lua_api.txt 232 KB

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  1. Minetest Lua Modding API Reference
  2. ==================================
  3. * More information at <http://www.minetest.net/>
  4. * Developer Wiki: <http://dev.minetest.net/>
  5. Introduction
  6. ------------
  7. Content and functionality can be added to Minetest using Lua scripting
  8. in run-time loaded mods.
  9. A mod is a self-contained bunch of scripts, textures and other related
  10. things, which is loaded by and interfaces with Minetest.
  11. Mods are contained and ran solely on the server side. Definitions and media
  12. files are automatically transferred to the client.
  13. If you see a deficiency in the API, feel free to attempt to add the
  14. functionality in the engine and API, and to document it here.
  15. Programming in Lua
  16. ------------------
  17. If you have any difficulty in understanding this, please read
  18. [Programming in Lua](http://www.lua.org/pil/).
  19. Startup
  20. -------
  21. Mods are loaded during server startup from the mod load paths by running
  22. the `init.lua` scripts in a shared environment.
  23. Paths
  24. -----
  25. * `RUN_IN_PLACE=1` (Windows release, local build)
  26. * `$path_user`:
  27. * Linux: `<build directory>`
  28. * Windows: `<build directory>`
  29. * `$path_share`
  30. * Linux: `<build directory>`
  31. * Windows: `<build directory>`
  32. * `RUN_IN_PLACE=0`: (Linux release)
  33. * `$path_share`
  34. * Linux: `/usr/share/minetest`
  35. * Windows: `<install directory>/minetest-0.4.x`
  36. * `$path_user`:
  37. * Linux: `$HOME/.minetest`
  38. * Windows: `C:/users/<user>/AppData/minetest` (maybe)
  39. Games
  40. -----
  41. Games are looked up from:
  42. * `$path_share/games/gameid/`
  43. * `$path_user/games/gameid/`
  44. where `gameid` is unique to each game.
  45. The game directory contains the file `game.conf`, which contains:
  46. name = <Human-readable full name of the game>
  47. e.g.
  48. name = Minetest
  49. Optionally, game.conf can also contain:
  50. disallowed_mapgens = <comma-separated mapgens>
  51. e.g.
  52. disallowed_mapgens = v5,v6,flat
  53. These mapgens are removed from the list of mapgens for the game.
  54. The game directory can contain the file minetest.conf, which will be used
  55. to set default settings when running the particular game.
  56. It can also contain a settingtypes.txt in the same format as the one in builtin.
  57. This settingtypes.txt will be parsed by the menu and the settings will be displayed
  58. in the "Games" category in the settings tab.
  59. ### Menu images
  60. Games can provide custom main menu images. They are put inside a `menu` directory
  61. inside the game directory.
  62. The images are named `$identifier.png`, where `$identifier` is
  63. one of `overlay,background,footer,header`.
  64. If you want to specify multiple images for one identifier, add additional images named
  65. like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
  66. image will be chosen from the provided ones.
  67. Mod load path
  68. -------------
  69. Generic:
  70. * `$path_share/games/gameid/mods/`
  71. * `$path_share/mods/`
  72. * `$path_user/games/gameid/mods/`
  73. * `$path_user/mods/` (User-installed mods)
  74. * `$worldpath/worldmods/`
  75. In a run-in-place version (e.g. the distributed windows version):
  76. * `minetest-0.4.x/games/gameid/mods/`
  77. * `minetest-0.4.x/mods/` (User-installed mods)
  78. * `minetest-0.4.x/worlds/worldname/worldmods/`
  79. On an installed version on Linux:
  80. * `/usr/share/minetest/games/gameid/mods/`
  81. * `$HOME/.minetest/mods/` (User-installed mods)
  82. * `$HOME/.minetest/worlds/worldname/worldmods`
  83. Mod load path for world-specific games
  84. --------------------------------------
  85. It is possible to include a game in a world; in this case, no mods or
  86. games are loaded or checked from anywhere else.
  87. This is useful for e.g. adventure worlds.
  88. This happens if the following directory exists:
  89. $world/game/
  90. Mods should be then be placed in:
  91. $world/game/mods/
  92. Modpack support
  93. ----------------
  94. Mods can be put in a subdirectory, if the parent directory, which otherwise
  95. should be a mod, contains a file named `modpack.txt`. This file shall be
  96. empty, except for lines starting with `#`, which are comments.
  97. Mod directory structure
  98. ------------------------
  99. mods
  100. |-- modname
  101. | |-- depends.txt
  102. | |-- screenshot.png
  103. | |-- description.txt
  104. | |-- settingtypes.txt
  105. | |-- init.lua
  106. | |-- models
  107. | |-- textures
  108. | | |-- modname_stuff.png
  109. | | `-- modname_something_else.png
  110. | |-- sounds
  111. | |-- media
  112. | |-- locale
  113. | `-- <custom data>
  114. `-- another
  115. ### modname
  116. The location of this directory can be fetched by using
  117. `minetest.get_modpath(modname)`.
  118. ### `depends.txt`
  119. List of mods that have to be loaded before loading this mod.
  120. A single line contains a single modname.
  121. Optional dependencies can be defined by appending a question mark
  122. to a single modname. This means that if the specified mod
  123. is missing, it does not prevent this mod from being loaded.
  124. ### `screenshot.png`
  125. A screenshot shown in the mod manager within the main menu. It should
  126. have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
  127. ### `description.txt`
  128. A file containing a description to be shown in the Mods tab of the mainmenu.
  129. ### `settingtypes.txt`
  130. A file in the same format as the one in builtin. It will be parsed by the
  131. settings menu and the settings will be displayed in the "Mods" category.
  132. ### `init.lua`
  133. The main Lua script. Running this script should register everything it
  134. wants to register. Subsequent execution depends on minetest calling the
  135. registered callbacks.
  136. `minetest.settings` can be used to read custom or existing settings at load
  137. time, if necessary. (See `Settings`)
  138. ### `models`
  139. Models for entities or meshnodes.
  140. ### `textures`, `sounds`, `media`
  141. Media files (textures, sounds, whatever) that will be transferred to the
  142. client and will be available for use by the mod.
  143. ### `locale`
  144. Translation files for the clients. (See `Translations`)
  145. Naming convention for registered textual names
  146. ----------------------------------------------
  147. Registered names should generally be in this format:
  148. `modname:<whatever>`
  149. `<whatever>` can have these characters:
  150. a-zA-Z0-9_
  151. This is to prevent conflicting names from corrupting maps and is
  152. enforced by the mod loader.
  153. ### Example
  154. In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
  155. So the name should be `experimental:tnt`.
  156. Enforcement can be overridden by prefixing the name with `:`. This can
  157. be used for overriding the registrations of some other mod.
  158. Example: Any mod can redefine `experimental:tnt` by using the name
  159. :experimental:tnt
  160. when registering it.
  161. (also that mod is required to have `experimental` as a dependency)
  162. The `:` prefix can also be used for maintaining backwards compatibility.
  163. Aliases
  164. -------
  165. Aliases can be added by using `minetest.register_alias(name, convert_to)` or
  166. `minetest.register_alias_force(name, convert_to)`.
  167. This converts anything called `name` to `convert_to`.
  168. The only difference between `minetest.register_alias` and
  169. `minetest.register_alias_force` is that if an item called `name` exists,
  170. `minetest.register_alias` will do nothing while
  171. `minetest.register_alias_force` will unregister it.
  172. This can be used for maintaining backwards compatibility.
  173. This can also set quick access names for things, e.g. if
  174. you have an item called `epiclylongmodname:stuff`, you could do
  175. minetest.register_alias("stuff", "epiclylongmodname:stuff")
  176. and be able to use `/giveme stuff`.
  177. Mapgen aliases
  178. --------------
  179. In a game, a certain number of these must be set to tell core mapgens which
  180. of the game's nodes are to be used by the core mapgens. For example:
  181. minetest.register_alias("mapgen_stone", "default:stone")
  182. ### Aliases needed for all mapgens except Mapgen v6
  183. Base terrain:
  184. "mapgen_stone"
  185. "mapgen_water_source"
  186. "mapgen_river_water_source"
  187. Caves:
  188. "mapgen_lava_source"
  189. Dungeons:
  190. Only needed for registered biomes where 'node_stone' is stone:
  191. "mapgen_cobble"
  192. "mapgen_stair_cobble"
  193. "mapgen_mossycobble"
  194. Only needed for registered biomes where 'node_stone' is desert stone:
  195. "mapgen_desert_stone"
  196. "mapgen_stair_desert_stone"
  197. Only needed for registered biomes where 'node_stone' is sandstone:
  198. "mapgen_sandstone"
  199. "mapgen_sandstonebrick"
  200. "mapgen_stair_sandstone_block"
  201. ### Aliases needed for Mapgen v6
  202. Terrain and biomes:
  203. "mapgen_stone"
  204. "mapgen_water_source"
  205. "mapgen_lava_source"
  206. "mapgen_dirt"
  207. "mapgen_dirt_with_grass"
  208. "mapgen_sand"
  209. "mapgen_gravel"
  210. "mapgen_desert_stone"
  211. "mapgen_desert_sand"
  212. "mapgen_dirt_with_snow"
  213. "mapgen_snowblock"
  214. "mapgen_snow"
  215. "mapgen_ice"
  216. Flora:
  217. "mapgen_tree"
  218. "mapgen_leaves"
  219. "mapgen_apple"
  220. "mapgen_jungletree"
  221. "mapgen_jungleleaves"
  222. "mapgen_junglegrass"
  223. "mapgen_pine_tree"
  224. "mapgen_pine_needles"
  225. Dungeons:
  226. "mapgen_cobble"
  227. "mapgen_stair_cobble"
  228. "mapgen_mossycobble"
  229. "mapgen_stair_desert_stone"
  230. Textures
  231. --------
  232. Mods should generally prefix their textures with `modname_`, e.g. given
  233. the mod name `foomod`, a texture could be called:
  234. foomod_foothing.png
  235. Textures are referred to by their complete name, or alternatively by
  236. stripping out the file extension:
  237. * e.g. `foomod_foothing.png`
  238. * e.g. `foomod_foothing`
  239. Texture modifiers
  240. -----------------
  241. There are various texture modifiers that can be used
  242. to generate textures on-the-fly.
  243. ### Texture overlaying
  244. Textures can be overlaid by putting a `^` between them.
  245. Example:
  246. default_dirt.png^default_grass_side.png
  247. `default_grass_side.png` is overlaid over `default_dirt.png`.
  248. The texture with the lower resolution will be automatically upscaled to
  249. the higher resolution texture.
  250. ### Texture grouping
  251. Textures can be grouped together by enclosing them in `(` and `)`.
  252. Example: `cobble.png^(thing1.png^thing2.png)`
  253. A texture for `thing1.png^thing2.png` is created and the resulting
  254. texture is overlaid on top of `cobble.png`.
  255. ### Escaping
  256. Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
  257. passing complex texture names as arguments. Escaping is done with backslash and
  258. is required for `^` and `:`.
  259. Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
  260. The lower 50 percent of `color.png^[mask:trans.png` are overlaid
  261. on top of `cobble.png`.
  262. ### Advanced texture modifiers
  263. #### Crack
  264. * `[crack:<n>:<p>`
  265. * `[cracko:<n>:<p>`
  266. * `[crack:<t>:<n>:<p>`
  267. * `[cracko:<t>:<n>:<p>`
  268. Parameters:
  269. * `<t>` = tile count (in each direction)
  270. * `<n>` = animation frame count
  271. * `<p>` = current animation frame
  272. Draw a step of the crack animation on the texture.
  273. `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
  274. Example:
  275. default_cobble.png^[crack:10:1
  276. #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
  277. * `<w>` = width
  278. * `<h>` = height
  279. * `<x>` = x position
  280. * `<y>` = y position
  281. * `<file>` = texture to combine
  282. Creates a texture of size `<w>` times `<h>` and blits the listed files to their
  283. specified coordinates.
  284. Example:
  285. [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
  286. #### `[resize:<w>x<h>`
  287. Resizes the texture to the given dimensions.
  288. Example:
  289. default_sandstone.png^[resize:16x16
  290. #### `[opacity:<r>`
  291. Makes the base image transparent according to the given ratio.
  292. `r` must be between 0 and 255.
  293. 0 means totally transparent. 255 means totally opaque.
  294. Example:
  295. default_sandstone.png^[opacity:127
  296. #### `[invert:<mode>`
  297. Inverts the given channels of the base image.
  298. Mode may contain the characters "r", "g", "b", "a".
  299. Only the channels that are mentioned in the mode string will be inverted.
  300. Example:
  301. default_apple.png^[invert:rgb
  302. #### `[brighten`
  303. Brightens the texture.
  304. Example:
  305. tnt_tnt_side.png^[brighten
  306. #### `[noalpha`
  307. Makes the texture completely opaque.
  308. Example:
  309. default_leaves.png^[noalpha
  310. #### `[makealpha:<r>,<g>,<b>`
  311. Convert one color to transparency.
  312. Example:
  313. default_cobble.png^[makealpha:128,128,128
  314. #### `[transform<t>`
  315. * `<t>` = transformation(s) to apply
  316. Rotates and/or flips the image.
  317. `<t>` can be a number (between 0 and 7) or a transform name.
  318. Rotations are counter-clockwise.
  319. 0 I identity
  320. 1 R90 rotate by 90 degrees
  321. 2 R180 rotate by 180 degrees
  322. 3 R270 rotate by 270 degrees
  323. 4 FX flip X
  324. 5 FXR90 flip X then rotate by 90 degrees
  325. 6 FY flip Y
  326. 7 FYR90 flip Y then rotate by 90 degrees
  327. Example:
  328. default_stone.png^[transformFXR90
  329. #### `[inventorycube{<top>{<left>{<right>`
  330. Escaping does not apply here and `^` is replaced by `&` in texture names instead.
  331. Create an inventory cube texture using the side textures.
  332. Example:
  333. [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
  334. Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
  335. `dirt.png^grass_side.png` textures
  336. #### `[lowpart:<percent>:<file>`
  337. Blit the lower `<percent>`% part of `<file>` on the texture.
  338. Example:
  339. base.png^[lowpart:25:overlay.png
  340. #### `[verticalframe:<t>:<n>`
  341. * `<t>` = animation frame count
  342. * `<n>` = current animation frame
  343. Crops the texture to a frame of a vertical animation.
  344. Example:
  345. default_torch_animated.png^[verticalframe:16:8
  346. #### `[mask:<file>`
  347. Apply a mask to the base image.
  348. The mask is applied using binary AND.
  349. #### `[sheet:<w>x<h>:<x>,<y>`
  350. Retrieves a tile at position x,y from the base image
  351. which it assumes to be a tilesheet with dimensions w,h.
  352. #### `[colorize:<color>:<ratio>`
  353. Colorize the textures with the given color.
  354. `<color>` is specified as a `ColorString`.
  355. `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
  356. it is an int, then it specifies how far to interpolate between the
  357. colors where 0 is only the texture color and 255 is only `<color>`. If
  358. omitted, the alpha of `<color>` will be used as the ratio. If it is
  359. the word "`alpha`", then each texture pixel will contain the RGB of
  360. `<color>` and the alpha of `<color>` multiplied by the alpha of the
  361. texture pixel.
  362. #### `[multiply:<color>`
  363. Multiplies texture colors with the given color.
  364. `<color>` is specified as a `ColorString`.
  365. Result is more like what you'd expect if you put a color on top of another
  366. color. Meaning white surfaces get a lot of your new color while black parts don't
  367. change very much.
  368. Hardware coloring
  369. -----------------
  370. The goal of hardware coloring is to simplify the creation of
  371. colorful nodes. If your textures use the same pattern, and they only
  372. differ in their color (like colored wool blocks), you can use hardware
  373. coloring instead of creating and managing many texture files.
  374. All of these methods use color multiplication (so a white-black texture
  375. with red coloring will result in red-black color).
  376. ### Static coloring
  377. This method is useful if you wish to create nodes/items with
  378. the same texture, in different colors, each in a new node/item definition.
  379. #### Global color
  380. When you register an item or node, set its `color` field (which accepts a
  381. `ColorSpec`) to the desired color.
  382. An `ItemStack`s static color can be overwritten by the `color` metadata
  383. field. If you set that field to a `ColorString`, that color will be used.
  384. #### Tile color
  385. Each tile may have an individual static color, which overwrites every
  386. other coloring methods. To disable the coloring of a face,
  387. set its color to white (because multiplying with white does nothing).
  388. You can set the `color` property of the tiles in the node's definition
  389. if the tile is in table format.
  390. ### Palettes
  391. For nodes and items which can have many colors, a palette is more
  392. suitable. A palette is a texture, which can contain up to 256 pixels.
  393. Each pixel is one possible color for the node/item.
  394. You can register one node/item, which can have up to 256 colors.
  395. #### Palette indexing
  396. When using palettes, you always provide a pixel index for the given
  397. node or `ItemStack`. The palette is read from left to right and from
  398. top to bottom. If the palette has less than 256 pixels, then it is
  399. stretched to contain exactly 256 pixels (after arranging the pixels
  400. to one line). The indexing starts from 0.
  401. Examples:
  402. * 16x16 palette, index = 0: the top left corner
  403. * 16x16 palette, index = 4: the fifth pixel in the first row
  404. * 16x16 palette, index = 16: the pixel below the top left corner
  405. * 16x16 palette, index = 255: the bottom right corner
  406. * 2 (width)x4 (height) palette, index=31: the top left corner.
  407. The palette has 8 pixels, so each pixel is stretched to 32 pixels,
  408. to ensure the total 256 pixels.
  409. * 2x4 palette, index=32: the top right corner
  410. * 2x4 palette, index=63: the top right corner
  411. * 2x4 palette, index=64: the pixel below the top left corner
  412. #### Using palettes with items
  413. When registering an item, set the item definition's `palette` field to
  414. a texture. You can also use texture modifiers.
  415. The `ItemStack`'s color depends on the `palette_index` field of the
  416. stack's metadata. `palette_index` is an integer, which specifies the
  417. index of the pixel to use.
  418. #### Linking palettes with nodes
  419. When registering a node, set the item definition's `palette` field to
  420. a texture. You can also use texture modifiers.
  421. The node's color depends on its `param2`, so you also must set an
  422. appropriate `drawtype`:
  423. * `drawtype = "color"` for nodes which use their full `param2` for
  424. palette indexing. These nodes can have 256 different colors.
  425. The palette should contain 256 pixels.
  426. * `drawtype = "colorwallmounted"` for nodes which use the first
  427. five bits (most significant) of `param2` for palette indexing.
  428. The remaining three bits are describing rotation, as in `wallmounted`
  429. draw type. Division by 8 yields the palette index (without stretching the
  430. palette). These nodes can have 32 different colors, and the palette
  431. should contain 32 pixels.
  432. Examples:
  433. * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
  434. pixel will be picked from the palette.
  435. * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
  436. pixel will be picked from the palette.
  437. * `drawtype = "colorfacedir"` for nodes which use the first
  438. three bits of `param2` for palette indexing. The remaining
  439. five bits are describing rotation, as in `facedir` draw type.
  440. Division by 32 yields the palette index (without stretching the
  441. palette). These nodes can have 8 different colors, and the
  442. palette should contain 8 pixels.
  443. Examples:
  444. * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
  445. first (= 0 + 1) pixel will be picked from the palette.
  446. * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
  447. second (= 1 + 1) pixel will be picked from the palette.
  448. To colorize a node on the map, set its `param2` value (according
  449. to the node's draw type).
  450. ### Conversion between nodes in the inventory and the on the map
  451. Static coloring is the same for both cases, there is no need
  452. for conversion.
  453. If the `ItemStack`'s metadata contains the `color` field, it will be
  454. lost on placement, because nodes on the map can only use palettes.
  455. If the `ItemStack`'s metadata contains the `palette_index` field, it is
  456. automatically transferred between node and item forms by the engine,
  457. when a player digs or places a colored node.
  458. You can disable this feature by setting the `drop` field of the node
  459. to itself (without metadata).
  460. To transfer the color to a special drop, you need a drop table.
  461. Example:
  462. minetest.register_node("mod:stone", {
  463. description = "Stone",
  464. tiles = {"default_stone.png"},
  465. paramtype2 = "color",
  466. palette = "palette.png",
  467. drop = {
  468. items = {
  469. -- assume that mod:cobblestone also has the same palette
  470. {items = {"mod:cobblestone"}, inherit_color = true },
  471. }
  472. }
  473. })
  474. ### Colored items in craft recipes
  475. Craft recipes only support item strings, but fortunately item strings
  476. can also contain metadata. Example craft recipe registration:
  477. minetest.register_craft({
  478. output = minetest.itemstring_with_palette("wool:block", 3),
  479. type = "shapeless",
  480. recipe = {
  481. "wool:block",
  482. "dye:red",
  483. },
  484. })
  485. To set the `color` field, you can use `minetest.itemstring_with_color`.
  486. Metadata field filtering in the `recipe` field are not supported yet,
  487. so the craft output is independent of the color of the ingredients.
  488. Soft texture overlay
  489. --------------------
  490. Sometimes hardware coloring is not enough, because it affects the
  491. whole tile. Soft texture overlays were added to Minetest to allow
  492. the dynamic coloring of only specific parts of the node's texture.
  493. For example a grass block may have colored grass, while keeping the
  494. dirt brown.
  495. These overlays are 'soft', because unlike texture modifiers, the layers
  496. are not merged in the memory, but they are simply drawn on top of each
  497. other. This allows different hardware coloring, but also means that
  498. tiles with overlays are drawn slower. Using too much overlays might
  499. cause FPS loss.
  500. For inventory and wield images you can specify overlays which
  501. hardware coloring does not modify. You have to set `inventory_overlay`
  502. and `wield_overlay` fields to an image name.
  503. To define a node overlay, simply set the `overlay_tiles` field of the node
  504. definition. These tiles are defined in the same way as plain tiles:
  505. they can have a texture name, color etc.
  506. To skip one face, set that overlay tile to an empty string.
  507. Example (colored grass block):
  508. minetest.register_node("default:dirt_with_grass", {
  509. description = "Dirt with Grass",
  510. -- Regular tiles, as usual
  511. -- The dirt tile disables palette coloring
  512. tiles = {{name = "default_grass.png"},
  513. {name = "default_dirt.png", color = "white"}},
  514. -- Overlay tiles: define them in the same style
  515. -- The top and bottom tile does not have overlay
  516. overlay_tiles = {"", "",
  517. {name = "default_grass_side.png", tileable_vertical = false}},
  518. -- Global color, used in inventory
  519. color = "green",
  520. -- Palette in the world
  521. paramtype2 = "color",
  522. palette = "default_foilage.png",
  523. })
  524. Sounds
  525. ------
  526. Only Ogg Vorbis files are supported.
  527. For positional playing of sounds, only single-channel (mono) files are
  528. supported. Otherwise OpenAL will play them non-positionally.
  529. Mods should generally prefix their sounds with `modname_`, e.g. given
  530. the mod name "`foomod`", a sound could be called:
  531. foomod_foosound.ogg
  532. Sounds are referred to by their name with a dot, a single digit and the
  533. file extension stripped out. When a sound is played, the actual sound file
  534. is chosen randomly from the matching sounds.
