minetest.somefunction(somearguments)`
- * Deprecated, but support is not to be dropped soon
+ * Deprecated, but support is not to be dropped soon
### Global tables
* `minetest.registered_items`
* `from_table(nil or {})`
* See "Node Metadata"
-### `NoteTimerRef`
+### `NodeTimerRef`
Node Timers: a high resolution persistent per-node timer.
Can be gotten via `minetest.get_node_timer(pos)`.
#### Methods
* `remove()`: remove object (after returning from Lua)
+ * Note: Doesn't work on players, use minetest.kick_player instead
* `getpos()`: returns `{x=num, y=num, z=num}`
* `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
* `moveto(pos, continuous=false)`: interpolated move
* `get_wielded_item()`: returns an `ItemStack`
* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
* `set_armor_groups({group1=rating, group2=rating, ...})`
-* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
+* `get_armor_groups()`: returns a table with the armor group ratings
+* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
+* `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
* `set_attach(parent, bone, position, rotation)`
* `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}`
+* `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
* `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}`
+* `get_bone_position(bone)`: returns position and rotation of the bone
* `set_properties(object property table)`
+* `get_properties()`: returns object property table
+* `is_player()`: returns true for players, false otherwise
+* `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 = "",
+ }
+* `set_nametag_attributes(attributes)`
+ * sets the attributes of the nametag of an object
+ * `attributes`:
+ {
+ color = ColorSpec,
+ text = "My Nametag",
+ }
##### LuaEntitySAO-only (no-op for other objects)
* `setvelocity({x=num, y=num, z=num})`
* `get_luaentity()`
##### Player-only (no-op for other objects)
-* `is_player()`: true for players, false for others
* `get_player_name()`: returns `""` if is not a player
+* `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
* `get_look_dir()`: get camera direction as a unit vector
* `get_look_pitch()`: pitch in radians
* `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
* `gravity`: multiplier to default gravity value (default: `1`)
* `sneak`: whether player can sneak (default: `true`)
* `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
-* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success
+* `get_physics_override()`: returns the table given to set_physics_override
+* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
+ number on success
* `hud_remove(id)`: remove the HUD element of the specified id
* `hud_change(id, stat, value)`: change a value of a previously added HUD element
* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
* `hud_get(id)`: gets the HUD element definition structure of the specified ID
* `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
- * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
+ * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
* pass a table containing a `true`/`false` value of each flag to be set or unset
* if a flag equals `nil`, the flag is not modified
+ * note that setting `minimap` modifies the client's permission to view the minimap -
+ * the client may locally elect to not view the minimap
* `hud_get_flags()`: returns a table containing status of hud flags
- * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
+ * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
* `count`: number of items, must be between `1` and `23`
+* `hud_get_hotbar_itemcount`: returns number of visible items
* `hud_set_hotbar_image(texturename)`
* sets background image for hotbar
+* `hud_get_hotbar_image`: returns texturename
* `hud_set_hotbar_selected_image(texturename)`
* sets image for selected item of hotbar
+* `hud_get_hotbar_selected_image`: returns texturename
* `hud_replace_builtin(name, hud_definition)`
* replace definition of a builtin hud element
* `name`: `"breath"` or `"health"`
* `hud_definition`: definition to replace builtin definition
* `set_sky(bgcolor, type, {texture names})`
- * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
+ * `bgcolor`: ColorSpec, defaults to white
* Available types:
* `"regular"`: Uses 0 textures, `bgcolor` ignored
* `"skybox"`: Uses 6 textures, `bgcolor` used
* `"plain"`: Uses 0 textures, `bgcolor` used
* **Note**: currently does not work directly in `on_joinplayer`; use
`minetest.after(0)` in there.
+* `get_sky()`: returns bgcolor, type and a table with the textures
* `override_day_night_ratio(ratio or nil)`
* `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
* `nil`: Disables override, defaulting to sunlight based on day-night cycle
-* `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`:
- set animation for player model in third person view
- * stand/idle animation key frames
- * walk animation key frames
- * dig animation key frames
- * walk+dig animation key frames
- * animation frame speed
+* `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 frame_speed
* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
* 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
### `InvRef`
An `InvRef` is a reference to an inventory.
