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- Minetest Lua Modding API Reference
- ==================================
- * More information at <http://www.minetest.net/>
- * Developer Wiki: <http://dev.minetest.net/>
- Introduction
- ------------
- Content and functionality can be added to Minetest using Lua scripting
- in run-time loaded mods.
- A mod is a self-contained bunch of scripts, textures and other related
- things, which is loaded by and interfaces with Minetest.
- Mods are contained and ran solely on the server side. Definitions and media
- files are automatically transferred to the client.
- If you see a deficiency in the API, feel free to attempt to add the
- functionality in the engine and API, and to document it here.
- Programming in Lua
- ------------------
- If you have any difficulty in understanding this, please read
- [Programming in Lua](http://www.lua.org/pil/).
- Startup
- -------
- Mods are loaded during server startup from the mod load paths by running
- the `init.lua` scripts in a shared environment.
- Paths
- -----
- * `RUN_IN_PLACE=1` (Windows release, local build)
- * `$path_user`:
- * Linux: `<build directory>`
- * Windows: `<build directory>`
- * `$path_share`
- * Linux: `<build directory>`
- * Windows: `<build directory>`
- * `RUN_IN_PLACE=0`: (Linux release)
- * `$path_share`
- * Linux: `/usr/share/minetest`
- * Windows: `<install directory>/minetest-0.4.x`
- * `$path_user`:
- * Linux: `$HOME/.minetest`
- * Windows: `C:/users/<user>/AppData/minetest` (maybe)
- Games
- -----
- Games are looked up from:
- * `$path_share/games/gameid/`
- * `$path_user/games/gameid/`
- where `gameid` is unique to each game.
- The game directory contains the file `game.conf`, which contains:
- name = <Human-readable full name of the game>
- e.g.
- name = Minetest
- Optionally, game.conf can also contain:
- disallowed_mapgens = <comma-separated mapgens>
- e.g.
- disallowed_mapgens = v5,v6,flat
- These mapgens are removed from the list of mapgens for the game.
- The game directory can contain the file minetest.conf, which will be used
- to set default settings when running the particular game.
- It can also contain a settingtypes.txt in the same format as the one in builtin.
- This settingtypes.txt will be parsed by the menu and the settings will be displayed
- in the "Games" category in the settings tab.
- ### Menu images
- Games can provide custom main menu images. They are put inside a `menu` directory
- inside the game directory.
- The images are named `$identifier.png`, where `$identifier` is
- one of `overlay,background,footer,header`.
- If you want to specify multiple images for one identifier, add additional images named
- like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
- image will be chosen from the provided ones.
- Mod load path
- -------------
- Generic:
- * `$path_share/games/gameid/mods/`
- * `$path_share/mods/`
- * `$path_user/games/gameid/mods/`
- * `$path_user/mods/` (User-installed mods)
- * `$worldpath/worldmods/`
- In a run-in-place version (e.g. the distributed windows version):
- * `minetest-0.4.x/games/gameid/mods/`
- * `minetest-0.4.x/mods/` (User-installed mods)
- * `minetest-0.4.x/worlds/worldname/worldmods/`
- On an installed version on Linux:
- * `/usr/share/minetest/games/gameid/mods/`
- * `$HOME/.minetest/mods/` (User-installed mods)
- * `$HOME/.minetest/worlds/worldname/worldmods`
- Mod load path for world-specific games
- --------------------------------------
- It is possible to include a game in a world; in this case, no mods or
- games are loaded or checked from anywhere else.
- This is useful for e.g. adventure worlds.
- This happens if the following directory exists:
- $world/game/
- Mods should be then be placed in:
- $world/game/mods/
- Modpack support
- ----------------
- Mods can be put in a subdirectory, if the parent directory, which otherwise
- should be a mod, contains a file named `modpack.txt`. This file shall be
- empty, except for lines starting with `#`, which are comments.
- Mod directory structure
- ------------------------
- mods
- |-- modname
- | |-- depends.txt
- | |-- screenshot.png
- | |-- description.txt
- | |-- settingtypes.txt
- | |-- init.lua
- | |-- models
- | |-- textures
- | | |-- modname_stuff.png
- | | `-- modname_something_else.png
- | |-- sounds
- | |-- media
- | |-- locale
- | `-- <custom data>
- `-- another
- ### modname
- The location of this directory can be fetched by using
- `minetest.get_modpath(modname)`.
- ### `depends.txt`
- List of mods that have to be loaded before loading this mod.
- A single line contains a single modname.
- Optional dependencies can be defined by appending a question mark
- to a single modname. This means that if the specified mod
- is missing, it does not prevent this mod from being loaded.
- ### `screenshot.png`
- A screenshot shown in the mod manager within the main menu. It should
- have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
- ### `description.txt`
- A file containing a description to be shown in the Mods tab of the mainmenu.
- ### `settingtypes.txt`
- A file in the same format as the one in builtin. It will be parsed by the
- settings menu and the settings will be displayed in the "Mods" category.
- ### `init.lua`
- The main Lua script. Running this script should register everything it
- wants to register. Subsequent execution depends on minetest calling the
- registered callbacks.
- `minetest.settings` can be used to read custom or existing settings at load
- time, if necessary. (See `Settings`)
- ### `models`
- Models for entities or meshnodes.
- ### `textures`, `sounds`, `media`
- Media files (textures, sounds, whatever) that will be transferred to the
- client and will be available for use by the mod.
- ### `locale`
- Translation files for the clients. (See `Translations`)
- Naming convention for registered textual names
- ----------------------------------------------
- Registered names should generally be in this format:
- `modname:<whatever>`
- `<whatever>` can have these characters:
- a-zA-Z0-9_
- This is to prevent conflicting names from corrupting maps and is
- enforced by the mod loader.
- ### Example
- In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
- So the name should be `experimental:tnt`.
- Enforcement can be overridden by prefixing the name with `:`. This can
- be used for overriding the registrations of some other mod.
- Example: Any mod can redefine `experimental:tnt` by using the name
- :experimental:tnt
- when registering it.
- (also that mod is required to have `experimental` as a dependency)
- The `:` prefix can also be used for maintaining backwards compatibility.
- Aliases
- -------
- Aliases can be added by using `minetest.register_alias(name, convert_to)` or
- `minetest.register_alias_force(name, convert_to)`.
- This converts anything called `name` to `convert_to`.
- The only difference between `minetest.register_alias` and
- `minetest.register_alias_force` is that if an item called `name` exists,
- `minetest.register_alias` will do nothing while
- `minetest.register_alias_force` will unregister it.
- This can be used for maintaining backwards compatibility.
- This can also set quick access names for things, e.g. if
- you have an item called `epiclylongmodname:stuff`, you could do
- minetest.register_alias("stuff", "epiclylongmodname:stuff")
- and be able to use `/giveme stuff`.
- Mapgen aliases
- --------------
- In a game, a certain number of these must be set to tell core mapgens which
- of the game's nodes are to be used by the core mapgens. For example:
- minetest.register_alias("mapgen_stone", "default:stone")
- ### Aliases needed for all mapgens except Mapgen v6
- Base terrain:
- "mapgen_stone"
- "mapgen_water_source"
- "mapgen_river_water_source"
- Caves:
- "mapgen_lava_source"
- Dungeons:
- Only needed for registered biomes where 'node_stone' is stone:
- "mapgen_cobble"
- "mapgen_stair_cobble"
- "mapgen_mossycobble"
- Only needed for registered biomes where 'node_stone' is desert stone:
- "mapgen_desert_stone"
- "mapgen_stair_desert_stone"
- Only needed for registered biomes where 'node_stone' is sandstone:
- "mapgen_sandstone"
- "mapgen_sandstonebrick"
- "mapgen_stair_sandstone_block"
- ### Aliases needed for Mapgen v6
- Terrain and biomes:
- "mapgen_stone"
- "mapgen_water_source"
- "mapgen_lava_source"
- "mapgen_dirt"
- "mapgen_dirt_with_grass"
- "mapgen_sand"
- "mapgen_gravel"
- "mapgen_desert_stone"
- "mapgen_desert_sand"
- "mapgen_dirt_with_snow"
- "mapgen_snowblock"
- "mapgen_snow"
- "mapgen_ice"
- Flora:
- "mapgen_tree"
- "mapgen_leaves"
- "mapgen_apple"
- "mapgen_jungletree"
- "mapgen_jungleleaves"
- "mapgen_junglegrass"
- "mapgen_pine_tree"
- "mapgen_pine_needles"
- Dungeons:
- "mapgen_cobble"
- "mapgen_stair_cobble"
- "mapgen_mossycobble"
- "mapgen_stair_desert_stone"
- Textures
- --------
- Mods should generally prefix their textures with `modname_`, e.g. given
- the mod name `foomod`, a texture could be called:
- foomod_foothing.png
- Textures are referred to by their complete name, or alternatively by
- stripping out the file extension:
- * e.g. `foomod_foothing.png`
- * e.g. `foomod_foothing`
- Texture modifiers
- -----------------
- There are various texture modifiers that can be used
- to generate textures on-the-fly.
- ### Texture overlaying
- Textures can be overlaid by putting a `^` between them.
- Example:
- default_dirt.png^default_grass_side.png
- `default_grass_side.png` is overlaid over `default_dirt.png`.
- The texture with the lower resolution will be automatically upscaled to
- the higher resolution texture.
- ### Texture grouping
- Textures can be grouped together by enclosing them in `(` and `)`.
- Example: `cobble.png^(thing1.png^thing2.png)`
- A texture for `thing1.png^thing2.png` is created and the resulting
- texture is overlaid on top of `cobble.png`.
- ### Escaping
- Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
- passing complex texture names as arguments. Escaping is done with backslash and
- is required for `^` and `:`.
- Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
- The lower 50 percent of `color.png^[mask:trans.png` are overlaid
- on top of `cobble.png`.
- ### Advanced texture modifiers
- #### Crack
- * `[crack:<n>:<p>`
- * `[cracko:<n>:<p>`
- * `[crack:<t>:<n>:<p>`
- * `[cracko:<t>:<n>:<p>`
- Parameters:
- * `<t>` = tile count (in each direction)
- * `<n>` = animation frame count
- * `<p>` = 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:
- default_cobble.png^[crack:10:1
- #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
- * `<w>` = width
- * `<h>` = height
- * `<x>` = x position
- * `<y>` = y position
- * `<file>` = texture to combine
- Creates a texture of size `<w>` times `<h>` and blits the listed files to their
- specified coordinates.
- Example:
- [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
- #### `[resize:<w>x<h>`
- Resizes the texture to the given dimensions.
- Example:
- default_sandstone.png^[resize:16x16
- #### `[opacity:<r>`
- Makes the base image transparent according to the given ratio.
- `r` must be between 0 and 255.
- 0 means totally transparent. 255 means totally opaque.
- Example:
- default_sandstone.png^[opacity:127
- #### `[invert:<mode>`
- Inverts the given channels of the base image.
- Mode may contain the characters "r", "g", "b", "a".
- Only the channels that are mentioned in the mode string will be inverted.
- Example:
- default_apple.png^[invert:rgb
- #### `[brighten`
- Brightens the texture.
- Example:
- tnt_tnt_side.png^[brighten
- #### `[noalpha`
- Makes the texture completely opaque.
- Example:
- default_leaves.png^[noalpha
- #### `[makealpha:<r>,<g>,<b>`
- Convert one color to transparency.
- Example:
- default_cobble.png^[makealpha:128,128,128
- #### `[transform<t>`
- * `<t>` = transformation(s) to apply
- Rotates and/or flips the image.
- `<t>` can be a number (between 0 and 7) or a transform name.
- Rotations are counter-clockwise.
- 0 I identity
- 1 R90 rotate by 90 degrees
- 2 R180 rotate by 180 degrees
- 3 R270 rotate by 270 degrees
- 4 FX flip X
- 5 FXR90 flip X then rotate by 90 degrees
- 6 FY flip Y
- 7 FYR90 flip Y then rotate by 90 degrees
- Example:
- default_stone.png^[transformFXR90
- #### `[inventorycube{<top>{<left>{<right>`
- Escaping does not apply here and `^` is replaced by `&` in texture names instead.
- Create an inventory cube texture using the side textures.
- Example:
- [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
- Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
- `dirt.png^grass_side.png` textures
- #### `[lowpart:<percent>:<file>`
- Blit the lower `<percent>`% part of `<file>` on the texture.
- Example:
- base.png^[lowpart:25:overlay.png
- #### `[verticalframe:<t>:<n>`
- * `<t>` = animation frame count
- * `<n>` = current animation frame
- Crops the texture to a frame of a vertical animation.
- Example:
- default_torch_animated.png^[verticalframe:16:8
- #### `[mask:<file>`
- Apply a mask to the base image.
- The mask is applied using binary AND.
- #### `[sheet:<w>x<h>:<x>,<y>`
- Retrieves a tile at position x,y from the base image
- which it assumes to be a tilesheet with dimensions w,h.
- #### `[colorize:<color>:<ratio>`
- Colorize the textures with the given color.
- `<color>` is specified as a `ColorString`.
- `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
- it is an int, then it specifies how far to interpolate between the
- colors where 0 is only the texture color and 255 is only `<color>`. If
- omitted, the alpha of `<color>` will be used as the ratio. If it is
- the word "`alpha`", then each texture pixel will contain the RGB of
- `<color>` and the alpha of `<color>` multiplied by the alpha of the
- texture pixel.
- #### `[multiply:<color>`
- Multiplies texture colors with the given color.
- `<color>` is specified as a `ColorString`.
- Result is more like what you'd expect if you put a color on top of another
- color. Meaning white surfaces get a lot of your new color while black parts don't
- change very much.
- Hardware coloring
- -----------------
- The goal of hardware coloring is to simplify the creation of
- colorful nodes. If your textures use the same pattern, and they only
- differ in their color (like colored wool blocks), you can use hardware
- coloring instead of creating and managing many texture files.
- All of these methods use color multiplication (so a white-black texture
- with red coloring will result in red-black color).
- ### Static coloring
- This method is useful if you wish to create nodes/items with
- the same texture, in different colors, each in a new node/item definition.
- #### Global color
- When you register an item or node, set its `color` field (which accepts a
- `ColorSpec`) to the desired color.
- An `ItemStack`s static color can be overwritten by the `color` metadata
- field. If you set that field to a `ColorString`, that color will be used.
- #### Tile color
- Each tile may have an individual static color, which overwrites every
- other coloring methods. To disable the coloring of a face,
- set its color to white (because multiplying with white does nothing).
- You can set the `color` property of the tiles in the node's definition
- if the tile is in table format.
- ### Palettes
- For nodes and items which can have many colors, a palette is more
- suitable. A palette is a texture, which can contain up to 256 pixels.
- Each pixel is one possible color for the node/item.
- You can register one node/item, which can have up to 256 colors.
- #### Palette indexing
- When using palettes, you always provide a pixel index for the given
- node or `ItemStack`. The palette is read from left to right and from
- top to bottom. If the palette has less than 256 pixels, then it is
- 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
- * 16x16 palette, index = 255: the bottom right corner
- * 2 (width)x4 (height) palette, index=31: the top left corner.
- The palette has 8 pixels, so each pixel is stretched to 32 pixels,
- to ensure the total 256 pixels.
- * 2x4 palette, index=32: the top right corner
- * 2x4 palette, index=63: the top right corner
- * 2x4 palette, index=64: the pixel below the top left corner
- #### Using palettes with items
- When registering an item, set the item definition's `palette` field to
- a texture. You can also use texture modifiers.
- The `ItemStack`'s color depends on the `palette_index` field of the
- stack's metadata. `palette_index` is an integer, which specifies the
- index of the pixel to use.
- #### Linking palettes with nodes
- 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.
