facedir modulo 4 = axisdir
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"
+ ^ The drawn node level is read from param2, like flowingliquid
Nodes can also contain extra data. See "Node Metadata".
The "nodebox" node drawtype allows defining visual of nodes consisting of
arbitrary number of boxes. It allows defining stuff like stairs. Only the
-"fixed" box type is supported for these.
+"fixed" and "leveled" box type is supported for these.
^ Please note that this is still experimental, and may be incompatibly
changed in the future.
A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
+type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
+
Ore types
---------------
These tell in what manner the ore is generated.
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 -1 to 255:
- - A probability value of 0 means that node will always appear.
- - A probability value of -1 means the node will never appear.
+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.
-If registering a structure in the raw format, however, -1 is not a valid probability value; in order to
-have a node that is not placed, it must be CONTENT_IGNORE (the name for which is "ignore").
-
Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
Schematic attributes
image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
^ x, y, w, h, and name work as per button
-^ image is the filename of an image
+^ texture name is the filename of an image
^ Position and size units are inventory slots
image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
^ x, y, w, h, and name work as per button
-^ image is the filename of an image
+^ texture name is the filename of an image
+^ Position and size units are inventory slots
+^ noclip true meand imagebutton doesn't need to be within specified formsize
+^ drawborder draw button bodrer or not
+
+image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
+^ x, y, w, h, and name work as per button
+^ texture name is the filename of an image
^ Position and size units are inventory slots
^ noclip true meand imagebutton doesn't need to be within specified formsize
^ drawborder draw button bodrer or not
+^ pressed texture name is the filename of an image on pressed state
item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
^ x, y, w, h, name and label work as per button
^ x and y position the itemlist relative to the top left of the menu
^ w and h are the size of the itemlist
^ name fieldname sent to server on doubleclick value is current selected element
-^ listelements can be prepended by #colorkey (see colorkeys),
+^ listelements can be prepended by #color in hexadecimal format RRGGBB,
^ if you want a listelement to start with # write ##
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
^ simple colored semitransparent box
^ x and y position the box relative to the top left of the menu
^ w and h are the size of box
-^ colorkey (see colorkeys)
+^ color in hexadecimal format RRGGBB
dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
^ show a dropdown field
^ index of currently selected dropdown item
^ color in hexadecimal format RRGGBB
+checkbox[<X>,<Y>;<name>;<label>;<selected>]
+^ show a checkbox
+^ x and y position of checkbox
+^ name fieldname data is transfered to lua
+^ label to be shown left of checkbox
+^ selected (optional) true/false
+
Note: do NOT use a element name starting with "key_" those names are reserved to
pass key press events to formspec!
^ Convert position to a printable string
minetest.string_to_pos(string) -> position
^ Same but in reverse
-minetest.formspec_escape(string) -> string
-^ escapes characters like [, ], and \ that can not be used in formspecs
+^ escapes characters [ ] \ , ; that can not be used in formspecs
minetest namespace reference
-----------------------------
^ Called when a player joins the game
minetest.register_on_leaveplayer(func(ObjectRef))
^ Called when a player leaves the game
+minetest.register_on_cheat(func(ObjectRef, cheat))
+^ Called when a player cheats
+^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
minetest.register_on_chat_message(func(name, message))
^ Called always when a player says something
minetest.register_on_player_receive_fields(func(player, formname, fields))
Setting-related:
minetest.setting_set(name, value)
minetest.setting_get(name) -> string or nil
+minetest.setting_setbool(name, value)
minetest.setting_getbool(name) -> boolean value or nil
minetest.setting_get_pos(name) -> position or nil
minetest.setting_save() -> nil, save all settings to config file
minetest.get_objects_inside_radius(pos, radius)
minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
minetest.get_timeofday()
+minetest.get_gametime(): returns the time, in seconds, since the world was created
minetest.find_node_near(pos, radius, nodenames) -> pos or nil
^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
^ algorithm: A*_noprefetch(default), A*, Dijkstra
minetest.spawn_tree (pos, {treedef})
^ spawns L-System tree at given pos with definition in treedef table
+minetest.transforming_liquid_add(pos)
+^ add node to liquid update queue
+minetest.get_node_max_level(pos)
+^ get max available level for leveled node
+minetest.get_node_level(pos)
+^ get level of leveled node (water, snow)
+minetest.set_node_level(pos, level)
+^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
+minetest.add_node_level(pos, level)
+^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
+minetest.get_heat(pos)
+^ heat at pos
+minetest.get_humidity(pos)
+^ humidity at pos
Inventory:
minetest.get_inventory(location) -> InvRef
^ Returns a string for making an image of a cube (useful as an item image)
minetest.get_pointed_thing_position(pointed_thing, above)
^ Get position of a pointed_thing (that you can get from somewhere)
-minetest.dir_to_facedir(dir)
-^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
+minetest.dir_to_facedir(dir, is6d)
+^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
+minetest.facedir_to_dir(facedir)
+^ Convert a facedir back into a vector aimed directly out the "back" of a node
minetest.dir_to_wallmounted(dir)
^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
minetest.get_node_drops(nodename, toolname)
^ 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,
- ^ and prob is the integer value from -1 to 255 of the probability (see: Schematic specifier).