* `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
* returns `{type="undefined"}` in case location is not known
+### `AreaStore`
+A fast access data structure to store areas, and find areas near a given position or area.
+Every area has a `data` string attribute to store additional information.
+You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
+If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
+
+#### Methods
+* `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
+* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
+* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
+* `insert_area(edge1, edge2, data)`: inserts an area into the store. Returns the id if successful, nil otherwise. The (inclusive) positions `edge1` and `edge2` describe the area, `data`
+is a string stored with the area.
+* `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
+* `remove_area(id)`: removes the area with the given id from the store, returns success.
+* `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
+ * `params`:
+ {
+ enabled = boolean, -- whether to enable, default true
+ block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
+ limit = number, -- the cache's size, minimum 20, default 1000
+ }
+
### `ItemStack`
An `ItemStack` is a stack of items.
Returns taken `ItemStack`.
### `PseudoRandom`
-A pseudorandom number generator.
+A 16-bit pseudorandom number generator.
+Uses a well-known LCG algorithm introduced by K&R.
It can be created via `PseudoRandom(seed)`.
* `((max - min) == 32767) or ((max-min) <= 6553))` must be true
due to the simple implementation making bad distribution otherwise.
+### `PcgRandom`
+A 32-bit pseudorandom number generator.
+Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
+
+It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
+
+#### Methods
+* `next()`: return next integer random number [`-2147483648`...`2147483647`]
+* `next(min, max)`: return next integer random number [`min`...`max`]
+* `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
+ * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
+ * Increasing num_trials improves accuracy of the approximation
+
+### `SecureRandom`
+Interface for the operating system's crypto-secure PRNG.
+
+It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
+be found on the system.
+
+#### Methods
+* `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
+
### `PerlinNoise`
A perlin noise generator.
It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
`nil` is returned).
+For each of the functions with an optional `buffer` parameter: If `buffer` is not
+nil, this table will be used to store the result instead of creating a new table.
+
+
#### Methods
* `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
with values starting at `pos={x=,y=}`
* `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
of 3D noise with values starting at `pos={x=,y=,z=}`
-* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
+* `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
with values starting at `pos={x=,y=}`
-* `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
+* `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
+* `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
+* `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
+* `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
+ most recently computed noise results. The result slice begins at coordinates `slice_offset` and
+ takes a chunk of `slice_size`.
+ E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
+ `noisevals = noise:getMapSlice({y=20}, {y=2})`
+ It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
+ the starting position of the most recently calculated noise.
+ To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
+ `noise:calc3dMap({x=1000, y=1000, z=1000})`
+ `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
### `VoxelManip`
-An interface to the `MapVoxelManipulator` for Lua.
-It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
-The map will be pre-loaded if two positions are passed to either.
+#### About VoxelManip
+VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
+this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
+map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
+to with other methods of setting nodes. For example, nodes will not have their construction and
+destruction callbacks run, and no rollback information is logged.
+
+It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
+If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
+of high level node placement features, perhaps minetest.set_node() is better suited for the job.
+
+In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
+VoxelManip is most effective when setting very large areas of map at once - for example, if only
+setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
+using both methods of map manipulation to determine which is most appropriate for your usage.
+
+#### Using VoxelManip
+A VoxelManip object can be created any time using either:
+`VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
+
+If the optional position parameters are present for either of these routines, the specified region
+will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
+manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
+
+Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
+positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
+the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
+coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
+
+Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
+using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
+MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
+
+Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
+`VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
+`VoxelManip:get_light_data()` for node light levels, and
+`VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
+
+See section 'Flat array format' for more details.
+
+It is very important to understand that the tables returned by any of the above three functions
+represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
+data will *not* magically update itself if another function modifies the internal VoxelManip state.
+Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
+otherwise explicitly stated.
