:`
+#### Crack
+* `[crack::`
+* `[cracko::`
+* `[crack:::`
+* `[cracko:::`
+
+Parameters:
+* `` = tile count (in each direction)
* `` = animation frame count
* `` = current animation frame
Draw a step of the crack animation on the texture.
+`crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
Example:
@@ -329,7 +412,7 @@ Only the channels that are mentioned in the mode string will be inverted.
Example:
- default_apple.png^[invert:rgb
+ default_apple.png^[invert:rgb
#### `[brighten`
Brightens the texture.
@@ -471,6 +554,7 @@ stretched to contain exactly 256 pixels (after arranging the pixels
to one line). The indexing starts from 0.
Examples:
+
* 16x16 palette, index = 0: the top left corner
* 16x16 palette, index = 4: the fifth pixel in the first row
* 16x16 palette, index = 16: the pixel below the top left corner
@@ -495,6 +579,7 @@ When registering a node, set the item definition's `palette` field to
a texture. You can also use texture modifiers.
The node's color depends on its `param2`, so you also must set an
appropriate `drawtype`:
+
* `drawtype = "color"` for nodes which use their full `param2` for
palette indexing. These nodes can have 256 different colors.
The palette should contain 256 pixels.
@@ -505,10 +590,10 @@ appropriate `drawtype`:
palette). These nodes can have 32 different colors, and the palette
should contain 32 pixels.
Examples:
- * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
- pixel will be picked from the palette.
- * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
- pixel will be picked from the palette.
+ * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
+ pixel will be picked from the palette.
+ * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
+ pixel will be picked from the palette.
* `drawtype = "colorfacedir"` for nodes which use the first
three bits of `param2` for palette indexing. The remaining
five bits are describing rotation, as in `facedir` draw type.
@@ -516,10 +601,10 @@ appropriate `drawtype`:
palette). These nodes can have 8 different colors, and the
palette should contain 8 pixels.
Examples:
- * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
- first (= 0 + 1) pixel will be picked from the palette.
- * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
- second (= 1 + 1) pixel will be picked from the palette.
+ * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
+ first (= 0 + 1) pixel will be picked from the palette.
+ * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
+ second (= 1 + 1) pixel will be picked from the palette.
To colorize a node on the map, set its `param2` value (according
to the node's draw type).
@@ -536,6 +621,22 @@ automatically transferred between node and item forms by the engine,
when a player digs or places a colored node.
You can disable this feature by setting the `drop` field of the node
to itself (without metadata).
+To transfer the color to a special drop, you need a drop table.
+
+Example:
+
+ minetest.register_node("mod:stone", {
+ description = "Stone",
+ tiles = {"default_stone.png"},
+ paramtype2 = "color",
+ palette = "palette.png",
+ drop = {
+ items = {
+ -- assume that mod:cobblestone also has the same palette
+ {items = {"mod:cobblestone"}, inherit_color = true },
+ }
+ }
+ })
### Colored items in craft recipes
Craft recipes only support item strings, but fortunately item strings
@@ -569,7 +670,11 @@ other. This allows different hardware coloring, but also means that
tiles with overlays are drawn slower. Using too much overlays might
cause FPS loss.
-To define an overlay, simply set the `overlay_tiles` field of the node
+For inventory and wield images you can specify overlays which
+hardware coloring does not modify. You have to set `inventory_overlay`
+and `wield_overlay` fields to an image name.
+
+To define a node overlay, simply set the `overlay_tiles` field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
@@ -692,6 +797,10 @@ the global `minetest.registered_*` tables.
* added to `minetest.registered_biome` with the key of `biome.name`
* if `biome.name` is nil, the key is the returned ID
+* `minetest.unregister_biome(name)`
+ * Unregisters the biome name from engine, and deletes the entry with key
+ * `name` from `minetest.registered_biome`
+
* `minetest.register_ore(ore definition)`
* returns an integer uniquely identifying the registered ore
* added to `minetest.registered_ores` with the key of `ore.name`
@@ -797,6 +906,15 @@ node definition:
0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
facedir modulo 4 = rotation around that axis
paramtype2 == "leveled"
+ ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
+ Leveled nodebox:
+ The level of the top face of the nodebox is stored in param2.
+ The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
+ The nodebox height is (param2 / 64) nodes.
+ The maximum accepted value of param2 is 127.
+ Rooted plantlike:
+ The height of the 'plantlike' section is stored in param2.
+ The height is (param2 / 16) nodes.
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
@@ -832,13 +950,14 @@ node definition:
The palette should have 32 pixels.
paramtype2 == "glasslikeliquidlevel"
^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
- param2 defines 64 levels of internal liquid.
+ param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
+ 63 being full.
Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
Nodes can also contain extra data. See "Node Metadata".
Node drawtypes
----------------
+--------------
There are a bunch of different looking node types.
Look for examples in `games/minimal` or `games/minetest_game`.
@@ -858,21 +977,18 @@ Look for examples in `games/minimal` or `games/minetest_game`.
* `firelike`
* `fencelike`
* `raillike`
-* `nodebox` -- See below. (**Experimental!**)
-* `mesh` -- use models for nodes
+* `nodebox` -- See below
+* `mesh` -- Use models for nodes, see below
+* `plantlike_rooted` -- See below
`*_optional` drawtypes need less rendering time if deactivated (always client side).
Node boxes
------------
+----------
Node selection boxes are defined using "node boxes"
-The `nodebox` node drawtype allows defining visual of nodes consisting of
-arbitrary number of boxes. It allows defining stuff like stairs. Only the
-`fixed` and `leveled` box type is supported for these.
-
-Please note that this is still experimental, and may be incompatibly
-changed in the future.
+The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
+number of boxes. It allows defining stuff like stairs and slabs.
A nodebox is defined as any of:
@@ -881,10 +997,18 @@ A nodebox is defined as any of:
type = "regular"
}
{
- -- A fixed box (facedir param2 is used, if applicable)
+ -- A fixed box (or boxes) (facedir param2 is used, if applicable)
type = "fixed",
fixed = box OR {box1, box2, ...}
}
+ {
+ -- A variable height box (or boxes) with the top face position defined by
+ -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
+ -- param2.
+ -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
+ type = "leveled",
+ fixed = box OR {box1, box2, ...}
+ }
{
-- A box like the selection box for torches
-- (wallmounted param2 is used, if applicable)
@@ -904,6 +1028,17 @@ A nodebox is defined as any of:
connect_left = box OR {box1, box2, ...}
connect_back = box OR {box1, box2, ...}
connect_right = box OR {box1, box2, ...}
+ -- The following `disconnected_*` boxes are the opposites of the
+ -- `connect_*` ones above, i.e. when a node has no suitable neighbour
+ -- on the respective side, the corresponding disconnected box is drawn.
+ disconnected_top = box OR {box1, box2, ...}
+ disconnected_bottom = box OR {box1, box2, ...}
+ disconnected_front = box OR {box1, box2, ...}
+ disconnected_left = box OR {box1, box2, ...}
+ disconnected_back = box OR {box1, box2, ...}
+ disconnected_right = box OR {box1, box2, ...}
+ disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
+ disconnected_sides = box OR {box1, box2, ...} -- when there are *no* neighbours to the sides
}
A `box` is defined as:
@@ -914,16 +1049,24 @@ 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 `type = "fixed"`, but `y2` will be automatically
-set to level from `param2`.
-
-
Meshes
------
If drawtype `mesh` is used, tiles should hold model materials textures.
Only static meshes are implemented.
For supported model formats see Irrlicht engine documentation.
+Rooted plantlike drawtype
+-------------------------
+The `plantlike_rooted` drawtype was developed to enable underwater plants
+without air bubbles around the plants.
+It consists of a base cube at the co-ordinates of the node (the seabed /
+lakebed / riverbed node) plus a 'plantlike' extension above with a height
+defined by param2 (maximum height 16 nodes). This extension visually passes
+through any nodes above the base cube without affecting them.
+The node is dug by digging the base cube.
+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}},`
Noise Parameters
----------------
@@ -1024,7 +1167,7 @@ If `column_height_max` is not specified, this parameter defaults to `clust_size`
for reverse compatibility. New code should prefer `column_height_max`.
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,
+ore emanates 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.
@@ -1041,7 +1184,6 @@ 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.
-
### `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
@@ -1049,28 +1191,62 @@ Creates a deformed sphere of ore according to 3d perlin noise described by
### `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_threshold`.
+instances of 3d perlin noise with different 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_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:
-
- noise_params = {
- offset = 0,
- scale = 3,
- spread = {x=200, y=200, z=200},
- seed = 5390,
- octaves = 4,
- persist = 0.5,
- flags = "eased",
- },
- noise_threshold = 1.6
+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:
+
+ noise_params = {
+ offset = 0,
+ scale = 3,
+ spread = {x=200, y=200, z=200},
+ seed = 5390,
+ octaves = 4,
+ persist = 0.5,
+ flags = "eased",
+ },
+ noise_threshold = 1.6
**WARNING**: Use this ore type *very* sparingly since it is ~200x more
computationally expensive than any other ore.
+### `stratum`
+Creates a single undulating ore stratum that is continuous across mapchunk
+borders and horizontally spans the world.
+
+The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the
+stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
+defines the stratum's vertical thickness (in units of nodes). Due to being
+continuous across mapchunk borders the stratum's vertical thickness is
+unlimited.
+
+If the noise parameter `noise_params` is omitted the ore will occur from y_min
+to y_max in a simple horizontal stratum.
+
+A parameter `stratum_thickness` can be provided instead of the noise parameter
+`np_stratum_thickness`, to create a constant thickness.
+
+Leaving out one or both noise parameters makes the ore generation less intensive,
+useful when adding multiple strata.
+
+`y_min` and `y_max` define the limits of the ore generation and for performance
+reasons should be set as close together as possible but without clipping the
+stratum's Y variation.
+
+Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
+solid-ore stratum would require a `clust_scarcity` of 1.
+
+The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
+`random_factor` are ignored by this ore type.
+
Ore attributes
--------------
See section "Flag Specifier Format".
@@ -1116,15 +1292,15 @@ 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)
+ of the schematic to have a `prob / 256 * 100` chance of occurring. (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)
+ * `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:
@@ -1423,6 +1599,9 @@ Another example: Make red wool from white wool and red dye:
* `soil`: saplings will grow on nodes in this group
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
connect to each other
+* `slippery`: Players and items will slide on the node.
