The game directory can contain the following files:
* `game.conf`, with the following keys:
- * `name`: Required, human readable name e.g. `name = Minetest`
+ * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
* `description`: Short description to be shown in the content tab
* `allowed_mapgens = <comma-separated mapgens>`
e.g. `allowed_mapgens = v5,v6,flat`
- Mapgens not in this list are removed from the list of mapgens for
- the game.
+ Mapgens not in this list are removed from the list of mapgens for the
+ game.
If not specified, all mapgens are allowed.
* `disallowed_mapgens = <comma-separated mapgens>`
e.g. `disallowed_mapgens = v5,v6,flat`
e.g. `disallowed_mapgen_settings = mgv5_spflags`
These settings are hidden for this game in the world creation
dialog and game start menu.
+ * `author`: The author of the game. It only appears when downloaded from
+ ContentDB.
+ * `release`: Ignore this: Should only ever be set by ContentDB, as it is
+ an internal ID used to track versions.
* `minetest.conf`:
Used to set default settings when running this game.
* `settingtypes.txt`:
should be a mod, contains a file named `modpack.conf`.
The file is a key-value store of modpack details.
-* `name`: The modpack name.
+* `name`: The modpack name. Allows Minetest to determine the modpack name even
+ if the folder is wrongly named.
* `description`: Description of mod to be shown in the Mods tab of the main
menu.
+* `author`: The author of the modpack. It only appears when downloaded from
+ ContentDB.
+* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
+ internal ID used to track versions.
+* `title`: A human-readable title to address the modpack.
Note: to support 0.4.x, please also create an empty modpack.txt file.
loaded before this mod.
* `optional_depends`: A comma separated list of optional dependencies.
Like a dependency, but no error if the mod doesn't exist.
+* `author`: The author of the mod. It only appears when downloaded from
+ ContentDB.
+* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
+ internal ID used to track versions.
+* `title`: A human-readable title to address the mod.
Note: to support 0.4.x, please also provide depends.txt.
* e.g. `foomod_foothing`
-Normalmap Textures
-------------------
-
-If shaders and bumpmapping or parallax occlusion is enabled, Minetest tries
-to load normalmaps.
-Those image files have to end with `_normal.png` and start with the same name
-as their corresponding texture.
-For example a normalmap for `foomod_foothing.png` has to be called
-`foomod_foothing_normal.png`.
-
-The sRGB R, G and B colour values of a normalmap pixel are each directly
-mapped from `{0, ..., 255}` to `[-1, 1]` and, taken together,
-define the normal vector.
-The alpha channel defines the heightmap for parallax occlusion.
-To be safe, the alpha values should always be bigger than zero
-because the colour values, which define the normal vector,
-may be undefined for image formats where colour is discarded in fully
-transparent pixels.
-
-Bumpmapping and parallax occlusion are currently experimental features:
-
-* Bumpmapping in Minetest happens in an obscure way; there are no light sources
- defined in the shaders except the sunlight direction.
-* Parallax occlusion with relief-mapping mode does not yet work correctly
- together with Minetest's Fastfaces.
-* The normalmap files must end with `.png`, so other image files are not
- supported.
-
-
Texture modifiers
-----------------
There are various texture modifiers that can be used
-to generate textures on-the-fly.
+to let the client generate textures on-the-fly.
+The modifiers are applied directly in sRGB colorspace,
+i.e. without gamma-correction.
### Texture overlaying
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
- {name = "default_grass_side.png", tileable_vertical = false}},
+ {name = "default_grass_side.png"}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
* `paramtype2 = "flowingliquid"`
* Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
* The liquid level and a flag of the liquid are stored in `param2`
- * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
+ * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
+ see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
+ to access/manipulate the content of this field
* Bit 3: If set, liquid is flowing downwards (no graphical effect)
* `paramtype2 = "wallmounted"`
* Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
base cube without affecting them.