+
+Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
+`VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
+`VoxelManip:set_light_data()` for node light levels, and
+`VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
+
+The parameter to each of the above three functions can use any table at all in the same flat array
+format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
+
+Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
+to the map by calling `VoxelManip:write_to_map()`.
+
+Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
+as being modified so that connected clients are sent the updated parts of map.
+
+
+##### Flat array format
+Let
+ `Nx = p2.X - p1.X + 1`,
+ `Ny = p2.Y - p1.Y + 1`, and
+ `Nz = p2.Z - p1.Z + 1`.
+
+Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
+the expression `Nx * Ny * Nz`.
+
+Positions offset from p1 are present in the array with the format of:
+```
+[
+ (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
+ (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
+ ...
+ (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
+ (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
+ ...
+ (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
+ ...
+ (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
+]
+```
+
+and the array index for a position p contained completely in p1..p2 is:
+
+`(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
+
+Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
+VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
+for a single point in a flat VoxelManip array.
+
+##### Content IDs
+A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
+in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
+`minetest.get_content_id()` to look up the Content ID for the specified node name, and
+`minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
+After registration of a node, its Content ID will remain the same throughout execution of the mod.
+Note that the node being queried needs to have already been been registered.
+
+The following builtin node types have their Content IDs defined as constants:
+```
+core.CONTENT_UNKNOWN (ID for "unknown" nodes)
+core.CONTENT_AIR (ID for "air" nodes)
+core.CONTENT_IGNORE (ID for "ignore" nodes)
+```
+
+##### Mapgen VoxelManip objects
+Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
+core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
+but with a few differences:
+
+* The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
+* This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
+ to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
+* The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
+ non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
+ each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
+ consistency with the current map state. For this reason, calling any of the following functions:
+ `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
+ will also update the Mapgen VoxelManip object's internal state active on the current thread.
+* After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
+ information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
+* `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
+ automatically after all on_generated callbacks have been run for that generated block.
+
+##### Other API functions operating on a VoxelManip
+If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
+for these liquid nodes to begin flowing. It is recommended to call this function only after having
+written all buffered data back to the VoxelManip object, save for special situations where the modder
+desires to only have certain liquid nodes begin flowing.
+
+The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
+registered decorations and ores throughout the full area inside of the specified VoxelManip object.
+
+`minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
+except instead of placing the specified schematic directly on the map at the specified position, it
+will place the schematic inside of the VoxelManip.
+
+##### Notes
+* Attempting to read data from a VoxelManip object before map is read will result in a zero-length
+ array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
+ `VoxelManip:get_node_at()`.
+* If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
+ filled with "ignore" nodes.
+* Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
+ object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
+ updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
+ object in the same callback it had been created.
+* If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
+ a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
+ buffer the function can use to write map data to instead of returning a new table each call. This
+ greatly enhances performance by avoiding unnecessary memory allocations.
#### Methods
-* `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the region formed by `p1` and `p2`.
+* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
+ the region formed by `p1` and `p2`.
* returns actual emerged `pmin`, actual emerged `pmax`
* `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
- * **important**: data must be set using `VoxelManip:set_data` before calling this
-* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position
+ * **important**: data must be set using `VoxelManip:set_data()` before calling this
+* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
+ the `VoxelManip` at that position
* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
-* `get_data()`: Gets the data read into the `VoxelManip` object
- * returns raw node data is in the form of an array of node content IDs
+* `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
+ * returns raw node data in the form of an array of node content IDs
+ * if the param `buffer` is present, this table will be used to store the result instead
* `set_data(data)`: Sets the data contents of the `VoxelManip` object
* `update_map()`: Update map after writing chunk back to map.