- * `drawtype = "colorwallmounted"` for nodes which use the first
- five bits (most significant) of `param2` for palette indexing.
- The remaining three bits are describing rotation, as in `wallmounted`
- draw type. Division by 8 yields the palette index (without stretching the
- 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.
- * `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.
- Division by 32 yields the palette index (without stretching the
- 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.
- To colorize a node on the map, set its `param2` value (according
- to the node's draw type).
- ### Conversion between nodes in the inventory and the on the map
- Static coloring is the same for both cases, there is no need
- for conversion.
- If the `ItemStack`'s metadata contains the `color` field, it will be
- lost on placement, because nodes on the map can only use palettes.
- If the `ItemStack`'s metadata contains the `palette_index` field, it is
- 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
- can also contain metadata. Example craft recipe registration:
- minetest.register_craft({
- output = minetest.itemstring_with_palette("wool:block", 3),
- type = "shapeless",
- recipe = {
- "wool:block",
- "dye:red",
- },
- })
- To set the `color` field, you can use `minetest.itemstring_with_color`.
- Metadata field filtering in the `recipe` field are not supported yet,
- so the craft output is independent of the color of the ingredients.
- Soft texture overlay
- --------------------
- Sometimes hardware coloring is not enough, because it affects the
- whole tile. Soft texture overlays were added to Minetest to allow
- the dynamic coloring of only specific parts of the node's texture.
- For example a grass block may have colored grass, while keeping the
- dirt brown.
- These overlays are 'soft', because unlike texture modifiers, the layers
- are not merged in the memory, but they are simply drawn on top of each
- other. This allows different hardware coloring, but also means that
- tiles with overlays are drawn slower. Using too much overlays might
- cause FPS loss.
- 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.
- Example (colored grass block):
- minetest.register_node("default:dirt_with_grass", {
- description = "Dirt with Grass",
- -- Regular tiles, as usual
- -- The dirt tile disables palette coloring
- tiles = {{name = "default_grass.png"},
- {name = "default_dirt.png", color = "white"}},
- -- Overlay tiles: define them in the same style
- -- The top and bottom tile does not have overlay
- overlay_tiles = {"", "",
- {name = "default_grass_side.png", tileable_vertical = false}},
- -- Global color, used in inventory
- color = "green",
- -- Palette in the world
- paramtype2 = "color",
- palette = "default_foilage.png",
- })
- Sounds
- ------
- Only Ogg Vorbis files are supported.
- For positional playing of sounds, only single-channel (mono) files are
- supported. Otherwise OpenAL will play them non-positionally.
- Mods should generally prefix their sounds with `modname_`, e.g. given
- the mod name "`foomod`", a sound could be called:
- foomod_foosound.ogg
- Sounds are referred to by their name with a dot, a single digit and the
- file extension stripped out. When a sound is played, the actual sound file
- is chosen randomly from the matching sounds.
- When playing the sound `foomod_foosound`, the sound is chosen randomly
- from the available ones of the following files:
- * `foomod_foosound.ogg`
- * `foomod_foosound.0.ogg`
- * `foomod_foosound.1.ogg`
- * (...)
- * `foomod_foosound.9.ogg`
- Examples of sound parameter tables:
- -- Play locationless on all clients
- {
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player
- {
- to_player = name,
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player, looped
- {
- to_player = name,
- gain = 1.0, -- default
- loop = true,
- }
- -- Play in a location
- {
- pos = {x = 1, y = 2, z = 3},
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
- }
- -- Play connected to an object, looped
- {
- object = <an ObjectRef>,
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
- loop = true,
- }
- Looped sounds must either be connected to an object or played locationless to
- one player using `to_player = name,`
- ### `SimpleSoundSpec`
- * e.g. `""`
- * e.g. `"default_place_node"`
- * e.g. `{}`
- * e.g. `{name = "default_place_node"}`
- * e.g. `{name = "default_place_node", gain = 1.0}`
- * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
- Registered definitions of stuff
- -------------------------------
- Anything added using certain `minetest.register_*` functions get added to
- the global `minetest.registered_*` tables.
- * `minetest.register_entity(name, prototype table)`
- * added to `minetest.registered_entities[name]`
- * `minetest.register_node(name, node definition)`
- * added to `minetest.registered_items[name]`
- * added to `minetest.registered_nodes[name]`
- * `minetest.register_tool(name, item definition)`
- * added to `minetest.registered_items[name]`
- * `minetest.register_craftitem(name, item definition)`
- * added to `minetest.registered_items[name]`
- * `minetest.unregister_item(name)`
- * Unregisters the item name from engine, and deletes the entry with key
- * `name` from `minetest.registered_items` and from the associated item
- * table according to its nature: `minetest.registered_nodes[]` etc
- * `minetest.register_biome(biome definition)`
- * returns an integer uniquely identifying the registered biome
- * added to `minetest.registered_biome` with the key of `biome.name`
- * if `biome.name` is nil, the key is the returned ID
- * `minetest.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`
- * if `ore.name` is nil, the key is the returned ID
- * `minetest.register_decoration(decoration definition)`
- * returns an integer uniquely identifying the registered decoration
- * added to `minetest.registered_decorations` with the key of `decoration.name`
- * if `decoration.name` is nil, the key is the returned ID
- * `minetest.register_schematic(schematic definition)`
- * returns an integer uniquely identifying the registered schematic
- * added to `minetest.registered_schematic` with the key of `schematic.name`
- * if `schematic.name` is nil, the key is the returned ID
- * if the schematic is loaded from a file, schematic.name is set to the filename
- * if the function is called when loading the mod, and schematic.name is a relative
- path, then the current mod path will be prepended to the schematic filename
- * `minetest.clear_registered_biomes()`
- * clears all biomes currently registered
- * `minetest.clear_registered_ores()`
- * clears all ores currently registered
- * `minetest.clear_registered_decorations()`
- * clears all decorations currently registered
- * `minetest.clear_registered_schematics()`
- * clears all schematics currently registered
- Note that in some cases you will stumble upon things that are not contained
- in these tables (e.g. when a mod has been removed). Always check for
- existence before trying to access the fields.
- Example: If you want to check the drawtype of a node, you could do:
- local function get_nodedef_field(nodename, fieldname)
- if not minetest.registered_nodes[nodename] then
- return nil
- end
- return minetest.registered_nodes[nodename][fieldname]
- end
- local drawtype = get_nodedef_field(nodename, "drawtype")
- Example: `minetest.get_item_group(name, group)` has been implemented as:
- function minetest.get_item_group(name, group)
- if not minetest.registered_items[name] or not
- minetest.registered_items[name].groups[group] then
- return 0
- end
- return minetest.registered_items[name].groups[group]
- end
- Nodes
- -----
- Nodes are the bulk data of the world: cubes and other things that take the
- space of a cube. Huge amounts of them are handled efficiently, but they
- are quite static.
- The definition of a node is stored and can be accessed by name in
- minetest.registered_nodes[node.name]
- See "Registered definitions of stuff".
- Nodes are passed by value between Lua and the engine.
- They are represented by a table:
- {name="name", param1=num, param2=num}
- `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
- them for certain automated functions. If you don't use these functions, you can
- use them to store arbitrary values.
- The functions of `param1` and `param2` are determined by certain fields in the
- node definition:
- `param1` is reserved for the engine when `paramtype != "none"`:
- paramtype = "light"
- ^ The value stores light with and without sun in its upper and lower 4 bits
- respectively. Allows light to propagate from or through the node with
- light value falling by 1 per node. This is essential for a light source
- node to spread its light.
- `param2` is reserved for the engine when any of these are used:
- liquidtype == "flowing"
- ^ The level and some flags of the liquid is stored in param2
- drawtype == "flowingliquid"
- ^ The drawn liquid level is read from param2
- drawtype == "torchlike"
- drawtype == "signlike"
- paramtype2 == "wallmounted"
- ^ The rotation of the node is stored in param2. You can make this value
- by using minetest.dir_to_wallmounted().
- paramtype2 == "facedir"
- ^ The rotation of the node is stored in param2. Furnaces and chests are
- rotated this way. Can be made by using minetest.dir_to_facedir().
- Values range 0 - 23
- facedir / 4 = axis direction:
- 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
- get the actual rotation of the node.
- paramtype2 == "meshoptions"
- ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
- be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
- a mesh selector. Currently the following meshes are choosable:
- 0 = a "x" shaped plant (ordinary plant)
- 1 = a "+" shaped plant (just rotated 45 degrees)
- 2 = a "*" shaped plant with 3 faces instead of 2
- 3 = a "#" shaped plant with 4 faces instead of 2
- 4 = a "#" shaped plant with 4 faces that lean outwards
- 5-7 are unused and reserved for future meshes.
- Bits 3 through 7 are optional flags that can be combined and give these
- effects:
- bit 3 (0x08) - Makes the plant slightly vary placement horizontally
- bit 4 (0x10) - Makes the plant mesh 1.4x larger
- bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
- bits 6-7 are reserved for future use.
- paramtype2 == "color"
- ^ `param2` tells which color is picked from the palette.
- The palette should have 256 pixels.
- paramtype2 == "colorfacedir"
- ^ Same as `facedir`, but with colors.
- The first three bits of `param2` tells which color
- is picked from the palette.
- The palette should have 8 pixels.
- paramtype2 == "colorwallmounted"
- ^ Same as `wallmounted`, but with colors.
- The first five bits of `param2` tells which color
- is picked from the palette.
- The palette should have 32 pixels.
- paramtype2 == "glasslikeliquidlevel"
- ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
- 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`.
- * `normal`
- * `airlike`
- * `liquid`
- * `flowingliquid`
- * `glasslike`
- * `glasslike_framed`
- * `glasslike_framed_optional`
- * `allfaces`
- * `allfaces_optional`
- * `torchlike`
- * `signlike`
- * `plantlike`
- * `firelike`
- * `fencelike`
- * `raillike`
- * `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 nodes consisting of an arbitrary
- number of boxes. It allows defining stuff like stairs and slabs.
- A nodebox is defined as any of:
- {
- -- A normal cube; the default in most things
- type = "regular"
- }
- {
- -- 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)
- type = "wallmounted",
- wall_top = box,
- wall_bottom = box,
- wall_side = box
- }
- {
- -- A node that has optional boxes depending on neighbouring nodes'
- -- presence and type. See also `connects_to`.
- type = "connected",
- fixed = box OR {box1, box2, ...}
- connect_top = box OR {box1, box2, ...}
- connect_bottom = box OR {box1, box2, ...}
- connect_front = box OR {box1, box2, ...}
- 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:
- {x1, y1, z1, x2, y2, z2}
- A box of a regular node would look like:
- {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
- 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
- ----------------
- Noise Parameters, or commonly called "`NoiseParams`", define the properties of
- perlin noise.
- ### `offset`
- Offset that the noise is translated by (i.e. added) after calculation.
- ### `scale`
- Factor that the noise is scaled by (i.e. multiplied) after calculation.
- ### `spread`
- Vector containing values by which each coordinate is divided by before calculation.
- Higher spread values result in larger noise features.
- A value of `{x=250, y=250, z=250}` is common.
- ### `seed`
- Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
- In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
- ### `octaves`
- Number of times the noise gradient is accumulated into the noise.
- Increase this number to increase the amount of detail in the resulting noise.
- A value of `6` is common.
- ### `persistence`
- Factor by which the effect of the noise gradient function changes with each successive octave.
- Values less than `1` make the details of successive octaves' noise diminish, while values
- greater than `1` make successive octaves stronger.
- A value of `0.6` is common.
- ### `lacunarity`
- Factor by which the noise feature sizes change with each successive octave.
- A value of `2.0` is common.
- ### `flags`
- Leave this field unset for no special handling.
- Currently supported are `defaults`, `eased` and `absvalue`.
- #### `defaults`
- Specify this if you would like to keep auto-selection of eased/not-eased while specifying
- some other flags.
- #### `eased`
- Maps noise gradient values onto a quintic S-curve before performing interpolation.
- This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
- If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
- #### `absvalue`
- Accumulates the absolute value of each noise gradient result.
- Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
- np_terrain = {
- offset = 0,
- scale = 1,
- spread = {x=500, y=500, z=500},
- seed = 571347,
- octaves = 5,
- persist = 0.63,
- lacunarity = 2.0,
- flags = "defaults, absvalue"
- }
- ^ A single noise parameter table can be used to get 2D or 3D noise,
- when getting 2D noise spread.z is ignored.
- Ore types
- ---------
- These tell in what manner the ore is generated.
- All default ores are of the uniformly-distributed scatter type.
- ### `scatter`
- Randomly chooses a location and generates a cluster of ore.
- If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
- that point is greater than the `noise_threshold`, giving the ability to create
- a non-equal distribution of ore.
- ### `sheet`
- Creates a sheet of ore in a blob shape according to the 2D perlin noise
- described by `noise_params` and `noise_threshold`. This is essentially an
- improved version of the so-called "stratus" ore seen in some unofficial mods.
- This sheet consists of vertical columns of uniform randomly distributed height,
- varying between the inclusive range `column_height_min` and `column_height_max`.
- If `column_height_min` is not specified, this parameter defaults to 1.
- If `column_height_max` is not specified, this parameter defaults to `clust_size`
- for reverse compatibility. New code should prefer `column_height_max`.
- The `column_midpoint_factor` parameter controls the position of the column at which
- 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.
- The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
- ### `puff`
- Creates a sheet of ore in a cloud-like puff shape.
- As with the `sheet` ore type, the size and shape of puffs are described by
- `noise_params` and `noise_threshold` and are placed at random vertical positions
- within the currently generated chunk.
- The vertical top and bottom displacement of each puff are determined by the noise
- parameters `np_puff_top` and `np_puff_bottom`, respectively.
- ### `blob`
- Creates a deformed sphere of ore according to 3d perlin noise described by
- `noise_params`. The maximum size of the blob is `clust_size`, and
- `clust_scarcity` has the same meaning as with the `scatter` type.
- ### `vein`
- Creates veins of ore varying in density by according to the intersection of two
- 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
- **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".
- Currently supported flags:
- `puff_cliffs`, `puff_additive_composition`.
- ### `puff_cliffs`
- If set, puff ore generation will not taper down large differences in displacement
- when approaching the edge of a puff. This flag has no effect for ore types other
- than `puff`.
- ### `puff_additive_composition`
- By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
- negative displacement, the sub-column at that point is not generated. With this
- attribute set, puff ore generation will instead generate the absolute difference in
- noise displacement values. This flag has no effect for ore types other than `puff`.
- Decoration types
- ----------------
- The varying types of decorations that can be placed.
- ### `simple`
- Creates a 1 times `H` times 1 column of a specified node (or a random node from
- a list, if a decoration list is specified). Can specify a certain node it must
- spawn next to, such as water or lava, for example. Can also generate a
- decoration of random height between a specified lower and upper bound.
- This type of decoration is intended for placement of grass, flowers, cacti,
- papyri, waterlilies and so on.
- ### `schematic`
- Copies a box of `MapNodes` from a specified schematic file (or raw description).
- Can specify a probability of a node randomly appearing when placed.
- This decoration type is intended to be used for multi-node sized discrete
- structures, such as trees, cave spikes, rocks, and so on.
- Schematic specifier
- --------------------
- A schematic specifier identifies a schematic by either a filename to a
- Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
- in the form of a table. This table 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 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)
- About probability values:
- * A probability value of `0` or `1` means that node will never appear (0% chance).
- * A probability value of `254` or `255` means the node will always appear (100% chance).
- * If the probability value `p` is greater than `1`, then there is a
- `(p / 256 * 100)` percent chance that node will appear when the schematic is
- placed on the map.
- Schematic attributes
- --------------------
- See section "Flag Specifier Format".
- Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
- `force_placement`.
- * `place_center_x`: Placement of this decoration is centered along the X axis.
- * `place_center_y`: Placement of this decoration is centered along the Y axis.
- * `place_center_z`: Placement of this decoration is centered along the Z axis.
- * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
- HUD element types
- -----------------
- The position field is used for all element types.
- To account for differing resolutions, the position coordinates are the percentage
- of the screen, ranging in value from `0` to `1`.
- The name field is not yet used, but should contain a description of what the
- HUD element represents. The direction field is the direction in which something
- is drawn.
- `0` draws from left to right, `1` draws from right to left, `2` draws from
- top to bottom, and `3` draws from bottom to top.
- The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
- with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
- Fractional values can be used.
- The `offset` field specifies a pixel offset from the position. Contrary to position,
- the offset is not scaled to screen size. This allows for some precisely-positioned
- items in the HUD.
- **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
- Below are the specific uses for fields in each type; fields not listed for that type are ignored.
- **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
- in the experimental stages.
- ### `image`
- Displays an image on the HUD.
- * `scale`: The scale of the image, with 1 being the original texture size.
- Only the X coordinate scale is used (positive values).
- Negative values represent that percentage of the screen it
- should take; e.g. `x=-100` means 100% (width).
- * `text`: The name of the texture that is displayed.
- * `alignment`: The alignment of the image.
- * `offset`: offset in pixels from position.
- ### `text`
- Displays text on the HUD.
- * `scale`: Defines the bounding rectangle of the text.
- A value such as `{x=100, y=100}` should work.
- * `text`: The text to be displayed in the HUD element.
- * `number`: An integer containing the RGB value of the color used to draw the text.
- Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
- * `alignment`: The alignment of the text.
- * `offset`: offset in pixels from position.
- ### `statbar`
- Displays a horizontal bar made up of half-images.
- * `text`: The name of the texture that is used.
- * `number`: The number of half-textures that are displayed.
- If odd, will end with a vertically center-split texture.
- * `direction`
- * `offset`: offset in pixels from position.
- * `size`: If used, will force full-image size to this value (override texture pack image size)
- ### `inventory`
- * `text`: The name of the inventory list to be displayed.
- * `number`: Number of items in the inventory to be displayed.
- * `item`: Position of item that is selected.
- * `direction`
- * `offset`: offset in pixels from position.
- ### `waypoint`
- Displays distance to selected world position.
- * `name`: The name of the waypoint.
- * `text`: Distance suffix. Can be blank.
- * `number:` An integer containing the RGB value of the color used to draw the text.
- * `world_pos`: World position of the waypoint.
- Representations of simple things
- --------------------------------
- ### Position/vector
- {x=num, y=num, z=num}
- For helper functions see "Vector helpers".
- ### `pointed_thing`
- * `{type="nothing"}`
- * `{type="node", under=pos, above=pos}`
- * `{type="object", ref=ObjectRef}`
- Flag Specifier Format
- ---------------------
- Flags using the standardized flag specifier format can be specified in either of
- two ways, by string or table.
- The string format is a comma-delimited set of flag names; whitespace and
- unrecognized flag fields are ignored. Specifying a flag in the string sets the
- flag, and specifying a flag prefixed by the string `"no"` explicitly
- clears the flag from whatever the default may be.
- In addition to the standard string flag format, the schematic flags field can
- also be a table of flag names to boolean values representing whether or not the
- flag is set. Additionally, if a field with the flag name prefixed with `"no"`
- is present, mapped to a boolean of any value, the specified flag is unset.
- E.g. A flag field of value
- {place_center_x = true, place_center_y=false, place_center_z=true}
- is equivalent to
- {place_center_x = true, noplace_center_y=true, place_center_z=true}
- which is equivalent to
- "place_center_x, noplace_center_y, place_center_z"
- or even
- "place_center_x, place_center_z"
- since, by default, no schematic attributes are set.
- Items
- -----
- ### Item types
- There are three kinds of items: nodes, tools and craftitems.
- * Node (`register_node`): A node from the world.
- * Tool (`register_tool`): A tool/weapon that can dig and damage
- things according to `tool_capabilities`.
- * Craftitem (`register_craftitem`): A miscellaneous item.
- ### Amount and wear
- All item stacks have an amount between 0 to 65535. It is 1 by
- default. Tool item stacks can not have an amount greater than 1.
- Tools use a wear (=damage) value ranging from 0 to 65535. The
- value 0 is the default and used is for unworn tools. The values
- 1 to 65535 are used for worn tools, where a higher value stands for
- a higher wear. Non-tools always have a wear value of 0.
- ### Item formats
- Items and item stacks can exist in three formats: Serializes, table format
- and `ItemStack`.
- #### Serialized
- This is called "stackstring" or "itemstring". It is a simple string with
- 1-3 components: the full item identifier, an optional amount and an optional
- wear value. Syntax:
- <identifier> [<amount>[ <wear>]]
- Examples:
- * `'default:apple'`: 1 apple
- * `'default:dirt 5'`: 5 dirt
- * `'default:pick_stone'`: a new stone pickaxe
- * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
- #### Table format
- Examples:
- 5 dirt nodes:
- {name="default:dirt", count=5, wear=0, metadata=""}
- A wooden pick about 1/3 worn out:
- {name="default:pick_wood", count=1, wear=21323, metadata=""}
- An apple:
- {name="default:apple", count=1, wear=0, metadata=""}
- #### `ItemStack`
- A native C++ format with many helper methods. Useful for converting
- between formats. See the Class reference section for details.
- When an item must be passed to a function, it can usually be in any of
- these formats.
- Groups
- ------
- In a number of places, there is a group table. Groups define the
- properties of a thing (item, node, armor of entity, capabilities of
- tool) in such a way that the engine and other mods can can interact with
- the thing without actually knowing what the thing is.
- ### Usage
- Groups are stored in a table, having the group names with keys and the
- group ratings as values. For example:
- groups = {crumbly=3, soil=1}
- -- ^ Default dirt
- groups = {crumbly=2, soil=1, level=2, outerspace=1}
- -- ^ A more special dirt-kind of thing
- Groups always have a rating associated with them. If there is no
- useful meaning for a rating for an enabled group, it shall be `1`.
- When not defined, the rating of a group defaults to `0`. Thus when you
- read groups, you must interpret `nil` and `0` as the same value, `0`.
- You can read the rating of a group for an item or a node by using
- minetest.get_item_group(itemname, groupname)
- ### Groups of items
- Groups of items can define what kind of an item it is (e.g. wool).
- ### Groups of nodes
- In addition to the general item things, groups are used to define whether
- a node is destroyable and how long it takes to destroy by a tool.
- ### Groups of entities
- For entities, groups are, as of now, used only for calculating damage.
- The rating is the percentage of damage caused by tools with this damage group.
- See "Entity damage mechanism".
- object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
- object.set_armor_groups({fleshy=30, cracky=80})
- ### Groups of tools
- Groups in tools define which groups of nodes and entities they are
- effective towards.
- ### Groups in crafting recipes
- An example: Make meat soup from any meat, any water and any bowl:
- {
- output = 'food:meat_soup_raw',
- recipe = {
- {'group:meat'},
- {'group:water'},
- {'group:bowl'},
- },
- -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
- }
- Another example: Make red wool from white wool and red dye:
- {
- type = 'shapeless',
- output = 'wool:red',
- recipe = {'wool:white', 'group:dye,basecolor_red'},
- }
- ### Special groups
- * `immortal`: Disables the group damage system for an entity
- * `punch_operable`: For entities; disables the regular damage mechanism for
- players punching it by hand or a non-tool item, so that it can do something
- else than take damage.
- * `level`: Can be used to give an additional sense of progression in the game.
- * A larger level will cause e.g. a weapon of a lower level make much less
- damage, and get worn out much faster, or not be able to get drops
- from destroyed nodes.
- * `0` is something that is directly accessible at the start of gameplay
- * There is no upper limit
- * `dig_immediate`: (player can always pick up node without reducing tool wear)
- * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
- * `3`: the node always gets the digging time 0 seconds (torch)
- * `disable_jump`: Player (and possibly other things) cannot jump from node
- * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
- * `bouncy`: value is bounce speed in percent
- * `falling_node`: if there is no walkable block under the node it will fall
- * `attached_node`: if the node under it is not a walkable block the node will be
- dropped as an item. If the node is wallmounted the wallmounted direction is
- checked.
- * `soil`: saplings will grow on nodes in this group
- * `connect_to_raillike`: makes nodes of raillike drawtype 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
- * `cracky`: tough but crackable stuff like stone.
- * `snappy`: something that can be cut using fine tools; e.g. leaves, small
- plants, wire, sheets of metal
- * `choppy`: something that can be cut using force; e.g. trees, wooden planks
- * `fleshy`: Living things like animals and the player. This could imply
- some blood effects when hitting.
- * `explody`: Especially prone to explosions
- * `oddly_breakable_by_hand`:
- Can be added to nodes that shouldn't logically be breakable by the
- hand but are. Somewhat similar to `dig_immediate`, but times are more
- like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
- speed of a tool if the tool can dig at a faster speed than this
- suggests for the hand.
- ### Examples of custom groups
- Item groups are often used for defining, well, _groups of items_.
- * `meat`: any meat-kind of a thing (rating might define the size or healing
- ability or be irrelevant -- it is not defined as of yet)
- * `eatable`: anything that can be eaten. Rating might define HP gain in half
- hearts.
- * `flammable`: can be set on fire. Rating might define the intensity of the
- fire, affecting e.g. the speed of the spreading of an open fire.
- * `wool`: any wool (any origin, any color)
- * `metal`: any metal
- * `weapon`: any weapon
- * `heavy`: anything considerably heavy
- ### Digging time calculation specifics
- Groups such as `crumbly`, `cracky` and `snappy` are used for this
- purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
- faster digging time.
- The `level` group is used to limit the toughness of nodes a tool can dig
- and to scale the digging times / damage to a greater extent.
- **Please do understand this**, otherwise you cannot use the system to it's
- full potential.
- Tools define their properties by a list of parameters for groups. They
- cannot dig other groups; thus it is important to use a standard bunch of
- groups to enable interaction with tools.
- #### Tools definition
- Tools define:
- * Full punch interval
- * Maximum drop level
- * For an arbitrary list of groups:
- * Uses (until the tool breaks)
- * Maximum level (usually `0`, `1`, `2` or `3`)
- * Digging times
- * Damage groups
- #### Full punch interval
- When used as a weapon, the tool will do full damage if this time is spent
- between punches. If e.g. half the time is spent, the tool will do half
- damage.
- #### Maximum drop level
- Suggests the maximum level of node, when dug with the tool, that will drop
- it's useful item. (e.g. iron ore to drop a lump of iron).
- This is not automated; it is the responsibility of the node definition
- to implement this.
- #### Uses
- Determines how many uses the tool has when it is used for digging a node,
- of this group, of the maximum level. For lower leveled nodes, the use count
- is multiplied by `3^leveldiff`.
- * `uses=10, leveldiff=0`: actual uses: 10
- * `uses=10, leveldiff=1`: actual uses: 30
- * `uses=10, leveldiff=2`: actual uses: 90
- #### Maximum level
- Tells what is the maximum level of a node of this group that the tool will
- be able to dig.
- #### Digging times
- List of digging times for different ratings of the group, for nodes of the
- maximum level.
- For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
- result in the tool to be able to dig nodes that have a rating of `2` or `3`
- for this group, and unable to dig the rating `1`, which is the toughest.
- Unless there is a matching group that enables digging otherwise.
- If the result digging time is 0, a delay of 0.15 seconds is added between
- digging nodes; If the player releases LMB after digging, this delay is set to 0,
- i.e. players can more quickly click the nodes away instead of holding LMB.
- #### Damage groups
- List of damage for groups of entities. See "Entity damage mechanism".
- #### Example definition of the capabilities of a tool
- tool_capabilities = {
- full_punch_interval=1.5,
- max_drop_level=1,
- groupcaps={
- crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
- }
- damage_groups = {fleshy=2},
- }
- This makes the tool be able to dig nodes that fulfil both of these:
- * Have the `crumbly` group
- * Have a `level` group less or equal to `2`
- Table of resulting digging times:
- crumbly 0 1 2 3 4 <- level
- -> 0 - - - - -
- 1 0.80 1.60 1.60 - -
- 2 0.60 1.20 1.20 - -
- 3 0.40 0.80 0.80 - -
- level diff: 2 1 0 -1 -2
- Table of resulting tool uses:
- -> 0 - - - - -
- 1 180 60 20 - -
- 2 180 60 20 - -
- 3 180 60 20 - -
- **Notes**:
- * At `crumbly==0`, the node is not diggable.
- * At `crumbly==3`, the level difference digging time divider kicks in and makes
- easy nodes to be quickly breakable.
- * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
- Entity damage mechanism
- -----------------------
- Damage calculation:
- damage = 0
- foreach group in cap.damage_groups:
- damage += cap.damage_groups[group] * limit(actual_interval /
- cap.full_punch_interval, 0.0, 1.0)
- * (object.armor_groups[group] / 100.0)
- -- Where object.armor_groups[group] is 0 for inexistent values
- return damage
- Client predicts damage based on damage groups. Because of this, it is able to
- give an immediate response when an entity is damaged or dies; the response is
- pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
- TODO).
- Currently a smoke puff will appear when an entity dies.
- The group `immortal` completely disables normal damage.
- Entities can define a special armor group, which is `punch_operable`. This
- group disables the regular damage mechanism for players punching it by hand or
- a non-tool item, so that it can do something else than take damage.
- On the Lua side, every punch calls:
- entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
- This should never be called directly, because damage is usually not handled by
- the entity itself.
- * `puncher` is the object performing the punch. Can be `nil`. Should never be
- accessed unless absolutely required, to encourage interoperability.
- * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
- * `tool_capabilities` can be `nil`.
- * `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 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:
- object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
- * Return value is tool wear.
- * Parameters are equal to the above callback.
- * If `direction` equals `nil` and `puncher` does not equal `nil`,
- `direction` will be automatically filled in based on the location of `puncher`.
- Node Metadata
- -------------
- The instance of a node in the world normally only contains the three values
- mentioned in "Nodes". However, it is possible to insert extra data into a
- node. It is called "node metadata"; See `NodeMetaRef`.
- Node metadata contains two things:
- * A key-value store
- * An inventory
- Some of the values in the key-value store are handled specially:
- * `formspec`: Defines a right-click inventory menu. See "Formspec".
- * `infotext`: Text shown on the screen when the node is pointed at
- Example stuff:
- local meta = minetest.get_meta(pos)
- meta:set_string("formspec",
- "size[8,9]"..
- "list[context;main;0,0;8,4;]"..
- "list[current_player;main;0,5;8,4;]")
- meta:set_string("infotext", "Chest");
- local inv = meta:get_inventory()
- inv:set_size("main", 8*4)
- print(dump(meta:to_table()))
- meta:from_table({
- inventory = {
- main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
- [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
- [10] = "", [11] = "", [12] = "", [13] = "",
- [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
- [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
- [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
- [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
- [32] = ""}
- },
- fields = {
- formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
- infotext = "Chest"
- }
- })
- Item Metadata
- -------------
- Item stacks can store metadata too. See `ItemStackMetaRef`.
- Item metadata only contains a key-value store.
- 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.
- Example stuff:
- local meta = stack:get_meta()
- meta:set_string("key", "value")
- print(dump(meta:to_table()))
- Formspec
- --------
- Formspec defines a menu. Currently not much else than inventories are
- supported. It is a string, with a somewhat strange format.
- Spaces and newlines can be inserted between the blocks, as is used in the
- examples.