  535. When playing the sound `foomod_foosound`, the sound is chosen randomly
  536. from the available ones of the following files:
  537. * `foomod_foosound.ogg`
  538. * `foomod_foosound.0.ogg`
  539. * `foomod_foosound.1.ogg`
  540. * (...)
  541. * `foomod_foosound.9.ogg`
  542. Examples of sound parameter tables:
  543. -- Play locationless on all clients
  544. {
  545. gain = 1.0, -- default
  546. fade = 0.0, -- default, change to a value > 0 to fade the sound in
  547. pitch = 1.0, -- default
  548. }
  549. -- Play locationless to one player
  550. {
  551. to_player = name,
  552. gain = 1.0, -- default
  553. fade = 0.0, -- default, change to a value > 0 to fade the sound in
  554. pitch = 1.0, -- default
  555. }
  556. -- Play locationless to one player, looped
  557. {
  558. to_player = name,
  559. gain = 1.0, -- default
  560. loop = true,
  561. }
  562. -- Play in a location
  563. {
  564. pos = {x = 1, y = 2, z = 3},
  565. gain = 1.0, -- default
  566. max_hear_distance = 32, -- default, uses an euclidean metric
  567. }
  568. -- Play connected to an object, looped
  569. {
  570. object = <an ObjectRef>,
  571. gain = 1.0, -- default
  572. max_hear_distance = 32, -- default, uses an euclidean metric
  573. loop = true,
  574. }
  575. Looped sounds must either be connected to an object or played locationless to
  576. one player using `to_player = name,`
  577. ### `SimpleSoundSpec`
  578. * e.g. `""`
  579. * e.g. `"default_place_node"`
  580. * e.g. `{}`
  581. * e.g. `{name = "default_place_node"}`
  582. * e.g. `{name = "default_place_node", gain = 1.0}`
  583. * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
  584. Registered definitions of stuff
  585. -------------------------------
  586. Anything added using certain `minetest.register_*` functions get added to
  587. the global `minetest.registered_*` tables.
  588. * `minetest.register_entity(name, prototype table)`
  589. * added to `minetest.registered_entities[name]`
  590. * `minetest.register_node(name, node definition)`
  591. * added to `minetest.registered_items[name]`
  592. * added to `minetest.registered_nodes[name]`
  593. * `minetest.register_tool(name, item definition)`
  594. * added to `minetest.registered_items[name]`
  595. * `minetest.register_craftitem(name, item definition)`
  596. * added to `minetest.registered_items[name]`
  597. * `minetest.unregister_item(name)`
  598. * Unregisters the item name from engine, and deletes the entry with key
  599. * `name` from `minetest.registered_items` and from the associated item
  600. * table according to its nature: `minetest.registered_nodes[]` etc
  601. * `minetest.register_biome(biome definition)`
  602. * returns an integer uniquely identifying the registered biome
  603. * added to `minetest.registered_biome` with the key of `biome.name`
  604. * if `biome.name` is nil, the key is the returned ID
  605. * `minetest.unregister_biome(name)`
  606. * Unregisters the biome name from engine, and deletes the entry with key
  607. * `name` from `minetest.registered_biome`
  608. * `minetest.register_ore(ore definition)`
  609. * returns an integer uniquely identifying the registered ore
  610. * added to `minetest.registered_ores` with the key of `ore.name`
  611. * if `ore.name` is nil, the key is the returned ID
  612. * `minetest.register_decoration(decoration definition)`
  613. * returns an integer uniquely identifying the registered decoration
  614. * added to `minetest.registered_decorations` with the key of `decoration.name`
  615. * if `decoration.name` is nil, the key is the returned ID
  616. * `minetest.register_schematic(schematic definition)`
  617. * returns an integer uniquely identifying the registered schematic
  618. * added to `minetest.registered_schematic` with the key of `schematic.name`
  619. * if `schematic.name` is nil, the key is the returned ID
  620. * if the schematic is loaded from a file, schematic.name is set to the filename
  621. * if the function is called when loading the mod, and schematic.name is a relative
  622. path, then the current mod path will be prepended to the schematic filename
  623. * `minetest.clear_registered_biomes()`
  624. * clears all biomes currently registered
  625. * `minetest.clear_registered_ores()`
  626. * clears all ores currently registered
  627. * `minetest.clear_registered_decorations()`
  628. * clears all decorations currently registered
  629. * `minetest.clear_registered_schematics()`
  630. * clears all schematics currently registered
  631. Note that in some cases you will stumble upon things that are not contained
  632. in these tables (e.g. when a mod has been removed). Always check for
  633. existence before trying to access the fields.
  634. Example: If you want to check the drawtype of a node, you could do:
  635. local function get_nodedef_field(nodename, fieldname)
  636. if not minetest.registered_nodes[nodename] then
  637. return nil
  638. end
  639. return minetest.registered_nodes[nodename][fieldname]
  640. end
  641. local drawtype = get_nodedef_field(nodename, "drawtype")
  642. Example: `minetest.get_item_group(name, group)` has been implemented as:
  643. function minetest.get_item_group(name, group)
  644. if not minetest.registered_items[name] or not
  645. minetest.registered_items[name].groups[group] then
  646. return 0
  647. end
  648. return minetest.registered_items[name].groups[group]
  649. end
  650. Nodes
  651. -----
  652. Nodes are the bulk data of the world: cubes and other things that take the
  653. space of a cube. Huge amounts of them are handled efficiently, but they
  654. are quite static.
  655. The definition of a node is stored and can be accessed by name in
  656. minetest.registered_nodes[node.name]
  657. See "Registered definitions of stuff".
  658. Nodes are passed by value between Lua and the engine.
  659. They are represented by a table:
  660. {name="name", param1=num, param2=num}
  661. `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
  662. them for certain automated functions. If you don't use these functions, you can
  663. use them to store arbitrary values.
  664. The functions of `param1` and `param2` are determined by certain fields in the
  665. node definition:
  666. `param1` is reserved for the engine when `paramtype != "none"`:
  667. paramtype = "light"
  668. ^ The value stores light with and without sun in its upper and lower 4 bits
  669. respectively. Allows light to propagate from or through the node with
  670. light value falling by 1 per node. This is essential for a light source
  671. node to spread its light.
  672. `param2` is reserved for the engine when any of these are used:
  673. liquidtype == "flowing"
  674. ^ The level and some flags of the liquid is stored in param2
  675. drawtype == "flowingliquid"
  676. ^ The drawn liquid level is read from param2
  677. drawtype == "torchlike"
  678. drawtype == "signlike"
  679. paramtype2 == "wallmounted"
  680. ^ The rotation of the node is stored in param2. You can make this value
  681. by using minetest.dir_to_wallmounted().
  682. paramtype2 == "facedir"
  683. ^ The rotation of the node is stored in param2. Furnaces and chests are
  684. rotated this way. Can be made by using minetest.dir_to_facedir().
  685. Values range 0 - 23
  686. facedir / 4 = axis direction:
  687. 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
  688. facedir modulo 4 = rotation around that axis
  689. paramtype2 == "leveled"
  690. ^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
  691. Leveled nodebox:
  692. The level of the top face of the nodebox is stored in param2.
  693. The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
  694. The nodebox height is (param2 / 64) nodes.
  695. The maximum accepted value of param2 is 127.
  696. Rooted plantlike:
  697. The height of the 'plantlike' section is stored in param2.
  698. The height is (param2 / 16) nodes.
  699. paramtype2 == "degrotate"
  700. ^ The rotation of this node is stored in param2. Plants are rotated this way.
  701. Values range 0 - 179. The value stored in param2 is multiplied by two to
  702. get the actual rotation of the node.
  703. paramtype2 == "meshoptions"
  704. ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
  705. be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
  706. a mesh selector. Currently the following meshes are choosable:
  707. 0 = a "x" shaped plant (ordinary plant)
  708. 1 = a "+" shaped plant (just rotated 45 degrees)
  709. 2 = a "*" shaped plant with 3 faces instead of 2
  710. 3 = a "#" shaped plant with 4 faces instead of 2
  711. 4 = a "#" shaped plant with 4 faces that lean outwards
  712. 5-7 are unused and reserved for future meshes.
  713. Bits 3 through 7 are optional flags that can be combined and give these
  714. effects:
  715. bit 3 (0x08) - Makes the plant slightly vary placement horizontally
  716. bit 4 (0x10) - Makes the plant mesh 1.4x larger
  717. bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
  718. bits 6-7 are reserved for future use.
  719. paramtype2 == "color"
  720. ^ `param2` tells which color is picked from the palette.
  721. The palette should have 256 pixels.
  722. paramtype2 == "colorfacedir"
  723. ^ Same as `facedir`, but with colors.
  724. The first three bits of `param2` tells which color
  725. is picked from the palette.
  726. The palette should have 8 pixels.
  727. paramtype2 == "colorwallmounted"
  728. ^ Same as `wallmounted`, but with colors.
  729. The first five bits of `param2` tells which color
  730. is picked from the palette.
  731. The palette should have 32 pixels.
  732. paramtype2 == "glasslikeliquidlevel"
  733. ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
  734. param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
  735. 63 being full.
  736. Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
  737. Nodes can also contain extra data. See "Node Metadata".
  738. Node drawtypes
  739. --------------
  740. There are a bunch of different looking node types.
  741. Look for examples in `games/minimal` or `games/minetest_game`.
  742. * `normal`
  743. * `airlike`
  744. * `liquid`
  745. * `flowingliquid`
  746. * `glasslike`
  747. * `glasslike_framed`
  748. * `glasslike_framed_optional`
  749. * `allfaces`
  750. * `allfaces_optional`
  751. * `torchlike`
  752. * `signlike`
  753. * `plantlike`
  754. * `firelike`
  755. * `fencelike`
  756. * `raillike`
  757. * `nodebox` -- See below
  758. * `mesh` -- Use models for nodes, see below
  759. * `plantlike_rooted` -- See below
  760. `*_optional` drawtypes need less rendering time if deactivated (always client side).
  761. Node boxes
  762. ----------
  763. Node selection boxes are defined using "node boxes"
  764. The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
  765. number of boxes. It allows defining stuff like stairs and slabs.
  766. A nodebox is defined as any of:
  767. {
  768. -- A normal cube; the default in most things
  769. type = "regular"
  770. }
  771. {
  772. -- A fixed box (or boxes) (facedir param2 is used, if applicable)
  773. type = "fixed",
  774. fixed = box OR {box1, box2, ...}
  775. }
  776. {
  777. -- A variable height box (or boxes) with the top face position defined by
  778. -- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
  779. -- param2.
  780. -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
  781. type = "leveled",
  782. fixed = box OR {box1, box2, ...}
  783. }
  784. {
  785. -- A box like the selection box for torches
  786. -- (wallmounted param2 is used, if applicable)
  787. type = "wallmounted",
  788. wall_top = box,
  789. wall_bottom = box,
  790. wall_side = box
  791. }
  792. {
  793. -- A node that has optional boxes depending on neighbouring nodes'
  794. -- presence and type. See also `connects_to`.
  795. type = "connected",
  796. fixed = box OR {box1, box2, ...}
  797. connect_top = box OR {box1, box2, ...}
  798. connect_bottom = box OR {box1, box2, ...}
  799. connect_front = box OR {box1, box2, ...}
  800. connect_left = box OR {box1, box2, ...}
  801. connect_back = box OR {box1, box2, ...}
  802. connect_right = box OR {box1, box2, ...}
  803. -- The following `disconnected_*` boxes are the opposites of the
  804. -- `connect_*` ones above, i.e. when a node has no suitable neighbour
  805. -- on the respective side, the corresponding disconnected box is drawn.
  806. disconnected_top = box OR {box1, box2, ...}
  807. disconnected_bottom = box OR {box1, box2, ...}
  808. disconnected_front = box OR {box1, box2, ...}
  809. disconnected_left = box OR {box1, box2, ...}
  810. disconnected_back = box OR {box1, box2, ...}
  811. disconnected_right = box OR {box1, box2, ...}
  812. disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
  813. disconnected_sides = box OR {box1, box2, ...} -- when there are *no* neighbours to the sides
  814. }
  815. A `box` is defined as:
  816. {x1, y1, z1, x2, y2, z2}
  817. A box of a regular node would look like:
  818. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
  819. Meshes
  820. ------
  821. If drawtype `mesh` is used, tiles should hold model materials textures.
  822. Only static meshes are implemented.
  823. For supported model formats see Irrlicht engine documentation.
  824. Rooted plantlike drawtype
  825. -------------------------
  826. The `plantlike_rooted` drawtype was developed to enable underwater plants
  827. without air bubbles around the plants.
  828. It consists of a base cube at the co-ordinates of the node (the seabed /
  829. lakebed / riverbed node) plus a 'plantlike' extension above with a height
  830. defined by param2 (maximum height 16 nodes). This extension visually passes
  831. through any nodes above the base cube without affecting them.
  832. The node is dug by digging the base cube.
  833. The base cube texture tiles are defined as normal, the plantlike extension
  834. uses the defined 'special tile', for example:
  835. `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
  836. Noise Parameters
  837. ----------------
  838. Noise Parameters, or commonly called "`NoiseParams`", define the properties of
  839. perlin noise.
  840. ### `offset`
  841. Offset that the noise is translated by (i.e. added) after calculation.
  842. ### `scale`
  843. Factor that the noise is scaled by (i.e. multiplied) after calculation.
  844. ### `spread`
  845. Vector containing values by which each coordinate is divided by before calculation.
  846. Higher spread values result in larger noise features.
  847. A value of `{x=250, y=250, z=250}` is common.
  848. ### `seed`
  849. Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
  850. In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
  851. ### `octaves`
  852. Number of times the noise gradient is accumulated into the noise.
  853. Increase this number to increase the amount of detail in the resulting noise.
  854. A value of `6` is common.
  855. ### `persistence`
  856. Factor by which the effect of the noise gradient function changes with each successive octave.
  857. Values less than `1` make the details of successive octaves' noise diminish, while values
  858. greater than `1` make successive octaves stronger.
  859. A value of `0.6` is common.
  860. ### `lacunarity`
  861. Factor by which the noise feature sizes change with each successive octave.
  862. A value of `2.0` is common.
  863. ### `flags`
  864. Leave this field unset for no special handling.
  865. Currently supported are `defaults`, `eased` and `absvalue`.
  866. #### `defaults`
  867. Specify this if you would like to keep auto-selection of eased/not-eased while specifying
  868. some other flags.
  869. #### `eased`
  870. Maps noise gradient values onto a quintic S-curve before performing interpolation.
  871. This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
  872. If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
  873. #### `absvalue`
  874. Accumulates the absolute value of each noise gradient result.
  875. Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
  876. np_terrain = {
  877. offset = 0,
  878. scale = 1,
  879. spread = {x=500, y=500, z=500},
  880. seed = 571347,
  881. octaves = 5,
  882. persist = 0.63,
  883. lacunarity = 2.0,
  884. flags = "defaults, absvalue"
  885. }
  886. ^ A single noise parameter table can be used to get 2D or 3D noise,
  887. when getting 2D noise spread.z is ignored.
  888. Ore types
  889. ---------
  890. These tell in what manner the ore is generated.
  891. All default ores are of the uniformly-distributed scatter type.
  892. ### `scatter`
  893. Randomly chooses a location and generates a cluster of ore.
  894. If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
  895. that point is greater than the `noise_threshold`, giving the ability to create
  896. a non-equal distribution of ore.
  897. ### `sheet`
  898. Creates a sheet of ore in a blob shape according to the 2D perlin noise
  899. described by `noise_params` and `noise_threshold`. This is essentially an
  900. improved version of the so-called "stratus" ore seen in some unofficial mods.
  901. This sheet consists of vertical columns of uniform randomly distributed height,
  902. varying between the inclusive range `column_height_min` and `column_height_max`.
  903. If `column_height_min` is not specified, this parameter defaults to 1.
  904. If `column_height_max` is not specified, this parameter defaults to `clust_size`
  905. for reverse compatibility. New code should prefer `column_height_max`.
  906. The `column_midpoint_factor` parameter controls the position of the column at which
  907. ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
  908. columns grow equally starting from each direction. `column_midpoint_factor` is a
  909. decimal number ranging in value from 0 to 1. If this parameter is not specified,
  910. the default is 0.5.
  911. The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
  912. ### `puff`
  913. Creates a sheet of ore in a cloud-like puff shape.
  914. As with the `sheet` ore type, the size and shape of puffs are described by
  915. `noise_params` and `noise_threshold` and are placed at random vertical positions
  916. within the currently generated chunk.
  917. The vertical top and bottom displacement of each puff are determined by the noise
  918. parameters `np_puff_top` and `np_puff_bottom`, respectively.
  919. ### `blob`
  920. Creates a deformed sphere of ore according to 3d perlin noise described by
  921. `noise_params`. The maximum size of the blob is `clust_size`, and
  922. `clust_scarcity` has the same meaning as with the `scatter` type.
  923. ### `vein`
  924. Creates veins of ore varying in density by according to the intersection of two
  925. instances of 3d perlin noise with different seeds, both described by
  926. `noise_params`.
  927. `random_factor` varies the influence random chance has on placement of an ore
  928. inside the vein, which is `1` by default. Note that modifying this parameter may
  929. require adjusting `noise_threshold`.
  930. The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
  931. by this ore type.
  932. This ore type is difficult to control since it is sensitive to small changes.
  933. The following is a decent set of parameters to work from:
  934. noise_params = {
  935. offset = 0,
  936. scale = 3,
  937. spread = {x=200, y=200, z=200},
  938. seed = 5390,
  939. octaves = 4,
  940. persist = 0.5,
  941. flags = "eased",
  942. },
  943. noise_threshold = 1.6
  944. **WARNING**: Use this ore type *very* sparingly since it is ~200x more
  945. computationally expensive than any other ore.
  946. ### `stratum`
  947. Creates a single undulating ore stratum that is continuous across mapchunk
  948. borders and horizontally spans the world.
  949. The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the
  950. stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
  951. defines the stratum's vertical thickness (in units of nodes). Due to being
  952. continuous across mapchunk borders the stratum's vertical thickness is
  953. unlimited.
  954. If the noise parameter `noise_params` is omitted the ore will occur from y_min
  955. to y_max in a simple horizontal stratum.
  956. A parameter `stratum_thickness` can be provided instead of the noise parameter
  957. `np_stratum_thickness`, to create a constant thickness.
  958. Leaving out one or both noise parameters makes the ore generation less intensive,
  959. useful when adding multiple strata.
  960. `y_min` and `y_max` define the limits of the ore generation and for performance
  961. reasons should be set as close together as possible but without clipping the
  962. stratum's Y variation.
  963. Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
  964. solid-ore stratum would require a `clust_scarcity` of 1.
  965. The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
  966. `random_factor` are ignored by this ore type.
  967. Ore attributes
  968. --------------
  969. See section "Flag Specifier Format".
  970. Currently supported flags:
  971. `puff_cliffs`, `puff_additive_composition`.
  972. ### `puff_cliffs`
  973. If set, puff ore generation will not taper down large differences in displacement
  974. when approaching the edge of a puff. This flag has no effect for ore types other
  975. than `puff`.
  976. ### `puff_additive_composition`
  977. By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
  978. negative displacement, the sub-column at that point is not generated. With this
  979. attribute set, puff ore generation will instead generate the absolute difference in
  980. noise displacement values. This flag has no effect for ore types other than `puff`.
  981. Decoration types
  982. ----------------
  983. The varying types of decorations that can be placed.
  984. ### `simple`
  985. Creates a 1 times `H` times 1 column of a specified node (or a random node from
  986. a list, if a decoration list is specified). Can specify a certain node it must
  987. spawn next to, such as water or lava, for example. Can also generate a
  988. decoration of random height between a specified lower and upper bound.
  989. This type of decoration is intended for placement of grass, flowers, cacti,
  990. papyri, waterlilies and so on.
  991. ### `schematic`
  992. Copies a box of `MapNodes` from a specified schematic file (or raw description).
  993. Can specify a probability of a node randomly appearing when placed.
  994. This decoration type is intended to be used for multi-node sized discrete
  995. structures, such as trees, cave spikes, rocks, and so on.
  996. Schematic specifier
  997. --------------------
  998. A schematic specifier identifies a schematic by either a filename to a
  999. Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
  1000. in the form of a table. This table specifies the following fields:
  1001. * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
  1002. * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
  1003. of the schematic to have a `prob / 256 * 100` chance of occurring. (default: 255)
  1004. * The `data` field is a flat table of MapNode tables making up the schematic,
  1005. in the order of `[z [y [x]]]`. (required)
  1006. Each MapNode table contains:
  1007. * `name`: the name of the map node to place (required)
  1008. * `prob` (alias `param1`): the probability of this node being placed (default: 255)
  1009. * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
  1010. * `force_place`: boolean representing if the node should forcibly overwrite any
  1011. previous contents (default: false)
  1012. About probability values:
  1013. * A probability value of `0` or `1` means that node will never appear (0% chance).
  1014. * A probability value of `254` or `255` means the node will always appear (100% chance).
  1015. * If the probability value `p` is greater than `1`, then there is a
  1016. `(p / 256 * 100)` percent chance that node will appear when the schematic is
  1017. placed on the map.
  1018. Schematic attributes
  1019. --------------------
  1020. See section "Flag Specifier Format".
  1021. Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
  1022. `force_placement`.
  1023. * `place_center_x`: Placement of this decoration is centered along the X axis.
  1024. * `place_center_y`: Placement of this decoration is centered along the Y axis.
  1025. * `place_center_z`: Placement of this decoration is centered along the Z axis.
  1026. * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
  1027. HUD element types
  1028. -----------------
  1029. The position field is used for all element types.
  1030. To account for differing resolutions, the position coordinates are the percentage
  1031. of the screen, ranging in value from `0` to `1`.
  1032. The name field is not yet used, but should contain a description of what the
  1033. HUD element represents. The direction field is the direction in which something
  1034. is drawn.
  1035. `0` draws from left to right, `1` draws from right to left, `2` draws from
  1036. top to bottom, and `3` draws from bottom to top.
  1037. The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
  1038. with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
  1039. Fractional values can be used.
  1040. The `offset` field specifies a pixel offset from the position. Contrary to position,
  1041. the offset is not scaled to screen size. This allows for some precisely-positioned
  1042. items in the HUD.
  1043. **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
  1044. Below are the specific uses for fields in each type; fields not listed for that type are ignored.
  1045. **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
  1046. in the experimental stages.
  1047. ### `image`
  1048. Displays an image on the HUD.
  1049. * `scale`: The scale of the image, with 1 being the original texture size.
  1050. Only the X coordinate scale is used (positive values).
  1051. Negative values represent that percentage of the screen it
  1052. should take; e.g. `x=-100` means 100% (width).
  1053. * `text`: The name of the texture that is displayed.
  1054. * `alignment`: The alignment of the image.
  1055. * `offset`: offset in pixels from position.
  1056. ### `text`
  1057. Displays text on the HUD.
  1058. * `scale`: Defines the bounding rectangle of the text.
  1059. A value such as `{x=100, y=100}` should work.
  1060. * `text`: The text to be displayed in the HUD element.
  1061. * `number`: An integer containing the RGB value of the color used to draw the text.