+ Slipperiness rises steadily with `slippery` value, starting at 1.
+
### Known damage and digging time defining groups
* `crumbly`: dirt, sand
@@ -1599,7 +1778,7 @@ the entity itself.
* `direction` is a unit vector, pointing from the source of the punch to
the punched object.
* `damage` damage that will be done to entity
-Return value of this function will determin if damage is done by this function
+Return value of this function will determine if damage is done by this function
(retval true) or shall be done by engine (retval false)
To punch an entity/object in Lua, call:
@@ -1666,7 +1845,7 @@ Some of the values in the key-value store are handled specially:
* `description`: Set the item stack's description. Defaults to `idef.description`
* `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.
+ current color from the palette.
Example stuff:
@@ -1714,14 +1893,23 @@ examples.
* deprecated: `invsize[,;]`
#### `position[,]`
-* Define the position of the formspec
-* A value between 0.0 and 1.0 represents a position inside the screen
-* The default value is the center of the screen (0.5, 0.5)
+* Must be used after `size` element.
+* Defines the position on the game window of the formspec's `anchor` point.
+* For X and Y, 0.0 and 1.0 represent opposite edges of the game window, for example:
+ * [0.0, 0.0] sets the position to the top left corner of the game window.
+ * [1.0, 1.0] sets the position to the bottom right of the game window.
+* Defaults to the center of the game window [0.5, 0.5].
#### `anchor[,]`
-* Define the anchor of the formspec
-* A value between 0.0 and 1.0 represents an anchor inside the formspec
-* The default value is the center of the formspec (0.5, 0.5)
+* Must be used after both `size` and `position` (if present) elements.
+* Defines the location of the anchor point within the formspec.
+* For X and Y, 0.0 and 1.0 represent opposite edges of the formspec, for example:
+ * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
+ * [1.0, 0.0] sets the anchor to the top right of the formspec.
+* Defaults to the center of the formspec [0.5, 0.5].
+
+* `position` and `anchor` elements need suitable values to avoid a formspec
+ extending off the game window due to particular game window sizes.
#### `container[,]`
* Start of a container block, moves all physical elements in the container by (X, Y)
@@ -1840,6 +2028,8 @@ examples.
#### `textarea[,;,;;;]`
* Same as fields above, but with multi-line input
+* if the text overflows a vertical scrollbar is added
+* if the name is empty the textarea is readonly. The label is not displayed then
#### `label[,;]`
* `x` and `y` work as per field
@@ -1856,6 +2046,7 @@ examples.
* Clickable button. When clicked, fields will be sent.
* `x`, `y` and `name` work as per field
* `w` and `h` are the size of the button
+* Fixed button height. It will be vertically centred on `h`
* `label` is the text on the button
* Position and size units are inventory slots
@@ -1875,8 +2066,8 @@ examples.
#### `item_image_button[,;,;- ;
;]`
* `x`, `y`, `w`, `h`, `name` and `label` work as per button
* `item name` is the registered name of an item/node,
- tooltip will be made out of its description
- to override it use tooltip element
+ tooltip will be made out of its description
+ to override it use tooltip element
* Position and size units are inventory slots
#### `button_exit[,;,;;]`
@@ -1891,7 +2082,7 @@ examples.
* `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 #color in hexadecimal format RRGGBB (only),
- * if you want a listelement to start with "#" write "##".
+ * if you want a listelement to start with "#" write "##".
#### `textlist[,;,;;,,...,;;]`
* Scrollable itemlist showing arbitrary text elements
@@ -1899,7 +2090,7 @@ examples.
* `w` and `h` are the size of the item list
* `name` fieldname sent to server on doubleclick value is current selected element
* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
- * if you want a listelement to start with "#" write "##"
+ * if you want a listelement to start with "#" write "##"
* Index to be selected within textlist
* `true`/`false`: draw transparent background
* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
@@ -1922,8 +2113,8 @@ examples.
#### `dropdown[,;;;- ,
- , ...,
- ;
]`
* Show a dropdown field
* **Important note**: There are two different operation modes:
- 1. handle directly on change (only changed dropdown is submitted)
- 2. read the value on pressing a button (all dropdown values are available)
+ 1. handle directly on change (only changed dropdown is submitted)
+ 2. read the value on pressing a button (all dropdown values are available)
* `x` and `y` position of dropdown
* Width of dropdown
* Fieldname data is transferred to Lua
@@ -1940,8 +2131,8 @@ examples.
#### `scrollbar[,;,;;;]`
* Show a scrollbar
* There are two ways to use it:
- 1. handle the changed event (only changed scrollbar is available)
- 2. read the value on pressing a button (all scrollbars are available)
+ 1. handle the changed event (only changed scrollbar is available)
+ 2. read the value on pressing a button (all scrollbars are available)
* `x` and `y`: position of trackbar
* `w` and `h`: width and height
* `orientation`: `vertical`/`horizontal`
@@ -1962,25 +2153,25 @@ examples.
#### `tableoptions[;;...]`
* Sets options for `table[]`
* `color=#RRGGBB`
- * default text color (`ColorString`), defaults to `#FFFFFF`
+ * default text color (`ColorString`), defaults to `#FFFFFF`
* `background=#RRGGBB`
- * table background color (`ColorString`), defaults to `#000000`
+ * table background color (`ColorString`), defaults to `#000000`
* `border=`
- * should the table be drawn with a border? (default: `true`)
+ * should the table be drawn with a border? (default: `true`)
* `highlight=#RRGGBB`
- * highlight background color (`ColorString`), defaults to `#466432`
+ * highlight background color (`ColorString`), defaults to `#466432`
* `highlight_text=#RRGGBB`
- * highlight text color (`ColorString`), defaults to `#FFFFFF`
+ * highlight text color (`ColorString`), defaults to `#FFFFFF`
* `opendepth=`
- * all subtrees up to `depth < value` are open (default value = `0`)
- * only useful when there is a column of type "tree"
+ * all subtrees up to `depth < value` are open (default value = `0`)
+ * only useful when there is a column of type "tree"
#### `tablecolumns[,,,...;,,;...]`
* Sets columns for `table[]`
* Types: `text`, `image`, `color`, `indent`, `tree`
* `text`: show cell contents as text
* `image`: cell contents are an image index, use column options to define images
- * `color`: cell contents are a ColorString and define color of following cell
+ * `color`: cell contents are a ColorString and define color of following cell
* `indent`: cell contents are a number and define indentation of following cell
* `tree`: same as indent, but user can open and close subtrees (treeview-like)
* Column options:
@@ -2058,8 +2249,8 @@ The following functions provide escape sequences:
* `minetest.colorize(color, message)`:
* Equivalent to:
`minetest.get_color_escape_sequence(color) ..
- message ..
- minetest.get_color_escape_sequence("#ffffff")`
+ message ..
+ minetest.get_color_escape_sequence("#ffffff")`
* `minetest.get_background_escape_sequence(color)`
* `color` is a ColorString
* The escape sequence sets the background of the whole text element to
@@ -2073,52 +2264,88 @@ The following functions provide escape sequences:
Spatial Vectors
---------------
-* `vector.new(a[, b, c])`: returns a vector:
+For the following functions, `v`, `v1`, `v2` are vectors, `p1`, `p2` are positions:
+
+* `vector.new(a[, b, c])`:
+ * Returns a vector.
* A copy of `a` if `a` is a vector.
- * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
-* `vector.direction(p1, p2)`: returns a vector
-* `vector.distance(p1, p2)`: returns a number
-* `vector.length(v)`: returns a number
-* `vector.normalize(v)`: returns a vector
-* `vector.floor(v)`: returns a vector, each dimension rounded down
-* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
-* `vector.apply(v, func)`: returns a vector
-* `vector.equals(v1, v2)`: returns a boolean
-* `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
+ * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
+* `vector.direction(p1, p2)`:
+ * Returns a vector of length 1 with direction `p1` to `p2`.
+ * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
+* `vector.distance(p1, p2)`:
+ * Returns zero or a positive number, the distance between `p1` and `p2`.
+* `vector.length(v)`:
+ * Returns zero or a positive number, the length of vector `v`.
+* `vector.normalize(v)`:
+ * Returns a vector of length 1 with direction of vector `v`.
+ * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
+* `vector.floor(v)`:
+ * Returns a vector, each dimension rounded down.
+* `vector.round(v)`:
+ * Returns a vector, each dimension rounded to nearest integer.
+* `vector.apply(v, func)`:
+ * Returns a vector where the function `func` has been applied to each component.
+* `vector.equals(v1, v2)`:
+ * Returns a boolean, `true` if the vectors are identical.
+* `vector.sort(v1, v2)`:
+ * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
For the following functions `x` can be either a vector or a number:
-* `vector.add(v, x)`: returns a vector
-* `vector.subtract(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
+* `vector.add(v, x)`:
+ * Returns a vector.
+* `vector.subtract(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
----------------
-* `dump2(obj, name="_", dumped={})`
- * Return object serialized as a string, handles reference loops
-* `dump(obj, dumped={})`
- * Return object serialized as a string
+* `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
+ handles reference loops
+ * `obj`: arbitrary variable
+ * `name`: string, default: `"_"`
+ * `dumped`: table, default: `{}`
+* `dump(obj, dumped)`: returns a string which makes `obj` human readable
+ * `obj`: arbitrary variable
+ * `dumped`: table, default: `{}`
* `math.hypot(x, y)`
* Get the hypotenuse of a triangle with legs x and y.
Useful for distance calculation.
-* `math.sign(x, tolerance)`
+* `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
* Get the sign of a number.
- Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
-* `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
- * If `max_splits` is negative, do not limit splits.
- * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
- * e.g. `string:split("a,b", ",") == {"a","b"}`
-* `string:trim()`
- * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
-* `minetest.wrap_text(str, limit)`: returns a string
- * Adds new lines to the string to keep it within the specified character limit
- * limit: Maximal amount of characters in one line
-* `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
- * Convert position to a printable string
- Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
-* `minetest.string_to_pos(string)`: returns a position
- * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
+ * tolerance: number, default: `0.0`
+ * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
+ `0` is returned.