- ### Examples
- #### Chest
- size[8,9]
- list[context;main;0,0;8,4;]
- list[current_player;main;0,5;8,4;]
- #### Furnace
- size[8,9]
- list[context;fuel;2,3;1,1;]
- list[context;src;2,1;1,1;]
- list[context;dst;5,1;2,2;]
- list[current_player;main;0,5;8,4;]
- #### Minecraft-like player inventory
- size[8,7.5]
- image[1,0.6;1,2;player.png]
- list[current_player;main;0,3.5;8,4;]
- list[current_player;craft;3,0;3,3;]
- list[current_player;craftpreview;7,1;1,1;]
- ### Elements
- #### `size[<W>,<H>,<fixed_size>]`
- * Define the size of the menu in inventory slots
- * `fixed_size`: `true`/`false` (optional)
- * deprecated: `invsize[<W>,<H>;]`
- #### `position[<X>,<Y>]`
- * 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)
- #### `anchor[<X>,<Y>]`
- * 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)
- #### `container[<X>,<Y>]`
- * Start of a container block, moves all physical elements in the container by (X, Y)
- * Must have matching `container_end`
- * Containers can be nested, in which case the offsets are added
- (child containers are relative to parent containers)
- #### `container_end[]`
- * End of a container, following elements are no longer relative to this container
- #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
- * Show an inventory list
- #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
- * Show an inventory list
- #### `listring[<inventory location>;<list name>]`
- * Allows to create a ring of inventory lists
- * Shift-clicking on items in one element of the ring
- will send them to the next inventory list inside the ring
- * The first occurrence of an element inside the ring will
- determine the inventory where items will be sent to
- #### `listring[]`
- * Shorthand for doing `listring[<inventory location>;<list name>]`
- for the last two inventory lists added by list[...]
- #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- * Sets color of slots border
- #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- * Sets color of slots border
- * Sets default background color of tooltips
- * Sets default font color of tooltips
- #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
- * Adds tooltip for an element
- * `<bgcolor>` tooltip background color as `ColorString` (optional)
- * `<fontcolor>` tooltip font color as `ColorString` (optional)
- #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
- * Show an image
- * Position and size units are inventory slots
- #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
- * Show an inventory image of registered item/node
- * Position and size units are inventory slots
- #### `bgcolor[<color>;<fullscreen>]`
- * Sets background color of formspec as `ColorString`
- * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
- #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
- * Use a background. Inventory rectangles are not drawn then.
- * Position and size units are inventory slots
- * Example for formspec 8x4 in 16x resolution: image shall be sized
- 8 times 16px times 4 times 16px.
- #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
- * Use a background. Inventory rectangles are not drawn then.
- * Position and size units are inventory slots
- * Example for formspec 8x4 in 16x resolution:
- image shall be sized 8 times 16px times 4 times 16px
- * If `true` the background is clipped to formspec size
- (`x` and `y` are used as offset values, `w` and `h` are ignored)
- #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
- * Textual password style field; will be sent to server when a button is clicked
- * When enter is pressed in field, fields.key_enter_field will be sent with the name
- of this field.
- * `x` and `y` position the field relative to the top left of the menu
- * `w` and `h` are the size of the field
- * Fields are a set height, but will be vertically centred on `h`
- * Position and size units are inventory slots
- * `name` is the name of the field as returned in fields to `on_receive_fields`
- * `label`, if not blank, will be text printed on the top left above the field
- * See field_close_on_enter to stop enter closing the formspec
- #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
- * Textual field; will be sent to server when a button is clicked
- * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
- of this field.
- * `x` and `y` position the field relative to the top left of the menu
- * `w` and `h` are the size of the field
- * Fields are a set height, but will be vertically centred on `h`
- * Position and size units are inventory slots
- * `name` is the name of the field as returned in fields to `on_receive_fields`
- * `label`, if not blank, will be text printed on the top left above the field
- * `default` is the default value of the field
- * `default` may contain variable references such as `${text}'` which
- will fill the value from the metadata value `text`
- * **Note**: no extra text or more than a single variable is supported ATM.
- * See `field_close_on_enter` to stop enter closing the formspec
- #### `field[<name>;<label>;<default>]`
- * As above, but without position/size units
- * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
- of this field.
- * Special field for creating simple forms, such as sign text input
- * Must be used without a `size[]` element
- * A "Proceed" button will be added automatically
- * See `field_close_on_enter` to stop enter closing the formspec
- #### `field_close_on_enter[<name>;<close_on_enter>]`
- * <name> is the name of the field
- * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
- * defaults to true when not specified (ie: no tag for a field)
- #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
- * 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>,<Y>;<label>]`
- * `x` and `y` work as per field
- * `label` is the text on the label
- * Position and size units are inventory slots
- #### `vertlabel[<X>,<Y>;<label>]`
- * Textual label drawn vertically
- * `x` and `y` work as per field
- * `label` is the text on the label
- * Position and size units are inventory slots
- #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
- * 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
- #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
- * `x`, `y`, `w`, `h`, and `name` work as per button
- * `texture name` is the filename of an image
- * Position and size units are inventory slots
- #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
- * `x`, `y`, `w`, `h`, and `name` work as per button
- * `texture name` is the filename of an image
- * Position and size units are inventory slots
- * `noclip=true` means the image button doesn't need to be within specified formsize
- * `drawborder`: draw button border or not
- * `pressed texture name` is the filename of an image on pressed state
- #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
- * `x`, `y`, `w`, `h`, `name` and `label` work as per button
- * `item name` is the registered name of an item/node,
- tooltip will be made out of its description
- to override it use tooltip element
- * Position and size units are inventory slots
- #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
- * When clicked, fields will be sent and the form will quit.
- #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
- * When clicked, fields will be sent and the form will quit.
- #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
- * Scrollable item list showing arbitrary text elements
- * `x` and `y` position the itemlist relative to the top left of the menu
- * `w` and `h` are the size of the itemlist
- * `name` fieldname sent to server on doubleclick value is current selected element
- * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
- * if you want a listelement to start with "#" write "##".
- #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
- * Scrollable itemlist showing arbitrary text elements
- * `x` and `y` position the item list relative to the top left of the menu
- * `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 "##"
- * Index to be selected within textlist
- * `true`/`false`: draw transparent background
- * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
- #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
- * Show a tab**header** at specific position (ignores formsize)
- * `x` and `y` position the itemlist relative to the top left of the menu
- * `name` fieldname data is transferred to Lua
- * `caption 1`...: name shown on top of tab
- * `current_tab`: index of selected tab 1...
- * `transparent` (optional): show transparent
- * `draw_border` (optional): draw border
- #### `box[<X>,<Y>;<W>,<H>;<color>]`
- * Simple colored semitransparent box
- * `x` and `y` position the box relative to the top left of the menu
- * `w` and `h` are the size of box
- * `color` is color specified as a `ColorString`
- #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
- * 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)
- * `x` and `y` position of dropdown
- * Width of dropdown
- * Fieldname data is transferred to Lua
- * Items to be shown in dropdown
- * Index of currently selected dropdown item
- #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
- * Show a checkbox
- * `x` and `y`: position of checkbox
- * `name` fieldname data is transferred to Lua
- * `label` to be shown left of checkbox
- * `selected` (optional): `true`/`false`
- #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
- * 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)
- * `x` and `y`: position of trackbar
- * `w` and `h`: width and height
- * `orientation`: `vertical`/`horizontal`
- * Fieldname data is transferred to Lua
- * Value this trackbar is set to (`0`-`1000`)
- * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
- #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
- * Show scrollable table using options defined by the previous `tableoptions[]`
- * Displays cells as defined by the previous `tablecolumns[]`
- * `x` and `y`: position the itemlist relative to the top left of the menu
- * `w` and `h` are the size of the itemlist
- * `name`: fieldname sent to server on row select or doubleclick
- * `cell 1`...`cell n`: cell contents given in row-major order
- * `selected idx`: index of row to be selected within table (first row = `1`)
- * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
- #### `tableoptions[<opt 1>;<opt 2>;...]`
- * Sets options for `table[]`
- * `color=#RRGGBB`
- * default text color (`ColorString`), defaults to `#FFFFFF`
- * `background=#RRGGBB`
- * table background color (`ColorString`), defaults to `#000000`
- * `border=<true/false>`
- * should the table be drawn with a border? (default: `true`)
- * `highlight=#RRGGBB`
- * highlight background color (`ColorString`), defaults to `#466432`
- * `highlight_text=#RRGGBB`
- * highlight text color (`ColorString`), defaults to `#FFFFFF`
- * `opendepth=<value>`
- * all subtrees up to `depth < value` are open (default value = `0`)
- * only useful when there is a column of type "tree"
- #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
- * 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
- * `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:
- * `align=<value>`
- * for `text` and `image`: content alignment within cells.
- Available values: `left` (default), `center`, `right`, `inline`
- * `width=<value>`
- * for `text` and `image`: minimum width in em (default: `0`)
- * for `indent` and `tree`: indent width in em (default: `1.5`)
- * `padding=<value>`: padding left of the column, in em (default `0.5`).
- Exception: defaults to 0 for indent columns
- * `tooltip=<value>`: tooltip text (default: empty)
- * `image` column options:
- * `0=<value>` sets image for image index 0
- * `1=<value>` sets image for image index 1
- * `2=<value>` sets image for image index 2
- * and so on; defined indices need not be contiguous empty or
- non-numeric cells are treated as `0`.
- * `color` column options:
- * `span=<value>`: number of following columns to affect (default: infinite)
- **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
- pass key press events to formspec!
- Inventory locations
- -------------------
- * `"context"`: Selected node metadata (deprecated: `"current_name"`)
- * `"current_player"`: Player to whom the menu is shown
- * `"player:<name>"`: Any player
- * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
- * `"detached:<name>"`: A detached inventory
- Player Inventory lists
- ----------------------
- * `main`: list containing the default inventory
- * `craft`: list containing the craft input
- * `craftpreview`: list containing the craft output
- * `hand`: list containing an override for the empty hand
- `ColorString`
- -------------
- `#RGB` defines a color in hexadecimal format.
- `#RGBA` defines a color in hexadecimal format and alpha channel.
- `#RRGGBB` defines a color in hexadecimal format.
- `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
- Named colors are also supported and are equivalent to
- [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
- To specify the value of the alpha channel, append `#AA` to the end of the color name
- (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
- value must (always) be two hexadecimal digits.
- `ColorSpec`
- -----------
- A ColorSpec specifies a 32-bit color. It can be written in either:
- table form, each element ranging from 0..255 (a, if absent, defaults to 255):
- `colorspec = {a=255, r=0, g=255, b=0}`
- numerical form, the raw integer value of an ARGB8 quad:
- `colorspec = 0xFF00FF00`
- or string form, a ColorString (defined above):
- `colorspec = "green"`
- Escape sequences
- ----------------
- Most text can contain escape sequences, that can for example color the text.
- There are a few exceptions: tab headers, dropdowns and vertical labels can't.
- The following functions provide escape sequences:
- * `minetest.get_color_escape_sequence(color)`:
- * `color` is a ColorString
- * The escape sequence sets the text color to `color`
- * `minetest.colorize(color, message)`:
- * Equivalent to:
- `minetest.get_color_escape_sequence(color) ..
- 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
- `color`. Only defined for item descriptions and tooltips.
- * `minetest.strip_foreground_colors(str)`
- * Removes foreground colors added by `get_color_escape_sequence`.
- * `minetest.strip_background_colors(str)`
- * Removes background colors added by `get_background_escape_sequence`.
- * `minetest.strip_colors(str)`
- * Removes all color escape sequences.
- Spatial Vectors
- ---------------
- 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 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.
- Helper functions
- ----------------
- * `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)`: returns `-1`, `0` or `1`
- * Get the sign of a number.
- * 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 whithout 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
- * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
- * `minetest.is_yes(arg)`
- * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
- * `minetest.get_us_time()`
- * returns time with microsecond precision. May not return wall time.
- * `table.copy(table)`: returns a table
- * returns a deep copy of `table`
- * `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
- ------------------------------
- ### Utilities
- * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
- * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
- * Useful for loading additional `.lua` modules or static data from mod
- * `minetest.get_modnames()`: returns a list of installed mods
- * Return a list of installed mods, sorted alphabetically
- * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
- * Useful for storing custom data
- * `minetest.is_singleplayer()`
- * `minetest.features`: Table containing API feature flags
- {
- glasslike_framed = true,
- nodebox_as_selectionbox = true,
- chat_send_player_param3 = true,
- get_all_craft_recipes_works = true,
- use_texture_alpha = true,
- -- ^ The transparency channel of textures can be used optionally
- no_legacy_abms = true,
- -- ^ Tree and grass ABMs are no longer done from C++
- texture_names_parens = true,
- -- ^ Texture grouping is possible using parentheses
- area_store_custom_ids = true,
- -- ^ Unique Area ID for AreaStore:insert_area
- add_entity_with_staticdata = true,
- -- ^ add_entity supports passing initial staticdata to on_activate
- no_chat_message_prediction = true,
- -- ^ Chat messages are no longer predicted
- }
- * `minetest.has_feature(arg)`: returns `boolean, missing_features`
- * `arg`: string or table in format `{foo=true, bar=true}`
- * `missing_features`: `{foo=true, bar=true}`
- * `minetest.get_player_information(player_name)`:
- * Returns a table containing information about a player. Example return value:
- {
- address = "127.0.0.1", -- IP address of client
- ip_version = 4, -- IPv4 / IPv6
- min_rtt = 0.01, -- minimum round trip time
- max_rtt = 0.2, -- maximum round trip time
- avg_rtt = 0.02, -- average round trip time
- min_jitter = 0.01, -- minimum packet time jitter
- max_jitter = 0.5, -- maximum packet time jitter
- avg_jitter = 0.03, -- average packet time jitter
- connection_uptime = 200, -- seconds since client connected
- 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
- --major = 0, -- major version number
- --minor = 4, -- minor version number
- --patch = 10, -- patch version number
- --vers_string = "0.4.9-git", -- full version string
- --state = "Active" -- current client state
- }
- * `minetest.mkdir(path)`: returns success.
- * Creates a directory specified by `path`, creating parent directories
- if they don't exist.
- * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
- * is_dir is one of:
- * nil: return all entries,
- * true: return only subdirectory names, or
- * false: return only file names.
- * `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"
- * `string`: Simple version, eg, "1.2.3-dev"
- * `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 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.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(...)`
- * Equivalent to `minetest.log(table.concat({...}, "\t"))`
- * `minetest.log([level,] text)`
- * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
- `"info"`, or `"verbose"`. Default is `"none"`.
- ### Registration functions
- Call these functions only at load time!
- * `minetest.register_entity(name, prototype table)`
- * `minetest.register_abm(abm definition)`
- * `minetest.register_lbm(lbm definition)`
- * `minetest.register_node(name, node definition)`
- * `minetest.register_tool(name, item definition)`
- * `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.
- * `minetest.clear_craft(recipe)`
- * Will erase existing craft based either on output item or on input recipe.
- * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
- syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
- * If no erase candidate could be found, Lua exception will be thrown.
- * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
- contains output. Erasing is then done independently from the crafting method.
- * `minetest.register_ore(ore definition)`
- * `minetest.register_biome(biome definition)`
- * `minetest.register_decoration(decoration definition)`
- * `minetest.override_item(name, redefinition)`
- * Overrides fields of an item registered with register_node/tool/craftitem.
- * Note: Item must already be defined, (opt)depend on the mod defining it.
- * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
- * `minetest.clear_registered_ores()`
- * `minetest.clear_registered_biomes()`
- * `minetest.clear_registered_decorations()`
- ### Global callback registration functions
- Call these functions only at load time!