* The base cube texture tiles are defined as normal, the `plantlike`
extension uses the defined special tile, for example:
- `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
+ `special_tiles = {{name = "default_papyrus.png"}},`
`*_optional` drawtypes need less rendering time if deactivated
(always client-side).
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
+To avoid collision issues, keep each value within the range of +/- 1.45.
+This also applies to leveled nodeboxes, where the final height shall not
+exceed this soft limit.
If translation is chosen, texture is repeated horizontally to fill the whole element.
+### `minimap`
+
+Displays a minimap on the HUD.
+
+* `size`: Size of the minimap to display. Minimap should be a square to avoid
+ distortion.
+* `alignment`: The alignment of the minimap.
+* `offset`: offset in pixels from position.
+
Representations of simple things
================================
Some of the values in the key-value store are handled specially:
-* `description`: Set the item stack's description. Defaults to
- `idef.description`.
+* `description`: Set the item stack's description.
+ See also: `get_description` in [`ItemStack`]
+* `short_description`: Set the item stack's short description.
+ See also: `get_short_description` in [`ItemStack`]
* `color`: A `ColorString`, which sets the stack's color.
* `palette_index`: If the item has a palette, this is used to get the
current color from the palette.
* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
* `frame start` (Optional): The index of the frame to start on. Default `1`.
+### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>]`
+
+* Show a mesh model.
+* `name`: Element name that can be used for styling
+* `mesh`: The mesh model to use.
+* `textures`: The mesh textures to use according to the mesh materials.
+ Texture names must be separated by commas.
+* `rotation {X,Y}` (Optional): Initial rotation of the camera.
+ The axes are euler angles in degrees.
+* `continuous` (Optional): Whether the rotation is continuous. Default `false`.
+* `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
+
### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
* Show an inventory image of registered item/node
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* padding - rect, adds space between the edges of the button and the content. This value is
relative to bgimg_middle.
+ * sound - a sound to be played when clicked.
* textcolor - color, default white.
* checkbox
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * sound - a sound to be played when clicked.
* dropdown
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * sound - a sound to be played when clicked.
* field, pwdfield, textarea
* border - set to false to hide the textbox background and border. Default true.
* font - Sets font type. See button `font` property for more information.
* font_size - Sets font size. See button `font_size` property for more information.
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* textcolor - color. Default white.
+* model
+ * bgcolor - color, sets background color.
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * Default to false in formspec_version version 3 or higher
* image
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* Default to false in formspec_version version 3 or higher
* fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
* This is deprecated, use states instead.
* NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
+ * sound - a sound to be played when clicked.
* scrollbar
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
* tabheader
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * sound - a sound to be played when clicked.
* textcolor - color. Default white.
* table, textlist
* font - Sets font type. See button `font` property for more information.
`x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
For the following functions, `v`, `v1`, `v2` are vectors,
-`p1`, `p2` are positions:
+`p1`, `p2` are positions,
+`s` is a scalar (a number):
* `vector.new(a[, b, c])`:
* Returns a vector.
* Returns a vector.
* If `x` is a vector: Returns the difference of `v` subtracted by `x`.
* If `x` is a number: Subtracts `x` from each component of `v`.
-* `vector.multiply(v, x)`:
- * Returns a scaled vector or Schur product.
-* `vector.divide(v, x)`:
- * Returns a scaled vector or Schur quotient.
+* `vector.multiply(v, s)`:
+ * Returns a scaled vector.
+ * Deprecated: If `s` is a vector: Returns the Schur product.
+* `vector.divide(v, s)`:
+ * Returns a scaled vector.
+ * Deprecated: If `s` is a vector: Returns the Schur quotient.
For the following functions `a` is an angle in radians and `r` is a rotation
vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
* returns true when the passed number represents NaN.
* `minetest.get_us_time()`
* returns time with microsecond precision. May not return wall time.
+ * This value might overflow on certain 32-bit systems!