+* `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
+ * `separator`: string, default: `","`
+ * `include_empty`: boolean, default: `false`
+ * `max_splits`: number, if it's positive, splits aren't limited,
+ default: `-1`
+ * `sep_is_pattern`: boolean, it specifies whether separator is a plain
+ string or a pattern (regex), default: `false`
+ * e.g. `"a,b":split","` returns `{"a","b"}`
+* `string:trim()`: returns the string without whitespace pre- and suffixes
+ * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
+* `minetest.wrap_text(str, limit, as_table)`: returns a string or table
+ * Adds newlines to the string to keep it within the specified character
+ limit
+ * Note that the returned lines may be longer than the limit since it only
+ splits at word borders.
+ * `limit`: number, maximal amount of characters in one line
+ * `as_table`: boolean, if set to true, a table of lines instead of a string
+ is returned, default: `false`
+* `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
+ * `pos`: table {x=X, y=Y, z=Z}
+ * Converts the position `pos` to a human-readable, printable string
+ * `decimal_places`: number, if specified, the x, y and z values of
+ the position are rounded to the given decimal place.
+* `minetest.string_to_pos(string)`: returns a position or `nil`
+ * Same but in reverse.
+ * If the string can't be parsed to a position, nothing is returned.
* `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
@@ -2132,6 +2359,79 @@ Helper functions
* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
* returns the exact position on the surface of a pointed node
+Translations
+------------
+
+Texts can be translated client-side with the help of `minetest.translate` and translation files.
+
+### Translating a string
+Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
+
+* `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
+ `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
+ It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
+
+ local S = minetest.get_translator(textdomain)
+ S(str, ...)
+
+ As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
+
+* `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
+ for disambiguation. The textdomain must match the textdomain specified in the translation file in order
+ to get the string translated. This can be used so that a string is translated differently in different contexts.
+ It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
+ This function must be given a number of arguments equal to the number of arguments the translated string expects.
+ Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
+ outputs of `minetest.translate` as well.
+
+ For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
+ We can do the following:
+
+ local S = minetest.get_translator()
+ S("@1 Wool", S("Red"))
+
+ This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
+ However, if we have for instance a translation file named `wool.fr.tr` containing the following:
+
+ @1 Wool=Laine @1
+ Red=Rouge
+
+ this will be displayed as "Laine Rouge" on clients with a French locale.
+
+### Operations on translated strings
+
+The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
+so that it can be translated on the different clients. In particular, you can't expect operations like string.length
+to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
+concatenation will still work as expected (note that you should only use this for things like formspecs; do not
+translate sentences by breaking them into parts; arguments should be used instead), and operations such as
+`minetest.colorize` which are only concatenation under the hood as well.
+
+### Translation file format
+A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
+The file should be a text file, with the following format:
+
+* Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
+ domain of all following translations in the file.
+* All other empty lines or lines beginning with `#` are ignored.
+* Other lines should be in the format `original=translated`. Both `original` and `translated` can
+ contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
+ (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
+ or the end of the line.
+
+### Escapes
+Strings that need to be translated can contain several escapes, preceded by `@`.
+
+* `@@` acts as a literal `@`.
+* `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
+ when translation. Due to how translations are implemented, the original translation string **must** have
+ its arguments in increasing order, without gaps or repetitions, starting from 1.
+* `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
+ files to avoid being confused with the `=` separating the original from the translation.
+* `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
+ in strings given to `minetest.translate`, but is in translation files.
+* `@n` acts as a literal newline as well.
+
`minetest` namespace reference
------------------------------
@@ -2181,7 +2481,7 @@ Helper functions
max_jitter = 0.5, -- maximum packet time jitter
avg_jitter = 0.03, -- average packet time jitter
connection_uptime = 200, -- seconds since client connected
- prot_vers = 31, -- protocol version used by client
+ protocol_version = 32, -- protocol version used by client
-- following information is available on debug build only!!!
-- DO NOT USE IN MODS
--ser_vers = 26, -- serialization version used by client
@@ -2196,9 +2496,13 @@ Helper functions
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.
+ * nil: return all entries,
+ * true: return only subdirectory names, or
+ * false: return only file names.
+* `minetest.safe_file_write(path, content)`: returns boolean indicating success
+ * Replaces contents of file at path with new contents in a safe (atomic) way.
+ Use this instead of below code when writing e.g. database files:
+ `local f = io.open(path, "wb"); f:write(content); f:close()`
* `minetest.get_version()`: returns a table containing components of the
engine version. Components:
* `project`: Name of the project, eg, "Minetest"
@@ -2206,10 +2510,13 @@ Helper functions
* `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
Use this for informational purposes only. The information in the returned
table does not represent the capabilities of the engine, nor is it
- reliable or verifyable. Compatible forks will have a different name and
+ reliable or verifiable. Compatible forks will have a different name and
version entirely. To check for the presence of engine features, test
whether the functions exported by the wanted features exist. For example:
- `if minetest.nodeupdate then ... end`.
+ `if minetest.check_for_falling then ... end`.
+* `minetest.sha1(data, [raw])`: returns the sha1 hash of data
+ * `data`: string of data to hash
+ * `raw`: return raw bytes instead of hex digits, default: false
### Logging
* `minetest.debug(...)`
@@ -2229,6 +2536,8 @@ Call these functions only at load time!
* `minetest.register_craftitem(name, item definition)`
* `minetest.unregister_item(name)`
* `minetest.register_alias(name, convert_to)`
+ * Also use this to set the 'mapgen aliases' needed in a game for the core
+ * mapgens. See 'Mapgen aliases' section above.
* `minetest.register_alias_force(name, convert_to)`
* `minetest.register_craft(recipe)`
* Check recipe table syntax for different types below.
@@ -2263,6 +2572,7 @@ Call these functions only at load time!
* `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
* Called when a node has been placed
* If return `true` no item is taken from `itemstack`
+ * `placer` may be any valid ObjectRef or nil.
* **Not recommended**; use `on_construct` or `after_place_node` in node definition
whenever possible
* `minetest.register_on_dignode(func(pos, oldnode, digger))`
@@ -2270,24 +2580,24 @@ Call these functions only at load time!
* **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
whenever possible
* `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
- * Called when a node is punched
+ * Called when a node is punched
* `minetest.register_on_generated(func(minp, maxp, blockseed))`
- * Called after generating a piece of world. Modifying nodes inside the area
- is a bit faster than usually.
+ * Called after generating a piece of world. Modifying nodes inside the area
+ is a bit faster than usually.
* `minetest.register_on_newplayer(func(ObjectRef))`
- * Called after a new player has been created
+ * Called after a new player has been created
* `minetest.register_on_dieplayer(func(ObjectRef))`
- * Called when a player dies
+ * 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
+ * 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
@@ -2297,17 +2607,21 @@ Call these functions only at load time!
modifiers can return true as a second argument to stop the execution of further functions.
Non-modifiers receive the final hp change calculated by the modifiers.
* `minetest.register_on_respawnplayer(func(ObjectRef))`
- * Called when player is to be respawned
- * Called _before_ repositioning of player occurs
- * return true in func to disable regular player placement
+ * Called when player is to be respawned
+ * Called _before_ repositioning of player occurs
+ * return true in func to disable regular player placement
* `minetest.register_on_prejoinplayer(func(name, ip))`
- * Called before a player joins the game
- * If it returns a string, the player is disconnected with that string as reason
+ * Called before a player joins the game
+ * If it returns a string, the player is disconnected with that string as reason
* `minetest.register_on_joinplayer(func(ObjectRef))`
* Called when a player joins the game
* `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
* Called when a player leaves the game
* `timed_out`: True for timeout, false for other reasons.
+* `minetest.register_on_auth_fail(func(name, ip))`
+ * Called when a client attempts to log into an account but supplies the wrong password.
+ * `ip`: The IP address of the client.
+ * `name`: The account the client attempted to log into.
* `minetest.register_on_cheat(func(ObjectRef, cheat))`
* Called when a player cheats
* `cheat`: `{type=}`, where `` is one of:
@@ -2336,13 +2650,28 @@ Call these functions only at load time!
* `minetest.register_on_protection_violation(func(pos, name))`
* Called by `builtin` and mods when a player violates protection at a position
(eg, digs a node or punches a protected entity).
- * The registered functions can be called using `minetest.record_protection_violation`
- * The provided function should check that the position is protected by the mod
- calling this function before it prints a message, if it does, to allow for
- multiple protection mods.
+ * The registered functions can be called using `minetest.record_protection_violation`
+ * The provided function should check that the position is protected by the mod
+ calling this function before it prints a message, if it does, to allow for
+ multiple protection mods.
* `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
* Called when an item is eaten, by `minetest.item_eat`
* Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
+* `minetest.register_on_priv_grant(function(name, granter, priv))`
+ * Called when `granter` grants the priv `priv` to `name`.
+ * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
+ and again with granter being nil.
+* `minetest.register_on_priv_revoke(function(name, revoker, priv))`
+ * Called when `revoker` revokes the priv `priv` from `name`.
+ * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
+ and again with revoker being nil.
+* `minetest.register_can_bypass_userlimit(function(name, ip))`
+ * Called when `name` user connects with `ip`.
+ * Return `true` to by pass the player limit
+* `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
+ * Called when an incoming mod channel message is received
+ * You should have joined some channels to receive events.
+ * If message comes from a server mod, `sender` field is an empty string.
### Other registration functions
* `minetest.register_chatcommand(cmd, chatcommand definition)`
@@ -2356,8 +2685,16 @@ Call these functions only at load time!
* `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
the default of `give_to_singleplayer` is true
* To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
-* `minetest.register_authentication_handler(handler)`
- * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
+ * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
+ `granter_name` will be nil if the priv was granted by a mod.
+ * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
+ `revoker_name` will be nil if the priv was revoked by a mod
+ * Note that the above two callbacks will be called twice if a player is responsible -
+ once with the player name, and then with a nil player name.
+ * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
+* `minetest.register_authentication_handler(authentication handler definition)`
+ * Registers an auth handler that overrides the builtin one
+ * This function can be called by a single mod once only.
### Setting-related
* `minetest.settings`: Settings object containing all of the settings from the
@@ -2366,40 +2703,47 @@ Call these functions only at load time!
parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
### Authentication
-* `minetest.notify_authentication_modified(name)`
- * Should be called by the authentication handler if privileges changes.
- * To report everybody, set `name=nil`.