- * To be used only by `VoxelManip` objects created by the mod itself; not a `VoxelManip` that was
- retrieved from `minetest.get_mapgen_object`
-* `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
+ * To be used only by `VoxelManip` objects created by the mod itself;
+ not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
+* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
* `light` is a table, `{day=<0...15>, night=<0...15>}`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
- * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
+ * (`p1`, `p2`) is the area in which lighting is set;
+ defaults to the whole area if left out
* `get_light_data()`: Gets the light data read into the `VoxelManip` object
* Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
* Each value is the bitwise combination of day and night light values (`0` to `15` each)
* `light = day + (night * 16)`
-* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`
+* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
+ in the `VoxelManip`
* expects lighting data in the same format that `get_light_data()` returns
* `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
-* `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
+* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
- * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
+ * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
+ if left out or nil
+ * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
+ mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
* `update_liquids()`: Update liquid flow
-* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since
- the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere
+* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
+ had been modified since the last read from map, due to a call to
+ `minetest.set_data()` on the loaded area elsewhere
* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
### `VoxelArea`
The coordinates are *inclusive*, like most other things in Minetest.
#### Methods
-* `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`
+* `getExtent()`: returns a 3D vector containing the size of the area formed by
+ `MinEdge` and `MaxEdge`
* `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
* `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
- * useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on
+ * useful for things like `VoxelManip`, raw Schematic specifiers,
+ `PerlinNoiseMap:get2d`/`3dMap`, and so on
* `indexp(p)`: same as above, except takes a vector
* `position(i)`: returns the absolute position vector corresponding to index `i`
* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
Mapgen objects
--------------
-A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate`
-callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
-`minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or
-`get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned.
+A mapgen object is a construct used in map generation. Mapgen objects can be used
+by an `on_generate` callback to speed up operations by avoiding unnecessary
+recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
+function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
+was called outside of an `on_generate()` callback, `nil` is returned.
The following Mapgen objects are currently available:
### `voxelmanip`
-This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that
-order. All mapgens support this object.
+This returns three values; the `VoxelManip` object to be used, minimum and maximum
+emerged position, in that order. All mapgens support this object.
### `heightmap`
-Returns an array containing the y coordinates of the ground levels of nodes in the most recently
-generated chunk by the current mapgen.
+Returns an array containing the y coordinates of the ground levels of nodes in
+the most recently generated chunk by the current mapgen.
### `biomemap`
-Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
-current mapgen.
+Returns an array containing the biome IDs of nodes in the most recently
+generated chunk by the current mapgen.
### `heatmap`
-Returns an array containing the temperature values of nodes in the most recently generated chunk by
-the current mapgen.
+Returns an array containing the temperature values of nodes in the most
+recently generated chunk by the current mapgen.
### `humiditymap`
-Returns an array containing the humidity values of nodes in the most recently generated chunk by the
-current mapgen.
+Returns an array containing the humidity values of nodes in the most recently
+generated chunk by the current mapgen.
### `gennotify`
-Returns a table mapping requested generation notification types to arrays of positions at which the
-corresponding generated structures are located at within the current chunk. To set the capture of positions
-of interest to be recorded on generate, use `minetest.set_gen_notify()`.
+Returns a table mapping requested generation notification types to arrays of
+positions at which the corresponding generated structures are located at within
+the current chunk. To set the capture of positions of interest to be recorded
+on generate, use `minetest.set_gen_notify()`.
Possible fields of the table returned are:
* `large_cave_end`
* `decoration`
-Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID.
+Decorations have a key in the format of `"decoration#id"`, where `id` is the
+numeric unique decoration ID.
Registered entities
-------------------
angle, --num angle in deg
iterations, --num max # of iterations, usually 2 -5
random_level, --num factor to lower nr of iterations, usually 0 - 3
- trunk_type, --string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
+ trunk_type, --string single/double/crossed) type of trunk: 1 node,
+ -- 2x2 nodes or 3x3 in cross shape
thin_branches, --boolean true -> use thin (1 node) branches
fruit, --string fruit node name
fruit_chance, --num chance (0-100) to replace leaves with fruit node
stepheight = 0,
automatic_face_movement_dir = 0.0,
-- ^ automatically set yaw to movement direction; offset in degrees; false to disable
+ automatic_face_movement_max_rotation_per_sec = -1,
+ -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
+ backface_culling = true, -- false to disable backface_culling for model
+ nametag = "", -- by default empty, for players their name is shown if empty
+ nametag_color = <color>, -- sets color of nametag as ColorSpec
}
### Entity definition (`register_entity`)
{
-- In the following two fields, also group:groupname will work.