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
* `table.indexof(list, val)`: returns the smallest numerical index containing
pathfinder_works = true,
-- Whether Collision info is available to an objects' on_step (5.3.0)
object_step_has_moveresult = true,
+ -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
+ direct_velocity_on_players = true,
}
* `minetest.has_feature(arg)`: returns `boolean, missing_features`
* 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_chatcommand(function(name, command, params))`
+ * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
+ is checked to see if the command exists, but after the input is parsed.
+ * Return `true` to mark the command as handled, which means that the default
+ handlers will be prevented.
* `minetest.register_on_player_receive_fields(function(player, formname, fields))`
* Called when the server received input from `player` in a formspec with
the given `formname`. Specifically, this is called on any of the
* `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`
+ * `nil` is returned e.g. when the map isn't loaded at `pos`
+* `minetest.get_natural_light(pos[, timeofday])`
+ * Figures out the sunlight (or moonlight) value at pos at the given time of
+ day.
+ * `pos`: The position of the node
+ * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
+ * Returns a number between `0` and `15` or `nil`
+ * This function tests 203 nodes in the worst case, which happens very
+ unlikely
+* `minetest.get_artificial_light(param1)`
+ * Calculates the artificial light (light from e.g. torches) value from the
+ `param1` value.
+ * `param1`: The param1 value of a `paramtype = "light"` node.
+ * Returns a number between `0` and `15`
+ * Currently it's the same as `math.floor(param1 / 16)`, except that it
+ ensures compatibility.
* `minetest.place_node(pos, node)`
* Place node with the same effects that a player would cause
* `minetest.dig_node(pos)`
Timing
------
-* `minetest.after(time, func, ...)`
+* `minetest.after(time, func, ...)` : returns job table to use as below.
* Call the function `func` after `time` seconds, may be fractional
* Optional: Variable number of arguments that are passed to `func`
+* `job:cancel()`
+ * Cancels the job function from being called
+
Server
------
* Map of registered tool definitions, indexed by name
* `minetest.registered_entities`
* Map of registered entity prototypes, indexed by name
+ * Values in this table may be modified directly.
+ Note: changes to initial properties will only affect entities spawned afterwards,
+ as they are only read when spawning.
* `minetest.object_refs`
* Map of object references, indexed by active object id
* `minetest.luaentities`
* Map of registered chat command definitions, indexed by name
* `minetest.registered_privileges`
* Map of registered privilege definitions, indexed by name
+ * Registered privileges can be modified directly in this table.
### Registered callback tables
`minetest.get_inventory(location)`.
* returns `{type="undefined"}` in case location is not known
+### Callbacks
+
+Detached & nodemeta inventories provide the following callbacks for move actions:
+
+#### Before
+
+The `allow_*` callbacks return how many items can be moved.
+
+* `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
+* `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
+* `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
+
+#### After
+
+The `on_*` callbacks are called after the items have been placed in the inventories.
+
+* `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
+* `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
+* `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
+
+#### Swapping
+
+When a player tries to put an item to a place where another item is, the items are *swapped*.
+This means that all callbacks will be called twice (once for each action).
+
`ItemStack`
-----------
stack).
* `set_metadata(metadata)`: (DEPRECATED) Returns true.
* `get_description()`: returns the description shown in inventory list tooltips.
+ * The engine uses the same as this function for item descriptions.
+ * Fields for finding the description, in order:
+ * `description` in item metadata (See [Item Metadata].)
+ * `description` in item definition
+ * item name
+* `get_short_description()`: returns the short description.
+ * Unlike the description, this does not include new lines.
+ * The engine uses the same as this function for short item descriptions.
+ * Fields for finding the short description, in order:
+ * `short_description` in item metadata (See [Item Metadata].)
+ * `short_description` in item definition
+ * first line of the description (See `get_description()`.)
* `clear()`: removes all items from the stack, making it empty.
* `replace(item)`: replace the contents of this stack.
* `item` can also be an itemstring or table.
* `get_pos()`: returns `{x=num, y=num, z=num}`
* `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
+* `get_velocity()`: returns the velocity, a vector.