  1062. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
  1063. * `alignment`: The alignment of the text.
  1064. * `offset`: offset in pixels from position.
  1065. ### `statbar`
  1066. Displays a horizontal bar made up of half-images.
  1067. * `text`: The name of the texture that is used.
  1068. * `number`: The number of half-textures that are displayed.
  1069. If odd, will end with a vertically center-split texture.
  1070. * `direction`
  1071. * `offset`: offset in pixels from position.
  1072. * `size`: If used, will force full-image size to this value (override texture pack image size)
  1073. ### `inventory`
  1074. * `text`: The name of the inventory list to be displayed.
  1075. * `number`: Number of items in the inventory to be displayed.
  1076. * `item`: Position of item that is selected.
  1077. * `direction`
  1078. * `offset`: offset in pixels from position.
  1079. ### `waypoint`
  1080. Displays distance to selected world position.
  1081. * `name`: The name of the waypoint.
  1082. * `text`: Distance suffix. Can be blank.
  1083. * `number:` An integer containing the RGB value of the color used to draw the text.
  1084. * `world_pos`: World position of the waypoint.
  1085. Representations of simple things
  1086. --------------------------------
  1087. ### Position/vector
  1088. {x=num, y=num, z=num}
  1089. For helper functions see "Vector helpers".
  1090. ### `pointed_thing`
  1091. * `{type="nothing"}`
  1092. * `{type="node", under=pos, above=pos}`
  1093. * `{type="object", ref=ObjectRef}`
  1094. Flag Specifier Format
  1095. ---------------------
  1096. Flags using the standardized flag specifier format can be specified in either of
  1097. two ways, by string or table.
  1098. The string format is a comma-delimited set of flag names; whitespace and
  1099. unrecognized flag fields are ignored. Specifying a flag in the string sets the
  1100. flag, and specifying a flag prefixed by the string `"no"` explicitly
  1101. clears the flag from whatever the default may be.
  1102. In addition to the standard string flag format, the schematic flags field can
  1103. also be a table of flag names to boolean values representing whether or not the
  1104. flag is set. Additionally, if a field with the flag name prefixed with `"no"`
  1105. is present, mapped to a boolean of any value, the specified flag is unset.
  1106. E.g. A flag field of value
  1107. {place_center_x = true, place_center_y=false, place_center_z=true}
  1108. is equivalent to
  1109. {place_center_x = true, noplace_center_y=true, place_center_z=true}
  1110. which is equivalent to
  1111. "place_center_x, noplace_center_y, place_center_z"
  1112. or even
  1113. "place_center_x, place_center_z"
  1114. since, by default, no schematic attributes are set.
  1115. Items
  1116. -----
  1117. ### Item types
  1118. There are three kinds of items: nodes, tools and craftitems.
  1119. * Node (`register_node`): A node from the world.
  1120. * Tool (`register_tool`): A tool/weapon that can dig and damage
  1121. things according to `tool_capabilities`.
  1122. * Craftitem (`register_craftitem`): A miscellaneous item.
  1123. ### Amount and wear
  1124. All item stacks have an amount between 0 to 65535. It is 1 by
  1125. default. Tool item stacks can not have an amount greater than 1.
  1126. Tools use a wear (=damage) value ranging from 0 to 65535. The
  1127. value 0 is the default and used is for unworn tools. The values
  1128. 1 to 65535 are used for worn tools, where a higher value stands for
  1129. a higher wear. Non-tools always have a wear value of 0.
  1130. ### Item formats
  1131. Items and item stacks can exist in three formats: Serializes, table format
  1132. and `ItemStack`.
  1133. #### Serialized
  1134. This is called "stackstring" or "itemstring". It is a simple string with
  1135. 1-3 components: the full item identifier, an optional amount and an optional
  1136. wear value. Syntax:
  1137. <identifier> [<amount>[ <wear>]]
  1138. Examples:
  1139. * `'default:apple'`: 1 apple
  1140. * `'default:dirt 5'`: 5 dirt
  1141. * `'default:pick_stone'`: a new stone pickaxe
  1142. * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
  1143. #### Table format
  1144. Examples:
  1145. 5 dirt nodes:
  1146. {name="default:dirt", count=5, wear=0, metadata=""}
  1147. A wooden pick about 1/3 worn out:
  1148. {name="default:pick_wood", count=1, wear=21323, metadata=""}
  1149. An apple:
  1150. {name="default:apple", count=1, wear=0, metadata=""}
  1151. #### `ItemStack`
  1152. A native C++ format with many helper methods. Useful for converting
  1153. between formats. See the Class reference section for details.
  1154. When an item must be passed to a function, it can usually be in any of
  1155. these formats.
  1156. Groups
  1157. ------
  1158. In a number of places, there is a group table. Groups define the
  1159. properties of a thing (item, node, armor of entity, capabilities of
  1160. tool) in such a way that the engine and other mods can can interact with
  1161. the thing without actually knowing what the thing is.
  1162. ### Usage
  1163. Groups are stored in a table, having the group names with keys and the
  1164. group ratings as values. For example:
  1165. groups = {crumbly=3, soil=1}
  1166. -- ^ Default dirt
  1167. groups = {crumbly=2, soil=1, level=2, outerspace=1}
  1168. -- ^ A more special dirt-kind of thing
  1169. Groups always have a rating associated with them. If there is no
  1170. useful meaning for a rating for an enabled group, it shall be `1`.
  1171. When not defined, the rating of a group defaults to `0`. Thus when you
  1172. read groups, you must interpret `nil` and `0` as the same value, `0`.
  1173. You can read the rating of a group for an item or a node by using
  1174. minetest.get_item_group(itemname, groupname)
  1175. ### Groups of items
  1176. Groups of items can define what kind of an item it is (e.g. wool).
  1177. ### Groups of nodes
  1178. In addition to the general item things, groups are used to define whether
  1179. a node is destroyable and how long it takes to destroy by a tool.
  1180. ### Groups of entities
  1181. For entities, groups are, as of now, used only for calculating damage.
  1182. The rating is the percentage of damage caused by tools with this damage group.
  1183. See "Entity damage mechanism".
  1184. object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
  1185. object.set_armor_groups({fleshy=30, cracky=80})
  1186. ### Groups of tools
  1187. Groups in tools define which groups of nodes and entities they are
  1188. effective towards.
  1189. ### Groups in crafting recipes
  1190. An example: Make meat soup from any meat, any water and any bowl:
  1191. {
  1192. output = 'food:meat_soup_raw',
  1193. recipe = {
  1194. {'group:meat'},
  1195. {'group:water'},
  1196. {'group:bowl'},
  1197. },
  1198. -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
  1199. }
  1200. Another example: Make red wool from white wool and red dye:
  1201. {
  1202. type = 'shapeless',
  1203. output = 'wool:red',
  1204. recipe = {'wool:white', 'group:dye,basecolor_red'},
  1205. }
  1206. ### Special groups
  1207. * `immortal`: Disables the group damage system for an entity
  1208. * `punch_operable`: For entities; disables the regular damage mechanism for
  1209. players punching it by hand or a non-tool item, so that it can do something
  1210. else than take damage.
  1211. * `level`: Can be used to give an additional sense of progression in the game.
  1212. * A larger level will cause e.g. a weapon of a lower level make much less
  1213. damage, and get worn out much faster, or not be able to get drops
  1214. from destroyed nodes.
  1215. * `0` is something that is directly accessible at the start of gameplay
  1216. * There is no upper limit
  1217. * `dig_immediate`: (player can always pick up node without reducing tool wear)
  1218. * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
  1219. * `3`: the node always gets the digging time 0 seconds (torch)
  1220. * `disable_jump`: Player (and possibly other things) cannot jump from node
  1221. * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
  1222. * `bouncy`: value is bounce speed in percent
  1223. * `falling_node`: if there is no walkable block under the node it will fall
  1224. * `attached_node`: if the node under it is not a walkable block the node will be
  1225. dropped as an item. If the node is wallmounted the wallmounted direction is
  1226. checked.
  1227. * `soil`: saplings will grow on nodes in this group
  1228. * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
  1229. connect to each other
  1230. * `slippery`: Players and items will slide on the node.
  1231. Slipperiness rises steadily with `slippery` value, starting at 1.
  1232. ### Known damage and digging time defining groups
  1233. * `crumbly`: dirt, sand
  1234. * `cracky`: tough but crackable stuff like stone.
  1235. * `snappy`: something that can be cut using fine tools; e.g. leaves, small
  1236. plants, wire, sheets of metal
  1237. * `choppy`: something that can be cut using force; e.g. trees, wooden planks
  1238. * `fleshy`: Living things like animals and the player. This could imply
  1239. some blood effects when hitting.
  1240. * `explody`: Especially prone to explosions
  1241. * `oddly_breakable_by_hand`:
  1242. Can be added to nodes that shouldn't logically be breakable by the
  1243. hand but are. Somewhat similar to `dig_immediate`, but times are more
  1244. like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
  1245. speed of a tool if the tool can dig at a faster speed than this
  1246. suggests for the hand.
  1247. ### Examples of custom groups
  1248. Item groups are often used for defining, well, _groups of items_.
  1249. * `meat`: any meat-kind of a thing (rating might define the size or healing
  1250. ability or be irrelevant -- it is not defined as of yet)
  1251. * `eatable`: anything that can be eaten. Rating might define HP gain in half
  1252. hearts.
  1253. * `flammable`: can be set on fire. Rating might define the intensity of the
  1254. fire, affecting e.g. the speed of the spreading of an open fire.
  1255. * `wool`: any wool (any origin, any color)
  1256. * `metal`: any metal
  1257. * `weapon`: any weapon
  1258. * `heavy`: anything considerably heavy
  1259. ### Digging time calculation specifics
  1260. Groups such as `crumbly`, `cracky` and `snappy` are used for this
  1261. purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
  1262. faster digging time.
  1263. The `level` group is used to limit the toughness of nodes a tool can dig
  1264. and to scale the digging times / damage to a greater extent.
  1265. **Please do understand this**, otherwise you cannot use the system to it's
  1266. full potential.
  1267. Tools define their properties by a list of parameters for groups. They
  1268. cannot dig other groups; thus it is important to use a standard bunch of
  1269. groups to enable interaction with tools.
  1270. #### Tools definition
  1271. Tools define:
  1272. * Full punch interval
  1273. * Maximum drop level
  1274. * For an arbitrary list of groups:
  1275. * Uses (until the tool breaks)
  1276. * Maximum level (usually `0`, `1`, `2` or `3`)
  1277. * Digging times
  1278. * Damage groups
  1279. #### Full punch interval
  1280. When used as a weapon, the tool will do full damage if this time is spent
  1281. between punches. If e.g. half the time is spent, the tool will do half
  1282. damage.
  1283. #### Maximum drop level
  1284. Suggests the maximum level of node, when dug with the tool, that will drop
  1285. it's useful item. (e.g. iron ore to drop a lump of iron).
  1286. This is not automated; it is the responsibility of the node definition
  1287. to implement this.
  1288. #### Uses
  1289. Determines how many uses the tool has when it is used for digging a node,
  1290. of this group, of the maximum level. For lower leveled nodes, the use count
  1291. is multiplied by `3^leveldiff`.
  1292. * `uses=10, leveldiff=0`: actual uses: 10
  1293. * `uses=10, leveldiff=1`: actual uses: 30
  1294. * `uses=10, leveldiff=2`: actual uses: 90
  1295. #### Maximum level
  1296. Tells what is the maximum level of a node of this group that the tool will
  1297. be able to dig.
  1298. #### Digging times
  1299. List of digging times for different ratings of the group, for nodes of the
  1300. maximum level.
  1301. For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
  1302. result in the tool to be able to dig nodes that have a rating of `2` or `3`
  1303. for this group, and unable to dig the rating `1`, which is the toughest.
  1304. Unless there is a matching group that enables digging otherwise.
  1305. If the result digging time is 0, a delay of 0.15 seconds is added between
  1306. digging nodes; If the player releases LMB after digging, this delay is set to 0,
  1307. i.e. players can more quickly click the nodes away instead of holding LMB.
  1308. #### Damage groups
  1309. List of damage for groups of entities. See "Entity damage mechanism".
  1310. #### Example definition of the capabilities of a tool
  1311. tool_capabilities = {
  1312. full_punch_interval=1.5,
  1313. max_drop_level=1,
  1314. groupcaps={
  1315. crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
  1316. }
  1317. damage_groups = {fleshy=2},
  1318. }
  1319. This makes the tool be able to dig nodes that fulfil both of these:
  1320. * Have the `crumbly` group
  1321. * Have a `level` group less or equal to `2`
  1322. Table of resulting digging times:
  1323. crumbly 0 1 2 3 4 <- level
  1324. -> 0 - - - - -
  1325. 1 0.80 1.60 1.60 - -
  1326. 2 0.60 1.20 1.20 - -
  1327. 3 0.40 0.80 0.80 - -
  1328. level diff: 2 1 0 -1 -2
  1329. Table of resulting tool uses:
  1330. -> 0 - - - - -
  1331. 1 180 60 20 - -
  1332. 2 180 60 20 - -
  1333. 3 180 60 20 - -
  1334. **Notes**:
  1335. * At `crumbly==0`, the node is not diggable.
  1336. * At `crumbly==3`, the level difference digging time divider kicks in and makes
  1337. easy nodes to be quickly breakable.
  1338. * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
  1339. Entity damage mechanism
  1340. -----------------------
  1341. Damage calculation:
  1342. damage = 0
  1343. foreach group in cap.damage_groups:
  1344. damage += cap.damage_groups[group] * limit(actual_interval /
  1345. cap.full_punch_interval, 0.0, 1.0)
  1346. * (object.armor_groups[group] / 100.0)
  1347. -- Where object.armor_groups[group] is 0 for inexistent values
  1348. return damage
  1349. Client predicts damage based on damage groups. Because of this, it is able to
  1350. give an immediate response when an entity is damaged or dies; the response is
  1351. pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
  1352. TODO).
  1353. Currently a smoke puff will appear when an entity dies.
  1354. The group `immortal` completely disables normal damage.
  1355. Entities can define a special armor group, which is `punch_operable`. This
  1356. group disables the regular damage mechanism for players punching it by hand or
  1357. a non-tool item, so that it can do something else than take damage.
  1358. On the Lua side, every punch calls:
  1359. entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
  1360. This should never be called directly, because damage is usually not handled by
  1361. the entity itself.
  1362. * `puncher` is the object performing the punch. Can be `nil`. Should never be
  1363. accessed unless absolutely required, to encourage interoperability.
  1364. * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
  1365. * `tool_capabilities` can be `nil`.
  1366. * `direction` is a unit vector, pointing from the source of the punch to
  1367. the punched object.
  1368. * `damage` damage that will be done to entity
  1369. Return value of this function will determine if damage is done by this function
  1370. (retval true) or shall be done by engine (retval false)
  1371. To punch an entity/object in Lua, call:
  1372. object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
  1373. * Return value is tool wear.
  1374. * Parameters are equal to the above callback.
  1375. * If `direction` equals `nil` and `puncher` does not equal `nil`,
  1376. `direction` will be automatically filled in based on the location of `puncher`.
  1377. Node Metadata
  1378. -------------
  1379. The instance of a node in the world normally only contains the three values
  1380. mentioned in "Nodes". However, it is possible to insert extra data into a
  1381. node. It is called "node metadata"; See `NodeMetaRef`.
  1382. Node metadata contains two things:
  1383. * A key-value store
  1384. * An inventory
  1385. Some of the values in the key-value store are handled specially:
  1386. * `formspec`: Defines a right-click inventory menu. See "Formspec".
  1387. * `infotext`: Text shown on the screen when the node is pointed at
  1388. Example stuff:
  1389. local meta = minetest.get_meta(pos)
  1390. meta:set_string("formspec",
  1391. "size[8,9]"..
  1392. "list[context;main;0,0;8,4;]"..
  1393. "list[current_player;main;0,5;8,4;]")
  1394. meta:set_string("infotext", "Chest");
  1395. local inv = meta:get_inventory()
  1396. inv:set_size("main", 8*4)
  1397. print(dump(meta:to_table()))
  1398. meta:from_table({
  1399. inventory = {
  1400. main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
  1401. [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
  1402. [10] = "", [11] = "", [12] = "", [13] = "",
  1403. [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
  1404. [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
  1405. [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
  1406. [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
  1407. [32] = ""}
  1408. },
  1409. fields = {
  1410. formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
  1411. infotext = "Chest"
  1412. }
  1413. })
  1414. Item Metadata
  1415. -------------
  1416. Item stacks can store metadata too. See `ItemStackMetaRef`.
  1417. Item metadata only contains a key-value store.
  1418. Some of the values in the key-value store are handled specially:
  1419. * `description`: Set the item stack's description. Defaults to `idef.description`
  1420. * `color`: A `ColorString`, which sets the stack's color.
  1421. * `palette_index`: If the item has a palette, this is used to get the
  1422. current color from the palette.
  1423. Example stuff:
  1424. local meta = stack:get_meta()
  1425. meta:set_string("key", "value")
  1426. print(dump(meta:to_table()))
  1427. Formspec
  1428. --------
  1429. Formspec defines a menu. Currently not much else than inventories are
  1430. supported. It is a string, with a somewhat strange format.
  1431. Spaces and newlines can be inserted between the blocks, as is used in the
  1432. examples.
  1433. ### Examples
  1434. #### Chest
  1435. size[8,9]
  1436. list[context;main;0,0;8,4;]
  1437. list[current_player;main;0,5;8,4;]
  1438. #### Furnace
  1439. size[8,9]
  1440. list[context;fuel;2,3;1,1;]
  1441. list[context;src;2,1;1,1;]
  1442. list[context;dst;5,1;2,2;]
  1443. list[current_player;main;0,5;8,4;]
  1444. #### Minecraft-like player inventory
  1445. size[8,7.5]
  1446. image[1,0.6;1,2;player.png]
  1447. list[current_player;main;0,3.5;8,4;]
  1448. list[current_player;craft;3,0;3,3;]
  1449. list[current_player;craftpreview;7,1;1,1;]
  1450. ### Elements
  1451. #### `size[<W>,<H>,<fixed_size>]`
  1452. * Define the size of the menu in inventory slots
  1453. * `fixed_size`: `true`/`false` (optional)
  1454. * deprecated: `invsize[<W>,<H>;]`
  1455. #### `position[<X>,<Y>]`
  1456. * Define the position of the formspec
  1457. * A value between 0.0 and 1.0 represents a position inside the screen
  1458. * The default value is the center of the screen (0.5, 0.5)
  1459. #### `anchor[<X>,<Y>]`
  1460. * Define the anchor of the formspec
  1461. * A value between 0.0 and 1.0 represents an anchor inside the formspec
  1462. * The default value is the center of the formspec (0.5, 0.5)
  1463. #### `container[<X>,<Y>]`
  1464. * Start of a container block, moves all physical elements in the container by (X, Y)
  1465. * Must have matching `container_end`
  1466. * Containers can be nested, in which case the offsets are added
  1467. (child containers are relative to parent containers)
  1468. #### `container_end[]`
  1469. * End of a container, following elements are no longer relative to this container
  1470. #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
  1471. * Show an inventory list
  1472. #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
  1473. * Show an inventory list
  1474. #### `listring[<inventory location>;<list name>]`
  1475. * Allows to create a ring of inventory lists
  1476. * Shift-clicking on items in one element of the ring
  1477. will send them to the next inventory list inside the ring
  1478. * The first occurrence of an element inside the ring will
  1479. determine the inventory where items will be sent to
  1480. #### `listring[]`
  1481. * Shorthand for doing `listring[<inventory location>;<list name>]`
  1482. for the last two inventory lists added by list[...]
  1483. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
  1484. * Sets background color of slots as `ColorString`
  1485. * Sets background color of slots on mouse hovering
  1486. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
  1487. * Sets background color of slots as `ColorString`
  1488. * Sets background color of slots on mouse hovering
  1489. * Sets color of slots border
  1490. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
  1491. * Sets background color of slots as `ColorString`
  1492. * Sets background color of slots on mouse hovering
  1493. * Sets color of slots border
  1494. * Sets default background color of tooltips
  1495. * Sets default font color of tooltips
  1496. #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
  1497. * Adds tooltip for an element
  1498. * `<bgcolor>` tooltip background color as `ColorString` (optional)
  1499. * `<fontcolor>` tooltip font color as `ColorString` (optional)
  1500. #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
  1501. * Show an image
  1502. * Position and size units are inventory slots
  1503. #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
  1504. * Show an inventory image of registered item/node
  1505. * Position and size units are inventory slots
  1506. #### `bgcolor[<color>;<fullscreen>]`
  1507. * Sets background color of formspec as `ColorString`
  1508. * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
  1509. #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
  1510. * Use a background. Inventory rectangles are not drawn then.
  1511. * Position and size units are inventory slots
  1512. * Example for formspec 8x4 in 16x resolution: image shall be sized
  1513. 8 times 16px times 4 times 16px.
  1514. #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
  1515. * Use a background. Inventory rectangles are not drawn then.
  1516. * Position and size units are inventory slots
  1517. * Example for formspec 8x4 in 16x resolution:
  1518. image shall be sized 8 times 16px times 4 times 16px
  1519. * If `true` the background is clipped to formspec size
  1520. (`x` and `y` are used as offset values, `w` and `h` are ignored)
  1521. #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1522. * Textual password style field; will be sent to server when a button is clicked
  1523. * When enter is pressed in field, fields.key_enter_field will be sent with the name
  1524. of this field.
  1525. * `x` and `y` position the field relative to the top left of the menu
  1526. * `w` and `h` are the size of the field
  1527. * Fields are a set height, but will be vertically centred on `h`
  1528. * Position and size units are inventory slots
  1529. * `name` is the name of the field as returned in fields to `on_receive_fields`
  1530. * `label`, if not blank, will be text printed on the top left above the field
  1531. * See field_close_on_enter to stop enter closing the formspec
  1532. #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
  1533. * Textual field; will be sent to server when a button is clicked
  1534. * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
  1535. of this field.
  1536. * `x` and `y` position the field relative to the top left of the menu
  1537. * `w` and `h` are the size of the field
  1538. * Fields are a set height, but will be vertically centred on `h`
  1539. * Position and size units are inventory slots
  1540. * `name` is the name of the field as returned in fields to `on_receive_fields`
  1541. * `label`, if not blank, will be text printed on the top left above the field
  1542. * `default` is the default value of the field
  1543. * `default` may contain variable references such as `${text}'` which
  1544. will fill the value from the metadata value `text`
  1545. * **Note**: no extra text or more than a single variable is supported ATM.
  1546. * See `field_close_on_enter` to stop enter closing the formspec
  1547. #### `field[<name>;<label>;<default>]`
  1548. * As above, but without position/size units
  1549. * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
  1550. of this field.