-* `minetest.check_password_entry(name, entry, password)`
- * Returns true if the "db entry" for a player with name matches given
- * password, false otherwise.
- * The "db entry" is the usually player-individual value that is derived
- * from the player's chosen password and stored on the server in order to allow
- * authentication whenever the player desires to log in.
- * Only use this function for making it possible to log in via the password from
- * via protocols like IRC, other uses for inside the game are frowned upon.
-* `minetest.get_password_hash(name, raw_password)`
- * 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.
- * For this purpose, use `minetest.check_password_entry` instead.
* `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
* Convert between two privilege representations
-* `minetest.set_player_password(name, password_hash)`
-* `minetest.set_player_privs(name, {priv1=true,...})`
* `minetest.get_player_privs(name) -> {priv1=true,...}`
-* `minetest.auth_reload()`
* `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
+ * `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.check_password_entry(name, entry, password)`
+ * Returns true if the "password entry" for a player with name matches given
+ password, false otherwise.
+ * The "password entry" is the password representation generated by the engine
+ as returned as part of a `get_auth()` call on the auth handler.
+ * Only use this function for making it possible to log in via password from
+ external protocols such as IRC, other uses are frowned upon.
+* `minetest.get_password_hash(name, raw_password)`
+ * 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.
+ * For this purpose, use `minetest.check_password_entry` instead.
+* `minetest.get_player_ip(name)`: returns an IP address string for the player `name`
+ * The player needs to be online for this to be successful.
+
+* `minetest.get_auth_handler()`: Return the currently active auth handler
+ * See the `Authentication handler definition`
+ * Use this to e.g. get the authentication data for a player:
+ `local auth_data = minetest.get_auth_handler().get_auth(playername)`
+* `minetest.notify_authentication_modified(name)`
+ * Must be called by the authentication handler for privilege changes.
+ * `name`: string; if omitted, all auth data should be considered modified
+* `minetest.set_player_password(name, password_hash)`: Set password hash of player `name`
+* `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player `name`
+* `minetest.auth_reload()`
+ * See `reload()` in authentication handler definition
`minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
-and `minetest.auth_reload` call the authetification handler.
+and `minetest.auth_reload` call the authentication handler.
### Chat
* `minetest.chat_send_all(text)`
@@ -2407,12 +2751,24 @@ and `minetest.auth_reload` call the authetification handler.
### Environment access
* `minetest.set_node(pos, node)`
-* `minetest.add_node(pos, node): alias set_node(pos, node)`
- * Set node at position (`node = {name="foo", param1=0, param2=0}`)
+* `minetest.add_node(pos, node): alias to `minetest.set_node`
+ * Set node at position `pos`
+ * `node`: table `{name=string, param1=number, param2=number}`
+ * If param1 or param2 is omitted, it's set to `0`.
+ * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
+* `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
+ * Set node on all positions set in the first argument.
+ * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
+ * For node specification or position syntax see `minetest.set_node` call
+ * Faster than set_node due to single call, but still considerably slower than
+ Voxel Manipulators (LVM) for large numbers of nodes.
+ Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out
+ positions which would cause LVMs to waste memory.
+ For setting a cube, this is 1.3x faster than set_node whereas LVM is 20x faster.
* `minetest.swap_node(pos, node)`
* Set node at position, but don't remove metadata
* `minetest.remove_node(pos)`
- * Equivalent to `set_node(pos, "air")`
+ * By default it does the same as `minetest.set_node(pos, {name="air"})`
* `minetest.get_node(pos)`
* Returns the node at the given position as table in the format
`{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
@@ -2449,7 +2805,7 @@ and `minetest.auth_reload` call the authetification handler.
* `minetest.add_item(pos, item)`: Spawn item
* 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)`
+* `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
* `radius`: using an euclidean metric
* `minetest.set_timeofday(val)`
* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
@@ -2466,9 +2822,11 @@ and `minetest.auth_reload` call the authetification handler.
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
* First return value: Table with all node positions
* Second return value: Table with the count of each node with the node name as index
+ * Area volume is limited to 4,096,000 nodes
* `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
* Return value: Table with all node positions with a node air above
+ * Area volume is limited to 4,096,000 nodes
* `minetest.get_perlin(noiseparams)`
* `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
* Return world-specific perlin noise (`int(worldseed)+seeddiff`)
@@ -2476,58 +2834,96 @@ and `minetest.auth_reload` call the authetification handler.
* Return voxel manipulator object.
* Loads the manipulator from the map if positions are passed.
* `minetest.set_gen_notify(flags, {deco_ids})`
- * Set the types of on-generate notifications that should be collected
- * `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_id`s
+ * Set the types of on-generate notifications that should be collected.
+ * `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.
+* `minetest.get_gen_notify()`
+ * Returns a flagstring and a table with the `deco_id`s.
+* `minetest.get_decoration_id(decoration_name)
+ * Returns the decoration ID number for the provided decoration name string,
+ or `nil` on failure.
* `minetest.get_mapgen_object(objectname)`
* Return requested mapgen object if available (see "Mapgen objects")
+* `minetest.get_heat(pos)`
+ * Returns the heat at the position, or `nil` on failure.
+* `minetest.get_humidity(pos)`
+ * Returns the humidity at the position, or `nil` on failure.
+* `minetest.get_biome_data(pos)`
+ * Returns a table containing:
+ * `biome` the biome id of the biome at that position
+ * `heat` the heat at the position
+ * `humidity` the humidity at the position
+ * Or returns `nil` on failure.
* `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`.
- * Deprecated: use `minetest.get_mapgen_setting(name)` instead
+ * Returns the biome id, as used in the biomemap Mapgen object and returned
+ by `minetest.get_biome_data(pos)`, for a given biome_name string.
+* `minetest.get_mapgen_params()`
+ * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
+ * Returns a table containing:
+ * `mgname`
+ * `seed`
+ * `chunksize`
+ * `water_level`
+ * `flags`
* `minetest.set_mapgen_params(MapgenParams)`
- * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
- * 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`.
- * 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.
- * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
+ * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
+ instead.
+ * 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`
+ * `chunksize`
+ * `water_level`
+ * `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.
+ * `flags` is in the same format and has the same options as `mg_flags` in
+ `minetest.conf`.
* `minetest.get_mapgen_setting(name)`
- * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
- order of precedence:
+ * Gets the *active* mapgen setting (or nil if none exists) in string
+ format with the following order of precedence:
1) Settings loaded from map_meta.txt or overrides set during mod execution
2) Settings set by mods without a metafile override
3) Settings explicitly set in the user config file, minetest.conf
4) Settings set as the user config default
* `minetest.get_mapgen_setting_noiseparams(name)`
- * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
- and is a valid NoiseParams
+ * Same as above, but returns the value as a NoiseParams table if the
+ setting `name` exists and is a valid NoiseParams.
* `minetest.set_mapgen_setting(name, value, [override_meta])`
- * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
- is not already present in map_meta.txt.
- * `override_meta` is an optional boolean (default: `false`). If this is set to true,
- the setting will become the active setting regardless of the map metafile contents.
- * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
+ * Sets a mapgen param to `value`, and will take effect if the corresponding
+ mapgen setting is not already present in map_meta.txt.
+ * `override_meta` is an optional boolean (default: `false`). If this is set
+ to true, the setting will become the active setting regardless of the map
+ metafile contents.
+ * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
- * Same as above, except value is a NoiseParams table.
+ * Same as above, except value is a NoiseParams table.
* `minetest.set_noiseparams(name, noiseparams, set_default)`
- * 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.get_noiseparams(name)`: returns a table of the noiseparams for name
+ * 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.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`.
+ * 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`.
+ * 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([options])`
* Clear all objects in the environment
@@ -2537,26 +2933,28 @@ and `minetest.auth_reload` call the authetification handler.
clear objects in unloaded mapblocks only when the mapblocks are next activated.
* `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.
+ 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:
- * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
- * `minetest.EMERGE_FROM_DISK`, `minetest.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)
+ * `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:
+ * `minetest.EMERGE_CANCELLED`
+ * `minetest.EMERGE_ERRORED`
+ * `minetest.EMERGE_FROM_MEMORY`
+ * `minetest.EMERGE_FROM_DISK`
+ * `minetest.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`
- * Check if there is a direct line of sight between `pos1` and `pos2`
+* `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
+ * Checks if there is anything other than air between pos1 and pos2.
+ * Returns false if something is blocking the sight.
* Returns the position of the blocking node when `false`
* `pos1`: First position
* `pos2`: Second position
- * `stepsize`: smaller gives more accurate results but requires more computing
- time. Default is `1`.
* `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
* Creates a `Raycast` object.
* `pos1`: start of the ray
@@ -2613,6 +3011,14 @@ and `minetest.auth_reload` call the authetification handler.
* spread these updates to neighbours and can cause a cascade
of nodes to fall.
+### Mod channels
+You can find mod channels communication scheme in `docs/mod_channels.png`.
+
+* `minetest.mod_channel_join(channel_name)`
+ * Server joins channel `channel_name`, and creates it if necessary. You
+ should listen from incoming messages with `minetest.register_on_modchannel_message`
+ call to receive incoming messages
+
### Inventory
`minetest.get_inventory(location)`: returns an `InvRef`
@@ -2627,7 +3033,7 @@ and `minetest.auth_reload` call the authetification handler.
Note that this parameter is mostly just a workaround and will be removed in future releases.
* 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
+ returns left over ItemStack
* See `minetest.item_eat` and `minetest.register_on_item_eat`
### Formspec
@@ -2639,7 +3045,7 @@ and `minetest.auth_reload` call the authetification handler.
* `minetest.close_formspec(playername, formname)`
* `playername`: name of player to close formspec
* `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
- not close.
+ not close.
* calling `show_formspec(playername, formname, "")` is equal to this expression
* to close a formspec regardless of the formname, call
`minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
@@ -2683,6 +3089,13 @@ and `minetest.auth_reload` call the authetification handler.
* Convert a vector into a yaw (angle)
* `minetest.yaw_to_dir(yaw)`
* Convert yaw (angle) to a vector
+* `minetest.is_colored_paramtype(ptype)`
+ * Returns a boolean. Returns `true` if the given `paramtype2` contains color
+ information (`color`, `colorwallmounted` or `colorfacedir`).