- * `minetest.register_globalstep(func(dtime))`
- * Called every server step, usually interval of 0.1s
- * `minetest.register_on_shutdown(func())`
- * Called before server shutdown
- * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
- callbacks **will likely not be run**. Data should be saved at
- semi-frequent intervals as well as on server shutdown.
- * `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))`
- * Called when a node has been dug.
- * **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
- * `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.
- * `minetest.register_on_newplayer(func(ObjectRef))`
- * Called after a new player has been created
- * `minetest.register_on_dieplayer(func(ObjectRef))`
- * Called when a player dies
- * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
- * Called when a player is punched
- * `player` - ObjectRef - Player that was punched
- * `hitter` - ObjectRef - Player that hit
- * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
- * `tool_capabilities`: capability table of used tool (can be nil)
- * `dir`: unit vector of direction of punch. Always defined. Points from
- the puncher to the punched.
- * `damage` - number that represents the damage calculated by the engine
- * should return `true` to prevent the default damage mechanism
- * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
- * Called when the player gets damaged or healed
- * `player`: ObjectRef of the player
- * `hp_change`: the amount of change. Negative when it is damage.
- * `modifier`: when true, the function should return the actual `hp_change`.
- Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
- modifiers can return true as a second argument to stop the execution of further functions.
- 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
- * `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
- * `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_cheat(func(ObjectRef, cheat))`
- * Called when a player cheats
- * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
- * `moved_too_fast`
- * `interacted_too_far`
- * `interacted_while_dead`
- * `finished_unknown_dig`
- * `dug_unbreakable`
- * `dug_too_fast`
- * `minetest.register_on_chat_message(func(name, message))`
- * Called always when a player says something
- * Return `true` to mark the message as handled, which means that it will not be sent to other players
- * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
- * Called when a button is pressed in player's inventory form
- * Newest functions are called first
- * If function returns `true`, remaining functions are not called
- * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
- * Called when `player` crafts something
- * `itemstack` is the output
- * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
- * `craft_inv` is the inventory with the crafting grid
- * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
- * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
- * The same as before, except that it is called before the player crafts, to make
- craft prediction, and it should not change anything.
- * `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.
- * `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)`
- * Adds definition to `minetest.registered_chatcommands`
- * `minetest.override_chatcommand(name, redefinition)`
- * Overrides fields of a chatcommand registered with `register_chatcommand`.
- * `minetest.unregister_chatcommand(name)`
- * Unregisters a chatcommands registered with `register_chatcommand`.
- * `minetest.register_privilege(name, definition)`
- * `definition`: `"description text"`
- * `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.
- * `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
- main config file (`minetest.conf`).
- * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
- parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
- ### Authentication
- * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
- * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
- * Convert between two privilege representations
- * `minetest.get_player_privs(name) -> {priv1=true,...}`
- * `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.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 authentication handler.
- ### Chat
- * `minetest.chat_send_all(text)`
- * `minetest.chat_send_player(name, text)`
- ### Environment access
- * `minetest.set_node(pos, node)`
- * `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.swap_node(pos, node)`
- * Set node at position, but don't remove metadata
- * `minetest.remove_node(pos)`
- * 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}`
- for unloaded areas.
- * `minetest.get_node_or_nil(pos)`
- * Same as `get_node` but returns `nil` for unloaded areas.
- * `minetest.get_node_light(pos, timeofday)`
- * Gets the light value at the given position. Note that the light value
- "inside" the node at the given position is returned, so you usually want
- to get the light value of a neighbor.
- * `pos`: The position where to measure the light.
- * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
- * Returns a number between `0` and `15` or `nil`
- * `minetest.place_node(pos, node)`
- * Place node with the same effects that a player would cause
- * `minetest.dig_node(pos)`
- * Dig node with the same effects that a player would cause
- * Returns `true` if successful, `false` on failure (e.g. protected location)
- * `minetest.punch_node(pos)`
- * Punch node with the same effects that a player would cause
- * `minetest.spawn_falling_node(pos)`
- * Change node into falling node
- * Returns `true` if successful, `false` on failure
- * `minetest.find_nodes_with_meta(pos1, pos2)`
- * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
- * `minetest.get_meta(pos)`
- * Get a `NodeMetaRef` at that position
- * `minetest.get_node_timer(pos)`
- * Get `NodeTimerRef`
- * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
- * Returns `ObjectRef`, or `nil` if failed
- * `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)`: 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
- * `minetest.get_timeofday()`
- * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
- * `minetest.get_day_count()`: returns number days elapsed since world was created,
- * accounting for time changes.
- * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
- * `radius`: using a maximum metric
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * `search_center` is an optional boolean (default: `false`)
- If true `pos` is also checked for the nodes
- * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
- * `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
- * `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
- * `minetest.get_perlin(noiseparams)`
- * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
- * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
- * `minetest.get_voxel_manip([pos1, pos2])`
- * 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
- * `minetest.get_mapgen_object(objectname)`
- * Return requested mapgen object if available (see "Mapgen objects")
- * `minetest.get_biome_id(biome_name)`
- * Returns the biome id, as used in the biomemap Mapgen object, for a
- given biome_name string.
- * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
- `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
- * Deprecated: use `minetest.get_mapgen_setting(name)` instead
- * `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`
- * `minetest.get_mapgen_setting(name)`
- * 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
- * `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"`
- * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
- * 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
- * `minetest.generate_ores(vm, pos1, pos2)`
- * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
- * `minetest.generate_decorations(vm, pos1, pos2)`
- * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
- * `minetest.clear_objects([options])`
- * Clear all objects in the environment
- * Takes an optional table as an argument with the field `mode`.
- * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
- * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
- 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.
- * 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)
- * `minetest.delete_area(pos1, pos2)`
- * delete all mapblocks in the area from pos1 to pos2, inclusive
- * `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
- * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
- * Creates a `Raycast` object.
- * `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`.
- * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
- * returns table containing path
- * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
- * `pos1`: start position
- * `pos2`: end position
- * `searchdistance`: number of blocks to search in each direction using a maximum metric
- * `max_jump`: maximum height difference to consider walkable
- * `max_drop`: maximum height difference to consider droppable
- * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
- * `minetest.spawn_tree (pos, {treedef})`
- * spawns L-system tree at given `pos` with definition in `treedef` table
- * `minetest.transforming_liquid_add(pos)`
- * add node to liquid update queue
- * `minetest.get_node_max_level(pos)`
- * get max available level for leveled node
- * `minetest.get_node_level(pos)`
- * get level of leveled node (water, snow)
- * `minetest.set_node_level(pos, level)`
- * set level of leveled node, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`).
- * `minetest.add_node_level(pos, level)`
- * increase level of leveled node by level, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`)
- * can be negative for decreasing
- * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
- * resets the light in a cuboid-shaped part of
- the map and removes lighting bugs.
- * Loads the area if it is not loaded.
- * `pos1` is the corner of the cuboid with the least coordinates
- (in node coordinates), inclusive.
- * `pos2` is the opposite corner of the cuboid, inclusive.
- * The actual updated cuboid might be larger than the specified one,
- because only whole map blocks can be updated.
- The actual updated area consists of those map blocks that intersect
- with the given cuboid.
- * However, the neighborhood of the updated area might change
- as well, as light can spread out of the cuboid, also light
- might be removed.
- * returns `false` if the area is not fully generated,
- `true` otherwise
- * `minetest.check_single_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * does not spread these updates to neighbours.
- * `minetest.check_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * 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`
- * `location` = e.g.
- * `{type="player", name="celeron55"}`
- * `{type="node", pos={x=, y=, z=}}`
- * `{type="detached", name="creative"}`
- * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
- * callbacks: See "Detached inventory callbacks"
- * `player_name`: Make detached inventory available to one player exclusively,
- by default they will be sent to every player (even if not used).
- 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
- * See `minetest.item_eat` and `minetest.register_on_item_eat`
- ### Formspec
- * `minetest.show_formspec(playername, formname, formspec)`
- * `playername`: name of player to show formspec
- * `formname`: name passed to `on_player_receive_fields` callbacks.
- It should follow the `"modname:<whatever>"` naming convention
- * `formspec`: formspec to display
- * `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.
- * 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!**
- * `minetest.formspec_escape(string)`: returns a string
- * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
- * `minetest.explode_table_event(string)`: returns a table
- * returns e.g. `{type="CHG", row=1, column=2}`
- * `type` is one of:
- * `"INV"`: no row selected)
- * `"CHG"`: selected)
- * `"DCL"`: double-click
- * `minetest.explode_textlist_event(string)`: returns a table
- * returns e.g. `{type="CHG", index=1}`
- * `type` is one of:
- * `"INV"`: no row selected)
- * `"CHG"`: selected)
- * `"DCL"`: double-click
- * `minetest.explode_scrollbar_event(string)`: returns a table
- * returns e.g. `{type="CHG", value=500}`
- * `type` is one of:
- * `"INV"`: something failed
- * `"CHG"`: has been changed
- * `"VAL"`: not changed
- ### Item handling
- * `minetest.inventorycube(img1, img2, img3)`
- * Returns a string for making an image of a cube (useful as an item image)
- * `minetest.get_pointed_thing_position(pointed_thing, above)`
- * Get position of a `pointed_thing` (that you can get from somewhere)
- * `minetest.dir_to_facedir(dir, is6d)`
- * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
- * passing something non-`nil`/`false` for the optional second parameter causes it to
- take the y component into account
- * `minetest.facedir_to_dir(facedir)`
- * Convert a facedir back into a vector aimed directly out the "back" of a node
- * `minetest.dir_to_wallmounted(dir)`
- * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
- * `minetest.wallmounted_to_dir(wallmounted)`
- * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
- * `minetest.dir_to_yaw(dir)`
- * 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.
- * `minetest.get_craft_result(input)`: returns `output, decremented_input`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `input.width` = for example `3`
- * `input.items` = for example
- `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
- * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
- * `output.time` = a number, if unsuccessful: `0`
- * `output.replacements` = list of `ItemStack`s that couldn't be placed in
- `decremented_input.items`
- * `decremented_input` = like `input`
- * `minetest.get_craft_recipe(output)`: returns input
- * returns last registered recipe for output item (node)
- * `output` is a node or item type such as `"default:torch"`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `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
- * `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
- * recipe entry table:
- {
- method = 'normal' or 'cooking' or 'fuel'
- width = 0-3, 0 means shapeless recipe
- items = indexed [1-9] table with recipe items
- output = string with item name and quantity
- }
- * Example query for `"default:gold_ingot"` will return table:
- {
- [1]={method = "cooking", width = 3, output = "default:gold_ingot",
- items = {1 = "default:gold_lump"}},
- [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
- items = {1 = "default:goldblock"}}
- }
- * `minetest.handle_node_drops(pos, drops, digger)`
- * `drops`: list of itemstrings
- * Handles drops from nodes after digging: Default action is to put them into
- digger's inventory
- * Can be overridden to get different functionality (e.g. dropping items on
- ground)
- * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
- * Creates an item string which contains palette index information
- for hardware colorization. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `palette_index`: this index is added to the item stack
- * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
- * Creates an item string which contains static color information
- for hardware colorization. Use this method if you wish to colorize
- an item that does not own a palette. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `colorstring`: the new color of the item stack
- ### Rollback
- * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
- returns `{{actor, pos, time, oldnode, newnode}, ...}`
- * Find who has done something to a node, or near a node
- * `actor`: `"player:<name>"`, also `"liquid"`.
- * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
- * Revert latest actions of someone
- * `actor`: `"player:<name>"`, also `"liquid"`.
- ### Defaults for the `on_*` item definition functions
- These functions return the leftover itemstack.
- * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
- * Place item as a node
- * `param2` overrides `facedir` and wallmounted `param2`
- * returns `itemstack, success`
- * `minetest.item_place_object(itemstack, placer, pointed_thing)`
- * Place item as-is
- * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
- * Use one of the above based on what the item is.
- * Calls `on_rightclick` of `pointed_thing.under` if defined instead
- * **Note**: is not called when wielded item overrides `on_place`
- * `param2` overrides `facedir` and wallmounted `param2`
- * returns `itemstack, success`
- * `minetest.item_drop(itemstack, dropper, pos)`
- * Drop the item
- * `minetest.item_eat(hp_change, replace_with_item)`
- * Eat the item.
- * `replace_with_item` is the itemstring which is added to the inventory.
- If the player is eating a stack, then replace_with_item goes to a
- different spot. Can be `nil`
- * See `minetest.do_item_eat`
- ### Defaults for the `on_punch` and `on_dig` node definition callbacks
- * `minetest.node_punch(pos, node, puncher, pointed_thing)`
- * Calls functions registered by `minetest.register_on_punchnode()`
- * `minetest.node_dig(pos, node, digger)`
- * Checks if node can be dug, puts item into inventory, removes node
- * Calls functions registered by `minetest.registered_on_dignodes()`
- ### Sounds
- * `minetest.sound_play(spec, parameters)`: returns a handle
- * `spec` is a `SimpleSoundSpec`
- * `parameters` is a sound parameter table
- * `minetest.sound_stop(handle)`
- * `minetest.sound_fade(handle, step, gain)`
- * `handle` is a handle returned by `minetest.sound_play`
- * `step` determines how fast a sound will fade.
- Negative step will lower the sound volume, positive step will increase the sound volume
- * `gain` the target gain for the fade.
- ### Timing
- * `minetest.after(time, func, ...)`
- * Call the function `func` after `time` seconds, may be fractional
- * 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.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).
- * 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("")`)
- * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
- * `minetest.ban_player(name)`: ban a player
- * `minetest.unban_player_or_ip(name)`: unban player or IP address
- * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
- ### Particles
- * `minetest.add_particle(particle definition)`
- * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
- size, collisiondetection, texture, playername)`
- * `minetest.add_particlespawner(particlespawner definition)`
- * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
- * Returns an `id`, and -1 if adding didn't succeed
- * `Deprecated: minetest.add_particlespawner(amount, time,
- minpos, maxpos,
- minvel, maxvel,
- minacc, maxacc,
- minexptime, maxexptime,
- minsize, maxsize,
- collisiondetection, texture, playername)`
- * `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
- ### 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 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 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.
- * 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)`
- * 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.
- * `replacements` = `{["old_name"] = "convert_to", ...}`
- * `force_placement` is a boolean indicating whether nodes other than `air` and
- `ignore` are replaced by the schematic
- * Returns nil if the schematic could not be loaded.
- * **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.
- * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
- * 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.
- * `minetest.serialize_schematic(schematic, format, options)`
- * Return the serialized schematic specified by schematic (see: Schematic specifier)
- * in the `format` of either "mts" or "lua".
- * "mts" - a string containing the binary MTS data used in the MTS file format
- * "lua" - a string containing Lua code representing the schematic in table format
- * `options` is a table containing the following optional parameters:
- * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
- * position comments for every X row generated in the schematic data for easier reading.
- * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
- * will use that number of spaces as indentation instead of a tab character.
- ### HTTP Requests:
- * `minetest.request_http_api()`:
- * returns `HTTPApiTable` containing http functions if the calling mod has been granted
- access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
- otherwise returns `nil`.
- * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
- described below.
- * Only works at init time and must be called from the mod's main scope (not from a function).
- * Function only exists if minetest server was built with cURL support.
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
- A LOCAL VARIABLE!**
- * `HTTPApiTable.fetch(HTTPRequest req, callback)`
- * Performs given request asynchronously and calls callback upon completion
- * callback: `function(HTTPRequestResult res)`
- * Use this HTTP function if you are unsure, the others are for advanced use.
- * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
- * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
- * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
- * Return response data for given asynchronous HTTP request
- ### Storage API:
- * `minetest.get_mod_storage()`:
- * returns reference to mod private `StorageRef`
- * must be called during mod load time
- ### Misc.