+* `add_velocity(vel)`
+ * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
+ * In comparison to using get_velocity, adding the velocity and then using
+ set_velocity, add_velocity is supposed to avoid synchronization problems.
+ Additionally, players also do not support set_velocity.
+ * If a player:
+ * Does not apply during free_move.
+ * Note that since the player speed is normalized at each move step,
+ increasing e.g. Y velocity beyond what would usually be achieved
+ (see: physics overrides) will cause existing X/Z velocity to be reduced.
+ * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
+ pressing the jump key (assuming default settings)
* `move_to(pos, continuous=false)`
* Does an interpolated move for Lua entities for visually smooth transitions.
* If `continuous` is true, the Lua entity will not be moved to the current
`frame_loop`.
* `set_animation_frame_speed(frame_speed)`
* `frame_speed`: number, default: `15.0`
-* `set_attach(parent, bone, position, rotation)`
+* `set_attach(parent, bone, position, rotation, forced_visible)`
* `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
-* `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
- attached.
+ * `forced_visible`: Boolean to control whether the attached entity
+ should appear in first person.
+* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
+ or nil if it isn't attached.
+* `get_children()`: returns a list of ObjectRefs that are attached to the
+ object.
* `set_detach()`
* `set_bone_position(bone, position, rotation)`
* `bone`: string
no effect and returning `nil`.
* `set_velocity(vel)`
* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
-* `add_velocity(vel)`
- * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
- * In comparison to using get_velocity, adding the velocity and then using
- set_velocity, add_velocity is supposed to avoid synchronization problems.
-* `get_velocity()`: returns the velocity, a vector
* `set_acceleration(acc)`
* `acc` is a vector
* `get_acceleration()`: returns the acceleration, a vector
* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
and Z is roll (bank).
* `get_rotation()`: returns the rotation, a vector (radians)
-* `set_yaw(radians)`: sets the yaw (heading).
+* `set_yaw(yaw)`: sets the yaw in radians (heading).
* `get_yaw()`: returns number in radians
* `set_texture_mod(mod)`
* Set a texture modifier to the base texture, for sprites and meshes.
* When calling `set_texture_mod` again, the previous one is discarded.
* `mod` the texture modifier. See [Texture modifiers].
* `get_texture_mod()` returns current texture modifier
-* `set_sprite(p, num_frames, framelength, select_x_by_camera)`
+* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
* Specifies and starts a sprite animation
* Animations iterate along the frame `y` position.
- * `p`: {x=column number, y=row number}, the coordinate of the first frame
- default: `{x=0, y=0}`
+ * `start_frame`: {x=column number, y=row number}, the coordinate of the
+ first frame, default: `{x=0, y=0}`
* `num_frames`: Total frames in the texture, default: `1`
* `framelength`: Time per animated frame in seconds, default: `0.2`
* `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
#### Player only (no-op for other objects)
* `get_player_name()`: returns `""` if is not a player
-* `get_player_velocity()`: returns `nil` if is not a player, otherwise a
+* `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
table {x, y, z} representing the player's instantaneous velocity in nodes/s
-* `add_player_velocity(vel)`
- * Adds to player velocity, this happens client-side and only once.
- * Does not apply during free_move.
- * Note that since the player speed is normalized at each move step,
- increasing e.g. Y velocity beyond what would usually be achieved
- (see: physics overrides) will cause existing X/Z velocity to be reduced.
- * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
- pressing the jump key (assuming default settings)
+* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
* `get_look_dir()`: get camera direction as a unit vector
* `get_look_vertical()`: pitch in radians
* Angle ranges between -pi/2 and pi/2, which are straight up and down
* `hud_set_hotbar_selected_image(texturename)`
* sets image for selected item of hotbar
* `hud_get_hotbar_selected_image`: returns texturename
-* `set_sky(parameters)`
- * `parameters` is a table with the following optional fields:
+* `set_minimap_modes({mode, mode, ...}, selected_mode)`
+ * Overrides the available minimap modes (and toggle order), and changes the
+ selected mode.