  1551. * Special field for creating simple forms, such as sign text input
  1552. * Must be used without a `size[]` element
  1553. * A "Proceed" button will be added automatically
  1554. * See `field_close_on_enter` to stop enter closing the formspec
  1555. #### `field_close_on_enter[<name>;<close_on_enter>]`
  1556. * <name> is the name of the field
  1557. * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
  1558. * defaults to true when not specified (ie: no tag for a field)
  1559. #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
  1560. * Same as fields above, but with multi-line input
  1561. * if the text overflows a vertical scrollbar is added
  1562. * if the name is empty the textarea is readonly. The label is not displayed then
  1563. #### `label[<X>,<Y>;<label>]`
  1564. * `x` and `y` work as per field
  1565. * `label` is the text on the label
  1566. * Position and size units are inventory slots
  1567. #### `vertlabel[<X>,<Y>;<label>]`
  1568. * Textual label drawn vertically
  1569. * `x` and `y` work as per field
  1570. * `label` is the text on the label
  1571. * Position and size units are inventory slots
  1572. #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1573. * Clickable button. When clicked, fields will be sent.
  1574. * `x`, `y` and `name` work as per field
  1575. * `w` and `h` are the size of the button
  1576. * Fixed button height. It will be vertically centred on `h`
  1577. * `label` is the text on the button
  1578. * Position and size units are inventory slots
  1579. #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
  1580. * `x`, `y`, `w`, `h`, and `name` work as per button
  1581. * `texture name` is the filename of an image
  1582. * Position and size units are inventory slots
  1583. #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
  1584. * `x`, `y`, `w`, `h`, and `name` work as per button
  1585. * `texture name` is the filename of an image
  1586. * Position and size units are inventory slots
  1587. * `noclip=true` means the image button doesn't need to be within specified formsize
  1588. * `drawborder`: draw button border or not
  1589. * `pressed texture name` is the filename of an image on pressed state
  1590. #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
  1591. * `x`, `y`, `w`, `h`, `name` and `label` work as per button
  1592. * `item name` is the registered name of an item/node,
  1593. tooltip will be made out of its description
  1594. to override it use tooltip element
  1595. * Position and size units are inventory slots
  1596. #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1597. * When clicked, fields will be sent and the form will quit.
  1598. #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
  1599. * When clicked, fields will be sent and the form will quit.
  1600. #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
  1601. * Scrollable item list showing arbitrary text elements
  1602. * `x` and `y` position the itemlist relative to the top left of the menu
  1603. * `w` and `h` are the size of the itemlist
  1604. * `name` fieldname sent to server on doubleclick value is current selected element
  1605. * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
  1606. * if you want a listelement to start with "#" write "##".
  1607. #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
  1608. * Scrollable itemlist showing arbitrary text elements
  1609. * `x` and `y` position the item list relative to the top left of the menu
  1610. * `w` and `h` are the size of the item list
  1611. * `name` fieldname sent to server on doubleclick value is current selected element
  1612. * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
  1613. * if you want a listelement to start with "#" write "##"
  1614. * Index to be selected within textlist
  1615. * `true`/`false`: draw transparent background
  1616. * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
  1617. #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
  1618. * Show a tab**header** at specific position (ignores formsize)
  1619. * `x` and `y` position the itemlist relative to the top left of the menu
  1620. * `name` fieldname data is transferred to Lua
  1621. * `caption 1`...: name shown on top of tab
  1622. * `current_tab`: index of selected tab 1...
  1623. * `transparent` (optional): show transparent
  1624. * `draw_border` (optional): draw border
  1625. #### `box[<X>,<Y>;<W>,<H>;<color>]`
  1626. * Simple colored semitransparent box
  1627. * `x` and `y` position the box relative to the top left of the menu
  1628. * `w` and `h` are the size of box
  1629. * `color` is color specified as a `ColorString`
  1630. #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
  1631. * Show a dropdown field
  1632. * **Important note**: There are two different operation modes:
  1633. 1. handle directly on change (only changed dropdown is submitted)
  1634. 2. read the value on pressing a button (all dropdown values are available)
  1635. * `x` and `y` position of dropdown
  1636. * Width of dropdown
  1637. * Fieldname data is transferred to Lua
  1638. * Items to be shown in dropdown
  1639. * Index of currently selected dropdown item
  1640. #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
  1641. * Show a checkbox
  1642. * `x` and `y`: position of checkbox
  1643. * `name` fieldname data is transferred to Lua
  1644. * `label` to be shown left of checkbox
  1645. * `selected` (optional): `true`/`false`
  1646. #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
  1647. * Show a scrollbar
  1648. * There are two ways to use it:
  1649. 1. handle the changed event (only changed scrollbar is available)
  1650. 2. read the value on pressing a button (all scrollbars are available)
  1651. * `x` and `y`: position of trackbar
  1652. * `w` and `h`: width and height
  1653. * `orientation`: `vertical`/`horizontal`
  1654. * Fieldname data is transferred to Lua
  1655. * Value this trackbar is set to (`0`-`1000`)
  1656. * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
  1657. #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
  1658. * Show scrollable table using options defined by the previous `tableoptions[]`
  1659. * Displays cells as defined by the previous `tablecolumns[]`
  1660. * `x` and `y`: position the itemlist relative to the top left of the menu
  1661. * `w` and `h` are the size of the itemlist
  1662. * `name`: fieldname sent to server on row select or doubleclick
  1663. * `cell 1`...`cell n`: cell contents given in row-major order
  1664. * `selected idx`: index of row to be selected within table (first row = `1`)
  1665. * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
  1666. #### `tableoptions[<opt 1>;<opt 2>;...]`
  1667. * Sets options for `table[]`
  1668. * `color=#RRGGBB`
  1669. * default text color (`ColorString`), defaults to `#FFFFFF`
  1670. * `background=#RRGGBB`
  1671. * table background color (`ColorString`), defaults to `#000000`
  1672. * `border=<true/false>`
  1673. * should the table be drawn with a border? (default: `true`)
  1674. * `highlight=#RRGGBB`
  1675. * highlight background color (`ColorString`), defaults to `#466432`
  1676. * `highlight_text=#RRGGBB`
  1677. * highlight text color (`ColorString`), defaults to `#FFFFFF`
  1678. * `opendepth=<value>`
  1679. * all subtrees up to `depth < value` are open (default value = `0`)
  1680. * only useful when there is a column of type "tree"
  1681. #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
  1682. * Sets columns for `table[]`
  1683. * Types: `text`, `image`, `color`, `indent`, `tree`
  1684. * `text`: show cell contents as text
  1685. * `image`: cell contents are an image index, use column options to define images
  1686. * `color`: cell contents are a ColorString and define color of following cell
  1687. * `indent`: cell contents are a number and define indentation of following cell
  1688. * `tree`: same as indent, but user can open and close subtrees (treeview-like)
  1689. * Column options:
  1690. * `align=<value>`
  1691. * for `text` and `image`: content alignment within cells.
  1692. Available values: `left` (default), `center`, `right`, `inline`
  1693. * `width=<value>`
  1694. * for `text` and `image`: minimum width in em (default: `0`)
  1695. * for `indent` and `tree`: indent width in em (default: `1.5`)
  1696. * `padding=<value>`: padding left of the column, in em (default `0.5`).
  1697. Exception: defaults to 0 for indent columns
  1698. * `tooltip=<value>`: tooltip text (default: empty)
  1699. * `image` column options:
  1700. * `0=<value>` sets image for image index 0
  1701. * `1=<value>` sets image for image index 1
  1702. * `2=<value>` sets image for image index 2
  1703. * and so on; defined indices need not be contiguous empty or
  1704. non-numeric cells are treated as `0`.
  1705. * `color` column options:
  1706. * `span=<value>`: number of following columns to affect (default: infinite)
  1707. **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
  1708. pass key press events to formspec!
  1709. Inventory locations
  1710. -------------------
  1711. * `"context"`: Selected node metadata (deprecated: `"current_name"`)
  1712. * `"current_player"`: Player to whom the menu is shown
  1713. * `"player:<name>"`: Any player
  1714. * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
  1715. * `"detached:<name>"`: A detached inventory
  1716. Player Inventory lists
  1717. ----------------------
  1718. * `main`: list containing the default inventory
  1719. * `craft`: list containing the craft input
  1720. * `craftpreview`: list containing the craft output
  1721. * `hand`: list containing an override for the empty hand
  1722. `ColorString`
  1723. -------------
  1724. `#RGB` defines a color in hexadecimal format.
  1725. `#RGBA` defines a color in hexadecimal format and alpha channel.
  1726. `#RRGGBB` defines a color in hexadecimal format.
  1727. `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
  1728. Named colors are also supported and are equivalent to
  1729. [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
  1730. To specify the value of the alpha channel, append `#AA` to the end of the color name
  1731. (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
  1732. value must (always) be two hexadecimal digits.
  1733. `ColorSpec`
  1734. -----------
  1735. A ColorSpec specifies a 32-bit color. It can be written in either:
  1736. table form, each element ranging from 0..255 (a, if absent, defaults to 255):
  1737. `colorspec = {a=255, r=0, g=255, b=0}`
  1738. numerical form, the raw integer value of an ARGB8 quad:
  1739. `colorspec = 0xFF00FF00`
  1740. or string form, a ColorString (defined above):
  1741. `colorspec = "green"`
  1742. Escape sequences
  1743. ----------------
  1744. Most text can contain escape sequences, that can for example color the text.
  1745. There are a few exceptions: tab headers, dropdowns and vertical labels can't.
  1746. The following functions provide escape sequences:
  1747. * `minetest.get_color_escape_sequence(color)`:
  1748. * `color` is a ColorString
  1749. * The escape sequence sets the text color to `color`
  1750. * `minetest.colorize(color, message)`:
  1751. * Equivalent to:
  1752. `minetest.get_color_escape_sequence(color) ..
  1753. message ..
  1754. minetest.get_color_escape_sequence("#ffffff")`
  1755. * `minetest.get_background_escape_sequence(color)`
  1756. * `color` is a ColorString
  1757. * The escape sequence sets the background of the whole text element to
  1758. `color`. Only defined for item descriptions and tooltips.
  1759. * `minetest.strip_foreground_colors(str)`
  1760. * Removes foreground colors added by `get_color_escape_sequence`.
  1761. * `minetest.strip_background_colors(str)`
  1762. * Removes background colors added by `get_background_escape_sequence`.
  1763. * `minetest.strip_colors(str)`
  1764. * Removes all color escape sequences.
  1765. Spatial Vectors
  1766. ---------------
  1767. For the following functions, `v`, `v1`, `v2` are vectors, `p1`, `p2` are positions:
  1768. * `vector.new(a[, b, c])`:
  1769. * Returns a vector.
  1770. * A copy of `a` if `a` is a vector.
  1771. * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
  1772. * `vector.direction(p1, p2)`:
  1773. * Returns a vector of length 1 with direction `p1` to `p2`.
  1774. * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
  1775. * `vector.distance(p1, p2)`:
  1776. * Returns zero or a positive number, the distance between `p1` and `p2`.
  1777. * `vector.length(v)`:
  1778. * Returns zero or a positive number, the length of vector `v`.
  1779. * `vector.normalize(v)`:
  1780. * Returns a vector of length 1 with direction of vector `v`.
  1781. * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
  1782. * `vector.floor(v)`:
  1783. * Returns a vector, each dimension rounded down.
  1784. * `vector.round(v)`:
  1785. * Returns a vector, each dimension rounded to nearest integer.
  1786. * `vector.apply(v, func)`:
  1787. * Returns a vector where the function `func` has been applied to each component.
  1788. * `vector.equals(v1, v2)`:
  1789. * Returns a boolean, `true` if the vectors are identical.
  1790. * `vector.sort(v1, v2)`:
  1791. * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
  1792. For the following functions `x` can be either a vector or a number:
  1793. * `vector.add(v, x)`:
  1794. * Returns a vector.
  1795. * `vector.subtract(v, x)`:
  1796. * Returns a vector.
  1797. * `vector.multiply(v, x)`:
  1798. * Returns a scaled vector or Schur product.
  1799. * `vector.divide(v, x)`:
  1800. * Returns a scaled vector or Schur quotient.
  1801. Helper functions
  1802. ----------------
  1803. * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
  1804. handles reference loops
  1805. * `obj`: arbitrary variable
  1806. * `name`: string, default: `"_"`
  1807. * `dumped`: table, default: `{}`
  1808. * `dump(obj, dumped)`: returns a string which makes `obj` human readable
  1809. * `obj`: arbitrary variable
  1810. * `dumped`: table, default: `{}`
  1811. * `math.hypot(x, y)`
  1812. * Get the hypotenuse of a triangle with legs x and y.
  1813. Useful for distance calculation.
  1814. * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
  1815. * Get the sign of a number.
  1816. * tolerance: number, default: `0.0`
  1817. * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
  1818. `0` is returned.
  1819. * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
  1820. * `separator`: string, default: `","`
  1821. * `include_empty`: boolean, default: `false`
  1822. * `max_splits`: number, if it's positive, splits aren't limited,
  1823. default: `-1`
  1824. * `sep_is_pattern`: boolean, it specifies whether separator is a plain
  1825. string or a pattern (regex), default: `false`
  1826. * e.g. `"a,b":split","` returns `{"a","b"}`
  1827. * `string:trim()`: returns the string whithout whitespace pre- and suffixes
  1828. * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
  1829. * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
  1830. * Adds newlines to the string to keep it within the specified character
  1831. limit
  1832. * Note that the returned lines may be longer than the limit since it only
  1833. splits at word borders.
  1834. * `limit`: number, maximal amount of characters in one line
  1835. * `as_table`: boolean, if set to true, a table of lines instead of a string
  1836. is returned, default: `false`
  1837. * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
  1838. * `pos`: table {x=X, y=Y, z=Z}
  1839. * Converts the position `pos` to a human-readable, printable string
  1840. * `decimal_places`: number, if specified, the x, y and z values of
  1841. the position are rounded to the given decimal place.
  1842. * `minetest.string_to_pos(string)`: returns a position or `nil`
  1843. * Same but in reverse.
  1844. * If the string can't be parsed to a position, nothing is returned.
  1845. * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
  1846. * Converts a string representing an area box into two positions
  1847. * `minetest.formspec_escape(string)`: returns a string
  1848. * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
  1849. * `minetest.is_yes(arg)`
  1850. * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
  1851. * `minetest.get_us_time()`
  1852. * returns time with microsecond precision. May not return wall time.
  1853. * `table.copy(table)`: returns a table
  1854. * returns a deep copy of `table`
  1855. * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
  1856. * returns the exact position on the surface of a pointed node
  1857. Translations
  1858. ------------
  1859. Texts can be translated client-side with the help of `minetest.translate` and translation files.
  1860. ### Translating a string
  1861. Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`.
  1862. * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and
  1863. `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`.
  1864. It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`:
  1865. local S = minetest.get_translator(textdomain)
  1866. S(str, ...)
  1867. As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
  1868. * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain`
  1869. for disambiguation. The textdomain must match the textdomain specified in the translation file in order
  1870. to get the string translated. This can be used so that a string is translated differently in different contexts.
  1871. It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods.
  1872. This function must be given a number of arguments equal to the number of arguments the translated string expects.
  1873. Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as
  1874. outputs of `minetest.translate` as well.
  1875. For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red".
  1876. We can do the following:
  1877. local S = minetest.get_translator()
  1878. S("@1 Wool", S("Red"))
  1879. This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled.
  1880. However, if we have for instance a translation file named `wool.fr.tr` containing the following:
  1881. @1 Wool=Laine @1
  1882. Red=Rouge
  1883. this will be displayed as "Laine Rouge" on clients with a French locale.
  1884. ### Operations on translated strings
  1885. The output of `minetest.translate` is a string, with escape sequences adding additional information to that string
  1886. so that it can be translated on the different clients. In particular, you can't expect operations like string.length
  1887. to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string
  1888. concatenation will still work as expected (note that you should only use this for things like formspecs; do not
  1889. translate sentences by breaking them into parts; arguments should be used instead), and operations such as
  1890. `minetest.colorize` which are only concatenation under the hood as well.
  1891. ### Translation file format
  1892. A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to.
  1893. The file should be a text file, with the following format:
  1894. * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text
  1895. domain of all following translations in the file.
  1896. * All other empty lines or lines beginning with `#` are ignored.
  1897. * Other lines should be in the format `original=translated`. Both `original` and `translated` can
  1898. contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline
  1899. (See ### Escapes below). There must be no extraneous whitespace around the `=` or at the beginning
  1900. or the end of the line.
  1901. ### Escapes
  1902. Strings that need to be translated can contain several escapes, preceded by `@`.
  1903. * `@@` acts as a literal `@`.
  1904. * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
  1905. when translation. Due to how translations are implemented, the original translation string **must** have
  1906. its arguments in increasing order, without gaps or repetitions, starting from 1.
  1907. * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation
  1908. files to avoid being confused with the `=` separating the original from the translation.
  1909. * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required
  1910. in strings given to `minetest.translate`, but is in translation files.
  1911. * `@n` acts as a literal newline as well.
  1912. `minetest` namespace reference
  1913. ------------------------------
  1914. ### Utilities
  1915. * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
  1916. * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
  1917. * Useful for loading additional `.lua` modules or static data from mod
  1918. * `minetest.get_modnames()`: returns a list of installed mods
  1919. * Return a list of installed mods, sorted alphabetically
  1920. * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
  1921. * Useful for storing custom data
  1922. * `minetest.is_singleplayer()`
  1923. * `minetest.features`: Table containing API feature flags
  1924. {
  1925. glasslike_framed = true,
  1926. nodebox_as_selectionbox = true,
  1927. chat_send_player_param3 = true,
  1928. get_all_craft_recipes_works = true,
  1929. use_texture_alpha = true,
  1930. -- ^ The transparency channel of textures can be used optionally
  1931. no_legacy_abms = true,
  1932. -- ^ Tree and grass ABMs are no longer done from C++
  1933. texture_names_parens = true,
  1934. -- ^ Texture grouping is possible using parentheses
  1935. area_store_custom_ids = true,
  1936. -- ^ Unique Area ID for AreaStore:insert_area
  1937. add_entity_with_staticdata = true,
  1938. -- ^ add_entity supports passing initial staticdata to on_activate
  1939. no_chat_message_prediction = true,
  1940. -- ^ Chat messages are no longer predicted
  1941. }
  1942. * `minetest.has_feature(arg)`: returns `boolean, missing_features`
  1943. * `arg`: string or table in format `{foo=true, bar=true}`
  1944. * `missing_features`: `{foo=true, bar=true}`
  1945. * `minetest.get_player_information(player_name)`:
  1946. * Returns a table containing information about a player. Example return value:
  1947. {
  1948. address = "127.0.0.1", -- IP address of client
  1949. ip_version = 4, -- IPv4 / IPv6
  1950. min_rtt = 0.01, -- minimum round trip time
  1951. max_rtt = 0.2, -- maximum round trip time
  1952. avg_rtt = 0.02, -- average round trip time
  1953. min_jitter = 0.01, -- minimum packet time jitter
  1954. max_jitter = 0.5, -- maximum packet time jitter
  1955. avg_jitter = 0.03, -- average packet time jitter
  1956. connection_uptime = 200, -- seconds since client connected
  1957. protocol_version = 32, -- protocol version used by client
  1958. -- following information is available on debug build only!!!
  1959. -- DO NOT USE IN MODS
  1960. --ser_vers = 26, -- serialization version used by client
  1961. --major = 0, -- major version number
  1962. --minor = 4, -- minor version number
  1963. --patch = 10, -- patch version number
  1964. --vers_string = "0.4.9-git", -- full version string
  1965. --state = "Active" -- current client state
  1966. }
  1967. * `minetest.mkdir(path)`: returns success.
  1968. * Creates a directory specified by `path`, creating parent directories
  1969. if they don't exist.
  1970. * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
  1971. * is_dir is one of:
  1972. * nil: return all entries,
  1973. * true: return only subdirectory names, or
  1974. * false: return only file names.
  1975. * `minetest.safe_file_write(path, content)`: returns boolean indicating success
  1976. * Replaces contents of file at path with new contents in a safe (atomic) way.
  1977. Use this instead of below code when writing e.g. database files:
  1978. `local f = io.open(path, "wb"); f:write(content); f:close()`
  1979. * `minetest.get_version()`: returns a table containing components of the
  1980. engine version. Components:
  1981. * `project`: Name of the project, eg, "Minetest"
  1982. * `string`: Simple version, eg, "1.2.3-dev"
  1983. * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
  1984. Use this for informational purposes only. The information in the returned
  1985. table does not represent the capabilities of the engine, nor is it
  1986. reliable or verifiable. Compatible forks will have a different name and
  1987. version entirely. To check for the presence of engine features, test
  1988. whether the functions exported by the wanted features exist. For example:
  1989. `if minetest.check_for_falling then ... end`.
  1990. * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
  1991. * `data`: string of data to hash
  1992. * `raw`: return raw bytes instead of hex digits, default: false
  1993. ### Logging
  1994. * `minetest.debug(...)`
  1995. * Equivalent to `minetest.log(table.concat({...}, "\t"))`
  1996. * `minetest.log([level,] text)`
  1997. * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
  1998. `"info"`, or `"verbose"`. Default is `"none"`.
  1999. ### Registration functions
  2000. Call these functions only at load time!
  2001. * `minetest.register_entity(name, prototype table)`
  2002. * `minetest.register_abm(abm definition)`
  2003. * `minetest.register_lbm(lbm definition)`
  2004. * `minetest.register_node(name, node definition)`
  2005. * `minetest.register_tool(name, item definition)`
  2006. * `minetest.register_craftitem(name, item definition)`
  2007. * `minetest.unregister_item(name)`
  2008. * `minetest.register_alias(name, convert_to)`
  2009. * Also use this to set the 'mapgen aliases' needed in a game for the core
  2010. * mapgens. See 'Mapgen aliases' section above.
  2011. * `minetest.register_alias_force(name, convert_to)`
  2012. * `minetest.register_craft(recipe)`
  2013. * Check recipe table syntax for different types below.
  2014. * `minetest.clear_craft(recipe)`
  2015. * Will erase existing craft based either on output item or on input recipe.
  2016. * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
  2017. syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
  2018. * If no erase candidate could be found, Lua exception will be thrown.
  2019. * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
  2020. contains output. Erasing is then done independently from the crafting method.
  2021. * `minetest.register_ore(ore definition)`
  2022. * `minetest.register_biome(biome definition)`
  2023. * `minetest.register_decoration(decoration definition)`
  2024. * `minetest.override_item(name, redefinition)`
  2025. * Overrides fields of an item registered with register_node/tool/craftitem.
  2026. * Note: Item must already be defined, (opt)depend on the mod defining it.
  2027. * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
  2028. * `minetest.clear_registered_ores()`
  2029. * `minetest.clear_registered_biomes()`
  2030. * `minetest.clear_registered_decorations()`
  2031. ### Global callback registration functions
  2032. Call these functions only at load time!
  2033. * `minetest.register_globalstep(func(dtime))`
  2034. * Called every server step, usually interval of 0.1s
  2035. * `minetest.register_on_shutdown(func())`
  2036. * Called before server shutdown
  2037. * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
  2038. callbacks **will likely not be run**. Data should be saved at
  2039. semi-frequent intervals as well as on server shutdown.
  2040. * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
  2041. * Called when a node has been placed
  2042. * If return `true` no item is taken from `itemstack`
  2043. * `placer` may be any valid ObjectRef or nil.