nodenames = {"default:lava_source"},
- neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
- -- ^ If left out or empty, any neighbor will do
- interval = 1.0, -- (operation interval)
- chance = 1, -- (chance of trigger is 1.0/this)
+ neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
+ ^ If left out or empty, any neighbor will do ]]
+ interval = 1.0, -- Operation interval in seconds
+ chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
+ catch_up = true, -- If true, catch-up behaviour is enabled --[[
+ ^ The chance value is temporarily reduced when returning to
+ an area to simulate time lost by the area being unattended.
+ ^ Note chance value can often be reduced to 1 ]]
action = func(pos, node, active_object_count, active_object_count_wider),
}
--[[
^ Shall place item and return the leftover itemstack
^ default: minetest.item_place ]]
+ on_secondary_use = func(itemstack, user, pointed_thing),
+ --[[
+ ^ Same as on_place but called when pointing at nothing.
+ ^ pointed_thing : always { type = "nothing" }
+ ]]
on_drop = func(itemstack, dropper, pos),
--[[
^ Shall drop item and return the leftover itemstack
### Tile definition
* `"image.png"`
* `{name="image.png", animation={Tile Animation definition}}`
-* `{name="image.png", backface_culling=bool}`
- * backface culling only supported in special tiles
+* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
+ tileable_horizontal=bool}`
+ * backface culling only supported in special tiles.
+ * tileable flags are info for shaders, how they should treat texture
+ when displacement mapping is used
+ Directions are from the point of view of the tile texture,
+ not the node it's on
* deprecated, yet still supported field names:
* `image` (name)
^ List can be shortened to needed length ]]
alpha = 255,
use_texture_alpha = false, -- Use texture's alpha channel
- post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
+ post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
paramtype = "none", -- See "Nodes" --[[
^ paramtype = "light" allows light to propagate from or through the node with light value
^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
dug = <SimpleSoundSpec>,
place = <SimpleSoundSpec>,
+ place_failed = <SimpleSoundSpec>,
},
drop = "", -- Name of dropped node when dug. Default is the node itself.
-- Alternatively:
},
on_construct = func(pos), --[[
- ^ Node constructor; always called after adding node
+ ^ Node constructor; called after adding node
^ Can set up metadata and stuff like that
+ ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
on_destruct = func(pos), --[[
- ^ Node destructor; always called before removing node
+ ^ Node destructor; called before removing node
+ ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
after_destruct = func(pos, oldnode), --[[
- ^ Node destructor; always called after removing node
+ ^ Node destructor; called after removing node
+ ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
^ Called after destructing node when node was dug using
minetest.node_dig / minetest.dig_node
^ default: nil ]]
- can_dig = function(pos,player) --[[
+ can_dig = function(pos, [player]) --[[
^ returns true if node can be dug, or false if not
^ default: nil ]]
y_max = 64,
flags = "",
-- ^ Attributes for this ore generation
- noise_threshhold = 0.5,
+ noise_threshold = 0.5,
-- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
-- ^ NoiseParams structure describing the perlin noise used for ore distribution.
-- ^ Multiplier of the randomness contribution to the noise value at any
-- given point to decide if ore should be placed. Set to 0 for solid veins.
-- ^ This parameter is only valid for ore_type == "vein".
+ biomes = {"desert", "rainforest"}
+ -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
+ -- ^ and ignored if the Mapgen being used does not support biomes.
+ -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
+ }
+
+### Biome definition (`register_biome`)
+
+ {
+ name = "tundra",
+ node_dust = "default:snow",
+ -- ^ Node dropped onto upper surface after all else is generated.
+ node_top = "default:dirt_with_snow",
+ depth_top = 1,
+ -- ^ Node forming surface layer of biome and thickness of this layer.
