# Builtin Entities Luanti registers two entities by default: Falling nodes and dropped items. This document describes how they behave and what you can do with them. ## Falling node (`__builtin:falling_node`) This entity is created by `core.check_for_falling` in place of a node with the special group `falling_node=1`. Falling nodes can also be created artificially with `core.spawn_falling_node`. Needs manual initialization when spawned using `/spawnentity`. Default behavior: * Falls down in a straight line (gravity = `movement_gravity` setting) * Collides with `walkable` node * Collides with all physical objects except players * If the node group `float=1` is set, it also collides with liquid nodes (nodes with `liquidtype ~= "none"`) * When it hits a solid (=`walkable`) node, it will try to place itself as a node, replacing the node above. * If the falling node cannot replace the destination node, it is dropped as an item. * If the destination node is a leveled node (`paramtype2="leveled"`) of the same node name, the levels of both are summed. ### Entity fields * `set_node(self, node[, meta])` * Function to initialize the falling node * `node` and `meta` are explained below. * The `meta` argument is optional. * `node`: Node table of the node (`name`, `param1`, `param2`) that this entity represents. Read-only. * `meta`: Node metadata of the falling node. Will be used when the falling nodes tries to place itself as a node. Read-only. ### Rendering / supported nodes Falling nodes have visuals to look as close as possible to the original node. This works for most drawtypes, but there are limitations. Supported drawtypes: * `normal` * `signlike` * `torchlike` * `nodebox` * `raillike` * `glasslike` * `glasslike_framed` * `glasslike_framed_optional` * `allfaces` * `allfaces_optional` * `firelike` * `mesh` * `fencelike` * `liquid` * `airlike` (not pointable) Other drawtypes still kinda work, but they might look weird. If the node uses a world-aligned texture with a `scale` greater than 1, the falling node will display the top-most, left-most portion of that texture. Supported `paramtype2` values: * `wallmounted` * `facedir` * `4dir` * `colorwallmounted` * `colorfacedir` * `color4dir` * `color` ## Dropped item stack (`__builtin:item`) This is an item stack in a collectable form. Common cases that spawn a dropped item: * Item dropped by player * The root node of a node with the group `attached_node=1` is removed * `core.add_item` is called Needs manual initialization when spawned using `/spawnentity`. ### Behavior * Players can collect it by punching * Lifespan is defined by the setting `item_entity_ttl` * Slides on `slippery` nodes * Subject to gravity (uses `movement_gravity` setting) * Collides with `walkable` nodes * Does not collide physical objects * When it's inside a solid (`walkable=true`) node, it tries to escape to a neighboring non-solid (`walkable=false`) node ### Entity fields * `set_item(self, item)`: * Function to initialize the dropped item * `item` (type `ItemStack`) specifies the item to represent * `age`: Age in seconds. Behavior according to the setting `item_entity_ttl` * `itemstring`: Itemstring of the item that this item entity represents. Read-only. Other fields are for internal use only.