+ * `mode` is a table consisting of up to four fields:
+ * `type`: Available type:
+ * `off`: Minimap off
+ * `surface`: Minimap in surface mode
+ * `radar`: Minimap in radar mode
+ * `texture`: Texture to be displayed instead of terrain map
+ (texture is centered around 0,0 and can be scaled).
+ Texture size is limited to 512 x 512 pixel.
+ * `label`: Optional label to display on minimap mode toggle
+ The translation must be handled within the mod.
+ * `size`: Sidelength or diameter, in number of nodes, of the terrain
+ displayed in minimap
+ * `texture`: Only for texture type, name of the texture to display
+ * `scale`: Only for texture type, scale of the texture map in nodes per
+ pixel (for example a `scale` of 2 means each pixel represents a 2x2
+ nodes square)
+ * `selected_mode` is the mode index to be selected after modes have been changed
+ (0 is the first mode).
+* `set_sky(sky_parameters)`
+ * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
+ whether `set_sky` accepts this format. Check the legacy format otherwise.
+ * `sky_parameters` is a table with the following optional fields:
* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
* `type`: Available types:
* `"regular"`: Uses 0 textures, `base_color` ignored
abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
`"default"` uses the classic Minetest sun and moon tinting.
Will use tonemaps, if set to `"default"`. (default: `"default"`)
+* `set_sky(base_color, type, {texture names}, clouds)`
+ * Deprecated. Use `set_sky(sky_parameters)`
+ * `base_color`: ColorSpec, defaults to white
+ * `type`: Available types:
+ * `"regular"`: Uses 0 textures, `bgcolor` ignored
+ * `"skybox"`: Uses 6 textures, `bgcolor` used
+ * `"plain"`: Uses 0 textures, `bgcolor` used
+ * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
+ `"plain"` custom skyboxes (default: `true`)
* `get_sky()`: returns base_color, type, table of textures, clouds.
* `get_sky_color()`: returns a table with the `sky_color` parameters as in
`set_sky`.
-* `set_sun(parameters)`:
- * `parameters` is a table with the following optional fields:
+* `set_sun(sun_parameters)`:
+ * `sun_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the sun is visible.
(default: `true`)
* `texture`: A regular texture for the sun. Setting to `""`
* `scale`: Float controlling the overall size of the sun. (default: `1`)
* `get_sun()`: returns a table with the current sun parameters as in
`set_sun`.
-* `set_moon(parameters)`:
- * `parameters` is a table with the following optional fields:
+* `set_moon(moon_parameters)`:
+ * `moon_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the moon is visible.
(default: `true`)
* `texture`: A regular texture for the moon. Setting to `""`
* `scale`: Float controlling the overall size of the moon (default: `1`)
* `get_moon()`: returns a table with the current moon parameters as in
`set_moon`.
-* `set_stars(parameters)`:
- * `parameters` is a table with the following optional fields:
+* `set_stars(star_parameters)`:
+ * `star_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the stars are visible.
(default: `true`)
* `count`: Integer number to set the number of stars in
* `scale`: Float controlling the overall size of the stars (default: `1`)
* `get_stars()`: returns a table with the current stars parameters as in
`set_stars`.
-* `set_clouds(parameters)`: set cloud parameters
- * `parameters` is a table with the following optional fields:
+* `set_clouds(cloud_parameters)`: set cloud parameters
+ * `cloud_parameters` is a table with the following optional fields:
* `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
* `color`: basic cloud color with alpha channel, ColorSpec
(default `#fff0f0e5`).
amount.
* `nil`: Disables override, defaulting to sunlight based on day-night cycle
* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
-* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
- set animation for player model in third person view
-
- set_local_animation({x=0, y=79}, -- stand/idle animation key frames
- {x=168, y=187}, -- walk animation key frames
- {x=189, y=198}, -- dig animation key frames
- {x=200, y=219}, -- walk+dig animation key frames
- frame_speed=30) -- animation frame speed
-* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
+* `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
+ set animation for player model in third person view.