  2044. * **Not recommended**; use `on_construct` or `after_place_node` in node definition
  2045. whenever possible
  2046. * `minetest.register_on_dignode(func(pos, oldnode, digger))`
  2047. * Called when a node has been dug.
  2048. * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
  2049. whenever possible
  2050. * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
  2051. * Called when a node is punched
  2052. * `minetest.register_on_generated(func(minp, maxp, blockseed))`
  2053. * Called after generating a piece of world. Modifying nodes inside the area
  2054. is a bit faster than usually.
  2055. * `minetest.register_on_newplayer(func(ObjectRef))`
  2056. * Called after a new player has been created
  2057. * `minetest.register_on_dieplayer(func(ObjectRef))`
  2058. * Called when a player dies
  2059. * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
  2060. * Called when a player is punched
  2061. * `player` - ObjectRef - Player that was punched
  2062. * `hitter` - ObjectRef - Player that hit
  2063. * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
  2064. * `tool_capabilities`: capability table of used tool (can be nil)
  2065. * `dir`: unit vector of direction of punch. Always defined. Points from
  2066. the puncher to the punched.
  2067. * `damage` - number that represents the damage calculated by the engine
  2068. * should return `true` to prevent the default damage mechanism
  2069. * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
  2070. * Called when the player gets damaged or healed
  2071. * `player`: ObjectRef of the player
  2072. * `hp_change`: the amount of change. Negative when it is damage.
  2073. * `modifier`: when true, the function should return the actual `hp_change`.
  2074. Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
  2075. modifiers can return true as a second argument to stop the execution of further functions.
  2076. Non-modifiers receive the final hp change calculated by the modifiers.
  2077. * `minetest.register_on_respawnplayer(func(ObjectRef))`
  2078. * Called when player is to be respawned
  2079. * Called _before_ repositioning of player occurs
  2080. * return true in func to disable regular player placement
  2081. * `minetest.register_on_prejoinplayer(func(name, ip))`
  2082. * Called before a player joins the game
  2083. * If it returns a string, the player is disconnected with that string as reason
  2084. * `minetest.register_on_joinplayer(func(ObjectRef))`
  2085. * Called when a player joins the game
  2086. * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
  2087. * Called when a player leaves the game
  2088. * `timed_out`: True for timeout, false for other reasons.
  2089. * `minetest.register_on_cheat(func(ObjectRef, cheat))`
  2090. * Called when a player cheats
  2091. * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
  2092. * `moved_too_fast`
  2093. * `interacted_too_far`
  2094. * `interacted_while_dead`
  2095. * `finished_unknown_dig`
  2096. * `dug_unbreakable`
  2097. * `dug_too_fast`
  2098. * `minetest.register_on_chat_message(func(name, message))`
  2099. * Called always when a player says something
  2100. * Return `true` to mark the message as handled, which means that it will not be sent to other players
  2101. * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
  2102. * Called when a button is pressed in player's inventory form
  2103. * Newest functions are called first
  2104. * If function returns `true`, remaining functions are not called
  2105. * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
  2106. * Called when `player` crafts something
  2107. * `itemstack` is the output
  2108. * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
  2109. * `craft_inv` is the inventory with the crafting grid
  2110. * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
  2111. * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
  2112. * The same as before, except that it is called before the player crafts, to make
  2113. craft prediction, and it should not change anything.
  2114. * `minetest.register_on_protection_violation(func(pos, name))`
  2115. * Called by `builtin` and mods when a player violates protection at a position
  2116. (eg, digs a node or punches a protected entity).
  2117. * The registered functions can be called using `minetest.record_protection_violation`
  2118. * The provided function should check that the position is protected by the mod
  2119. calling this function before it prints a message, if it does, to allow for
  2120. multiple protection mods.
  2121. * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
  2122. * Called when an item is eaten, by `minetest.item_eat`
  2123. * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
  2124. * `minetest.register_on_priv_grant(function(name, granter, priv))`
  2125. * Called when `granter` grants the priv `priv` to `name`.
  2126. * Note that the callback will be called twice if it's done by a player, once with granter being the player name,
  2127. and again with granter being nil.
  2128. * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
  2129. * Called when `revoker` revokes the priv `priv` from `name`.
  2130. * Note that the callback will be called twice if it's done by a player, once with revoker being the player name,
  2131. and again with revoker being nil.
  2132. * `minetest.register_can_bypass_userlimit(function(name, ip))`
  2133. * Called when `name` user connects with `ip`.
  2134. * Return `true` to by pass the player limit
  2135. * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
  2136. * Called when an incoming mod channel message is received
  2137. * You should have joined some channels to receive events.
  2138. * If message comes from a server mod, `sender` field is an empty string.
  2139. ### Other registration functions
  2140. * `minetest.register_chatcommand(cmd, chatcommand definition)`
  2141. * Adds definition to `minetest.registered_chatcommands`
  2142. * `minetest.override_chatcommand(name, redefinition)`
  2143. * Overrides fields of a chatcommand registered with `register_chatcommand`.
  2144. * `minetest.unregister_chatcommand(name)`
  2145. * Unregisters a chatcommands registered with `register_chatcommand`.
  2146. * `minetest.register_privilege(name, definition)`
  2147. * `definition`: `"description text"`
  2148. * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
  2149. the default of `give_to_singleplayer` is true
  2150. * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
  2151. * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
  2152. `granter_name` will be nil if the priv was granted by a mod.
  2153. * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
  2154. `revoker_name` will be nil if the priv was revoked by a mod
  2155. * Note that the above two callbacks will be called twice if a player is responsible -
  2156. once with the player name, and then with a nil player name.
  2157. * Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
  2158. * `minetest.register_authentication_handler(authentication handler definition)`
  2159. * Registers an auth handler that overrides the builtin one
  2160. * This function can be called by a single mod once only.
  2161. ### Setting-related
  2162. * `minetest.settings`: Settings object containing all of the settings from the
  2163. main config file (`minetest.conf`).
  2164. * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
  2165. parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
  2166. ### Authentication
  2167. * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
  2168. * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
  2169. * Convert between two privilege representations
  2170. * `minetest.get_player_privs(name) -> {priv1=true,...}`
  2171. * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
  2172. * A quickhand for checking privileges.
  2173. * `player_or_name`: Either a Player object or the name of a player.
  2174. * `...` is either a list of strings, e.g. `"priva", "privb"` or
  2175. a table, e.g. `{ priva = true, privb = true }`.
  2176. * `minetest.check_password_entry(name, entry, password)`
  2177. * Returns true if the "password entry" for a player with name matches given
  2178. password, false otherwise.
  2179. * The "password entry" is the password representation generated by the engine
  2180. as returned as part of a `get_auth()` call on the auth handler.
  2181. * Only use this function for making it possible to log in via password from
  2182. external protocols such as IRC, other uses are frowned upon.
  2183. * `minetest.get_password_hash(name, raw_password)`
  2184. * Convert a name-password pair to a password hash that Minetest can use.
  2185. * The returned value alone is not a good basis for password checks based
  2186. on comparing the password hash in the database with the password hash
  2187. from the function, with an externally provided password, as the hash
  2188. in the db might use the new SRP verifier format.
  2189. * For this purpose, use `minetest.check_password_entry` instead.
  2190. * `minetest.get_player_ip(name)`: returns an IP address string for the player `name`
  2191. * The player needs to be online for this to be successful.
  2192. * `minetest.get_auth_handler()`: Return the currently active auth handler
  2193. * See the `Authentication handler definition`
  2194. * Use this to e.g. get the authentication data for a player:
  2195. `local auth_data = minetest.get_auth_handler().get_auth(playername)`
  2196. * `minetest.notify_authentication_modified(name)`
  2197. * Must be called by the authentication handler for privilege changes.
  2198. * `name`: string; if omitted, all auth data should be considered modified
  2199. * `minetest.set_player_password(name, password_hash)`: Set password hash of player `name`
  2200. * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player `name`
  2201. * `minetest.auth_reload()`
  2202. * See `reload()` in authentication handler definition
  2203. `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
  2204. and `minetest.auth_reload` call the authentication handler.
  2205. ### Chat
  2206. * `minetest.chat_send_all(text)`
  2207. * `minetest.chat_send_player(name, text)`
  2208. ### Environment access
  2209. * `minetest.set_node(pos, node)`
  2210. * `minetest.add_node(pos, node): alias to `minetest.set_node`
  2211. * Set node at position `pos`
  2212. * `node`: table `{name=string, param1=number, param2=number}`
  2213. * If param1 or param2 is omitted, it's set to `0`.
  2214. * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
  2215. * `minetest.swap_node(pos, node)`
  2216. * Set node at position, but don't remove metadata
  2217. * `minetest.remove_node(pos)`
  2218. * By default it does the same as `minetest.set_node(pos, {name="air"})`
  2219. * `minetest.get_node(pos)`
  2220. * Returns the node at the given position as table in the format
  2221. `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
  2222. for unloaded areas.
  2223. * `minetest.get_node_or_nil(pos)`
  2224. * Same as `get_node` but returns `nil` for unloaded areas.
  2225. * `minetest.get_node_light(pos, timeofday)`
  2226. * Gets the light value at the given position. Note that the light value
  2227. "inside" the node at the given position is returned, so you usually want
  2228. to get the light value of a neighbor.
  2229. * `pos`: The position where to measure the light.
  2230. * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
  2231. * Returns a number between `0` and `15` or `nil`
  2232. * `minetest.place_node(pos, node)`
  2233. * Place node with the same effects that a player would cause
  2234. * `minetest.dig_node(pos)`
  2235. * Dig node with the same effects that a player would cause
  2236. * Returns `true` if successful, `false` on failure (e.g. protected location)
  2237. * `minetest.punch_node(pos)`
  2238. * Punch node with the same effects that a player would cause
  2239. * `minetest.spawn_falling_node(pos)`
  2240. * Change node into falling node
  2241. * Returns `true` if successful, `false` on failure
  2242. * `minetest.find_nodes_with_meta(pos1, pos2)`
  2243. * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
  2244. * `minetest.get_meta(pos)`
  2245. * Get a `NodeMetaRef` at that position
  2246. * `minetest.get_node_timer(pos)`
  2247. * Get `NodeTimerRef`
  2248. * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
  2249. * Returns `ObjectRef`, or `nil` if failed
  2250. * `minetest.add_item(pos, item)`: Spawn item
  2251. * Returns `ObjectRef`, or `nil` if failed
  2252. * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
  2253. * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs
  2254. * `radius`: using an euclidean metric
  2255. * `minetest.set_timeofday(val)`
  2256. * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
  2257. * `minetest.get_timeofday()`
  2258. * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
  2259. * `minetest.get_day_count()`: returns number days elapsed since world was created,
  2260. * accounting for time changes.
  2261. * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
  2262. * `radius`: using a maximum metric
  2263. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  2264. * `search_center` is an optional boolean (default: `false`)
  2265. If true `pos` is also checked for the nodes
  2266. * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions
  2267. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  2268. * First return value: Table with all node positions
  2269. * Second return value: Table with the count of each node with the node name as index
  2270. * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions
  2271. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  2272. * Return value: Table with all node positions with a node air above
  2273. * `minetest.get_perlin(noiseparams)`
  2274. * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
  2275. * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
  2276. * `minetest.get_voxel_manip([pos1, pos2])`
  2277. * Return voxel manipulator object.
  2278. * Loads the manipulator from the map if positions are passed.
  2279. * `minetest.set_gen_notify(flags, {deco_ids})`
  2280. * Set the types of on-generate notifications that should be collected
  2281. * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
  2282. `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
  2283. * The second parameter is a list of IDS of decorations which notification is requested for
  2284. * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
  2285. * `minetest.get_mapgen_object(objectname)`
  2286. * Return requested mapgen object if available (see "Mapgen objects")
  2287. * `minetest.get_biome_id(biome_name)`
  2288. * Returns the biome id, as used in the biomemap Mapgen object, for a
  2289. given biome_name string.
  2290. * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
  2291. `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
  2292. * Deprecated: use `minetest.get_mapgen_setting(name)` instead
  2293. * `minetest.set_mapgen_params(MapgenParams)`
  2294. * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
  2295. * Set map generation parameters
  2296. * Function cannot be called after the registration period; only initialization
  2297. and `on_mapgen_init`
  2298. * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
  2299. and `flags`.
  2300. * Leave field unset to leave that parameter unchanged
  2301. * `flags` contains a comma-delimited string of flags to set,
  2302. or if the prefix `"no"` is attached, clears instead.
  2303. * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
  2304. * `minetest.get_mapgen_setting(name)`
  2305. * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
  2306. order of precedence:
  2307. 1) Settings loaded from map_meta.txt or overrides set during mod execution
  2308. 2) Settings set by mods without a metafile override
  2309. 3) Settings explicitly set in the user config file, minetest.conf
  2310. 4) Settings set as the user config default
  2311. * `minetest.get_mapgen_setting_noiseparams(name)`
  2312. * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
  2313. and is a valid NoiseParams
  2314. * `minetest.set_mapgen_setting(name, value, [override_meta])`
  2315. * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
  2316. is not already present in map_meta.txt.
  2317. * `override_meta` is an optional boolean (default: `false`). If this is set to true,
  2318. the setting will become the active setting regardless of the map metafile contents.
  2319. * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
  2320. * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
  2321. * Same as above, except value is a NoiseParams table.
  2322. * `minetest.set_noiseparams(name, noiseparams, set_default)`
  2323. * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
  2324. * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
  2325. should be applied to the default config or current active config
  2326. * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
  2327. * `minetest.generate_ores(vm, pos1, pos2)`
  2328. * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
  2329. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
  2330. * `minetest.generate_decorations(vm, pos1, pos2)`
  2331. * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
  2332. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
  2333. * `minetest.clear_objects([options])`
  2334. * Clear all objects in the environment
  2335. * Takes an optional table as an argument with the field `mode`.
  2336. * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
  2337. * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
  2338. clear objects in unloaded mapblocks only when the mapblocks are next activated.
  2339. * `minetest.emerge_area(pos1, pos2, [callback], [param])`
  2340. * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
  2341. * fetched from memory, loaded from disk, or if inexistent, generates them.
  2342. * If `callback` is a valid Lua function, this will be called for each block emerged.
  2343. * The function signature of callback is:
  2344. * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
  2345. * - `blockpos` is the *block* coordinates of the block that had been emerged
  2346. * - `action` could be one of the following constant values:
  2347. * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
  2348. * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
  2349. * - `calls_remaining` is the number of callbacks to be expected after this one
  2350. * - `param` is the user-defined parameter passed to emerge_area (or nil if the
  2351. * parameter was absent)
  2352. * `minetest.delete_area(pos1, pos2)`
  2353. * delete all mapblocks in the area from pos1 to pos2, inclusive
  2354. * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
  2355. * Checks if there is anything other than air between pos1 and pos2.
  2356. * Returns false if something is blocking the sight.
  2357. * Returns the position of the blocking node when `false`
  2358. * `pos1`: First position
  2359. * `pos2`: Second position
  2360. * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
  2361. * Creates a `Raycast` object.
  2362. * `pos1`: start of the ray
  2363. * `pos2`: end of the ray
  2364. * `objects` : if false, only nodes will be returned. Default is `true`.
  2365. * `liquids' : if false, liquid nodes won't be returned. Default is `false`.
  2366. * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
  2367. * returns table containing path
  2368. * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
  2369. * `pos1`: start position
  2370. * `pos2`: end position
  2371. * `searchdistance`: number of blocks to search in each direction using a maximum metric
  2372. * `max_jump`: maximum height difference to consider walkable
  2373. * `max_drop`: maximum height difference to consider droppable
  2374. * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
  2375. * `minetest.spawn_tree (pos, {treedef})`
  2376. * spawns L-system tree at given `pos` with definition in `treedef` table
  2377. * `minetest.transforming_liquid_add(pos)`
  2378. * add node to liquid update queue
  2379. * `minetest.get_node_max_level(pos)`
  2380. * get max available level for leveled node
  2381. * `minetest.get_node_level(pos)`
  2382. * get level of leveled node (water, snow)
  2383. * `minetest.set_node_level(pos, level)`
  2384. * set level of leveled node, default `level` equals `1`
  2385. * if `totallevel > maxlevel`, returns rest (`total-max`).
  2386. * `minetest.add_node_level(pos, level)`
  2387. * increase level of leveled node by level, default `level` equals `1`
  2388. * if `totallevel > maxlevel`, returns rest (`total-max`)
  2389. * can be negative for decreasing
  2390. * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
  2391. * resets the light in a cuboid-shaped part of
  2392. the map and removes lighting bugs.
  2393. * Loads the area if it is not loaded.
  2394. * `pos1` is the corner of the cuboid with the least coordinates
  2395. (in node coordinates), inclusive.
  2396. * `pos2` is the opposite corner of the cuboid, inclusive.
  2397. * The actual updated cuboid might be larger than the specified one,
  2398. because only whole map blocks can be updated.
  2399. The actual updated area consists of those map blocks that intersect
  2400. with the given cuboid.
  2401. * However, the neighborhood of the updated area might change
  2402. as well, as light can spread out of the cuboid, also light
  2403. might be removed.
  2404. * returns `false` if the area is not fully generated,
  2405. `true` otherwise
  2406. * `minetest.check_single_for_falling(pos)`
  2407. * causes an unsupported `group:falling_node` node to fall and causes an
  2408. unattached `group:attached_node` node to fall.
  2409. * does not spread these updates to neighbours.
  2410. * `minetest.check_for_falling(pos)`
  2411. * causes an unsupported `group:falling_node` node to fall and causes an
  2412. unattached `group:attached_node` node to fall.
  2413. * spread these updates to neighbours and can cause a cascade
  2414. of nodes to fall.
  2415. ### Mod channels
  2416. You can find mod channels communication scheme in `docs/mod_channels.png`.
  2417. * `minetest.mod_channel_join(channel_name)`
  2418. * Server joins channel `channel_name`, and creates it if necessary. You
  2419. should listen from incoming messages with `minetest.register_on_modchannel_message`
  2420. call to receive incoming messages
  2421. ### Inventory
  2422. `minetest.get_inventory(location)`: returns an `InvRef`
  2423. * `location` = e.g.
  2424. * `{type="player", name="celeron55"}`
  2425. * `{type="node", pos={x=, y=, z=}}`
  2426. * `{type="detached", name="creative"}`
  2427. * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
  2428. * callbacks: See "Detached inventory callbacks"
  2429. * `player_name`: Make detached inventory available to one player exclusively,
  2430. by default they will be sent to every player (even if not used).
  2431. Note that this parameter is mostly just a workaround and will be removed in future releases.
  2432. * Creates a detached inventory. If it already exists, it is cleared.
  2433. * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
  2434. returns left over ItemStack
  2435. * See `minetest.item_eat` and `minetest.register_on_item_eat`
  2436. ### Formspec
  2437. * `minetest.show_formspec(playername, formname, formspec)`
  2438. * `playername`: name of player to show formspec
  2439. * `formname`: name passed to `on_player_receive_fields` callbacks.
  2440. It should follow the `"modname:<whatever>"` naming convention
  2441. * `formspec`: formspec to display
  2442. * `minetest.close_formspec(playername, formname)`
  2443. * `playername`: name of player to close formspec
  2444. * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
  2445. not close.
  2446. * calling `show_formspec(playername, formname, "")` is equal to this expression
  2447. * to close a formspec regardless of the formname, call
  2448. `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
  2449. * `minetest.formspec_escape(string)`: returns a string
  2450. * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
  2451. * `minetest.explode_table_event(string)`: returns a table
  2452. * returns e.g. `{type="CHG", row=1, column=2}`
  2453. * `type` is one of:
  2454. * `"INV"`: no row selected)
  2455. * `"CHG"`: selected)
  2456. * `"DCL"`: double-click
  2457. * `minetest.explode_textlist_event(string)`: returns a table
  2458. * returns e.g. `{type="CHG", index=1}`
  2459. * `type` is one of:
  2460. * `"INV"`: no row selected)
  2461. * `"CHG"`: selected)
  2462. * `"DCL"`: double-click
  2463. * `minetest.explode_scrollbar_event(string)`: returns a table
  2464. * returns e.g. `{type="CHG", value=500}`
  2465. * `type` is one of:
  2466. * `"INV"`: something failed
  2467. * `"CHG"`: has been changed
  2468. * `"VAL"`: not changed
  2469. ### Item handling
  2470. * `minetest.inventorycube(img1, img2, img3)`
  2471. * Returns a string for making an image of a cube (useful as an item image)
  2472. * `minetest.get_pointed_thing_position(pointed_thing, above)`
  2473. * Get position of a `pointed_thing` (that you can get from somewhere)
  2474. * `minetest.dir_to_facedir(dir, is6d)`
  2475. * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
  2476. * passing something non-`nil`/`false` for the optional second parameter causes it to
  2477. take the y component into account
  2478. * `minetest.facedir_to_dir(facedir)`
  2479. * Convert a facedir back into a vector aimed directly out the "back" of a node
  2480. * `minetest.dir_to_wallmounted(dir)`
  2481. * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
  2482. * `minetest.wallmounted_to_dir(wallmounted)`
  2483. * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
  2484. * `minetest.dir_to_yaw(dir)`
  2485. * Convert a vector into a yaw (angle)
  2486. * `minetest.yaw_to_dir(yaw)`
  2487. * Convert yaw (angle) to a vector
  2488. * `minetest.is_colored_paramtype(ptype)`
  2489. * Returns a boolean. Returns `true` if the given `paramtype2` contains color
  2490. information (`color`, `colorwallmounted` or `colorfacedir`).
  2491. * `minetest.strip_param2_color(param2, paramtype2)`
  2492. * Removes everything but the color information from the
  2493. given `param2` value.
  2494. * Returns `nil` if the given `paramtype2` does not contain color information
  2495. * `minetest.get_node_drops(nodename, toolname)`
  2496. * Returns list of item names.
  2497. * **Note**: This will be removed or modified in a future version.
  2498. * `minetest.get_craft_result(input)`: returns `output, decremented_input`
  2499. * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
  2500. * `input.width` = for example `3`
  2501. * `input.items` = for example
  2502. `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
  2503. * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
  2504. * `output.time` = a number, if unsuccessful: `0`
  2505. * `output.replacements` = list of `ItemStack`s that couldn't be placed in
  2506. `decremented_input.items`
  2507. * `decremented_input` = like `input`
  2508. * `minetest.get_craft_recipe(output)`: returns input
  2509. * returns last registered recipe for output item (node)
  2510. * `output` is a node or item type such as `"default:torch"`
  2511. * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
  2512. * `input.width` = for example `3`
  2513. * `input.items` = for example
  2514. `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
  2515. * `input.items` = `nil` if no recipe found
  2516. * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
  2517. * returns indexed table with all registered recipes for query item (node)
  2518. or `nil` if no recipe was found
  2519. * recipe entry table:
  2520. {
  2521. method = 'normal' or 'cooking' or 'fuel'
  2522. width = 0-3, 0 means shapeless recipe
  2523. items = indexed [1-9] table with recipe items
  2524. output = string with item name and quantity
  2525. }
  2526. * Example query for `"default:gold_ingot"` will return table:
  2527. {
  2528. [1]={method = "cooking", width = 3, output = "default:gold_ingot",
  2529. items = {1 = "default:gold_lump"}},
  2530. [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
  2531. items = {1 = "default:goldblock"}}
  2532. }
  2533. * `minetest.handle_node_drops(pos, drops, digger)`
  2534. * `drops`: list of itemstrings
  2535. * Handles drops from nodes after digging: Default action is to put them into
  2536. digger's inventory
  2537. * Can be overridden to get different functionality (e.g. dropping items on
  2538. ground)
  2539. * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string
  2540. * Creates an item string which contains palette index information
  2541. for hardware colorization. You can use the returned string
  2542. as an output in a craft recipe.