+* `minetest.strip_param2_color(param2, paramtype2)`
+ * Removes everything but the color information from the
+ given `param2` value.
+ * Returns `nil` if the given `paramtype2` does not contain color information
* `minetest.get_node_drops(nodename, toolname)`
* Returns list of item names.
* **Note**: This will be removed or modified in a future version.
@@ -2703,7 +3116,7 @@ and `minetest.auth_reload` call the authetification handler.
* `input.width` = for example `3`
* `input.items` = for example
`{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
- * `input.items` = `nil` if no recipe found
+ * `input.items` = `nil` if no recipe found
* `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
* returns indexed table with all registered recipes for query item (node)
or `nil` if no recipe was found
@@ -2802,17 +3215,20 @@ These functions return the leftover itemstack.
* Optional: Variable number of arguments that are passed to `func`
### Server
-* `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
- `reconnect` == true displays a reconnect button,
- `delay` adds an optional delay (in seconds) before shutdown
- negative delay cancels the current active shutdown
- zero delay triggers an immediate shutdown.
+* `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients.
+ * `reconnect` == true displays a reconnect button
+ * `delay` adds an optional delay (in seconds) before shutdown.
+ Negative delay cancels the current active shutdown.
+ Zero delay triggers an immediate shutdown.
* `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
* `minetest.get_server_status()`: returns server status string
* `minetest.get_server_uptime()`: returns the server uptime in seconds
* `minetest.remove_player(name)`: remove player from database (if he is not connected).
- * Does not remove player authentication data, minetest.player_exists will continue to return true.
+ * As auth data is not removed, minetest.player_exists will continue to return true.
+ Call the below method as well if you want to remove auth data too.
* Returns a code (0: successful, 1: no such player, 2: player is connected)
+* `minetest.remove_player_auth(name)`: remove player authentication data
+ * Returns boolean indicating success (false if player nonexistant)
### Bans
* `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
@@ -2839,28 +3255,34 @@ These functions return the leftover itemstack.
* `minetest.delete_particlespawner(id, player)`
* Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
- * If playername is specified, only deletes on the player's client,
- * otherwise on all clients
+ * If playername is specified, only deletes on the player's client, otherwise on all clients
### Schematics
* `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
* 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`.
+ * Apply the specified probability and per-node force-place to the specified nodes
+ according to the `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,
- * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
+ * `prob` is an integer value from `0` to `255` that encodes probability and
+ per-node force-place. Probability has levels 0-127, then 128 is added to
+ encode per-node force-place.
+ For probability stated as 0-255, divide by 2 and round down to get values
+ 0-127, then add 128 to apply per-node force-place.
* 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
- indicates the y position of the slice with a probability applied.
+ * Apply the specified probability to the specified horizontal slices according to the
+ `slice_prob_list`.
+ * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
+ * `ypos` indicates the y position of the slice with a probability applied,
+ the lowest slice being `ypos = 0`.
* If slice probability list equals `nil`, no slice probabilities are applied.
* Saves schematic in the Minetest Schematic format to filename.
-* `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
+* `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
* Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
* `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
* If the `rotation` parameter is omitted, the schematic is not rotated.
@@ -2868,14 +3290,26 @@ These functions return the leftover itemstack.
* `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
+ * **Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls
+ will always use the cached version and the replacement list defined for it,
+ regardless of whether the file or the replacement list parameter have changed.
+ The only way to load the file anew is to restart the server.
+ * `flags` is a flag field with the available flags:
+ * place_center_x
+ * place_center_y
+ * place_center_z
+
+* `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
+ * This function is analogous 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.
+ * `flags` is a flag field with the available flags:
+ * place_center_x
+ * place_center_y
+ * place_center_z
* `minetest.serialize_schematic(schematic, format, options)`
* Return the serialized schematic specified by schematic (see: Schematic specifier)
@@ -2915,12 +3349,18 @@ These functions return the leftover itemstack.
### Misc.
* `minetest.get_connected_players()`: returns list of `ObjectRefs`
+* `minetest.is_player(o)`: boolean, whether `o` is a player
* `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
* `minetest.hud_replace_builtin(name, hud_definition)`
* Replaces definition of a builtin hud element
* `name`: `"breath"` or `"health"`
* `hud_definition`: definition to replace builtin definition
-* `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
+* `minetest.send_join_message(player_name)`
+ * This function can be overridden by mods to change the join message.
+* `minetest.send_leave_message(player_name, timed_out)`
+ * This function can be overridden by mods to change the leave message.
+* `minetest.hash_node_position(pos)`: returns an 48-bit integer
+ * `pos`: table {x=number, y=number, z=number},
* Gives a unique hash number for a node position (16+16+16=48bit)
* `minetest.get_position_from_hash(hash)`: returns a position
* Inverse transform of `minetest.hash_node_position`
@@ -2966,9 +3406,9 @@ These functions return the leftover itemstack.
* Compress a string of data.
* `method` is a string identifying the compression method to be used.
* Supported compression methods:
- * Deflate (zlib): `"deflate"`
+ * Deflate (zlib): `"deflate"`
* `...` indicates method-specific arguments. Currently defined arguments are:
- * Deflate: `level` - Compression level, `0`-`9` or `nil`.
+ * Deflate: `level` - Compression level, `0`-`9` or `nil`.
* `minetest.decompress(compressed_data, method, ...)`: returns data
* Decompress a string of data (using ZLib).
* See documentation on `minetest.compress()` for supported compression methods.
@@ -2983,9 +3423,10 @@ These functions return the leftover itemstack.
* `minetest.decode_base64(string)`: returns string
* Decodes a string encoded in base64.
* `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 true, if player `name` shouldn't be able to dig at `pos` or do other
+ actions, definable by mods, due to some mod-defined ownership-like concept.
Returns false or nil, if the player is allowed to do such actions.
+ * `name` will be "" for non-players or unknown players.
* 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
@@ -3000,8 +3441,21 @@ These functions return the leftover itemstack.
return old_is_protected(pos, name)
end
* `minetest.record_protection_violation(pos, name)`
- * This function calls functions registered with
- `minetest.register_on_protection_violation`.
+ * This function calls functions registered with
+ `minetest.register_on_protection_violation`.
+* `minetest.is_area_protected(pos1, pos2, player_name, interval)
+ * Returns the position of the first node that `player_name` may not modify in
+ the specified cuboid between `pos1` and `pos2`.
+ * Returns `false` if no protections were found.
+ * Applies `is_protected()` to a 3D lattice of points in the defined volume.
+ The points are spaced evenly throughout the volume and have a spacing
+ similar to, but no larger than, `interval`.
+ * All corners and edges of the defined volume are checked.
+ * `interval` defaults to 4.
+ * `interval` should be carefully chosen and maximised to avoid an excessive
+ number of points being checked.
+ * Like `minetest.is_protected`, this function may be extended or overwritten by
+ mods to provide a faster implementation to check the cuboid for intersections.
* `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
* Attempt to predict the desired orientation of the facedir-capable node
defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
@@ -3009,7 +3463,7 @@ These functions return the leftover itemstack.
field is false or omitted (else, the itemstack is not changed). `orient_flags`
is an optional table containing extra tweaks to the placement code:
* `invert_wall`: if `true`, place wall-orientation on the ground and ground-
- orientation on the wall.
+ orientation on the wall.
* `force_wall` : if `true`, always place the node in wall orientation.
* `force_ceiling`: if `true`, always place on the ceiling.
* `force_floor`: if `true`, always place the node on the floor.
@@ -3019,8 +3473,8 @@ These functions return the leftover itemstack.
precedence over the first.
* `minetest.rotate_node(itemstack, placer, pointed_thing)`
* 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.
+ the creative mode setting, and checks for "sneak" to set the `invert_wall`
+ parameter.
* `minetest.forceload_block(pos[, transient])`
* forceloads the position `pos`.
@@ -3047,8 +3501,8 @@ These functions return the leftover itemstack.
### 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)`
+ `minetest.env:somefunction(somearguments)`
+ instead of `minetest.somefunction(somearguments)`
* Deprecated, but support is not to be dropped soon
### Global tables
@@ -3078,6 +3532,21 @@ These functions return the leftover itemstack.
Class reference
---------------
+### ModChannel
+
+An interface to use mod channels on client and server
+
+#### Methods
+* `leave()`: leave the mod channel.
+ * Server leaves channel `channel_name`.
+ * No more incoming or outgoing messages can be sent to this channel from server mods.
+ * This invalidate all future object usage
+ * Ensure your set mod_channel to nil after that to free Lua resources
+* `is_writeable()`: returns true if channel is writeable and mod can send over it.
+* `send_all(message)`: Send `message` though the mod channel.
+ * If mod channel is not writeable or invalid, message will be dropped.
+ * Message size is limited to 65535 characters by protocol.
+
### `MetaDataRef`
See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
@@ -3116,6 +3585,9 @@ Can be obtained via `item:get_meta()`.
#### Methods
* All methods in MetaDataRef
+* `set_tool_capabilities([tool_capabilities])`
+ * overrides the item's tool capabilities
+ * a nil value will clear the override data and restore the original behavior
### `StorageRef`
Mod metadata: per mod metadata, saved automatically.
@@ -3171,12 +3643,18 @@ This is basically a reference to a C++ `ServerActiveObject`
* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
* `set_armor_groups({group1=rating, group2=rating, ...})`
* `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)`
+* `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
+ * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
+ * `frame_speed`: number, default: `15.0`
+ * `frame_blend`: number, default: `0.0`
+ * `frame_loop`: boolean, default: `true`
* `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
+* `set_animation_frame_speed(frame_speed)`
+ * `frame_speed`: number, default: `15.0`
* `set_attach(parent, bone, position, rotation)`
* `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}`
+ * `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
* `set_detach()`
* `set_bone_position(bone, position, rotation)`
@@ -3202,18 +3680,25 @@ This is basically a reference to a C++ `ServerActiveObject`
}
##### LuaEntitySAO-only (no-op for other objects)
-* `set_velocity({x=num, y=num, z=num})`
-* `get_velocity()`: returns `{x=num, y=num, z=num}`
-* `set_acceleration({x=num, y=num, z=num})`
-* `get_acceleration()`: returns `{x=num, y=num, z=num}`
+* `set_velocity(vel)`
+ * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
+* `get_velocity()`: returns the velocity, a vector
+* `set_acceleration(acc)`
+ * `acc` is a vector
+* `get_acceleration()`: returns the acceleration, a vector
* `set_yaw(radians)`
* `get_yaw()`: returns number in radians
* `set_texture_mod(mod)`
* `get_texture_mod()` returns current texture modifier
-* `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
- select_horiz_by_yawpitch=false)`
- * Select sprite from spritesheet with optional animation and DM-style
- texture selection based on yaw relative to camera
+* `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
+ * Select sprite from spritesheet with optional animation and Dungeon Master
+ style texture selection based on yaw relative to camera
+ * `p`: {x=number, y=number}, the coordinate of the first frame
+ (x: column, y: row), default: `{x=0, y=0}`
+ * `num_frames`: number, default: `1`
+ * `framelength`: number, default: `0.2`
+ * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
+ Master mob, default: `false`
* `get_entity_name()` (**Deprecated**: Will be removed in a future version)
* `get_luaentity()`
@@ -3223,28 +3708,28 @@ This is basically a reference to a C++ `ServerActiveObject`
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_vertical()`: pitch in radians
- * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
+ * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
* `get_look_horizontal()`: yaw in radians
- * Angle is counter-clockwise from the +z direction.