- * `minetest.get_connected_players()`: returns list of `ObjectRefs`
- * `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.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`
- * `minetest.get_item_group(name, group)`: returns a rating
- * Get rating of a group of an item. (`0` means: not in group)
- * `minetest.get_node_group(name, group)`: returns a rating
- * Deprecated: An alias for the former.
- * `minetest.raillike_group(name)`: returns a rating
- * Returns rating of the connect_to_raillike group corresponding to name
- * If name is not yet the name of a connect_to_raillike group, a new group id
- * is created, with that name
- * `minetest.get_content_id(name)`: returns an integer
- * Gets the internal content ID of `name`
- * `minetest.get_name_from_content_id(content_id)`: returns a string
- * Gets the name of the content with that content ID
- * `minetest.parse_json(string[, nullvalue])`: returns something
- * Convert a string containing JSON data into the Lua equivalent
- * `nullvalue`: returned in place of the JSON null; defaults to `nil`
- * On success returns a table, a string, a number, a boolean or `nullvalue`
- * On failure outputs an error message and returns `nil`
- * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
- * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
- * Convert a Lua table into a JSON string
- * styled: Outputs in a human-readable format if this is set, defaults to false
- * Unserializable things like functions and userdata will cause an error.
- * **Warning**: JSON is more strict than the Lua table format.
- 1. You can only use strings and positive integers of at least one as keys.
- 2. You can not mix string and integer keys.
- This is due to the fact that JSON has two distinct array and object values.
- * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
- * `minetest.serialize(table)`: returns a string
- * Convert a table containing tables, strings, numbers, booleans and `nil`s
- into string form readable by `minetest.deserialize`
- * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
- * `minetest.deserialize(string)`: returns a table
- * Convert a string returned by `minetest.deserialize` into a table
- * `string` is loaded in an empty sandbox environment.
- * Will load functions, but they cannot access the global environment.
- * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
- * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
- * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
- * `minetest.compress(data, method, ...)`: returns `compressed_data`
- * Compress a string of data.
- * `method` is a string identifying the compression method to be used.
- * Supported compression methods:
- * Deflate (zlib): `"deflate"`
- * `...` indicates method-specific arguments. Currently defined arguments are:
- * 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.
- * currently supported.
- * `...` indicates method-specific arguments. Currently, no methods use this.
- * `minetest.rgba(red, green, blue[, alpha])`: returns a string
- * Each argument is a 8 Bit unsigned integer
- * Returns the ColorString from rgb or rgba values
- * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
- * `minetest.encode_base64(string)`: returns string encoded in base64
- * Encodes a string in base64.
- * `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, 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
- protected by the mod.
- * Example:
- local old_is_protected = minetest.is_protected
- function minetest.is_protected(pos, name)
- if mymod:position_protected_from(pos, name) then
- return true
- end
- return old_is_protected(pos, name)
- end
- * `minetest.record_protection_violation(pos, name)`
- * This function calls functions registered with
- `minetest.register_on_protection_violation`.
- * `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
- hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
- 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.
- * `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.
- * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
- the floor or ceiling
- * The first four options are mutually-exclusive; the last in the list takes
- precedence over the first.
- * `minetest.rotate_node(itemstack, placer, pointed_thing)`
- * calls `rotate_and_place()` with infinitestacks set according to the state of
- the creative mode setting, and checks for "sneak" to set the `invert_wall`
- parameter.
- * `minetest.forceload_block(pos[, transient])`
- * forceloads the position `pos`.
- * returns `true` if area could be forceloaded
- * If `transient` is `false` or absent, the forceload will be persistent
- (saved between server runs). If `true`, the forceload will be transient
- (not saved between server runs).
- * `minetest.forceload_free_block(pos[, transient])`
- * stops forceloading the position `pos`
- * If `transient` is `false` or absent, frees a persistent forceload.
- If `true`, frees a transient forceload.
- * `minetest.request_insecure_environment()`: returns an environment containing
- insecure functions if the calling mod has been listed as trusted in the
- `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
- * Only works at init time and must be called from the mod's main scope (not from a function).
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
- A LOCAL VARIABLE!**
- * `minetest.global_exists(name)`
- * Checks if a global variable has been set, without triggering a warning.
- ### Global objects
- * `minetest.env`: `EnvRef` of the server environment and world.
- * Any function in the minetest namespace can be called using the syntax
- `minetest.env:somefunction(somearguments)`
- instead of `minetest.somefunction(somearguments)`
- * Deprecated, but support is not to be dropped soon
- ### Global tables
- * `minetest.registered_items`
- * Map of registered items, indexed by name
- * `minetest.registered_nodes`
- * Map of registered node definitions, indexed by name
- * `minetest.registered_craftitems`
- * Map of registered craft item definitions, indexed by name
- * `minetest.registered_tools`
- * Map of registered tool definitions, indexed by name
- * `minetest.registered_entities`
- * Map of registered entity prototypes, indexed by name
- * `minetest.object_refs`
- * Map of object references, indexed by active object id
- * `minetest.luaentities`
- * Map of Lua entities, indexed by active object id
- * `minetest.registered_chatcommands`
- * Map of registered chat command definitions, indexed by name
- * `minetest.registered_ores`
- * List of registered ore definitions.
- * `minetest.registered_biomes`
- * List of registered biome definitions.
- * `minetest.registered_decorations`
- * List of registered decoration definitions.
- 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`.
- #### Methods
- * `set_string(name, value)`
- * `get_string(name)`
- * `set_int(name, value)`
- * `get_int(name)`
- * `set_float(name, value)`
- * `get_float(name)`
- * `to_table()`: returns `nil` or a table with keys:
- * `fields`: key-value storage
- * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
- * `from_table(nil or {})`
- * Any non-table value will clear the metadata
- * See "Node Metadata" for an example
- * returns `true` on success
- * `equals(other)`
- * returns `true` if this metadata has the same key-value pairs as `other`
- ### `NodeMetaRef`
- Node metadata: reference extra data and functionality stored in a node.
- Can be obtained via `minetest.get_meta(pos)`.
- #### Methods
- * All methods in MetaDataRef
- * `get_inventory()`: returns `InvRef`
- * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
- This will prevent them from being sent to the client. Note that the "private"
- status will only be remembered if an associated key-value pair exists, meaning
- it's best to call this when initializing all other meta (e.g. `on_construct`).
- ### `ItemStackMetaRef`
- ItemStack metadata: reference extra data and functionality stored in a stack.
- 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.
- Can be obtained via `minetest.get_mod_storage()` during load time.
- #### Methods
- * All methods in MetaDataRef
- ### `NodeTimerRef`
- Node Timers: a high resolution persistent per-node timer.
- Can be gotten via `minetest.get_node_timer(pos)`.
- #### Methods
- * `set(timeout,elapsed)`
- * set a timer's state
- * `timeout` is in seconds, and supports fractional values (0.1 etc)
- * `elapsed` is in seconds, and supports fractional values (0.1 etc)
- * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
- * `start(timeout)`
- * start a timer
- * equivalent to `set(timeout,0)`
- * `stop()`
- * stops the timer
- * `get_timeout()`: returns current timeout in seconds
- * if `timeout` equals `0`, timer is inactive
- * `get_elapsed()`: returns current elapsed time in seconds
- * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
- * `is_started()`: returns boolean state of timer
- * returns `true` if timer is started, otherwise `false`
- ### `ObjectRef`
- Moving things in the game are generally these.
- This is basically a reference to a C++ `ServerActiveObject`
- #### Methods
- * `remove()`: remove object (after returning from Lua)
- * Note: Doesn't work on players, use `minetest.kick_player` instead
- * `get_pos()`: returns `{x=num, y=num, z=num}`
- * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
- * `move_to(pos, continuous=false)`: interpolated move
- * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
- * `puncher` = another `ObjectRef`,
- * `time_from_last_punch` = time since last punch action of the puncher
- * `direction`: can be `nil`
- * `right_click(clicker)`; `clicker` is another `ObjectRef`
- * `get_hp()`: returns number of hitpoints (2 * number of hearts)
- * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
- * `get_inventory()`: returns an `InvRef`
- * `get_wield_list()`: returns the name of the inventory list the wielded item is in
- * `get_wield_index()`: returns the index of the wielded item
- * `get_wielded_item()`: returns an `ItemStack`
- * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
- * `set_armor_groups({group1=rating, group2=rating, ...})`
- * `get_armor_groups()`: returns a table with the armor group ratings
- * `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 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)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}`
- * `get_bone_position(bone)`: returns position and rotation of the bone
- * `set_properties(object property table)`
- * `get_properties()`: returns object property table
- * `is_player()`: returns true for players, false otherwise
- * `get_nametag_attributes()`
- * returns a table with the attributes of the nametag of an object
- * {
- color = {a=0..255, r=0..255, g=0..255, b=0..255},
- text = "",
- }
- * `set_nametag_attributes(attributes)`
- * sets the attributes of the nametag of an object
- * `attributes`:
- {
- color = ColorSpec,
- text = "My Nametag",
- }
- ##### LuaEntitySAO-only (no-op for other objects)
- * `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, 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()`
- ##### Player-only (no-op for other objects)
- * `get_player_name()`: returns `""` if is not a player
- * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
- 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.
- * `get_look_horizontal()`: yaw in radians
- * Angle is counter-clockwise from the +z direction.
- * `set_look_vertical(radians)`: sets look pitch
- * 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.
- * `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.
- * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
- * 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
- * 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, 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.
- * Returns `nil` if no attribute found.
- * `set_inventory_formspec(formspec)`
- * Redefine player's inventory form
- * Should usually be called in `on_joinplayer`
- * `get_inventory_formspec()`: returns a formspec string
- * `get_player_control()`: returns table with player pressed keys
- * 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
- * `set_physics_override(override_table)`
- * `override_table` is a table with the following fields:
- * `speed`: multiplier to default walking speed value (default: `1`)
- * `jump`: multiplier to default jump value (default: `1`)
- * `gravity`: multiplier to default gravity value (default: `1`)
- * `sneak`: whether player can sneak (default: `true`)
- * `sneak_glitch`: whether player can use the new move code replications
- of the old sneak side-effects: sneak ladders and 2 node sneak jump
- (default: `false`)
- * `new_move`: use new move/sneak code. When `false` the exact old code
- is used for the specific old sneak behaviour (default: `true`)
- * `get_physics_override()`: returns the table given to `set_physics_override`
- * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
- number on success
- * `hud_remove(id)`: remove the HUD element of the specified id
- * `hud_change(id, stat, value)`: change a value of a previously added HUD element
- * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
- * `hud_get(id)`: gets the HUD element definition structure of the specified ID
- * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
- * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `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, 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
- * `hud_set_hotbar_image(texturename)`
- * sets background image for hotbar
- * `hud_get_hotbar_image`: returns texturename
- * `hud_set_hotbar_selected_image(texturename)`
- * sets image for selected item of hotbar
- * `hud_get_hotbar_selected_image`: returns texturename
- * `set_sky(bgcolor, type, {texture names}, clouds)`
- * `bgcolor`: ColorSpec, defaults to white
- * `type`: Available types:
- * `"regular"`: Uses 0 textures, `bgcolor` ignored
- * `"skybox"`: Uses 6 textures, `bgcolor` used
- * `"plain"`: Uses 0 textures, `bgcolor` used
- * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
- `"plain"` custom skyboxes (default: `true`)
- * `get_sky()`: returns 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, 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({x=0, y=79}, -- < stand/idle animation key frames
- {x=168, y=187}, -- < walk animation key frames
- {x=189, y=198}, -- < dig animation key frames
- {x=200, y=219}, -- < walk+dig animation key frames
- frame_speed=30): -- < animation frame speed
- * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
- * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
- * in first person view
- * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
- * `get_eye_offset()`: returns `offset_first` and `offset_third`
- ### `InvRef`
- An `InvRef` is a reference to an inventory.
- #### Methods
- * `is_empty(listname)`: return `true` if list is empty
- * `get_size(listname)`: get size of a list
- * `set_size(listname, size)`: set size of a list
- * returns `false` on error (e.g. invalid `listname` or `size`)
- * `get_width(listname)`: get width of a list
- * `set_width(listname, width)`: set width of list; currently used for crafting
- * `get_stack(listname, i)`: get a copy of stack index `i` in list
- * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
- * `get_list(listname)`: return full list
- * `set_list(listname, list)`: set full list (size will not change)
- * `get_lists()`: returns list of inventory lists
- * `set_lists(lists)`: sets inventory lists (size will not change)
- * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
- * `room_for_item(listname, stack):` returns `true` if the stack of items
- can be fully added to the list
- * `contains_item(listname, stack, [match_meta])`: returns `true` if
- the stack of items can be fully taken from the list.
- If `match_meta` is false, only the items' names are compared (default: `false`).
- * `remove_item(listname, stack)`: take as many items as specified from the list,
- returns the items that were actually removed (as an `ItemStack`) -- note that
- any item metadata is ignored, so attempting to remove a specific unique
- item this way will likely remove the wrong one -- to do that use `set_stack`
- with an empty `ItemStack`
- * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
- * returns `{type="undefined"}` in case location is not known
- ### `AreaStore`
- A fast access data structure to store areas, and find areas near a given position or area.
- Every area has a `data` string attribute to store additional information.
- You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
- If you chose the parameter-less constructor, a fast implementation will be automatically
- chosen for you.
- #### Methods
- * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
- (optional) Boolean values `include_borders` and `include_data` control what's copied.
- Returns nil if specified area id does not exist.
- * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
- the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
- what's copied.
- * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
- returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
- If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
- (optional) Boolean values `include_borders` and `include_data` control what's copied.
- * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
- or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
- `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
- it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
- or insertions are likely to fail due to conflicts.
- * `reserve(count)`: reserves resources for at most `count` many contained areas.
- Only needed for efficiency, and only some implementations profit.
- * `remove_area(id)`: removes the area with the given id from the store, returns success.
- * `set_cache_params(params)`: sets params for the included prefiltering cache.
- Calling invalidates the cache, so that its elements have to be newly generated.
- * `params`:
- {
- enabled = boolean, -- whether to enable, default true
- block_radius = number, -- the radius (in nodes) of the areas the cache generates
- prefiltered lists for, minimum 16, default 64
- limit = number, -- the cache's size, minimum 20, default 1000
- }
- * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
- * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
- * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
- Returns success and, optionally, an error message.
- * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
- ### `ItemStack`
- An `ItemStack` is a stack of items.
- 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 a boolean indicating whether the item was cleared
- * `get_count()`: Returns number of items on the stack.
- * `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,
- 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
- * `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)`: 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.
- Uses a well-known LCG algorithm introduced by K&R.
- It can be created via `PseudoRandom(seed)`.
- #### Methods
- * `next()`: return next integer random number [`0`...`32767`]
- * `next(min, max)`: return next integer random number [`min`...`max`]
- * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
- due to the simple implementation making bad distribution otherwise.
- ### `PcgRandom`
- A 32-bit pseudorandom number generator.
- Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
- It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
- #### Methods
- * `next()`: return next integer random number [`-2147483648`...`2147483647`]
- * `next(min, max)`: return next integer random number [`min`...`max`]
- * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
- * This is only a rough approximation of a normal distribution with:
- * `mean = (max - min) / 2`, and
- * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
- * Increasing `num_trials` improves accuracy of the approximation
- ### `SecureRandom`
- Interface for the operating system's crypto-secure PRNG.
- It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
- be found on the system.
- #### Methods
- * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
- ### `PerlinNoise`
- A perlin noise generator.
- It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
- or `PerlinNoise(noiseparams)`.
- Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
- or `minetest.get_perlin(noiseparams)`.
- #### Methods
- * `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.
- 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` component is omitted
- for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
- `nil` is returned).