+ * Every animation equals to a `{x=starting frame, y=ending frame}` table.
+ * `frame_speed` sets the animations frame speed. Default is 30.
+* `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
`frame_speed`.
-* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
- camera per player.
+* `set_eye_offset(firstperson, thirdperson)`: defines offset vectors for camera
+ per player.
* in first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
-* `get_eye_offset()`: returns `offset_first` and `offset_third`
+* `get_eye_offset()`: returns first and third person offsets.
* `send_mapblock(blockpos)`:
* Sends a server-side loaded mapblock to the player.
* Returns `false` if failed.
shaded = true,
-- Setting this to 'false' disables diffuse lighting of entity
+
+ show_on_minimap = false,
+ -- Defaults to true for players, false for other entities.
+ -- If set to true the entity will show as a marker on the minimap.
}
Entity definition
* `"image.png"`
* `{name="image.png", animation={Tile Animation definition}}`
-* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
- tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
+* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
* backface culling enabled by default for most nodes
- * 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.
* align style determines whether the texture will be rotated with the node
or kept aligned with its surroundings. "user" means that client
setting will be used, similar to `glasslike_framed_optional`.
{
description = "Steel Axe",
+ -- Can contain new lines. "\n" has to be used as new line character.
+ -- See also: `get_description` in [`ItemStack`]
+
+ short_description = "Steel Axe",
+ -- Must not contain new lines.
+ -- Defaults to the first line of description.
+ -- See also: `get_short_description` in [`ItemStack`]
groups = {},
-- key = name, value = rating; rating = 1..3.
liquids_pointable = false,
+ light_source = 0,
+ -- When used for nodes: Defines amount of light emitted by node.
+ -- Otherwise: Defines texture glow when viewed as a dropped item
+ -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
+ -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
+ -- behavior.
+
-- See "Tools" section for an example including explanation
tool_capabilities = {
full_punch_interval = 1.0,
leveled_max = 127,
-- Maximum value for `leveled` (0-127), enforced in
-- `minetest.set_node_level` and `minetest.add_node_level`.
+ -- Values above 124 might causes collision detection issues.
liquid_range = 8, -- Number of flowing nodes around source (max. 8)
drowning = 0,
-- Player will take this amount of damage if no bubbles are left
- light_source = 0,
- -- Amount of light emitted by node.
- -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
- -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
- -- behavior.
-
damage_per_second = 0,
-- If player is inside node, this damage is caused
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
+ -- Node box format: see [Node boxes]
},
},
-- Custom selection box definition. Multiple boxes can be defined.
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
+ -- Node box format: see [Node boxes]
},
},
-- Custom collision box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and collision_box is nil, then node_box
-- definition is used for the collision box.
- -- Both of the boxes above are defined as:
- -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
-- Support maps made in and before January 2012
legacy_facedir_simple = false,
-- intensity: 1.0 = mid range of regular TNT.
-- If defined, called when an explosion touches the node, instead of
-- removing the node.
+
+ mod_origin = "modname",
+ -- stores which mod actually registered a node
+ -- if it can not find a source, returns "??"
+ -- useful for getting what mod truly registered something
+ -- example: if a node is registered as ":othermodname:nodename",
+ -- nodename will show "othermodname", but mod_orgin will say "modname"
}
Crafting recipes
func = function(name, param),
-- Called when command is run. Returns boolean success and text output.
+ -- Special case: The help message is shown to the player if `func`
+ -- returns false without a text output.
}
Note that in params, use of symbols is as follows:
{
hud_elem_type = "image", -- See HUD element types
- -- Type of element, can be "image", "text", "statbar", "inventory" or "compass"
+ -- Type of element, can be "image", "text", "statbar", "inventory",
+ -- "compass" or "minimap"
position = {x=0.5, y=0.5},
-- Left corner position of element