+ * Angle is counter-clockwise from the +z direction.
* `set_look_vertical(radians)`: sets look pitch
- * radians - Angle from looking forward, where positive is downwards.
+ * radians - Angle from looking forward, where positive is downwards.
* `set_look_horizontal(radians)`: sets look yaw
- * radians - Angle from the +z direction, where positive is counter-clockwise.
+ * radians - Angle from the +z direction, where positive is counter-clockwise.
* `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
- * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
+ * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
- * Angle is counter-clockwise from the +x direction.
+ * Angle is counter-clockwise from the +x direction.
* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
* `get_breath()`: returns players breath
* `set_breath(value)`: sets players breath
- * values:
- * `0`: player is drowning,
- * `1`-`10`: remaining number of bubbles
- * `11`: bubbles bar is not shown
+ * values:
+ * `0`: player is drowning
+ * max: bubbles bar is not shown
+ * See Object Properties for more information
* `set_attribute(attribute, value)`:
* Sets an extra attribute with value on player.
- * `value` must be a string.
+ * `value` must be a string, or a number which will be converted to a string.
* If `value` is `nil`, remove attribute from player.
* `get_attribute(attribute)`:
* Returns value (a string) for extra attribute.
@@ -3254,9 +3739,13 @@ This is basically a reference to a C++ `ServerActiveObject`
* Should usually be called in `on_joinplayer`
* `get_inventory_formspec()`: returns a formspec string
* `get_player_control()`: returns table with player pressed keys
- * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
+ * The table consists of fields with boolean value representing the pressed
+ keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
+ * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
+ sneak=true, aux1=false, down=false, up=false}`
* `get_player_control_bits()`: returns integer with bit packed player pressed keys
- * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
+ * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
+ 7/LMB, 8/RMB
* `set_physics_override(override_table)`
* `override_table` is a table with the following fields:
* `speed`: multiplier to default walking speed value (default: `1`)
@@ -3276,13 +3765,16 @@ This is basically a reference to a C++ `ServerActiveObject`
* 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`, `minimap`
+ * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
+ `minimap`, `minimap_radar`
* 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
+ * minimap `radar` is only usable when `minimap` is true
* `hud_get_flags()`: returns a table containing status of hud flags
- * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
+ * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
+ breathbar=true, minimap=true, minimap_radar=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
@@ -3302,21 +3794,21 @@ This is basically a reference to a C++ `ServerActiveObject`
`"plain"` custom skyboxes (default: `true`)
* `get_sky()`: returns bgcolor, type, table of textures, clouds
* `set_clouds(parameters)`: set cloud parameters
- * `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 (default `#fff0f0e5`)
- * `ambient`: cloud color lower bound, use for a "glow at night" effect (default `#000000`)
- * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
- * `thickness`: cloud thickness in nodes (default `16`)
- * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, y=-2}`)
+ * `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`)
+ * `ambient`: cloud color lower bound, use for a "glow at night" effect.
+ ColorSpec (alpha ignored, default `#000000`)
+ * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
+ * `thickness`: cloud thickness in nodes (default `16`)
+ * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
* `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
* `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
* `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(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
@@ -3407,36 +3899,42 @@ It can be created via `ItemStack(x)`, where x is an `ItemStack`,
an itemstring, a table or `nil`.
#### Methods
-* `is_empty()`: Returns `true` if stack is empty.
-* `get_name()`: Returns item name (e.g. `"default:stone"`).
-* `set_name(item_name)`: Returns boolean whether item was cleared
+* `is_empty()`: returns `true` if stack is empty.
+* `get_name()`: returns item name (e.g. `"default:stone"`).
+* `set_name(item_name)`: returns a boolean indicating whether the item was cleared
* `get_count()`: Returns number of items on the stack.
-* `set_count(count)`: Returns boolean whether item was cleared
-* `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
-* `set_wear(wear)`: Returns boolean whether item was cleared
-* `get_meta()`: Returns ItemStackMetaRef. See section for more details
+* `set_count(count)`: returns a boolean indicating whether the item was cleared
+ * `count`: number, unsigned 16 bit integer
+* `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
+* `set_wear(wear)`: returns boolean indicating whether item was cleared
+ * `wear`: number, unsigned 16 bit integer
+* `get_meta()`: returns ItemStackMetaRef. See section for more details
* `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
* `set_metadata(metadata)`: (DEPRECATED) Returns true.
* `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.
-* `to_string()`: Returns the stack in itemstring form.
-* `to_table()`: Returns the stack in Lua table form.
-* `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
-* `get_free_space()`: Returns `get_stack_max() - get_count()`.
-* `is_known()`: Returns `true` if the item name refers to a defined item type.
-* `get_definition()`: Returns the item definition table.
-* `get_tool_capabilities()`: Returns the digging properties of the item,
+* `to_string()`: returns the stack in itemstring form.
+* `to_table()`: returns the stack in Lua table form.
+* `get_stack_max()`: returns the maximum size of the stack (depends on the item).
+* `get_free_space()`: returns `get_stack_max() - get_count()`.
+* `is_known()`: returns `true` if the item name refers to a defined item type.
+* `get_definition()`: returns the item definition table.
+* `get_tool_capabilities()`: returns the digging properties of the item,
or those of the hand if none are defined for this item type
-* `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
-* `add_item(item)`: Put some item or stack onto this stack.
- Returns leftover `ItemStack`.
-* `item_fits(item)`: Returns `true` if item or stack can be fully added to
+* `add_wear(amount)`
+ * Increases wear by `amount` if the item is a tool
+ * `amount`: number, integer
+* `add_item(item)`: returns leftover `ItemStack`
+ * Put some item or stack onto this stack
+* `item_fits(item)`: returns `true` if item or stack can be fully added to
this one.
-* `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
- Returns taken `ItemStack`.
-* `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
- Returns taken `ItemStack`.
+* `take_item(n)`: returns taken `ItemStack`
+ * Take (and remove) up to `n` items from this stack
+ * `n`: number, default: `1`
+* `peek_item(n)`: returns taken `ItemStack`
+ * Copy (don't remove) up to `n` items from this stack
+ * `n`: number, default: `1`
### `PseudoRandom`
A 16-bit pseudorandom number generator.
@@ -3461,8 +3959,8 @@ It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
* `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 = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
+ * `mean = (max - min) / 2`, and
+ * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
* Increasing `num_trials` improves accuracy of the approximation
### `SecureRandom`
@@ -3482,8 +3980,8 @@ Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
or `minetest.get_perlin(noiseparams)`.
#### Methods
-* `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
-* `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
+* `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
+* `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
### `PerlinNoiseMap`
A fast, bulk perlin noise generator.
@@ -3491,7 +3989,7 @@ A fast, bulk perlin noise generator.
It can be created via `PerlinNoiseMap(noiseparams, size)` or
`minetest.get_perlin_map(noiseparams, size)`.
-Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
+Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
`nil` is returned).
@@ -3500,25 +3998,25 @@ nil, this table will be used to store the result instead of creating a new table
#### Methods
-* `get2dMap(pos)`: returns a `` times `` 2D array of 2D noise
+* `get_2d_map(pos)`: returns a `` times `` 2D array of 2D noise
with values starting at `pos={x=,y=}`
-* `get3dMap(pos)`: returns a `` times `` times `` 3D array
+* `get_3d_map(pos)`: returns a `` times `` times `` 3D array
of 3D noise with values starting at `pos={x=,y=,z=}`
-* `get2dMap_flat(pos, buffer)`: returns a flat `` element array of 2D noise
+* `get_2d_map_flat(pos, buffer)`: returns a flat `` element array of 2D noise
with values starting at `pos={x=,y=}`
-* `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
+* `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
+* `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
+* `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
+* `get_map_slice(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})`
+ `noisevals = noise:get_map_slice({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})`
+ `noise:calc_3d_map({x=1000, y=1000, z=1000})`
+ `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
### `VoxelManip`
@@ -3748,13 +4246,19 @@ It can be created via `Settings(filename)`.
#### Methods
* `get(key)`: returns a value
-* `get_bool(key)`: returns a boolean
+* `get_bool(key, [default])`: returns a boolean
+ * `default` is the value returned if `key` is not found.
+ * Returns `nil` if `key` is not found and `default` not specified.
+* `get_np_group(key)`: returns a NoiseParams table
* `set(key, 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 on the main settings object (`minetest.settings`).
* `set_bool(key, value)`
* See documentation for set() above.
+* `set_np_group(key, value)`
+ * `value` is a NoiseParams table.
+ * Also, see documentation for set() above.
* `remove(key)`: returns a boolean (`true` for success)
* `get_names()`: returns `{key1,...}`
* `write()`: returns a boolean (`true` for success)
@@ -3772,10 +4276,10 @@ the object.
It can be created via `Raycast(pos1, pos2, objects, liquids)` or
`minetest.raycast(pos1, pos2, objects, liquids)` where:
- * `pos1`: start of the ray
- * `pos2`: end of the ray
- * `objects` : if false, only nodes will be returned. Default is true.
- * `liquids' : if false, liquid nodes won't be returned. Default is false.
+* `pos1`: start of the ray
+* `pos2`: end of the ray
+* `objects` : if false, only nodes will be returned. Default is true.