- For each of the functions with an optional `buffer` parameter: If `buffer` is not
- nil, this table will be used to store the result instead of creating a new table.
- #### Methods
- * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
- with values starting at `pos={x=,y=}`
- * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
- of 3D noise with values starting at `pos={x=,y=,z=}`
- * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
- with values starting at `pos={x=,y=}`
- * `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: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:calc_3d_map({x=1000, y=1000, z=1000})`
- `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
- ### `VoxelManip`
- #### About VoxelManip
- VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
- this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
- map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
- to with other methods of setting nodes. For example, nodes will not have their construction and
- destruction callbacks run, and no rollback information is logged.
- It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
- If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
- of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
- In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
- VoxelManip is most effective when setting very large areas of map at once - for example, if only
- setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
- using both methods of map manipulation to determine which is most appropriate for your usage.
- #### Using VoxelManip
- A VoxelManip object can be created any time using either:
- `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
- If the optional position parameters are present for either of these routines, the specified region
- will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
- manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
- Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
- positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
- the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
- coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
- Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
- using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
- MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
- Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
- `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
- `VoxelManip:get_light_data()` for node light levels, and
- `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
- See section 'Flat array format' for more details.
- It is very important to understand that the tables returned by any of the above three functions
- represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
- data will *not* magically update itself if another function modifies the internal VoxelManip state.
- Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
- otherwise explicitly stated.
- Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
- `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
- `VoxelManip:set_light_data()` for node light levels, and
- `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
- The parameter to each of the above three functions can use any table at all in the same flat array
- format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
- Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
- to the map by calling `VoxelManip:write_to_map()`.
- ##### Flat array format
- Let
- `Nx = p2.X - p1.X + 1`,
- `Ny = p2.Y - p1.Y + 1`, and
- `Nz = p2.Z - p1.Z + 1`.
- Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
- the expression `Nx * Ny * Nz`.
- Positions offset from p1 are present in the array with the format of:
- ```
- [
- (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
- (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
- ...
- (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
- (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
- ...
- (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
- ...
- (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
- ]
- ```
- and the array index for a position p contained completely in p1..p2 is:
- `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
- Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
- VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
- for a single point in a flat VoxelManip array.
- ##### Content IDs
- A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
- in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
- `minetest.get_content_id()` to look up the Content ID for the specified node name, and
- `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
- After registration of a node, its Content ID will remain the same throughout execution of the mod.
- Note that the node being queried needs to have already been been registered.
- The following builtin node types have their Content IDs defined as constants:
- * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
- * `minetest.CONTENT_AIR`: ID for "air" nodes
- * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
- ##### Mapgen VoxelManip objects
- Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
- core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
- but with a few differences:
- * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
- * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
- to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
- * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
- non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
- each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
- consistency with the current map state. For this reason, calling any of the following functions:
- `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
- will also update the Mapgen VoxelManip object's internal state active on the current thread.
- * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
- information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
- ##### Other API functions operating on a VoxelManip
- If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
- for these liquid nodes to begin flowing. It is recommended to call this function only after having
- written all buffered data back to the VoxelManip object, save for special situations where the modder
- desires to only have certain liquid nodes begin flowing.
- The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
- registered decorations and ores throughout the full area inside of the specified VoxelManip object.
- `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
- except instead of placing the specified schematic directly on the map at the specified position, it
- will place the schematic inside of the VoxelManip.
- ##### Notes
- * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
- array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
- `VoxelManip:get_node_at()`.
- * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
- filled with "ignore" nodes.
- * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
- object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
- updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
- object in the same callback it had been created.
- * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
- a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
- buffer the function can use to write map data to instead of returning a new table each call. This
- greatly enhances performance by avoiding unnecessary memory allocations.
- #### Methods
- * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
- the region formed by `p1` and `p2`.
- * returns actual emerged `pmin`, actual emerged `pmax`
- * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
- * **important**: data must be set using `VoxelManip:set_data()` before calling this
- * if `light` is true, then lighting is automatically recalculated.
- The default value is true.
- If `light` is false, no light calculations happen, and you should correct
- all modified blocks with `minetest.fix_light()` as soon as possible.
- Keep in mind that modifying the map where light is incorrect can cause
- more lighting bugs.
- * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
- the `VoxelManip` at that position
- * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
- * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
- * returns raw node data in the form of an array of node content IDs
- * if the param `buffer` is present, this table will be used to store the result instead
- * `set_data(data)`: Sets the data contents of the `VoxelManip` object
- * `update_map()`: Does nothing, kept for compatibility.
- * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
- * `light` is a table, `{day=<0...15>, night=<0...15>}`
- * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
- * (`p1`, `p2`) is the area in which lighting is set;
- defaults to the whole area if left out
- * `get_light_data()`: Gets the light data read into the `VoxelManip` object
- * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
- * Each value is the bitwise combination of day and night light values (`0` to `15` each)
- * `light = day + (night * 16)`
- * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
- in the `VoxelManip`
- * expects lighting data in the same format that `get_light_data()` returns
- * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
- * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
- * If the param `buffer` is present, this table will be used to store the result instead
- * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
- * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
- * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
- * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
- if left out or nil
- * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
- mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
- * `update_liquids()`: Update liquid flow
- * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
- had been modified since the last read from map, due to a call to
- `minetest.set_data()` on the loaded area elsewhere
- * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
- ### `VoxelArea`
- A helper class for voxel areas.
- It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
- The coordinates are *inclusive*, like most other things in Minetest.
- #### Methods
- * `getExtent()`: returns a 3D vector containing the size of the area formed by
- `MinEdge` and `MaxEdge`
- * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
- * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
- * useful for things like `VoxelManip`, raw Schematic specifiers,
- `PerlinNoiseMap:get2d`/`3dMap`, and so on
- * `indexp(p)`: same as above, except takes a vector
- * `position(i)`: returns the absolute position vector corresponding to index `i`
- * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
- * `containsp(p)`: same as above, except takes a vector
- * `containsi(i)`: same as above, except takes an index `i`
- * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
- * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
- * `iterp(minp, maxp)`: same as above, except takes a vector
- ### `Settings`
- An interface to read config files in the format of `minetest.conf`.
- It can be created via `Settings(filename)`.
- #### Methods
- * `get(key)`: returns a value
- * `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)
- * Writes changes to file.
- * `to_table()`: returns `{[key1]=value1,...}`
- ### `Raycast`
- A raycast on the map. It works with selection boxes.
- Can be used as an iterator in a for loop.
- The map is loaded as the ray advances. If the
- map is modified after the `Raycast` is created,
- the changes may or may not have an effect on
- 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.
- #### Methods
- * `next()`: returns a `pointed_thing`
- * Returns the next thing pointed by the ray or nil.
- Mapgen objects
- --------------
- A mapgen object is a construct used in map generation. Mapgen objects can be used
- by an `on_generate` callback to speed up operations by avoiding unnecessary
- recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
- function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
- was called outside of an `on_generate()` callback, `nil` is returned.
- The following Mapgen objects are currently available:
- ### `voxelmanip`
- This returns three values; the `VoxelManip` object to be used, minimum and maximum
- emerged position, in that order. All mapgens support this object.
- ### `heightmap`
- Returns an array containing the y coordinates of the ground levels of nodes in
- the most recently generated chunk by the current mapgen.
- ### `biomemap`
- Returns an array containing the biome IDs of nodes in the most recently
- generated chunk by the current mapgen.
- ### `heatmap`
- Returns an array containing the temperature values of nodes in the most
- recently generated chunk by the current mapgen.
- ### `humiditymap`
- Returns an array containing the humidity values of nodes in the most recently
- generated chunk by the current mapgen.
- ### `gennotify`
- Returns a table mapping requested generation notification types to arrays of
- positions at which the corresponding generated structures are located at within
- the current chunk. To set the capture of positions of interest to be recorded
- on generate, use `minetest.set_gen_notify()`.
- Possible fields of the table returned are:
- * `dungeon`
- * `temple`
- * `cave_begin`
- * `cave_end`
- * `large_cave_begin`
- * `large_cave_end`
- * `decoration`
- Decorations have a key in the format of `"decoration#id"`, where `id` is the
- numeric unique decoration ID.
- Registered entities
- -------------------
- * Functions receive a "luaentity" as `self`:
- * It has the member `.name`, which is the registered name `("mod:thing")`
- * It has the member `.object`, which is an `ObjectRef` pointing to the object
- * The original prototype stuff is visible directly via a metatable
- * Callbacks:
- * `on_activate(self, staticdata, dtime_s)`
- * Called when the object is instantiated.
- * `dtime_s` is the time passed since the object was unloaded, which can
- be used for updating the entity state.
- * `on_step(self, dtime)`
- * Called on every server tick, after movement and collision processing.
- `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
- `in minetest.conf`.
- * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
- * 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.
- * `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
- the object is instantiated the next time.
- L-system trees
- --------------
- **Warning**
- L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
- Often these bugs appear as subtle shadows in water.
- ### Tree definition
- treedef={
- axiom, --string initial tree axiom
- rules_a, --string rules set A
- rules_b, --string rules set B
- rules_c, --string rules set C
- rules_d, --string rules set D
- trunk, --string trunk node name
- leaves, --string leaves node name
- leaves2, --string secondary leaves node name
- leaves2_chance,--num chance (0-100) to replace leaves with leaves2
- angle, --num angle in deg
- iterations, --num max # of iterations, usually 2 -5
- random_level, --num factor to lower nr of iterations, usually 0 - 3
- trunk_type, --string single/double/crossed) type of trunk: 1 node,
- -- 2x2 nodes or 3x3 in cross shape
- thin_branches, --boolean true -> use thin (1 node) branches
- fruit, --string fruit node name
- fruit_chance, --num chance (0-100) to replace leaves with fruit node
- seed, --num random seed; if no seed is provided, the engine will create one
- }
- ### Key for Special L-System Symbols used in Axioms
- * `G`: move forward one unit with the pen up
- * `F`: move forward one unit with the pen down drawing trunks and branches
- * `f`: move forward one unit with the pen down drawing leaves (100% chance)
- * `T`: move forward one unit with the pen down drawing trunks only
- * `R`: move forward one unit with the pen down placing fruit
- * `A`: replace with rules set A
- * `B`: replace with rules set B
- * `C`: replace with rules set C
- * `D`: replace with rules set D
- * `a`: replace with rules set A, chance 90%
- * `b`: replace with rules set B, chance 80%
- * `c`: replace with rules set C, chance 70%
- * `d`: replace with rules set D, chance 60%
- * `+`: yaw the turtle right by `angle` parameter
- * `-`: yaw the turtle left by `angle` parameter
- * `&`: pitch the turtle down by `angle` parameter
- * `^`: pitch the turtle up by `angle` parameter
- * `/`: roll the turtle to the right by `angle` parameter
- * `*`: roll the turtle to the left by `angle` parameter
- * `[`: save in stack current state info
- * `]`: recover from stack state info
- ### Example
- Spawn a small apple tree:
- pos = {x=230,y=20,z=4}
- apple_tree={
- axiom="FFFFFAFFBF",
- rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
- rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
- trunk="default:tree",
- leaves="default:leaves",
- angle=30,
- iterations=2,
- random_level=0,
- trunk_type="single",
- thin_branches=true,
- fruit_chance=10,
- fruit="default:apple"
- }
- minetest.spawn_tree(pos,apple_tree)
- Definition tables
- -----------------
- ### Object Properties
- {
- 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
- pointable = true, -- overrides selection box when false
- visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
- visual_size = {x = 1, y = 1},
- mesh = "model",
- textures = {}, -- number of required textures depends on visual
- colors = {}, -- number of required colors depends on visual
- spritediv = {x = 1, y = 1},
- initial_sprite_basepos = {x = 0, y = 0},
- is_visible = true,
- makes_footstep_sound = false,
- automatic_rotate = false,
- stepheight = 0,
- automatic_face_movement_dir = 0.0,
- -- ^ Automatically set yaw to movement direction, offset in degrees,
- -- 'false' to disable.
- automatic_face_movement_max_rotation_per_sec = -1,
- -- ^ Limit automatic rotation to this value in degrees per second,
- -- 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 = <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`)
- {
- -- Deprecated: Everything in object properties is read directly from here
- initial_properties = --[[<initial object properties>]],
- on_activate = function(self, staticdata, dtime_s),
- on_step = function(self, dtime),
- on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
- on_rightclick = function(self, clicker),
- get_staticdata = function(self),
- -- ^ Called sometimes; the string returned is passed to on_activate when
- -- the entity is re-activated from static state
- -- Also you can define arbitrary member variables here (see item definition for
- -- more info)
- _custom_field = whatever,
- }
- ### ABM (ActiveBlockModifier) definition (`register_abm`)
- {
- label = "Lava cooling",
- ^ Descriptive label for profiling purposes (optional).
- Definitions with identical labels will be listed as one.
- nodenames = {"default:lava_source"},
- ^ 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`)
- {
- label = "Upgrade legacy doors",
- -- ^ Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
- name = "modname:replace_legacy_door",
- nodenames = {"default:lava_source"},
- -- ^ List of node names to trigger the LBM on.
- -- Also non-registered nodes will work.
- -- Groups (as of group:groupname) will work as well.
- run_at_every_load = false,
- -- ^ Whether to run the LBM's action every time a block gets loaded,
- -- and not just for blocks that were saved last time before LBMs were
- -- introduced to the world.
- action = func(pos, node),
- }
- ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
- {
- description = "Steel Axe",
- groups = {}, -- key = name, value = rating; rating = 1..3.
- if rating not applicable, use 1.
- e.g. {wool = 1, fluffy = 3}
- {soil = 2, outerspace = 1, crumbly = 1}
- {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.
- ^ You can set the currently used color as the
- ^ "palette_index" field of the item stack metadata.
- ^ The palette is always stretched to fit indices
- ^ between 0 and 255, to ensure compatibility with
- ^ "colorfacedir" and "colorwallmounted" nodes.
- ]]
- color = "0xFFFFFFFF",
- --[[
- ^ The color of the item. The palette overrides this.
- ]]
- wield_scale = {x = 1, y = 1, z = 1},
- stack_max = 99,
- range = 4.0,
- liquids_pointable = false,
- tool_capabilities = {
- full_punch_interval = 1.0,
- max_drop_level = 0,
- groupcaps = {
- -- For example:
- choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
- },
- damage_groups = {groupname = damage},
- },
- node_placement_prediction = nil,
- --[[
- ^ If nil and item is node, prediction is made automatically
- ^ If nil and item is not a node, no prediction is made
- ^ If "" and item is anything, no prediction is made
- ^ Otherwise should be name of node which the client immediately places
- 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 = --[[<SimpleSoundSpec>]],
- },
- on_place = func(itemstack, placer, pointed_thing),
- --[[
- ^ Shall place item and return the leftover itemstack
- ^ The placer may be any ObjectRef or nil.
- ^ default: minetest.item_place ]]
- on_secondary_use = func(itemstack, user, pointed_thing),
- --[[
- ^ Same as on_place but called when pointing at nothing.
- ^ The user may be any ObjectRef or nil.
- ^ pointed_thing : always { type = "nothing" }
- ]]
- on_drop = func(itemstack, dropper, pos),
- --[[
- ^ Shall drop item and return the leftover itemstack
- ^ The dropper may be any ObjectRef or nil.
- ^ default: minetest.item_drop ]]
- on_use = func(itemstack, user, pointed_thing),
- --[[
- ^ 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
- ^ 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.
- ]]
- after_use = func(itemstack, user, node, digparams),
- --[[
- ^ default: nil
- ^ If defined, should return an itemstack and will be called instead of
- wearing out the tool. If returns nil, does nothing.