+ ^ and 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 occuring in the array is used.
^ If pos is not inside the box formed by p1 and p2, it is ignored.
^ If probability_list is nil, no probabilities are applied.
^ Saves schematic in the Minetest Schematic format to filename.
-minetest.place_schematic(pos, schematic, rotation)
+minetest.place_schematic(pos, schematic, rotation, replacements)
^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
^ Rotation can be "0", "90", "180", "270", or "random".
^ If the rotation parameter is omitted, the schematic is not rotated.
+^ replacements = {{"oldname", "convert_to"}, ...}
Random:
minetest.get_connected_players() -> list of ObjectRefs
^ Gets the internal content ID of name
minetest.get_name_from_content_id(content_id) -> string
^ Gets the name of the content with that content ID
+minetest.parse_json(string[, nullvalue]) -> something
+^ Convert a string containing JSON data into the Lua equivalent
+^ nullvalue: returned in place of the JSON null; defaults to nil
+^ On success returns a table, a string, a number, a boolean or nullvalue
+^ On failure outputs an error message and returns nil
+^ Example: parse_json("[10, {\"a\":false}]") -> {[1] = 10, [2] = {a = false}}
minetest.serialize(table) -> string
^ Convert a table containing tables, strings, numbers, booleans and nils
into string form readable by minetest.deserialize
- get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
- set_look_pitch(radians): sets look pitch
- set_look_yaw(radians): sets look yaw
+- get_breath() : returns players breath
+- set_breath(value) : sets players breath
+ values: 0 player is drowning,
+ 1-10 number of bubbles remain,
+ 11 bubbles bar is not shown
- set_inventory_formspec(formspec)
^ Redefine player's inventory form
^ Should usually be called in on_joinplayer
^ if a flag is nil, the flag is not modified
- hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
^ count: number of items, must be between 1 and 23
+- hud_set_hotbar_image(texturename)
+ ^ sets background image for hotbar
+- hud_set_hotbar_selected_image(texturename)
+ ^ sets image for selected item of hotbar
InvRef: Reference to an inventory
methods:
- 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
- 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
+- containsp(p): same as above, except takes a vector
+- containsi(i): same as above, except takes an index
+- iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
+ ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
+- iterp(minp, maxp): same as above, except takes a vector
Mapgen objects
---------------
{
hp_max = 1,
physical = true,
+ collide_with_objects = true, -- collide with other objects if physical=true
weight = 5,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube"/"sprite"/"upright_sprite"/"mesh",
is_visible = true,
makes_footstep_sound = false,
automatic_rotate = false,
+ stepheight = 0,
+ automatic_face_movement_dir = false,
}
Entity definition (register_entity)
wield_image = "",
wield_scale = {x=1,y=1,z=1},
stack_max = 99,
+ range = 4.0,
liquids_pointable = false,
tool_capabilities = {
full_punch_interval = 1.0,
liquid_alternative_flowing = "", -- Flowing version of source liquid
liquid_alternative_source = "", -- Source version of flowing liquid
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
- liquid_renewable = true, -- Can new liquid source be created by placing
- drowning = true, -- Player will drown in these
- two or more sources nearly?
+ liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
+ freezemelt = "", -- water for snow/ice, ice/snow for water
+ leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
+ liquid_range = 8, -- number of flowing nodes arround source (max. 8)
+ drowning = 0, -- Player will take this amount of damage if no bubbles are left
light_source = 0, -- Amount of light emitted by node
damage_per_second = 0, -- If player is inside node, this damage is caused
node_box = {type="regular"}, -- See "Node boxes"
ore_type = "scatter", -- See "Ore types"
ore = "default:stone_with_coal",
wherein = "default:stone",
+ ^ a list of nodenames is supported too
clust_scarcity = 8*8*8,
^ Ore has a 1 out of clust_scarcity chance of spawning in a node
^ This value should be *MUCH* higher than your intuition might tell you!
schematic = {
size = {x=4, y=6, z=4},
data = {
- {name="cobble", param1=0, param2=0},
- {name="dirt_with_grass", param1=0, param2=0},
+ {name="cobble", param1=255, param2=0},
+ {name="dirt_with_grass", param1=255, param2=0},
...
}
},
^ See 'Schematic specifier' for details.
+ replacements = {{"oldname", "convert_to"}, ...},
flags = "place_center_x, place_center_z",
^ Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90" --rotate schematic 90 degrees on placement