+* `liquids' : if false, liquid nodes won't be returned. Default is false.
#### Methods
* `next()`: returns a `pointed_thing`
@@ -3813,9 +4317,12 @@ 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
+positions at which the corresponding generated structures are located within
the current chunk. To set the capture of positions of interest to be recorded
on generate, use `minetest.set_gen_notify()`.
+For decorations, the returned positions are the ground surface 'place_on' nodes,
+not the decorations themselves. A 'simple' type decoration is often 1 node above
+the returned position and possibly displaced by 'place_offset_y'.
Possible fields of the table returned are:
@@ -3849,11 +4356,14 @@ Registered entities
* Called when somebody punches the object.
* Note that you probably want to handle most punches using the
automatic armor group system.
- * `puncher`: an `ObjectRef` (can be `nil`)
- * `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.
+ * `puncher`: an `ObjectRef` (can be `nil`)
+ * `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.
+ * `on_death(self, killer)`
+ * Called when the object dies.
+ * `killer`: an `ObjectRef` (can be `nil`)
* `on_rightclick(self, clicker)`
* `get_staticdata(self)`
* Should return a string that will be passed to `on_activate` when
@@ -3939,20 +4449,65 @@ Definition tables
{
hp_max = 1,
+ -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
+ breath_max = 0,
+ -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
+ zoom_fov = 0.0,
+ -- ^ For players only. Zoom FOV in degrees.
+ -- Note that zoom loads and/or generates world beyond the server's maximum
+ -- send and generate distances, so acts like a telescope.
+ -- Smaller zoomFOV values increase the distance loaded and/or generated.
+ -- Defaults to 15 in creative mode, 0 in survival mode.
+ -- zoom_fov = 0 disables zooming for the player.
+ eye_height = 1.625,
+ -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
physical = true,
collide_with_objects = true, -- collide with other objects if physical = true
weight = 5,
collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
+ selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
+ -- ^ Default, uses collision box dimensions when not set.
+ -- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
+ -- object position.
+ pointable = true, -- overrides selection box when false
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
+ -- ^ "cube" is a node-sized cube.
+ -- ^ "sprite" is a flat texture always facing the player.
+ -- ^ "upright_sprite" is a vertical flat texture.
+ -- ^ "mesh" uses the defined mesh model.
+ -- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
+ -- For this use 'textures = {itemname}'.
+ -- If the item has a 'wield_image' the object will be an extrusion of that,
+ -- otherwise:
+ -- If 'itemname' is a cubic node or nodebox the object will appear identical
+ -- to 'itemname'.
+ -- If 'itemname' is a plantlike node the object will be an extrusion of its
+ -- texture.
+ -- Otherwise for non-node items, the object will be an extrusion of
+ -- 'inventory_image'.
visual_size = {x = 1, y = 1},
+ -- ^ `x` multiplies horizontal (X and Z) visual size.
+ -- ^ `y` multiplies vertical (Y) visual size.
mesh = "model",
textures = {}, -- number of required textures depends on visual
+ -- ^ "cube" uses 6 textures in the way a node does.
+ -- ^ "sprite" uses 1 texture.
+ -- ^ "upright_sprite" uses 2 textures: {front, back}.
+ -- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {}, -- number of required colors depends on visual
spritediv = {x = 1, y = 1},
+ -- ^ Used with spritesheet textures for animation and/or frame selection according
+ -- to position relative to player.
+ -- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
initial_sprite_basepos = {x = 0, y = 0},
+ -- ^ Used with spritesheet textures.
+ -- ^ Defines the {column, row} position of the initially used frame in the
+ -- spritesheet.
is_visible = true,
makes_footstep_sound = false,
- automatic_rotate = false,
+ automatic_rotate = 0,
+ -- ^ Set constant rotation in radians per second, positive or negative.
+ -- ^ Set to 0 to disable constant rotation.
stepheight = 0,
automatic_face_movement_dir = 0.0,
-- ^ Automatically set yaw to movement direction, offset in degrees,
@@ -3961,9 +4516,18 @@ Definition tables
-- ^ Limit automatic rotation to this value in degrees per second,
-- value < 0 no limit.
backface_culling = true, -- false to disable backface_culling for model
+ glow = 0,
+ -- ^ Add this much extra lighting when calculating texture color.
+ -- Value < 0 disables light's effect on texture color.
+ -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
nametag = "", -- by default empty, for players their name is shown if empty
nametag_color = , -- sets color of nametag as ColorSpec
infotext = "", -- by default empty, text to be shown when pointed at object
+ static_save = true,
+ -- ^ If false, never save this object statically. It will simply be deleted when the
+ -- block gets unloaded.
+ -- The get_staticdata() callback is never called then.
+ -- Defaults to 'true'
}
### Entity definition (`register_entity`)
@@ -3990,19 +4554,30 @@ Definition tables
{
label = "Lava cooling",
- -- ^ Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
- -- In the following two fields, also group:groupname will work.
+ ^ Descriptive label for profiling purposes (optional).
+ Definitions with identical labels will be listed as one.
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 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),
+ ^ Apply `action` function to these nodes.
+ ^ `group:groupname` can also be used here.
+ neighbors = {"default:water_source", "default:water_flowing"},
+ ^ Only apply `action` to nodes that have one of, or any
+ combination of, these neighbors.
+ ^ If left out or empty, any neighbor will do.
+ ^ `group:groupname` can also be used here.
+ interval = 1.0,
+ ^ Operation interval in seconds.
+ chance = 1,
+ ^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
+ 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 that the `chance` value can often be reduced to 1.
+ action = function(pos, node, active_object_count, active_object_count_wider),
+ ^ Function triggered for each qualifying node.
+ ^ `active_object_count` is number of active objects in the node's mapblock.
+ ^ `active_object_count_wider` is number of active objects in the node's
+ mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
+ are unloaded an estmate is calculated for them based on loaded mapblocks.
}
### LBM (LoadingBlockModifier) definition (`register_lbm`)
@@ -4034,7 +4609,9 @@ Definition tables
{bendy = 2, snappy = 1},
{hard = 1, metal = 1, spikes = 1}
inventory_image = "default_tool_steelaxe.png",
+ inventory_overlay = "overlay.png", -- an overlay which does not get colorized
wield_image = "",
+ wield_overlay = "",
palette = "",
--[[
^ An image file containing the palette of a node.
@@ -4070,6 +4647,13 @@ Definition tables
on ground when the player places the item. Server will always update
actual result to client in a short moment.
]]
+ node_dig_prediction = "air",
+ --[[
+ ^ if "", no prediction is made
+ ^ if "air", node is removed
+ ^ Otherwise should be name of node which the client immediately places
+ upon digging. Server will always update actual result shortly.
+ ]]
sound = {
breaks = "default_tool_break", -- tools only
place = --[[]],
@@ -4096,7 +4680,7 @@ Definition tables
^ default: nil
^ Function must return either nil if no item shall be removed from
inventory, or an itemstack to replace the original itemstack.
- e.g. itemstack:take_item(); return itemstack
+ e.g. itemstack:take_item(); return itemstack
^ Otherwise, the function is free to do what it wants.
^ The user may be any ObjectRef or nil.
^ The default functions handle regular use cases.
@@ -4125,12 +4709,21 @@ Definition tables
* `"image.png"`
* `{name="image.png", animation={Tile Animation definition}}`
* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
- tileable_horizontal=bool}`
+ tileable_horizontal=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
+ 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`.
+ Note: supported by solid nodes and nodeboxes only.
+ * scale is used to make texture span several (exactly `scale`) nodes,
+ instead of just one, in each direction. Works for world-aligned
+ textures only.
+ Note that as the effect is applied on per-mapblock basis, `16` should
+ be equally divisible by `scale` or you may get wrong results.
* `{name="image.png", color=ColorSpec}`
* the texture's color will be multiplied with this color.
* the tile's color overrides the owning node's color in all cases.
@@ -4139,25 +4732,25 @@ Definition tables
### Tile animation definition
- {
- type = "vertical_frames",
- aspect_w = 16,
- -- ^ specify width of a frame in pixels
- aspect_h = 16,
- -- ^ specify height of a frame in pixels
- length = 3.0,
- -- ^ specify full loop length
- }
-
- {
- type = "sheet_2d",
- frames_w = 5,
- -- ^ specify width in number of frames
- frames_h = 3,
- -- ^ specify height in number of frames
- frame_length = 0.5,
- -- ^ specify length of a single frame
- }
+ {
+ type = "vertical_frames",
+ aspect_w = 16,
+ -- ^ specify width of a frame in pixels
+ aspect_h = 16,
+ -- ^ specify height of a frame in pixels
+ length = 3.0,
+ -- ^ specify full loop length
+ }
+
+ {
+ type = "sheet_2d",
+ frames_w = 5,
+ -- ^ specify width in number of frames
+ frames_h = 3,
+ -- ^ specify height in number of frames
+ frame_length = 0.5,
+ -- ^ specify length of a single frame
+ }
### Node definition (`register_node`)
@@ -4179,7 +4772,7 @@ Definition tables
^ base tiles. You can use this to colorize only specific parts of
^ your texture. If the texture name is an empty string, that
^ overlay is not drawn. Since such tiles are drawn twice, it
- ^ is not recommended to use overlays on very common nodes.
+ ^ is not recommended to use overlays on very common nodes. ]]
special_tiles = {tile definition 1, Tile definition 2}, --[[
^ Special textures of node; used rarely (old field name: special_materials)
^ List can be shortened to needed length ]]
@@ -4216,9 +4809,11 @@ Definition tables
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
liquid_renewable = true, --[[
^ If true, a new liquid source can be created by placing two or more sources nearby ]]
- leveled = 0, --[[
- ^ Block contains level in param2. Value is default level, used for snow.
- ^ Don't forget to use "leveled" type nodebox. ]]
+ leveled = 16, --[[
+ ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
+ ^ Allows defining the nodebox height without using param2.
+ ^ The nodebox height is 'leveled' / 64 nodes.
+ ^ The maximum value of 'leveled' is 127. ]]
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, --[[
@@ -4259,6 +4854,7 @@ Definition tables
{
items = {"foo:bar", "baz:frob"}, -- Items to drop.
rarity = 1, -- Probability of dropping is 1 / rarity.