- If after_use doesn't exist, it is the same as:
- function(itemstack, user, node, digparams)
- itemstack:add_wear(digparams.wear)
- return itemstack
- end
- ^ The user may be any ObjectRef or nil.
- ]]
- _custom_field = whatever,
- --[[
- ^ Add your own custom fields. By convention, all custom field names
- should start with `_` to avoid naming collisions with future engine
- usage.
- ]]
- }
- ### Tile definition
- * `"image.png"`
- * `{name="image.png", animation={Tile Animation definition}}`
- * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
- tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
- * backface culling enabled by default for most nodes
- * tileable flags are info for shaders, how they should treat texture
- when displacement mapping is used
- Directions are from the point of view of the tile texture,
- not the node it's on
- * align style determines whether the texture will be rotated with the node
- or kept aligned with its surroundings. "user" means that client
- setting will be used, similar to `glasslike_framed_optional`.
- 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.
- * deprecated, yet still supported field names:
- * `image` (name)
- ### 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
- }
- ### Node definition (`register_node`)
- {
- -- <all fields allowed in item definitions>,
- drawtype = "normal", -- See "Node drawtypes"
- visual_scale = 1.0, --[[
- ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
- ^ "firelike", "mesh".
- ^ For plantlike and firelike, the image will start at the bottom of the
- ^ node, for the other drawtypes the image will be centered on the node.
- ^ Note that positioning for "torchlike" may still change. ]]
- tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
- ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
- ^ List can be shortened to needed length ]]
- overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
- ^ Same as `tiles`, but these textures are drawn on top of the
- ^ 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. ]]
- 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 ]]
- color = ColorSpec, --[[
- ^ The node's original color will be multiplied with this color.
- ^ If the node has a palette, then this setting only has an effect
- ^ in the inventory and on the wield item. ]]
- use_texture_alpha = false, -- Use texture's alpha channel
- palette = "palette.png", --[[
- ^ The node's `param2` is used to select a pixel from the image
- ^ (pixels are arranged from left to right and from top to bottom).
- ^ The node's color will be multiplied with the selected pixel's
- ^ color. Tiles can override this behavior.
- ^ Only when `paramtype2` supports palettes. ]]
- post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
- paramtype = "none", -- See "Nodes" --[[
- ^ paramtype = "light" allows light to propagate from or through the node with light value
- ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
- paramtype2 = "none", -- See "Nodes"
- place_param2 = nil, -- Force value for param2 when player places node
- is_ground_content = true, -- If false, the cave generator will not carve through this
- sunlight_propagates = false, -- If true, sunlight will go infinitely through this
- walkable = true, -- If true, objects collide with node
- pointable = true, -- If true, can be pointed at
- diggable = true, -- If false, can never be dug
- climbable = false, -- If true, can be climbed on (ladder)
- buildable_to = false, -- If true, placed nodes can replace this node
- floodable = false, --[[
- ^ If true, liquids flow into and replace this node.
- ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
- liquidtype = "none", -- "none"/"source"/"flowing"
- liquid_alternative_flowing = "", -- Flowing version of source liquid
- liquid_alternative_source = "", -- Source version of flowing liquid
- liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
- liquid_renewable = true, --[[
- ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
- 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, --[[
- ^ Amount of light emitted by node.
- ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
- ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
- damage_per_second = 0, -- If player is inside node, this damage is caused
- node_box = {type="regular"}, -- See "Node boxes"
- connects_to = nodenames, --[[
- * Used for nodebox nodes with the type == "connected"
- * Specifies to what neighboring nodes connections will be drawn
- * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
- connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
- ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
- mesh = "model",
- selection_box = {type="regular"}, -- See "Node boxes" --[[
- ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
- legacy_facedir_simple = false, -- Support maps made in and before January 2012
- legacy_wallmounted = false, -- Support maps made in and before January 2012
- waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
- ^ 1 - wave node like plants (top of node moves, bottom is fixed)
- ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
- ^ caveats: not all models will properly wave
- ^ plantlike drawtype nodes can only wave like plants
- ^ allfaces_optional drawtype nodes can only wave like leaves --]]
- sounds = {
- footstep = <SimpleSoundSpec>,
- dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
- dug = <SimpleSoundSpec>,
- place = <SimpleSoundSpec>,
- place_failed = <SimpleSoundSpec>,
- },
- drop = "", -- Name of dropped node when dug. Default is the node itself.
- -- Alternatively:
- drop = {
- max_items = 1, -- Maximum number of items to drop.
- items = { -- Choose max_items randomly from this list.
- {
- 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
- },
- },
- },
- on_construct = func(pos), --[[
- ^ Node constructor; called after adding node
- ^ Can set up metadata and stuff like that
- ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
- ^ default: nil ]]
- on_destruct = func(pos), --[[
- ^ Node destructor; called before removing node
- ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
- ^ default: nil ]]
- after_destruct = func(pos, oldnode), --[[
- ^ Node destructor; called after removing node
- ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
- ^ default: nil ]]
- on_flood = func(pos, oldnode, newnode), --[[
- ^ Called when a liquid (newnode) is about to flood oldnode, if
- ^ it has `floodable = true` in the nodedef. Not called for bulk
- ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
- ^ return true the node is not flooded, but on_flood callback will
- ^ most likely be called over and over again every liquid update
- ^ 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
- ^ Called after destructing node when node was dug using
- minetest.node_dig / minetest.dig_node
- ^ default: nil ]]
- can_dig = function(pos, [player]) --[[
- ^ returns true if node can be dug, or false if not
- ^ default: nil ]]
- on_punch = func(pos, node, puncher, pointed_thing), --[[
- ^ default: minetest.node_punch
- ^ By default: Calls minetest.register_on_punchnode callbacks ]]
- on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
- ^ default: nil
- ^ itemstack will hold clicker's wielded item
- ^ Shall return the leftover itemstack
- ^ 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
- ^ By default: checks privileges, wears out tool and removes node ]]
- on_timer = function(pos,elapsed), --[[
- ^ default: nil
- ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
- ^ elapsed is the total time passed since the timer was started
- ^ return true to run the timer for another cycle with the same timeout value ]]
- on_receive_fields = func(pos, formname, fields, sender), --[[
- ^ fields = {name1 = value1, name2 = value2, ...}
- ^ Called when an UI form (e.g. sign text input) returns data
- ^ default: nil ]]
- allow_metadata_inventory_move = func(pos, from_list, from_index,
- to_list, to_index, count, player), --[[
- ^ Called when a player wants to move items inside the inventory
- ^ Return value: number of items allowed to move ]]
- allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
- ^ Called when a player wants to put something into the inventory
- ^ Return value: number of items allowed to put
- ^ Return value: -1: Allow and don't modify item count in inventory ]]
- allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
- ^ Called when a player wants to take something out of the inventory
- ^ Return value: number of items allowed to take
- ^ Return value: -1: Allow and don't modify item count in inventory ]]
- on_metadata_inventory_move = func(pos, from_list, from_index,
- to_list, to_index, count, player),
- on_metadata_inventory_put = func(pos, listname, index, stack, player),
- on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
- ^ Called after the actual action has happened, according to what was allowed.
- ^ No return value ]]
- on_blast = func(pos, intensity), --[[
- ^ intensity: 1.0 = mid range of regular TNT
- ^ If defined, called when an explosion touches the node, instead of
- removing the node ]]
- }
- ### Recipe for `register_craft` (shaped)
- {
- output = 'default:pick_stone',
- recipe = {
- {'default:cobble', 'default:cobble', 'default:cobble'},
- {'', 'default:stick', ''},
- {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
- },
- replacements = --[[<optional list of item pairs,
- replace one input item with another item on crafting>]]
- }
- ### Recipe for `register_craft` (shapeless)
- {
- type = "shapeless",
- output = 'mushrooms:mushroom_stew',
- recipe = {
- "mushrooms:bowl",
- "mushrooms:mushroom_brown",
- "mushrooms:mushroom_red",
- },
- replacements = --[[<optional list of item pairs,
- replace one input item with another item on crafting>]]
- }
- ### Recipe for `register_craft` (tool repair)
- {
- type = "toolrepair",
- additional_wear = -0.02,
- }
- ### Recipe for `register_craft` (cooking)
- {
- type = "cooking",
- output = "default:glass",
- recipe = "default:sand",
- cooktime = 3,
- }
- ### Recipe for `register_craft` (furnace fuel)
- {
- type = "fuel",
- recipe = "default:leaves",
- burntime = 1,
- }
- ### Ore definition (`register_ore`)
- See 'Ore types' section above for essential information.
- {
- 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,
- -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
- -- ^ 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 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, 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 = 0.7
- },
- -- ^ 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.
- -- ^ 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`)
- {
- name = "tundra",
- node_dust = "default:snow",
- -- ^ Node dropped onto upper surface after all else is generated.
- node_top = "default:dirt_with_snow",
- depth_top = 1,
- -- ^ Node forming surface layer of biome and thickness of this layer.
- node_filler = "default:permafrost",
- depth_filler = 3,
- -- ^ Node forming lower layer of biome and thickness of this layer.
- node_stone = "default:bluestone",
- -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
- node_water_top = "default:ice",
- depth_water_top = 10,
- -- ^ Node forming a surface layer in seawater with the defined thickness.
- node_water = "",
- -- ^ Node that replaces all seawater nodes not in the defined surface layer.
- node_river_water = "default:ice",
- -- ^ Node that replaces river water in mapgens that use default:river_water.
- 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.
- 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 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 can exceed these values.
- }
- ### Decoration definition (`register_decoration`)
- {
- deco_type = "simple", -- See "Decoration types"
- place_on = "default:dirt_with_grass",
- -- ^ Node (or list of nodes) that the decoration can be placed on
- sidelen = 8,
- -- ^ Size of divisions made in the chunk being generated.
- -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
- fill_ratio = 0.02,
- -- ^ Ratio of the area to be uniformly filled by the decoration.
- -- ^ Used only if noise_params is not specified.
- noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
- -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
- -- ^ The result of this is multiplied by the 2d area of the division being decorated.
- biomes = {"Oceanside", "Hills", "Plains"},
- -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
- -- ^ and ignored if the Mapgen being used does not support biomes.
- -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
- y_min = -31000
- y_max = 31000
- -- ^ 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 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, 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.
- -- ^ "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,
- -- ^ Decoration height in nodes.
- -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
- height_max = 0,
- -- ^ Upper limit of the randomly selected height.
- -- ^ If absent, the parameter 'height' is used as a constant.
- param2 = 0,
- -- ^ 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",
- -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
- -- ^ specified Minetest schematic file.
- -- ^ - OR -, could be the ID of a previously registered schematic
- -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
- -- ^ and an optional table yslice_prob:
- schematic = {
- size = {x=4, y=6, z=4},
- data = {
- {name="default:cobble", param1=255, param2=0},
- {name="default:dirt_with_grass", param1=255, param2=0},
- {name="ignore", param1=255, param2=0},
- {name="air", param1=255, param2=0},
- ...
- },
- yslice_prob = {
- {ypos=2, prob=128},
- {ypos=5, prob=64},
- ...
- },
- },
- -- ^ See 'Schematic specifier' for details.
- replacements = {["oldname"] = "convert_to", ...},
- flags = "place_center_x, place_center_y, place_center_z",
- -- ^ 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`)
- {
- params = "<name> <privilege>", -- Short parameter description
- description = "Remove privilege from player", -- Full description
- privs = {privs=true}, -- Require the "privs" privilege to run
- func = function(name, param), -- Called when command is run.
- -- Returns boolean success and text output.
- }
- ### Detached inventory callbacks
- {
- allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
- -- ^ Called when a player wants to move items inside the inventory
- -- ^ Return value: number of items allowed to move
- allow_put = func(inv, listname, index, stack, player),
- -- ^ Called when a player wants to put something into the inventory
- -- ^ Return value: number of items allowed to put
- -- ^ Return value: -1: Allow and don't modify item count in inventory
- allow_take = func(inv, listname, index, stack, player),
- -- ^ Called when a player wants to take something out of the inventory
- -- ^ Return value: number of items allowed to take
- -- ^ Return value: -1: Allow and don't modify item count in inventory
- on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
- on_put = func(inv, listname, index, stack, player),
- on_take = func(inv, listname, index, stack, player),
- -- ^ Called after the actual action has happened, according to what was allowed.
- -- ^ No return value
- }
- ### HUD Definition (`hud_add`, `hud_get`)
- {
- hud_elem_type = "image", -- see HUD element types
- -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
- position = {x=0.5, y=0.5},
- -- ^ Left corner position of element
- name = "<name>",
- scale = {x=2, y=2},
- text = "<text>",
- number = 2,
- item = 3,
- -- ^ Selected item in inventory. 0 for no item selected.
- direction = 0,
- -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
- alignment = {x=0, y=0},
- -- ^ See "HUD Element Types"
- offset = {x=0, y=0},
- -- ^ See "HUD Element Types"
- size = { x=100, y=100 },
- -- ^ Size of element in pixels
- }
- ### Particle definition (`add_particle`)
- {
- pos = {x=0, y=0, z=0},
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- -- ^ Spawn particle at pos with velocity and acceleration
- expirationtime = 1,
- -- ^ Disappears after expirationtime seconds
- size = 1,
- collisiondetection = false,
- -- ^ collisiondetection: if true collides with physical objects
- collision_removal = false,
- -- ^ collision_removal: if true then particle is removed when it collides,
- -- ^ requires collisiondetection = true to have any effect
- vertical = false,
- -- ^ vertical: if true faces player using y axis only
- texture = "image.png",
- -- ^ Uses texture (string)
- playername = "singleplayer",
- -- ^ 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
- }
- ### `ParticleSpawner` definition (`add_particlespawner`)
- {
- amount = 1,
- time = 1,
- -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
- minpos = {x=0, y=0, z=0},
- maxpos = {x=0, y=0, z=0},
- minvel = {x=0, y=0, z=0},
- maxvel = {x=0, y=0, z=0},
- minacc = {x=0, y=0, z=0},
- maxacc = {x=0, y=0, z=0},
- minexptime = 1,
- maxexptime = 1,
- minsize = 1,
- maxsize = 1,
- -- ^ The particle's properties are random values in between the bounds:
- -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
- -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
- collisiondetection = false,
- -- ^ collisiondetection: if true uses collision detection
- collision_removal = false,
- -- ^ collision_removal: if true then particle is removed when it collides,
- -- ^ requires collisiondetection = true to have any effect
- attached = ObjectRef,
- -- ^ attached: if defined, particle positions, velocities and accelerations
- -- ^ are relative to this object's position and yaw.
- vertical = false,
- -- ^ vertical: if true faces player using y axis only
- texture = "image.png",
- -- ^ Uses texture (string)
- playername = "singleplayer"
- -- ^ Playername is optional, if specified spawns particle only on the player's client
- }
- ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
- {
- url = "http://example.org",
- timeout = 10,
- -- ^ Timeout for connection in seconds. Default is 3 seconds.
- post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
- -- ^ Optional, if specified a POST request with post_data is performed.
- -- ^ Accepts both a string and a table. If a table is specified, encodes table
- -- ^ as x-www-form-urlencoded key-value pairs.
- -- ^ If post_data ist not specified, a GET request is performed instead.
- user_agent = "ExampleUserAgent",
- -- ^ Optional, if specified replaces the default minetest user agent with given string
- extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
- -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
- -- ^ that the header strings follow HTTP specification ("Key: Value").
- multipart = boolean
- -- ^ Optional, if true performs a multipart HTTP request. Default is false.
- }
- ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
- {
- completed = true,
- -- ^ If true, the request has finished (either succeeded, failed or timed out)
- succeeded = true,
- -- ^ 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=<string>, privileges=<table>, last_login=<number or nil>}`
- 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
- }
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