+ node_filler = "default:permafrost",
+ depth_filler = 3,
+ -- ^ Node forming lower layer of biome and thickness of this layer.
+ node_stone = "default:bluestone",
+ -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
+ node_water_top = "default:ice",
+ depth_water_top = 10,
+ -- ^ Node forming a surface layer in seawater with the defined thickness.
+ node_water = "",
+ -- ^ Node that replaces all seawater nodes not in the defined surface layer.
+ node_river_water = "default:ice",
+ -- ^ Node that replaces river water in mapgens that use default:river_water.
+ y_min = 1,
+ y_max = 31000,
+ -- ^ Lower and upper limits for biome.
+ -- ^ Because biome is not recalculated for every node in a node column
+ -- ^ some biome materials can exceed their limits, especially stone.
+ -- ^ For each node column in a mapchunk, biome is only recalculated at column
+ -- ^ top and at each of these surfaces:
+ -- ^ Ground below air, water below air, ground below water.
+ -- ^ The selected biome then stays in effect for all nodes below until
+ -- ^ column base or the next biome recalculation.
+ heat_point = 0,
+ humidity_point = 50,
+ -- ^ Characteristic average temperature and humidity for the biome.
+ -- ^ These values create 'biome points' on a voronoi diagram that has heat
+ -- ^ and humidity as axes. The resulting voronoi cells determine which
+ -- ^ heat/humidity points belong to which biome, and therefore determine
+ -- ^ the area and location of each biome in the world.
+ -- ^ The biome points need to be carefully and evenly spaced on the voronoi
+ -- ^ diagram to result in roughly equal size biomes.
+ -- ^ Heat and humidity have average values of 50, vary mostly between
+ -- ^ 0 and 100 but also often exceed these values.
+ -- ^ Heat is not in degrees celcius, both values are abstract.
}
### Decoration definition (`register_decoration`)
biomes = {"Oceanside", "Hills", "Plains"},
-- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
-- ^ and ignored if the Mapgen being used does not support biomes.
+ -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
y_min = -31000
y_max = 31000
-- ^ Minimum and maximum `y` positions these decorations can be generated at.
-- ^ This parameter refers to the `y` position of the decoration base, so
-- the actual maximum height would be `height_max + size.Y`.
+ flags = "liquid_surface",
+ -- ^ Flags for all decoration types.
+ -- ^ "liquid_surface": Instead of placement on the highest solid surface
+ -- ^ in a mapchunk column, placement is on the highest liquid surface.
+ -- ^ Placement is disabled if solid nodes are found above the liquid surface.
----- Simple-type parameters
decoration = "default:grass",
-- ^ Number of nodes the decoration can be at maximum.
-- ^ If absent, the parameter 'height' is used as a constant.
spawn_by = "default:water",
- -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
+ -- ^ Node that the decoration only spawns next to.
+ -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
+ -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
num_spawn_by = 1,
-- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
-- ^ If absent or -1, decorations occur next to any nodes.
schematic = "foobar.mts",
-- ^ If schematic is a string, it is the filepath relative to the current working directory of the
-- ^ specified Minetest schematic file.
+ -- ^ - OR -, could be the ID of a previously registered schematic
-- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
-- ^ and an optional table yslice_prob:
schematic = {
size = {x=4, y=6, z=4},
data = {
- {name="cobble", param1=255, param2=0},
- {name="dirt_with_grass", param1=255, param2=0},
+ {name="default:cobble", param1=255, param2=0},
+ {name="default:dirt_with_grass", param1=255, param2=0},
+ {name="ignore", param1=255, param2=0},
+ {name="air", param1=255, param2=0},
...
},
yslice_prob = {
},
-- ^ See 'Schematic specifier' for details.
replacements = {["oldname"] = "convert_to", ...},
- flags = "place_center_x, place_center_z",
+ flags = "place_center_x, place_center_y, place_center_z, force_placement",
-- ^ Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90" -- rotate schematic 90 degrees on placement
-- ^ Rotation can be "0", "90", "180", "270", or "random".