+ inherit_color = true, -- To inherit palette color from the node
},
},
},
@@ -4285,10 +4881,18 @@ Definition tables
^ interval. Default: nil.
^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
+ preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
+ ^ Called when oldnode is about be converted to an item, but before the
+ node is deleted from the world or the drops are added. This is generally
+ the result of either the node being dug or an attached node becoming detached.
+ ^ drops is a table of ItemStacks, so any metadata to be preserved can be
+ added directly to one or more of the dropped items. See "ItemStackMetaRef".
+ ^ default: nil ]]
after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
^ Called after constructing node when node was placed using
minetest.item_place_node / minetest.place_node
^ If return true no item is taken from itemstack
+ ^ `placer` may be any valid ObjectRef or nil
^ default: nil ]]
after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
^ oldmetadata is in table format
@@ -4304,9 +4908,11 @@ Definition tables
^ By default: Calls minetest.register_on_punchnode callbacks ]]
on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
^ default: nil
- ^ if defined, itemstack will hold clicker's wielded item
+ ^ itemstack will hold clicker's wielded item
^ Shall return the leftover itemstack
- ^ Note: pointed_thing can be nil, if a mod calls this function ]]
+ ^ Note: pointed_thing can be nil, if a mod calls this function
+ This function does not get triggered by clients <=0.4.16 if the
+ "formspec" node metadata field is set ]]
on_dig = func(pos, node, digger), --[[
^ default: minetest.node_dig
@@ -4404,43 +5010,91 @@ Definition tables
### Ore definition (`register_ore`)
+ See 'Ore types' section above for essential information.
+
{
- ore_type = "scatter", -- See "Ore types"
+ ore_type = "scatter",
ore = "default:stone_with_coal",
+ ore_param2 = 3,
+ -- ^ Facedir rotation. Default is 0 (unchanged rotation)
wherein = "default:stone",
-- ^ a list of nodenames is supported too
- clust_scarcity = 8*8*8,
+ 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!
+ -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
clust_num_ores = 8,
-- ^ Number of ores in a cluster
clust_size = 3,
-- ^ Size of the bounding box of the cluster
- -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
+ -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
+ -- ^ are coal ore.
y_min = -31000,
y_max = 64,
+ -- ^ Lower and upper limits for ore.
flags = "",
- -- ^ Attributes for this ore generation
+ -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
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.
- -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
- random_factor = 1.0,
- -- ^ 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".
+ -- ^ 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 = 0.7
+ },
+ -- ^ NoiseParams structure describing one of the perlin noises used for ore
+ -- ^ distribution.
+ -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
+ -- ^ Omit from "scatter" ore for a uniform ore distribution.
+ -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
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.
+ -- ^ 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.
+ column_height_min = 1,
+ column_height_max = 16,
+ column_midpoint_factor = 0.5,
+ -- ^ See 'Ore types' section above.
+ -- ^ The above 3 parameters are only valid for "sheet" ore.
+ np_puff_top = {
+ offset = 4,
+ scale = 2,
+ spread = {x = 100, y = 100, z = 100},
+ seed = 47,
+ octaves = 3,
+ persist = 0.7
+ },
+ np_puff_bottom = {
+ offset = 4,
+ scale = 2,
+ spread = {x = 100, y = 100, z = 100},
+ seed = 11,
+ octaves = 3,
+ persist = 0.7
+ },
+ -- ^ See 'Ore types' section above.
+ -- ^ The above 2 parameters are only valid for "puff" ore.
+ random_factor = 1.0,
+ -- ^ See 'Ore types' section above.
+ -- ^ Only valid for "vein" ore.
+ np_stratum_thickness = {
+ offset = 8,
+ scale = 4,
+ spread = {x = 100, y = 100, z = 100},
+ seed = 17,
+ octaves = 3,
+ persist = 0.7
+ },
+ stratum_thickness = 8,
+ -- ^ See 'Ore types' section above.
+ -- ^ The above 2 parameters are only valid for "stratum" ore.
}
### Biome definition (`register_biome`)
-**Note**
-The Biome API is still in an experimental phase and subject to change.
-
{
name = "tundra",
node_dust = "default:snow",
@@ -4463,28 +5117,28 @@ The Biome API is still in an experimental phase and subject to change.
node_riverbed = "default:gravel",
depth_riverbed = 2,
-- ^ Node placed under river water and thickness of this layer.
- 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.
+ y_min = 1,
+ -- ^ Upper and lower limits for biome.
+ -- ^ Alternatively you can use xyz limits as shown below.
+ max_pos = {x = 31000, y = 128, z = 31000},
+ min_pos = {x = -31000, y = 9, z = -31000},
+ -- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
+ -- ^ Biome is limited to a cuboid defined by these positions.
+ -- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
+ -- ^ 31000 in 'max_pos'.
+ vertical_blend = 8,
+ -- ^ Vertical distance in nodes above 'y_max' over which the biome will
+ -- ^ blend with the biome above.
+ -- ^ Set to 0 for no vertical blend. Defaults to 0.
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.
+ -- ^ Characteristic temperature and humidity for the biome.
+ -- ^ These values create 'biome points' on a voronoi diagram with heat and
+ -- ^ humidity as axes. The resulting voronoi cells determine the
+ -- ^ distribution of the 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.
+ -- ^ 0 and 100 but can exceed these values.
}
### Decoration definition (`register_decoration`)
@@ -4508,35 +5162,55 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ 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`.
+ -- ^ Lower and upper limits for decoration.
+ -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
spawn_by = "default:water",
-- ^ Node (or list of nodes) that the decoration only spawns next to.
-- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
- -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
+ -- ^ one plane level with the 'place_on' node and a plane one node above that.
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.
- flags = "liquid_surface, force_placement",
+ flags = "liquid_surface, force_placement, all_floors, all_ceilings",
-- ^ 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.
- -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
+ -- ^ in a mapchunk column, placement is on the highest liquid surface.
+ -- ^ Placement is disabled if solid nodes are found above the liquid
+ -- ^ surface.
+ -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
+ -- ^ by the decoration.
+ -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
+ -- ^ surface in a mapchunk the decoration is placed on all floor and/or
+ -- ^ ceiling surfaces, for example in caves.
+ -- ^ Ceiling decorations act as an inversion of floor decorations so the
+ -- ^ effect of 'place_offset_y' is inverted.
+ -- ^ If a single decoration registration has both flags the floor and
+ -- ^ ceiling decorations will be aligned vertically and may sometimes
+ -- ^ meet to form a column.
----- Simple-type parameters
decoration = "default:grass",
-- ^ The node name used as the decoration.
-- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
height = 1,
- -- ^ Number of nodes high the decoration is made.
- -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
+ -- ^ Decoration height in nodes.
+ -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
height_max = 0,
- -- ^ Number of nodes the decoration can be at maximum.
+ -- ^ Upper limit of the randomly selected height.
-- ^ If absent, the parameter 'height' is used as a constant.
param2 = 0,
- -- ^ Param2 value of placed decoration node.
+ -- ^ Param2 value of decoration nodes.
+ -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
+ param2_max = 0,
+ -- ^ Upper limit of the randomly selected param2.
+ -- ^ If absent, the parameter 'param2' is used as a constant.
+ place_offset_y = 0,
+ -- ^ Y offset of the decoration base node relative to the standard base
+ -- ^ node position.
+ -- ^ Can be positive or negative. Default is 0.
+ -- ^ Effect is inverted for "all_ceilings" decorations.
+ -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
+ -- ^ to the 'place_on' node.
----- Schematic-type parameters
schematic = "foobar.mts",
@@ -4566,6 +5240,14 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90" -- rotate schematic 90 degrees on placement
-- ^ Rotation can be "0", "90", "180", "270", or "random".
+ place_offset_y = 0,
+ -- ^ If the flag 'place_center_y' is set this parameter is ignored.
+ -- ^ Y offset of the schematic base node layer relative to the 'place_on'
+ -- ^ node.
+ -- ^ Can be positive or negative. Default is 0.
+ -- ^ Effect is inverted for "all_ceilings" decorations.
+ -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
+ -- ^ to the 'place_on' node.
}
### Chat command definition (`register_chatcommand`)
@@ -4578,6 +5260,17 @@ The Biome API is still in an experimental phase and subject to change.
-- Returns boolean success and text output.
}
+Note that in params, use of symbols is as follows:
+
+* `<>` signifies a placeholder to be replaced when the command is used. For example,
+ when a player name is needed: ``
+* `[]` signifies param is optional and not required when the command is used. For
+ example, if you require param1 but param2 is optional: ` []`
+* `|` signifies exclusive or. The command requires one param from the options
+ provided. For example: ` | `
+* `()` signifies grouping. For example, when param1 and param2 are both required,
+ or only param3 is required: `( ) | `
+
### Detached inventory callbacks
{
@@ -4686,6 +5379,10 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ Uses texture (string)
playername = "singleplayer"
-- ^ Playername is optional, if specified spawns particle only on the player's client
+ animation = {Tile Animation definition},
+ -- ^ optional, specifies how to animate the particle texture
+ glow = 0
+ -- ^ optional, specify particle self-luminescence in darkness
}
### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
@@ -4714,10 +5411,37 @@ The Biome API is still in an experimental phase and subject to change.
completed = true,
-- ^ If true, the request has finished (either succeeded, failed or timed out)
succeeded = true,
- -- ^ If true, the request was succesful
+ -- ^ If true, the request was successful
timeout = false,
-- ^ If true, the request timed out
code = 200,
-- ^ HTTP status code
data = "response"
}
+
+### Authentication handler definition
+
+ {
+ get_auth = func(name),
+ -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
+ -- ^ returns following structure `{password=, privileges=, last_login=}`
+ create_auth = func(name, password),
+ -- ^ Create new auth data for player `name`
+ -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
+ delete_auth = func(name),
+ -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
+ set_password = func(name, password),
+ -- ^ Set password of player `name` to `password`
+ Auth data should be created if not present
+ set_privileges = func(name, privileges),
+ -- ^ Set privileges of player `name`
+ -- ^ `privileges` is in table form, auth data should be created if not present
+ reload = func(),
+ -- ^ Reload authentication data from the storage location
+ -- ^ Returns boolean indicating success
+ record_login = func(name),
+ -- ^ Called when player joins, used for keeping track of last_login
+ iterate = func(),
+ -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database
+ }
+