  2543. * `item`: the item stack which becomes colored. Can be in string,
  2544. table and native form.
  2545. * `palette_index`: this index is added to the item stack
  2546. * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
  2547. * Creates an item string which contains static color information
  2548. for hardware colorization. Use this method if you wish to colorize
  2549. an item that does not own a palette. You can use the returned string
  2550. as an output in a craft recipe.
  2551. * `item`: the item stack which becomes colored. Can be in string,
  2552. table and native form.
  2553. * `colorstring`: the new color of the item stack
  2554. ### Rollback
  2555. * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
  2556. returns `{{actor, pos, time, oldnode, newnode}, ...}`
  2557. * Find who has done something to a node, or near a node
  2558. * `actor`: `"player:<name>"`, also `"liquid"`.
  2559. * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
  2560. * Revert latest actions of someone
  2561. * `actor`: `"player:<name>"`, also `"liquid"`.
  2562. ### Defaults for the `on_*` item definition functions
  2563. These functions return the leftover itemstack.
  2564. * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
  2565. * Place item as a node
  2566. * `param2` overrides `facedir` and wallmounted `param2`
  2567. * returns `itemstack, success`
  2568. * `minetest.item_place_object(itemstack, placer, pointed_thing)`
  2569. * Place item as-is
  2570. * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
  2571. * Use one of the above based on what the item is.
  2572. * Calls `on_rightclick` of `pointed_thing.under` if defined instead
  2573. * **Note**: is not called when wielded item overrides `on_place`
  2574. * `param2` overrides `facedir` and wallmounted `param2`
  2575. * returns `itemstack, success`
  2576. * `minetest.item_drop(itemstack, dropper, pos)`
  2577. * Drop the item
  2578. * `minetest.item_eat(hp_change, replace_with_item)`
  2579. * Eat the item.
  2580. * `replace_with_item` is the itemstring which is added to the inventory.
  2581. If the player is eating a stack, then replace_with_item goes to a
  2582. different spot. Can be `nil`
  2583. * See `minetest.do_item_eat`
  2584. ### Defaults for the `on_punch` and `on_dig` node definition callbacks
  2585. * `minetest.node_punch(pos, node, puncher, pointed_thing)`
  2586. * Calls functions registered by `minetest.register_on_punchnode()`
  2587. * `minetest.node_dig(pos, node, digger)`
  2588. * Checks if node can be dug, puts item into inventory, removes node
  2589. * Calls functions registered by `minetest.registered_on_dignodes()`
  2590. ### Sounds
  2591. * `minetest.sound_play(spec, parameters)`: returns a handle
  2592. * `spec` is a `SimpleSoundSpec`
  2593. * `parameters` is a sound parameter table
  2594. * `minetest.sound_stop(handle)`
  2595. * `minetest.sound_fade(handle, step, gain)`
  2596. * `handle` is a handle returned by `minetest.sound_play`
  2597. * `step` determines how fast a sound will fade.
  2598. Negative step will lower the sound volume, positive step will increase the sound volume
  2599. * `gain` the target gain for the fade.
  2600. ### Timing
  2601. * `minetest.after(time, func, ...)`
  2602. * Call the function `func` after `time` seconds, may be fractional
  2603. * Optional: Variable number of arguments that are passed to `func`
  2604. ### Server
  2605. * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
  2606. `reconnect` == true displays a reconnect button,
  2607. `delay` adds an optional delay (in seconds) before shutdown
  2608. negative delay cancels the current active shutdown
  2609. zero delay triggers an immediate shutdown.
  2610. * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
  2611. * `minetest.get_server_status()`: returns server status string
  2612. * `minetest.get_server_uptime()`: returns the server uptime in seconds
  2613. * `minetest.remove_player(name)`: remove player from database (if he is not connected).
  2614. * As auth data is not removed, minetest.player_exists will continue to return true.
  2615. Call the below method as well if you want to remove auth data too.
  2616. * Returns a code (0: successful, 1: no such player, 2: player is connected)
  2617. * `minetest.remove_player_auth(name)`: remove player authentication data
  2618. * Returns boolean indicating success (false if player nonexistant)
  2619. ### Bans
  2620. * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
  2621. * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
  2622. * `minetest.ban_player(name)`: ban a player
  2623. * `minetest.unban_player_or_ip(name)`: unban player or IP address
  2624. * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
  2625. ### Particles
  2626. * `minetest.add_particle(particle definition)`
  2627. * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
  2628. size, collisiondetection, texture, playername)`
  2629. * `minetest.add_particlespawner(particlespawner definition)`
  2630. * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
  2631. * Returns an `id`, and -1 if adding didn't succeed
  2632. * `Deprecated: minetest.add_particlespawner(amount, time,
  2633. minpos, maxpos,
  2634. minvel, maxvel,
  2635. minacc, maxacc,
  2636. minexptime, maxexptime,
  2637. minsize, maxsize,
  2638. collisiondetection, texture, playername)`
  2639. * `minetest.delete_particlespawner(id, player)`
  2640. * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
  2641. * If playername is specified, only deletes on the player's client,
  2642. * otherwise on all clients
  2643. ### Schematics
  2644. * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
  2645. * Create a schematic from the volume of map specified by the box formed by p1 and p2.
  2646. * Apply the specified probability and per-node force-place to the specified nodes
  2647. according to the `probability_list`.
  2648. * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
  2649. * `pos` is the 3D vector specifying the absolute coordinates of the
  2650. node being modified,
  2651. * `prob` is an integer value from `0` to `255` that encodes probability and
  2652. per-node force-place. Probability has levels 0-127, then 128 is added to
  2653. encode per-node force-place.
  2654. For probability stated as 0-255, divide by 2 and round down to get values
  2655. 0-127, then add 128 to apply per-node force-place.
  2656. * If there are two or more entries with the same pos value, the
  2657. last entry is used.
  2658. * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
  2659. * If `probability_list` equals `nil`, no probabilities are applied.
  2660. * Apply the specified probability to the specified horizontal slices according to the
  2661. `slice_prob_list`.
  2662. * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`.
  2663. * `ypos` indicates the y position of the slice with a probability applied,
  2664. the lowest slice being `ypos = 0`.
  2665. * If slice probability list equals `nil`, no slice probabilities are applied.
  2666. * Saves schematic in the Minetest Schematic format to filename.
  2667. * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
  2668. * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
  2669. * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
  2670. * If the `rotation` parameter is omitted, the schematic is not rotated.
  2671. * `replacements` = `{["old_name"] = "convert_to", ...}`
  2672. * `force_placement` is a boolean indicating whether nodes other than `air` and
  2673. `ignore` are replaced by the schematic
  2674. * Returns nil if the schematic could not be loaded.
  2675. * **Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls
  2676. will always use the cached version and the replacement list defined for it,
  2677. regardless of whether the file or the replacement list parameter have changed.
  2678. The only way to load the file anew is to restart the server.
  2679. * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
  2680. * This function is analogous to minetest.place_schematic, but places a schematic onto the
  2681. specified VoxelManip object `vmanip` instead of the whole map.
  2682. * Returns false if any part of the schematic was cut-off due to the VoxelManip not
  2683. containing the full area required, and true if the whole schematic was able to fit.
  2684. * Returns nil if the schematic could not be loaded.
  2685. * After execution, any external copies of the VoxelManip contents are invalidated.
  2686. * `minetest.serialize_schematic(schematic, format, options)`
  2687. * Return the serialized schematic specified by schematic (see: Schematic specifier)
  2688. * in the `format` of either "mts" or "lua".
  2689. * "mts" - a string containing the binary MTS data used in the MTS file format
  2690. * "lua" - a string containing Lua code representing the schematic in table format
  2691. * `options` is a table containing the following optional parameters:
  2692. * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
  2693. * position comments for every X row generated in the schematic data for easier reading.
  2694. * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
  2695. * will use that number of spaces as indentation instead of a tab character.
  2696. ### HTTP Requests:
  2697. * `minetest.request_http_api()`:
  2698. * returns `HTTPApiTable` containing http functions if the calling mod has been granted
  2699. access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
  2700. otherwise returns `nil`.
  2701. * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
  2702. described below.
  2703. * Only works at init time and must be called from the mod's main scope (not from a function).
  2704. * Function only exists if minetest server was built with cURL support.
  2705. * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
  2706. A LOCAL VARIABLE!**
  2707. * `HTTPApiTable.fetch(HTTPRequest req, callback)`
  2708. * Performs given request asynchronously and calls callback upon completion
  2709. * callback: `function(HTTPRequestResult res)`
  2710. * Use this HTTP function if you are unsure, the others are for advanced use.
  2711. * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
  2712. * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
  2713. * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
  2714. * Return response data for given asynchronous HTTP request
  2715. ### Storage API:
  2716. * `minetest.get_mod_storage()`:
  2717. * returns reference to mod private `StorageRef`
  2718. * must be called during mod load time
  2719. ### Misc.
  2720. * `minetest.get_connected_players()`: returns list of `ObjectRefs`
  2721. * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
  2722. * `minetest.hud_replace_builtin(name, hud_definition)`
  2723. * Replaces definition of a builtin hud element
  2724. * `name`: `"breath"` or `"health"`
  2725. * `hud_definition`: definition to replace builtin definition
  2726. * `minetest.send_join_message(player_name)`
  2727. * This function can be overridden by mods to change the join message.
  2728. * `minetest.send_leave_message(player_name, timed_out)`
  2729. * This function can be overridden by mods to change the leave message.
  2730. * `minetest.hash_node_position(pos)`: returns an 48-bit integer
  2731. * `pos`: table {x=number, y=number, z=number},
  2732. * Gives a unique hash number for a node position (16+16+16=48bit)
  2733. * `minetest.get_position_from_hash(hash)`: returns a position
  2734. * Inverse transform of `minetest.hash_node_position`
  2735. * `minetest.get_item_group(name, group)`: returns a rating
  2736. * Get rating of a group of an item. (`0` means: not in group)
  2737. * `minetest.get_node_group(name, group)`: returns a rating
  2738. * Deprecated: An alias for the former.
  2739. * `minetest.raillike_group(name)`: returns a rating
  2740. * Returns rating of the connect_to_raillike group corresponding to name
  2741. * If name is not yet the name of a connect_to_raillike group, a new group id
  2742. * is created, with that name
  2743. * `minetest.get_content_id(name)`: returns an integer
  2744. * Gets the internal content ID of `name`
  2745. * `minetest.get_name_from_content_id(content_id)`: returns a string
  2746. * Gets the name of the content with that content ID
  2747. * `minetest.parse_json(string[, nullvalue])`: returns something
  2748. * Convert a string containing JSON data into the Lua equivalent
  2749. * `nullvalue`: returned in place of the JSON null; defaults to `nil`
  2750. * On success returns a table, a string, a number, a boolean or `nullvalue`
  2751. * On failure outputs an error message and returns `nil`
  2752. * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
  2753. * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
  2754. * Convert a Lua table into a JSON string
  2755. * styled: Outputs in a human-readable format if this is set, defaults to false
  2756. * Unserializable things like functions and userdata will cause an error.
  2757. * **Warning**: JSON is more strict than the Lua table format.
  2758. 1. You can only use strings and positive integers of at least one as keys.
  2759. 2. You can not mix string and integer keys.
  2760. This is due to the fact that JSON has two distinct array and object values.
  2761. * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
  2762. * `minetest.serialize(table)`: returns a string
  2763. * Convert a table containing tables, strings, numbers, booleans and `nil`s
  2764. into string form readable by `minetest.deserialize`
  2765. * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
  2766. * `minetest.deserialize(string)`: returns a table
  2767. * Convert a string returned by `minetest.deserialize` into a table
  2768. * `string` is loaded in an empty sandbox environment.
  2769. * Will load functions, but they cannot access the global environment.
  2770. * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
  2771. * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
  2772. * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
  2773. * `minetest.compress(data, method, ...)`: returns `compressed_data`
  2774. * Compress a string of data.
  2775. * `method` is a string identifying the compression method to be used.
  2776. * Supported compression methods:
  2777. * Deflate (zlib): `"deflate"`
  2778. * `...` indicates method-specific arguments. Currently defined arguments are:
  2779. * Deflate: `level` - Compression level, `0`-`9` or `nil`.
  2780. * `minetest.decompress(compressed_data, method, ...)`: returns data
  2781. * Decompress a string of data (using ZLib).
  2782. * See documentation on `minetest.compress()` for supported compression methods.
  2783. * currently supported.
  2784. * `...` indicates method-specific arguments. Currently, no methods use this.
  2785. * `minetest.rgba(red, green, blue[, alpha])`: returns a string
  2786. * Each argument is a 8 Bit unsigned integer
  2787. * Returns the ColorString from rgb or rgba values
  2788. * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
  2789. * `minetest.encode_base64(string)`: returns string encoded in base64
  2790. * Encodes a string in base64.
  2791. * `minetest.decode_base64(string)`: returns string
  2792. * Decodes a string encoded in base64.
  2793. * `minetest.is_protected(pos, name)`: returns boolean
  2794. * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
  2795. actions, definable by mods, due to some mod-defined ownership-like concept.
  2796. Returns false or nil, if the player is allowed to do such actions.
  2797. * `name` will be "" for non-players or unknown players.
  2798. * This function should be overridden by protection mods and should be used to
  2799. check if a player can interact at a position.
  2800. * This function should call the old version of itself if the position is not
  2801. protected by the mod.
  2802. * Example:
  2803. local old_is_protected = minetest.is_protected
  2804. function minetest.is_protected(pos, name)
  2805. if mymod:position_protected_from(pos, name) then
  2806. return true
  2807. end
  2808. return old_is_protected(pos, name)
  2809. end
  2810. * `minetest.record_protection_violation(pos, name)`
  2811. * This function calls functions registered with
  2812. `minetest.register_on_protection_violation`.
  2813. * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
  2814. * Attempt to predict the desired orientation of the facedir-capable node
  2815. defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
  2816. hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
  2817. field is false or omitted (else, the itemstack is not changed). `orient_flags`
  2818. is an optional table containing extra tweaks to the placement code:
  2819. * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
  2820. orientation on the wall.
  2821. * `force_wall` : if `true`, always place the node in wall orientation.
  2822. * `force_ceiling`: if `true`, always place on the ceiling.
  2823. * `force_floor`: if `true`, always place the node on the floor.
  2824. * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
  2825. the floor or ceiling
  2826. * The first four options are mutually-exclusive; the last in the list takes
  2827. precedence over the first.
  2828. * `minetest.rotate_node(itemstack, placer, pointed_thing)`
  2829. * calls `rotate_and_place()` with infinitestacks set according to the state of
  2830. the creative mode setting, and checks for "sneak" to set the `invert_wall`
  2831. parameter.
  2832. * `minetest.forceload_block(pos[, transient])`
  2833. * forceloads the position `pos`.
  2834. * returns `true` if area could be forceloaded
  2835. * If `transient` is `false` or absent, the forceload will be persistent
  2836. (saved between server runs). If `true`, the forceload will be transient
  2837. (not saved between server runs).
  2838. * `minetest.forceload_free_block(pos[, transient])`
  2839. * stops forceloading the position `pos`
  2840. * If `transient` is `false` or absent, frees a persistent forceload.
  2841. If `true`, frees a transient forceload.
  2842. * `minetest.request_insecure_environment()`: returns an environment containing
  2843. insecure functions if the calling mod has been listed as trusted in the
  2844. `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
  2845. * Only works at init time and must be called from the mod's main scope (not from a function).
  2846. * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
  2847. A LOCAL VARIABLE!**
  2848. * `minetest.global_exists(name)`
  2849. * Checks if a global variable has been set, without triggering a warning.
  2850. ### Global objects
  2851. * `minetest.env`: `EnvRef` of the server environment and world.
  2852. * Any function in the minetest namespace can be called using the syntax
  2853. `minetest.env:somefunction(somearguments)`
  2854. instead of `minetest.somefunction(somearguments)`
  2855. * Deprecated, but support is not to be dropped soon
  2856. ### Global tables
  2857. * `minetest.registered_items`
  2858. * Map of registered items, indexed by name
  2859. * `minetest.registered_nodes`
  2860. * Map of registered node definitions, indexed by name
  2861. * `minetest.registered_craftitems`
  2862. * Map of registered craft item definitions, indexed by name
  2863. * `minetest.registered_tools`
  2864. * Map of registered tool definitions, indexed by name
  2865. * `minetest.registered_entities`
  2866. * Map of registered entity prototypes, indexed by name
  2867. * `minetest.object_refs`
  2868. * Map of object references, indexed by active object id
  2869. * `minetest.luaentities`
  2870. * Map of Lua entities, indexed by active object id
  2871. * `minetest.registered_chatcommands`
  2872. * Map of registered chat command definitions, indexed by name
  2873. * `minetest.registered_ores`
  2874. * List of registered ore definitions.
  2875. * `minetest.registered_biomes`
  2876. * List of registered biome definitions.
  2877. * `minetest.registered_decorations`
  2878. * List of registered decoration definitions.
  2879. Class reference
  2880. ---------------
  2881. ### ModChannel
  2882. An interface to use mod channels on client and server
  2883. #### Methods
  2884. * `leave()`: leave the mod channel.
  2885. * Server leaves channel `channel_name`.
  2886. * No more incoming or outgoing messages can be sent to this channel from server mods.
  2887. * This invalidate all future object usage
  2888. * Ensure your set mod_channel to nil after that to free Lua resources
  2889. * `is_writeable()`: returns true if channel is writeable and mod can send over it.
  2890. * `send_all(message)`: Send `message` though the mod channel.
  2891. * If mod channel is not writeable or invalid, message will be dropped.
  2892. * Message size is limited to 65535 characters by protocol.
  2893. ### `MetaDataRef`
  2894. See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
  2895. #### Methods
  2896. * `set_string(name, value)`
  2897. * `get_string(name)`
  2898. * `set_int(name, value)`
  2899. * `get_int(name)`
  2900. * `set_float(name, value)`
  2901. * `get_float(name)`
  2902. * `to_table()`: returns `nil` or a table with keys:
  2903. * `fields`: key-value storage
  2904. * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
  2905. * `from_table(nil or {})`
  2906. * Any non-table value will clear the metadata
  2907. * See "Node Metadata" for an example
  2908. * returns `true` on success
  2909. * `equals(other)`
  2910. * returns `true` if this metadata has the same key-value pairs as `other`
  2911. ### `NodeMetaRef`
  2912. Node metadata: reference extra data and functionality stored in a node.
  2913. Can be obtained via `minetest.get_meta(pos)`.
  2914. #### Methods
  2915. * All methods in MetaDataRef
  2916. * `get_inventory()`: returns `InvRef`
  2917. * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
  2918. This will prevent them from being sent to the client. Note that the "private"
  2919. status will only be remembered if an associated key-value pair exists, meaning
  2920. it's best to call this when initializing all other meta (e.g. `on_construct`).
  2921. ### `ItemStackMetaRef`
  2922. ItemStack metadata: reference extra data and functionality stored in a stack.
  2923. Can be obtained via `item:get_meta()`.
  2924. #### Methods
  2925. * All methods in MetaDataRef
  2926. * `set_tool_capabilities([tool_capabilities])`
  2927. * overrides the item's tool capabilities
  2928. * a nil value will clear the override data and restore the original behavior
  2929. ### `StorageRef`
  2930. Mod metadata: per mod metadata, saved automatically.
  2931. Can be obtained via `minetest.get_mod_storage()` during load time.
  2932. #### Methods
  2933. * All methods in MetaDataRef
  2934. ### `NodeTimerRef`
  2935. Node Timers: a high resolution persistent per-node timer.
  2936. Can be gotten via `minetest.get_node_timer(pos)`.
  2937. #### Methods
  2938. * `set(timeout,elapsed)`
  2939. * set a timer's state
  2940. * `timeout` is in seconds, and supports fractional values (0.1 etc)
  2941. * `elapsed` is in seconds, and supports fractional values (0.1 etc)
  2942. * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
  2943. * `start(timeout)`
  2944. * start a timer
  2945. * equivalent to `set(timeout,0)`
  2946. * `stop()`
  2947. * stops the timer
  2948. * `get_timeout()`: returns current timeout in seconds
  2949. * if `timeout` equals `0`, timer is inactive
  2950. * `get_elapsed()`: returns current elapsed time in seconds
  2951. * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
  2952. * `is_started()`: returns boolean state of timer
  2953. * returns `true` if timer is started, otherwise `false`
  2954. ### `ObjectRef`
  2955. Moving things in the game are generally these.
  2956. This is basically a reference to a C++ `ServerActiveObject`
  2957. #### Methods
  2958. * `remove()`: remove object (after returning from Lua)
  2959. * Note: Doesn't work on players, use `minetest.kick_player` instead
  2960. * `get_pos()`: returns `{x=num, y=num, z=num}`
  2961. * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
  2962. * `move_to(pos, continuous=false)`: interpolated move
  2963. * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
  2964. * `puncher` = another `ObjectRef`,
  2965. * `time_from_last_punch` = time since last punch action of the puncher
  2966. * `direction`: can be `nil`
  2967. * `right_click(clicker)`; `clicker` is another `ObjectRef`
  2968. * `get_hp()`: returns number of hitpoints (2 * number of hearts)
  2969. * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
  2970. * `get_inventory()`: returns an `InvRef`
  2971. * `get_wield_list()`: returns the name of the inventory list the wielded item is in
  2972. * `get_wield_index()`: returns the index of the wielded item
  2973. * `get_wielded_item()`: returns an `ItemStack`
  2974. * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
  2975. * `set_armor_groups({group1=rating, group2=rating, ...})`
  2976. * `get_armor_groups()`: returns a table with the armor group ratings
  2977. * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
  2978. * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
  2979. * `frame_speed`: number, default: `15.0`
  2980. * `frame_blend`: number, default: `0.0`
  2981. * `frame_loop`: boolean, default: `true`
  2982. * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
  2983. * `set_animation_frame_speed(frame_speed)`
  2984. * `frame_speed`: number, default: `15.0`
  2985. * `set_attach(parent, bone, position, rotation)`
  2986. * `bone`: string
  2987. * `position`: `{x=num, y=num, z=num}` (relative)
  2988. * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
  2989. * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
  2990. * `set_detach()`
  2991. * `set_bone_position(bone, position, rotation)`
  2992. * `bone`: string
  2993. * `position`: `{x=num, y=num, z=num}` (relative)
  2994. * `rotation`: `{x=num, y=num, z=num}`
  2995. * `get_bone_position(bone)`: returns position and rotation of the bone
  2996. * `set_properties(object property table)`
  2997. * `get_properties()`: returns object property table
  2998. * `is_player()`: returns true for players, false otherwise
  2999. * `get_nametag_attributes()`
  3000. * returns a table with the attributes of the nametag of an object
  3001. * {
  3002. color = {a=0..255, r=0..255, g=0..255, b=0..255},
  3003. text = "",
  3004. }
  3005. * `set_nametag_attributes(attributes)`
  3006. * sets the attributes of the nametag of an object
  3007. * `attributes`:
  3008. {
  3009. color = ColorSpec,
  3010. text = "My Nametag",
  3011. }
  3012. ##### LuaEntitySAO-only (no-op for other objects)
  3013. * `set_velocity(vel)`
  3014. * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
  3015. * `get_velocity()`: returns the velocity, a vector
  3016. * `set_acceleration(acc)`
  3017. * `acc` is a vector
  3018. * `get_acceleration()`: returns the acceleration, a vector
  3019. * `set_yaw(radians)`
  3020. * `get_yaw()`: returns number in radians
  3021. * `set_texture_mod(mod)`
  3022. * `get_texture_mod()` returns current texture modifier
  3023. * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
  3024. * Select sprite from spritesheet with optional animation and Dungeon Master
  3025. style texture selection based on yaw relative to camera
  3026. * `p`: {x=number, y=number}, the coordinate of the first frame
  3027. (x: column, y: row), default: `{x=0, y=0}`
  3028. * `num_frames`: number, default: `1`
  3029. * `framelength`: number, default: `0.2`
  3030. * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
  3031. Master mob, default: `false`
  3032. * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
  3033. * `get_luaentity()`
  3034. ##### Player-only (no-op for other objects)
  3035. * `get_player_name()`: returns `""` if is not a player
  3036. * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
  3037. table {x, y, z} representing the player's instantaneous velocity in nodes/s
  3038. * `get_look_dir()`: get camera direction as a unit vector
  3039. * `get_look_vertical()`: pitch in radians
  3040. * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
  3041. * `get_look_horizontal()`: yaw in radians
  3042. * Angle is counter-clockwise from the +z direction.
  3043. * `set_look_vertical(radians)`: sets look pitch
  3044. * radians - Angle from looking forward, where positive is downwards.
  3045. * `set_look_horizontal(radians)`: sets look yaw
  3046. * radians - Angle from the +z direction, where positive is counter-clockwise.
  3047. * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
  3048. * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
  3049. * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
  3050. * Angle is counter-clockwise from the +x direction.
  3051. * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
  3052. * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
  3053. * `get_breath()`: returns players breath
  3054. * `set_breath(value)`: sets players breath
  3055. * values:
  3056. * `0`: player is drowning
  3057. * max: bubbles bar is not shown
  3058. * See Object Properties for more information
  3059. * `set_attribute(attribute, value)`:
  3060. * Sets an extra attribute with value on player.
  3061. * `value` must be a string, or a number which will be converted to a string.
  3062. * If `value` is `nil`, remove attribute from player.
  3063. * `get_attribute(attribute)`:
  3064. * Returns value (a string) for extra attribute.
  3065. * Returns `nil` if no attribute found.
  3066. * `set_inventory_formspec(formspec)`
  3067. * Redefine player's inventory form
  3068. * Should usually be called in `on_joinplayer`
  3069. * `get_inventory_formspec()`: returns a formspec string
  3070. * `get_player_control()`: returns table with player pressed keys
  3071. * The table consists of fields with boolean value representing the pressed
  3072. keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
  3073. * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
  3074. sneak=true, aux1=false, down=false, up=false}`
  3075. * `get_player_control_bits()`: returns integer with bit packed player pressed keys
  3076. * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
  3077. 7/LMB, 8/RMB
  3078. * `set_physics_override(override_table)`
  3079. * `override_table` is a table with the following fields:
  3080. * `speed`: multiplier to default walking speed value (default: `1`)
  3081. * `jump`: multiplier to default jump value (default: `1`)
  3082. * `gravity`: multiplier to default gravity value (default: `1`)
  3083. * `sneak`: whether player can sneak (default: `true`)
  3084. * `sneak_glitch`: whether player can use the new move code replications
  3085. of the old sneak side-effects: sneak ladders and 2 node sneak jump
  3086. (default: `false`)
  3087. * `new_move`: use new move/sneak code. When `false` the exact old code
  3088. is used for the specific old sneak behaviour (default: `true`)
  3089. * `get_physics_override()`: returns the table given to `set_physics_override`
  3090. * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
  3091. number on success
  3092. * `hud_remove(id)`: remove the HUD element of the specified id
  3093. * `hud_change(id, stat, value)`: change a value of a previously added HUD element
  3094. * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
  3095. * `hud_get(id)`: gets the HUD element definition structure of the specified ID
  3096. * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
  3097. * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
  3098. `minimap`, `minimap_radar`
  3099. * pass a table containing a `true`/`false` value of each flag to be set or unset
  3100. * if a flag equals `nil`, the flag is not modified
  3101. * note that setting `minimap` modifies the client's permission to view the minimap -
  3102. * the client may locally elect to not view the minimap
  3103. * minimap `radar` is only usable when `minimap` is true
  3104. * `hud_get_flags()`: returns a table containing status of hud flags
  3105. * returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
  3106. breathbar=true, minimap=true, minimap_radar=true}`
  3107. * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
  3108. * `count`: number of items, must be between `1` and `23`
  3109. * `hud_get_hotbar_itemcount`: returns number of visible items
  3110. * `hud_set_hotbar_image(texturename)`
  3111. * sets background image for hotbar
  3112. * `hud_get_hotbar_image`: returns texturename
  3113. * `hud_set_hotbar_selected_image(texturename)`
  3114. * sets image for selected item of hotbar
  3115. * `hud_get_hotbar_selected_image`: returns texturename
  3116. * `set_sky(bgcolor, type, {texture names}, clouds)`
  3117. * `bgcolor`: ColorSpec, defaults to white
  3118. * `type`: Available types:
  3119. * `"regular"`: Uses 0 textures, `bgcolor` ignored
  3120. * `"skybox"`: Uses 6 textures, `bgcolor` used
  3121. * `"plain"`: Uses 0 textures, `bgcolor` used
  3122. * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
  3123. `"plain"` custom skyboxes (default: `true`)
  3124. * `get_sky()`: returns bgcolor, type, table of textures, clouds
  3125. * `set_clouds(parameters)`: set cloud parameters
  3126. * `parameters` is a table with the following optional fields:
  3127. * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
  3128. * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`)
  3129. * `ambient`: cloud color lower bound, use for a "glow at night" effect.
  3130. ColorSpec (alpha ignored, default `#000000`)
  3131. * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
  3132. * `thickness`: cloud thickness in nodes (default `16`)
  3133. * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`)
  3134. * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
  3135. * `override_day_night_ratio(ratio or nil)`
  3136. * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
  3137. * `nil`: Disables override, defaulting to sunlight based on day-night cycle
  3138. * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
  3139. * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
  3140. set animation for player model in third person view
  3141. set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
  3142. {x=168, y=187}, -- < walk animation key frames
  3143. {x=189, y=198}, -- < dig animation key frames
  3144. {x=200, y=219}, -- < walk+dig animation key frames
  3145. frame_speed=30): -- < animation frame speed
  3146. * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
  3147. * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
  3148. * in first person view
  3149. * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
  3150. * `get_eye_offset()`: returns `offset_first` and `offset_third`
  3151. ### `InvRef`
  3152. An `InvRef` is a reference to an inventory.
  3153. #### Methods
  3154. * `is_empty(listname)`: return `true` if list is empty
  3155. * `get_size(listname)`: get size of a list
  3156. * `set_size(listname, size)`: set size of a list
  3157. * returns `false` on error (e.g. invalid `listname` or `size`)
  3158. * `get_width(listname)`: get width of a list
  3159. * `set_width(listname, width)`: set width of list; currently used for crafting
  3160. * `get_stack(listname, i)`: get a copy of stack index `i` in list
  3161. * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
  3162. * `get_list(listname)`: return full list
  3163. * `set_list(listname, list)`: set full list (size will not change)
  3164. * `get_lists()`: returns list of inventory lists
  3165. * `set_lists(lists)`: sets inventory lists (size will not change)
  3166. * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
  3167. * `room_for_item(listname, stack):` returns `true` if the stack of items
  3168. can be fully added to the list
  3169. * `contains_item(listname, stack, [match_meta])`: returns `true` if
  3170. the stack of items can be fully taken from the list.
  3171. If `match_meta` is false, only the items' names are compared (default: `false`).
  3172. * `remove_item(listname, stack)`: take as many items as specified from the list,
  3173. returns the items that were actually removed (as an `ItemStack`) -- note that
  3174. any item metadata is ignored, so attempting to remove a specific unique
  3175. item this way will likely remove the wrong one -- to do that use `set_stack`
  3176. with an empty `ItemStack`
  3177. * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
  3178. * returns `{type="undefined"}` in case location is not known
  3179. ### `AreaStore`
  3180. A fast access data structure to store areas, and find areas near a given position or area.
  3181. Every area has a `data` string attribute to store additional information.
  3182. You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
  3183. If you chose the parameter-less constructor, a fast implementation will be automatically
  3184. chosen for you.
  3185. #### Methods
  3186. * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
  3187. (optional) Boolean values `include_borders` and `include_data` control what's copied.
  3188. Returns nil if specified area id does not exist.
  3189. * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
  3190. the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
  3191. what's copied.
  3192. * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
  3193. returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
  3194. If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
  3195. (optional) Boolean values `include_borders` and `include_data` control what's copied.
  3196. * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
  3197. or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
  3198. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
  3199. it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
  3200. or insertions are likely to fail due to conflicts.
  3201. * `reserve(count)`: reserves resources for at most `count` many contained areas.
  3202. Only needed for efficiency, and only some implementations profit.
  3203. * `remove_area(id)`: removes the area with the given id from the store, returns success.
  3204. * `set_cache_params(params)`: sets params for the included prefiltering cache.
  3205. Calling invalidates the cache, so that its elements have to be newly generated.
  3206. * `params`:
  3207. {
  3208. enabled = boolean, -- whether to enable, default true
  3209. block_radius = number, -- the radius (in nodes) of the areas the cache generates
  3210. prefiltered lists for, minimum 16, default 64
  3211. limit = number, -- the cache's size, minimum 20, default 1000
  3212. }
  3213. * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
  3214. * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
  3215. * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
  3216. Returns success and, optionally, an error message.
  3217. * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
  3218. ### `ItemStack`
  3219. An `ItemStack` is a stack of items.
  3220. It can be created via `ItemStack(x)`, where x is an `ItemStack`,
  3221. an itemstring, a table or `nil`.
  3222. #### Methods
  3223. * `is_empty()`: returns `true` if stack is empty.
  3224. * `get_name()`: returns item name (e.g. `"default:stone"`).
  3225. * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
  3226. * `get_count()`: Returns number of items on the stack.
  3227. * `set_count(count)`: returns a boolean indicating whether the item was cleared
  3228. * `count`: number, unsigned 16 bit integer
  3229. * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
  3230. * `set_wear(wear)`: returns boolean indicating whether item was cleared
  3231. * `wear`: number, unsigned 16 bit integer
  3232. * `get_meta()`: returns ItemStackMetaRef. See section for more details
  3233. * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
  3234. * `set_metadata(metadata)`: (DEPRECATED) Returns true.
  3235. * `clear()`: removes all items from the stack, making it empty.
  3236. * `replace(item)`: replace the contents of this stack.
  3237. * `item` can also be an itemstring or table.
  3238. * `to_string()`: returns the stack in itemstring form.
  3239. * `to_table()`: returns the stack in Lua table form.
  3240. * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
  3241. * `get_free_space()`: returns `get_stack_max() - get_count()`.
  3242. * `is_known()`: returns `true` if the item name refers to a defined item type.
  3243. * `get_definition()`: returns the item definition table.
  3244. * `get_tool_capabilities()`: returns the digging properties of the item,
  3245. or those of the hand if none are defined for this item type
  3246. * `add_wear(amount)`
  3247. * Increases wear by `amount` if the item is a tool
  3248. * `amount`: number, integer
  3249. * `add_item(item)`: returns leftover `ItemStack`
  3250. * Put some item or stack onto this stack
  3251. * `item_fits(item)`: returns `true` if item or stack can be fully added to
  3252. this one.
  3253. * `take_item(n)`: returns taken `ItemStack`
  3254. * Take (and remove) up to `n` items from this stack
  3255. * `n`: number, default: `1`
  3256. * `peek_item(n)`: returns taken `ItemStack`
  3257. * Copy (don't remove) up to `n` items from this stack
  3258. * `n`: number, default: `1`
  3259. ### `PseudoRandom`
  3260. A 16-bit pseudorandom number generator.
  3261. Uses a well-known LCG algorithm introduced by K&R.
  3262. It can be created via `PseudoRandom(seed)`.
  3263. #### Methods
  3264. * `next()`: return next integer random number [`0`...`32767`]
  3265. * `next(min, max)`: return next integer random number [`min`...`max`]
  3266. * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
  3267. due to the simple implementation making bad distribution otherwise.
  3268. ### `PcgRandom`
  3269. A 32-bit pseudorandom number generator.
  3270. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
  3271. It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
  3272. #### Methods
  3273. * `next()`: return next integer random number [`-2147483648`...`2147483647`]
  3274. * `next(min, max)`: return next integer random number [`min`...`max`]
  3275. * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
  3276. * This is only a rough approximation of a normal distribution with:
  3277. * `mean = (max - min) / 2`, and
  3278. * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
  3279. * Increasing `num_trials` improves accuracy of the approximation
  3280. ### `SecureRandom`
  3281. Interface for the operating system's crypto-secure PRNG.
  3282. It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
  3283. be found on the system.
  3284. #### Methods
  3285. * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
  3286. ### `PerlinNoise`
  3287. A perlin noise generator.
  3288. It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
  3289. or `PerlinNoise(noiseparams)`.
  3290. Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
  3291. or `minetest.get_perlin(noiseparams)`.
  3292. #### Methods
  3293. * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
  3294. * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
  3295. ### `PerlinNoiseMap`
  3296. A fast, bulk perlin noise generator.
  3297. It can be created via `PerlinNoiseMap(noiseparams, size)` or
  3298. `minetest.get_perlin_map(noiseparams, size)`.
  3299. Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
  3300. for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
  3301. `nil` is returned).
  3302. For each of the functions with an optional `buffer` parameter: If `buffer` is not
  3303. nil, this table will be used to store the result instead of creating a new table.
  3304. #### Methods
  3305. * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
  3306. with values starting at `pos={x=,y=}`
  3307. * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
  3308. of 3D noise with values starting at `pos={x=,y=,z=}`
  3309. * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
  3310. with values starting at `pos={x=,y=}`
  3311. * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
  3312. * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
  3313. * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
  3314. * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
  3315. most recently computed noise results. The result slice begins at coordinates `slice_offset` and
  3316. takes a chunk of `slice_size`.
  3317. E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
  3318. `noisevals = noise:get_map_slice({y=20}, {y=2})`
  3319. It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
  3320. the starting position of the most recently calculated noise.
  3321. To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
  3322. `noise:calc_3d_map({x=1000, y=1000, z=1000})`
  3323. `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
  3324. ### `VoxelManip`
  3325. #### About VoxelManip
  3326. VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
  3327. this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
  3328. map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
  3329. to with other methods of setting nodes. For example, nodes will not have their construction and
  3330. destruction callbacks run, and no rollback information is logged.
  3331. It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
  3332. If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
  3333. of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
  3334. In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
  3335. VoxelManip is most effective when setting very large areas of map at once - for example, if only
  3336. setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
  3337. using both methods of map manipulation to determine which is most appropriate for your usage.
  3338. #### Using VoxelManip
  3339. A VoxelManip object can be created any time using either:
  3340. `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
  3341. If the optional position parameters are present for either of these routines, the specified region
  3342. will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
  3343. manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
  3344. Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
  3345. positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
  3346. the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
  3347. coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
  3348. Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
  3349. using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
  3350. MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
  3351. Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
  3352. `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
  3353. `VoxelManip:get_light_data()` for node light levels, and
  3354. `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
  3355. See section 'Flat array format' for more details.
  3356. It is very important to understand that the tables returned by any of the above three functions
  3357. represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
  3358. data will *not* magically update itself if another function modifies the internal VoxelManip state.
  3359. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
  3360. otherwise explicitly stated.
  3361. Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
  3362. `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
  3363. `VoxelManip:set_light_data()` for node light levels, and
  3364. `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
  3365. The parameter to each of the above three functions can use any table at all in the same flat array
  3366. format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
  3367. Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
  3368. to the map by calling `VoxelManip:write_to_map()`.
  3369. ##### Flat array format
  3370. Let
  3371. `Nx = p2.X - p1.X + 1`,
  3372. `Ny = p2.Y - p1.Y + 1`, and
  3373. `Nz = p2.Z - p1.Z + 1`.
  3374. Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
  3375. the expression `Nx * Ny * Nz`.
  3376. Positions offset from p1 are present in the array with the format of:
  3377. ```
  3378. [
  3379. (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
  3380. (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
  3381. ...
  3382. (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
  3383. (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
  3384. ...
  3385. (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
  3386. ...
  3387. (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
  3388. ]
  3389. ```
  3390. and the array index for a position p contained completely in p1..p2 is:
  3391. `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
  3392. Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
  3393. VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
  3394. for a single point in a flat VoxelManip array.
  3395. ##### Content IDs
  3396. A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
  3397. in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
  3398. `minetest.get_content_id()` to look up the Content ID for the specified node name, and
  3399. `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
  3400. After registration of a node, its Content ID will remain the same throughout execution of the mod.
  3401. Note that the node being queried needs to have already been been registered.
  3402. The following builtin node types have their Content IDs defined as constants:
  3403. * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
  3404. * `minetest.CONTENT_AIR`: ID for "air" nodes
  3405. * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
  3406. ##### Mapgen VoxelManip objects
  3407. Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
  3408. core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
  3409. but with a few differences:
  3410. * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
  3411. * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
  3412. to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
  3413. * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
  3414. non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
  3415. each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
  3416. consistency with the current map state. For this reason, calling any of the following functions:
  3417. `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
  3418. will also update the Mapgen VoxelManip object's internal state active on the current thread.
  3419. * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
  3420. information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
  3421. ##### Other API functions operating on a VoxelManip
  3422. If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
  3423. for these liquid nodes to begin flowing. It is recommended to call this function only after having
  3424. written all buffered data back to the VoxelManip object, save for special situations where the modder
  3425. desires to only have certain liquid nodes begin flowing.
  3426. The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
  3427. registered decorations and ores throughout the full area inside of the specified VoxelManip object.
  3428. `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
  3429. except instead of placing the specified schematic directly on the map at the specified position, it
  3430. will place the schematic inside of the VoxelManip.
  3431. ##### Notes
  3432. * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
  3433. array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
  3434. `VoxelManip:get_node_at()`.
  3435. * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
  3436. filled with "ignore" nodes.
  3437. * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
  3438. object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
  3439. updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
  3440. object in the same callback it had been created.
  3441. * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
  3442. a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
  3443. buffer the function can use to write map data to instead of returning a new table each call. This
  3444. greatly enhances performance by avoiding unnecessary memory allocations.
  3445. #### Methods
  3446. * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
  3447. the region formed by `p1` and `p2`.
  3448. * returns actual emerged `pmin`, actual emerged `pmax`
  3449. * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
  3450. * **important**: data must be set using `VoxelManip:set_data()` before calling this
  3451. * if `light` is true, then lighting is automatically recalculated.
  3452. The default value is true.
  3453. If `light` is false, no light calculations happen, and you should correct
  3454. all modified blocks with `minetest.fix_light()` as soon as possible.
  3455. Keep in mind that modifying the map where light is incorrect can cause
  3456. more lighting bugs.
  3457. * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
  3458. the `VoxelManip` at that position
  3459. * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
  3460. * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
  3461. * returns raw node data in the form of an array of node content IDs
  3462. * if the param `buffer` is present, this table will be used to store the result instead
  3463. * `set_data(data)`: Sets the data contents of the `VoxelManip` object
  3464. * `update_map()`: Does nothing, kept for compatibility.
  3465. * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
  3466. * `light` is a table, `{day=<0...15>, night=<0...15>}`
  3467. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
  3468. * (`p1`, `p2`) is the area in which lighting is set;
  3469. defaults to the whole area if left out
  3470. * `get_light_data()`: Gets the light data read into the `VoxelManip` object
  3471. * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
  3472. * Each value is the bitwise combination of day and night light values (`0` to `15` each)
  3473. * `light = day + (night * 16)`
  3474. * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
  3475. in the `VoxelManip`
  3476. * expects lighting data in the same format that `get_light_data()` returns
  3477. * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
  3478. * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
  3479. * If the param `buffer` is present, this table will be used to store the result instead
  3480. * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
  3481. * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
  3482. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
  3483. * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
  3484. if left out or nil
  3485. * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
  3486. mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
  3487. * `update_liquids()`: Update liquid flow
  3488. * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
  3489. had been modified since the last read from map, due to a call to
  3490. `minetest.set_data()` on the loaded area elsewhere
  3491. * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
  3492. ### `VoxelArea`
  3493. A helper class for voxel areas.
  3494. It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
  3495. The coordinates are *inclusive*, like most other things in Minetest.
  3496. #### Methods
  3497. * `getExtent()`: returns a 3D vector containing the size of the area formed by
  3498. `MinEdge` and `MaxEdge`
  3499. * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
  3500. * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
  3501. * useful for things like `VoxelManip`, raw Schematic specifiers,
  3502. `PerlinNoiseMap:get2d`/`3dMap`, and so on
  3503. * `indexp(p)`: same as above, except takes a vector
  3504. * `position(i)`: returns the absolute position vector corresponding to index `i`
  3505. * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
  3506. * `containsp(p)`: same as above, except takes a vector
  3507. * `containsi(i)`: same as above, except takes an index `i`
  3508. * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
  3509. * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
  3510. * `iterp(minp, maxp)`: same as above, except takes a vector
  3511. ### `Settings`
  3512. An interface to read config files in the format of `minetest.conf`.
  3513. It can be created via `Settings(filename)`.
  3514. #### Methods
  3515. * `get(key)`: returns a value
  3516. * `get_bool(key, [default])`: returns a boolean
  3517. * `default` is the value returned if `key` is not found.
  3518. * Returns `nil` if `key` is not found and `default` not specified.
  3519. * `get_np_group(key)`: returns a NoiseParams table
  3520. * `set(key, value)`
  3521. * Setting names can't contain whitespace or any of `="{}#`.
  3522. * Setting values can't contain the sequence `\n"""`.
  3523. * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
  3524. * `set_bool(key, value)`
  3525. * See documentation for set() above.
  3526. * `set_np_group(key, value)`
  3527. * `value` is a NoiseParams table.
  3528. * Also, see documentation for set() above.
  3529. * `remove(key)`: returns a boolean (`true` for success)
  3530. * `get_names()`: returns `{key1,...}`
  3531. * `write()`: returns a boolean (`true` for success)
  3532. * Writes changes to file.
  3533. * `to_table()`: returns `{[key1]=value1,...}`
  3534. ### `Raycast`
  3535. A raycast on the map. It works with selection boxes.
  3536. Can be used as an iterator in a for loop.
  3537. The map is loaded as the ray advances. If the
  3538. map is modified after the `Raycast` is created,
  3539. the changes may or may not have an effect on
  3540. the object.
  3541. It can be created via `Raycast(pos1, pos2, objects, liquids)` or
  3542. `minetest.raycast(pos1, pos2, objects, liquids)` where:
  3543. * `pos1`: start of the ray
  3544. * `pos2`: end of the ray
  3545. * `objects` : if false, only nodes will be returned. Default is true.
  3546. * `liquids' : if false, liquid nodes won't be returned. Default is false.
  3547. #### Methods
  3548. * `next()`: returns a `pointed_thing`
  3549. * Returns the next thing pointed by the ray or nil.
  3550. Mapgen objects
  3551. --------------
  3552. A mapgen object is a construct used in map generation. Mapgen objects can be used
  3553. by an `on_generate` callback to speed up operations by avoiding unnecessary
  3554. recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
  3555. function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
  3556. was called outside of an `on_generate()` callback, `nil` is returned.
  3557. The following Mapgen objects are currently available:
  3558. ### `voxelmanip`
  3559. This returns three values; the `VoxelManip` object to be used, minimum and maximum
  3560. emerged position, in that order. All mapgens support this object.
  3561. ### `heightmap`
  3562. Returns an array containing the y coordinates of the ground levels of nodes in
  3563. the most recently generated chunk by the current mapgen.
  3564. ### `biomemap`
  3565. Returns an array containing the biome IDs of nodes in the most recently
  3566. generated chunk by the current mapgen.
  3567. ### `heatmap`
  3568. Returns an array containing the temperature values of nodes in the most
  3569. recently generated chunk by the current mapgen.
  3570. ### `humiditymap`
  3571. Returns an array containing the humidity values of nodes in the most recently
  3572. generated chunk by the current mapgen.
  3573. ### `gennotify`
  3574. Returns a table mapping requested generation notification types to arrays of
  3575. positions at which the corresponding generated structures are located at within
  3576. the current chunk. To set the capture of positions of interest to be recorded
  3577. on generate, use `minetest.set_gen_notify()`.
  3578. Possible fields of the table returned are:
  3579. * `dungeon`
  3580. * `temple`
  3581. * `cave_begin`
  3582. * `cave_end`
  3583. * `large_cave_begin`
  3584. * `large_cave_end`
  3585. * `decoration`
  3586. Decorations have a key in the format of `"decoration#id"`, where `id` is the
  3587. numeric unique decoration ID.
  3588. Registered entities
  3589. -------------------
  3590. * Functions receive a "luaentity" as `self`:
  3591. * It has the member `.name`, which is the registered name `("mod:thing")`
  3592. * It has the member `.object`, which is an `ObjectRef` pointing to the object
  3593. * The original prototype stuff is visible directly via a metatable
  3594. * Callbacks:
  3595. * `on_activate(self, staticdata, dtime_s)`
  3596. * Called when the object is instantiated.
  3597. * `dtime_s` is the time passed since the object was unloaded, which can
  3598. be used for updating the entity state.
  3599. * `on_step(self, dtime)`
  3600. * Called on every server tick, after movement and collision processing.
  3601. `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
  3602. `in minetest.conf`.
  3603. * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
  3604. * Called when somebody punches the object.
  3605. * Note that you probably want to handle most punches using the
  3606. automatic armor group system.
  3607. * `puncher`: an `ObjectRef` (can be `nil`)
  3608. * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
  3609. * `tool_capabilities`: capability table of used tool (can be `nil`)
  3610. * `dir`: unit vector of direction of punch. Always defined. Points from
  3611. the puncher to the punched.
  3612. * `on_death(self, killer)`
  3613. * Called when the object dies.
  3614. * `killer`: an `ObjectRef` (can be `nil`)
  3615. * `on_rightclick(self, clicker)`
  3616. * `get_staticdata(self)`
  3617. * Should return a string that will be passed to `on_activate` when
  3618. the object is instantiated the next time.
  3619. L-system trees
  3620. --------------
  3621. **Warning**
  3622. L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
  3623. Often these bugs appear as subtle shadows in water.
  3624. ### Tree definition
  3625. treedef={
  3626. axiom, --string initial tree axiom
  3627. rules_a, --string rules set A
  3628. rules_b, --string rules set B
  3629. rules_c, --string rules set C
  3630. rules_d, --string rules set D
  3631. trunk, --string trunk node name
  3632. leaves, --string leaves node name
  3633. leaves2, --string secondary leaves node name
  3634. leaves2_chance,--num chance (0-100) to replace leaves with leaves2
  3635. angle, --num angle in deg
  3636. iterations, --num max # of iterations, usually 2 -5
  3637. random_level, --num factor to lower nr of iterations, usually 0 - 3
  3638. trunk_type, --string single/double/crossed) type of trunk: 1 node,
  3639. -- 2x2 nodes or 3x3 in cross shape
  3640. thin_branches, --boolean true -> use thin (1 node) branches
  3641. fruit, --string fruit node name
  3642. fruit_chance, --num chance (0-100) to replace leaves with fruit node
  3643. seed, --num random seed; if no seed is provided, the engine will create one
  3644. }
  3645. ### Key for Special L-System Symbols used in Axioms
  3646. * `G`: move forward one unit with the pen up
  3647. * `F`: move forward one unit with the pen down drawing trunks and branches
  3648. * `f`: move forward one unit with the pen down drawing leaves (100% chance)
  3649. * `T`: move forward one unit with the pen down drawing trunks only
  3650. * `R`: move forward one unit with the pen down placing fruit
  3651. * `A`: replace with rules set A
  3652. * `B`: replace with rules set B
  3653. * `C`: replace with rules set C
  3654. * `D`: replace with rules set D
  3655. * `a`: replace with rules set A, chance 90%
  3656. * `b`: replace with rules set B, chance 80%
  3657. * `c`: replace with rules set C, chance 70%
  3658. * `d`: replace with rules set D, chance 60%
  3659. * `+`: yaw the turtle right by `angle` parameter
  3660. * `-`: yaw the turtle left by `angle` parameter
  3661. * `&`: pitch the turtle down by `angle` parameter
  3662. * `^`: pitch the turtle up by `angle` parameter
  3663. * `/`: roll the turtle to the right by `angle` parameter
  3664. * `*`: roll the turtle to the left by `angle` parameter
  3665. * `[`: save in stack current state info
  3666. * `]`: recover from stack state info
  3667. ### Example
  3668. Spawn a small apple tree:
  3669. pos = {x=230,y=20,z=4}
  3670. apple_tree={
  3671. axiom="FFFFFAFFBF",
  3672. rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
  3673. rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
  3674. trunk="default:tree",
  3675. leaves="default:leaves",
  3676. angle=30,
  3677. iterations=2,
  3678. random_level=0,
  3679. trunk_type="single",
  3680. thin_branches=true,
  3681. fruit_chance=10,
  3682. fruit="default:apple"
  3683. }
  3684. minetest.spawn_tree(pos,apple_tree)
  3685. Definition tables
  3686. -----------------
  3687. ### Object Properties
  3688. {
  3689. hp_max = 1,
  3690. -- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
  3691. breath_max = 0,
  3692. -- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
  3693. zoom_fov = 0.0,
  3694. -- ^ For players only. Zoom FOV in degrees.
  3695. -- Note that zoom loads and/or generates world beyond the server's maximum
  3696. -- send and generate distances, so acts like a telescope.
  3697. -- Smaller zoomFOV values increase the distance loaded and/or generated.
  3698. -- Defaults to 15 in creative mode, 0 in survival mode.
  3699. -- zoom_fov = 0 disables zooming for the player.
  3700. eye_height = 1.625,
  3701. -- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
  3702. physical = true,
  3703. collide_with_objects = true, -- collide with other objects if physical = true
  3704. weight = 5,
  3705. collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
  3706. selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
  3707. -- ^ Default, uses collision box dimensions when not set
  3708. pointable = true, -- overrides selection box when false
  3709. visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
  3710. visual_size = {x = 1, y = 1},
  3711. mesh = "model",
  3712. textures = {}, -- number of required textures depends on visual
  3713. colors = {}, -- number of required colors depends on visual
  3714. spritediv = {x = 1, y = 1},
  3715. initial_sprite_basepos = {x = 0, y = 0},
  3716. is_visible = true,
  3717. makes_footstep_sound = false,
  3718. automatic_rotate = false,
  3719. stepheight = 0,
  3720. automatic_face_movement_dir = 0.0,
  3721. -- ^ Automatically set yaw to movement direction, offset in degrees,
  3722. -- 'false' to disable.
  3723. automatic_face_movement_max_rotation_per_sec = -1,
  3724. -- ^ Limit automatic rotation to this value in degrees per second,
  3725. -- value < 0 no limit.
  3726. backface_culling = true, -- false to disable backface_culling for model
  3727. glow = 0,
  3728. -- ^ Add this much extra lighting when calculating texture color.
  3729. -- Value < 0 disables light's effect on texture color.
  3730. -- For faking self-lighting, UI style entities, or programmatic coloring in mods.
  3731. nametag = "", -- by default empty, for players their name is shown if empty
  3732. nametag_color = <color>, -- sets color of nametag as ColorSpec
  3733. infotext = "", -- by default empty, text to be shown when pointed at object
  3734. static_save = true,
  3735. -- ^ If false, never save this object statically. It will simply be deleted when the
  3736. -- block gets unloaded.
  3737. -- The get_staticdata() callback is never called then.
  3738. -- Defaults to 'true'
  3739. }
  3740. ### Entity definition (`register_entity`)
  3741. {
  3742. -- Deprecated: Everything in object properties is read directly from here
  3743. initial_properties = --[[<initial object properties>]],
  3744. on_activate = function(self, staticdata, dtime_s),
  3745. on_step = function(self, dtime),
  3746. on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
  3747. on_rightclick = function(self, clicker),
  3748. get_staticdata = function(self),
  3749. -- ^ Called sometimes; the string returned is passed to on_activate when
  3750. -- the entity is re-activated from static state
  3751. -- Also you can define arbitrary member variables here (see item definition for
  3752. -- more info)
  3753. _custom_field = whatever,
  3754. }
  3755. ### ABM (ActiveBlockModifier) definition (`register_abm`)
  3756. {
  3757. label = "Lava cooling",
  3758. ^ Descriptive label for profiling purposes (optional).
  3759. Definitions with identical labels will be listed as one.
  3760. nodenames = {"default:lava_source"},
  3761. ^ Apply `action` function to these nodes.
  3762. ^ `group:groupname` can also be used here.
  3763. neighbors = {"default:water_source", "default:water_flowing"},
  3764. ^ Only apply `action` to nodes that have one of, or any
  3765. combination of, these neighbors.
  3766. ^ If left out or empty, any neighbor will do.
  3767. ^ `group:groupname` can also be used here.
  3768. interval = 1.0,
  3769. ^ Operation interval in seconds.
  3770. chance = 1,
  3771. ^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
  3772. catch_up = true,
  3773. ^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
  3774. reduced when returning to an area to simulate time lost by the area being
  3775. unattended. Note that the `chance` value can often be reduced to 1.
  3776. action = function(pos, node, active_object_count, active_object_count_wider),
  3777. ^ Function triggered for each qualifying node.
  3778. ^ `active_object_count` is number of active objects in the node's mapblock.
  3779. ^ `active_object_count_wider` is number of active objects in the node's
  3780. mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
  3781. are unloaded an estmate is calculated for them based on loaded mapblocks.
  3782. }
  3783. ### LBM (LoadingBlockModifier) definition (`register_lbm`)
  3784. {
  3785. label = "Upgrade legacy doors",
  3786. -- ^ Descriptive label for profiling purposes (optional).
  3787. -- Definitions with identical labels will be listed as one.
  3788. name = "modname:replace_legacy_door",
  3789. nodenames = {"default:lava_source"},
  3790. -- ^ List of node names to trigger the LBM on.
  3791. -- Also non-registered nodes will work.
  3792. -- Groups (as of group:groupname) will work as well.
  3793. run_at_every_load = false,
  3794. -- ^ Whether to run the LBM's action every time a block gets loaded,
  3795. -- and not just for blocks that were saved last time before LBMs were
  3796. -- introduced to the world.
  3797. action = func(pos, node),
  3798. }
  3799. ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
  3800. {
  3801. description = "Steel Axe",
  3802. groups = {}, -- key = name, value = rating; rating = 1..3.
  3803. if rating not applicable, use 1.
  3804. e.g. {wool = 1, fluffy = 3}
  3805. {soil = 2, outerspace = 1, crumbly = 1}
  3806. {bendy = 2, snappy = 1},
  3807. {hard = 1, metal = 1, spikes = 1}
  3808. inventory_image = "default_tool_steelaxe.png",
  3809. inventory_overlay = "overlay.png", -- an overlay which does not get colorized
  3810. wield_image = "",
  3811. wield_overlay = "",
  3812. palette = "",
  3813. --[[
  3814. ^ An image file containing the palette of a node.
  3815. ^ You can set the currently used color as the
  3816. ^ "palette_index" field of the item stack metadata.
  3817. ^ The palette is always stretched to fit indices
  3818. ^ between 0 and 255, to ensure compatibility with
  3819. ^ "colorfacedir" and "colorwallmounted" nodes.
  3820. ]]
  3821. color = "0xFFFFFFFF",
  3822. --[[
  3823. ^ The color of the item. The palette overrides this.
  3824. ]]
  3825. wield_scale = {x = 1, y = 1, z = 1},
  3826. stack_max = 99,
  3827. range = 4.0,
  3828. liquids_pointable = false,
  3829. tool_capabilities = {
  3830. full_punch_interval = 1.0,
  3831. max_drop_level = 0,
  3832. groupcaps = {
  3833. -- For example:
  3834. choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
  3835. },
  3836. damage_groups = {groupname = damage},
  3837. },
  3838. node_placement_prediction = nil,
  3839. --[[
  3840. ^ If nil and item is node, prediction is made automatically
  3841. ^ If nil and item is not a node, no prediction is made
  3842. ^ If "" and item is anything, no prediction is made
  3843. ^ Otherwise should be name of node which the client immediately places
  3844. on ground when the player places the item. Server will always update
  3845. actual result to client in a short moment.
  3846. ]]
  3847. node_dig_prediction = "air",
  3848. --[[
  3849. ^ if "", no prediction is made
  3850. ^ if "air", node is removed
  3851. ^ Otherwise should be name of node which the client immediately places
  3852. upon digging. Server will always update actual result shortly.
  3853. ]]
  3854. sound = {
  3855. breaks = "default_tool_break", -- tools only
  3856. place = --[[<SimpleSoundSpec>]],
  3857. },
  3858. on_place = func(itemstack, placer, pointed_thing),
  3859. --[[
  3860. ^ Shall place item and return the leftover itemstack
  3861. ^ The placer may be any ObjectRef or nil.
  3862. ^ default: minetest.item_place ]]
  3863. on_secondary_use = func(itemstack, user, pointed_thing),
  3864. --[[
  3865. ^ Same as on_place but called when pointing at nothing.
  3866. ^ The user may be any ObjectRef or nil.
  3867. ^ pointed_thing : always { type = "nothing" }
  3868. ]]
  3869. on_drop = func(itemstack, dropper, pos),
  3870. --[[
  3871. ^ Shall drop item and return the leftover itemstack
  3872. ^ The dropper may be any ObjectRef or nil.
  3873. ^ default: minetest.item_drop ]]
  3874. on_use = func(itemstack, user, pointed_thing),
  3875. --[[
  3876. ^ default: nil
  3877. ^ Function must return either nil if no item shall be removed from
  3878. inventory, or an itemstack to replace the original itemstack.
  3879. e.g. itemstack:take_item(); return itemstack
  3880. ^ Otherwise, the function is free to do what it wants.
  3881. ^ The user may be any ObjectRef or nil.
  3882. ^ The default functions handle regular use cases.
  3883. ]]
  3884. after_use = func(itemstack, user, node, digparams),
  3885. --[[
  3886. ^ default: nil
  3887. ^ If defined, should return an itemstack and will be called instead of
  3888. wearing out the tool. If returns nil, does nothing.
  3889. If after_use doesn't exist, it is the same as:
  3890. function(itemstack, user, node, digparams)
  3891. itemstack:add_wear(digparams.wear)
  3892. return itemstack
  3893. end
  3894. ^ The user may be any ObjectRef or nil.
  3895. ]]
  3896. _custom_field = whatever,
  3897. --[[
  3898. ^ Add your own custom fields. By convention, all custom field names
  3899. should start with `_` to avoid naming collisions with future engine
  3900. usage.
  3901. ]]
  3902. }
  3903. ### Tile definition
  3904. * `"image.png"`
  3905. * `{name="image.png", animation={Tile Animation definition}}`
  3906. * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
  3907. tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
  3908. * backface culling enabled by default for most nodes
  3909. * tileable flags are info for shaders, how they should treat texture
  3910. when displacement mapping is used
  3911. Directions are from the point of view of the tile texture,
  3912. not the node it's on
  3913. * align style determines whether the texture will be rotated with the node
  3914. or kept aligned with its surroundings. "user" means that client
  3915. setting will be used, similar to `glasslike_framed_optional`.
  3916. Note: supported by solid nodes and nodeboxes only.
  3917. * scale is used to make texture span several (exactly `scale`) nodes,
  3918. instead of just one, in each direction. Works for world-aligned
  3919. textures only.
  3920. Note that as the effect is applied on per-mapblock basis, `16` should
  3921. be equally divisible by `scale` or you may get wrong results.
  3922. * `{name="image.png", color=ColorSpec}`
  3923. * the texture's color will be multiplied with this color.
  3924. * the tile's color overrides the owning node's color in all cases.
  3925. * deprecated, yet still supported field names:
  3926. * `image` (name)
  3927. ### Tile animation definition
  3928. {
  3929. type = "vertical_frames",
  3930. aspect_w = 16,
  3931. -- ^ specify width of a frame in pixels
  3932. aspect_h = 16,
  3933. -- ^ specify height of a frame in pixels
  3934. length = 3.0,
  3935. -- ^ specify full loop length
  3936. }
  3937. {
  3938. type = "sheet_2d",
  3939. frames_w = 5,
  3940. -- ^ specify width in number of frames
  3941. frames_h = 3,
  3942. -- ^ specify height in number of frames
  3943. frame_length = 0.5,
  3944. -- ^ specify length of a single frame
  3945. }
  3946. ### Node definition (`register_node`)
  3947. {
  3948. -- <all fields allowed in item definitions>,
  3949. drawtype = "normal", -- See "Node drawtypes"
  3950. visual_scale = 1.0, --[[
  3951. ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
  3952. ^ "firelike", "mesh".
  3953. ^ For plantlike and firelike, the image will start at the bottom of the
  3954. ^ node, for the other drawtypes the image will be centered on the node.
  3955. ^ Note that positioning for "torchlike" may still change. ]]
  3956. tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
  3957. ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
  3958. ^ List can be shortened to needed length ]]
  3959. overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
  3960. ^ Same as `tiles`, but these textures are drawn on top of the
  3961. ^ base tiles. You can use this to colorize only specific parts of
  3962. ^ your texture. If the texture name is an empty string, that
  3963. ^ overlay is not drawn. Since such tiles are drawn twice, it
  3964. ^ is not recommended to use overlays on very common nodes. ]]
  3965. special_tiles = {tile definition 1, Tile definition 2}, --[[
  3966. ^ Special textures of node; used rarely (old field name: special_materials)
  3967. ^ List can be shortened to needed length ]]
  3968. color = ColorSpec, --[[
  3969. ^ The node's original color will be multiplied with this color.
  3970. ^ If the node has a palette, then this setting only has an effect
  3971. ^ in the inventory and on the wield item. ]]
  3972. use_texture_alpha = false, -- Use texture's alpha channel
  3973. palette = "palette.png", --[[
  3974. ^ The node's `param2` is used to select a pixel from the image
  3975. ^ (pixels are arranged from left to right and from top to bottom).
  3976. ^ The node's color will be multiplied with the selected pixel's
  3977. ^ color. Tiles can override this behavior.
  3978. ^ Only when `paramtype2` supports palettes. ]]
  3979. post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
  3980. paramtype = "none", -- See "Nodes" --[[
  3981. ^ paramtype = "light" allows light to propagate from or through the node with light value
  3982. ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
  3983. paramtype2 = "none", -- See "Nodes"
  3984. place_param2 = nil, -- Force value for param2 when player places node
  3985. is_ground_content = true, -- If false, the cave generator will not carve through this
  3986. sunlight_propagates = false, -- If true, sunlight will go infinitely through this
  3987. walkable = true, -- If true, objects collide with node
  3988. pointable = true, -- If true, can be pointed at
  3989. diggable = true, -- If false, can never be dug
  3990. climbable = false, -- If true, can be climbed on (ladder)
  3991. buildable_to = false, -- If true, placed nodes can replace this node
  3992. floodable = false, --[[
  3993. ^ If true, liquids flow into and replace this node.
  3994. ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
  3995. liquidtype = "none", -- "none"/"source"/"flowing"
  3996. liquid_alternative_flowing = "", -- Flowing version of source liquid
  3997. liquid_alternative_source = "", -- Source version of flowing liquid
  3998. liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
  3999. liquid_renewable = true, --[[
  4000. ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
  4001. leveled = 16, --[[
  4002. ^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
  4003. ^ Allows defining the nodebox height without using param2.
  4004. ^ The nodebox height is 'leveled' / 64 nodes.
  4005. ^ The maximum value of 'leveled' is 127. ]]
  4006. liquid_range = 8, -- number of flowing nodes around source (max. 8)
  4007. drowning = 0, -- Player will take this amount of damage if no bubbles are left
  4008. light_source = 0, --[[
  4009. ^ Amount of light emitted by node.
  4010. ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
  4011. ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
  4012. damage_per_second = 0, -- If player is inside node, this damage is caused
  4013. node_box = {type="regular"}, -- See "Node boxes"
  4014. connects_to = nodenames, --[[
  4015. * Used for nodebox nodes with the type == "connected"
  4016. * Specifies to what neighboring nodes connections will be drawn
  4017. * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
  4018. connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
  4019. ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
  4020. mesh = "model",
  4021. selection_box = {type="regular"}, -- See "Node boxes" --[[
  4022. ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
  4023. legacy_facedir_simple = false, -- Support maps made in and before January 2012
  4024. legacy_wallmounted = false, -- Support maps made in and before January 2012
  4025. waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
  4026. ^ 1 - wave node like plants (top of node moves, bottom is fixed)
  4027. ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
  4028. ^ caveats: not all models will properly wave
  4029. ^ plantlike drawtype nodes can only wave like plants
  4030. ^ allfaces_optional drawtype nodes can only wave like leaves --]]
  4031. sounds = {
  4032. footstep = <SimpleSoundSpec>,
  4033. dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
  4034. dug = <SimpleSoundSpec>,
  4035. place = <SimpleSoundSpec>,
  4036. place_failed = <SimpleSoundSpec>,
  4037. },
  4038. drop = "", -- Name of dropped node when dug. Default is the node itself.
  4039. -- Alternatively:
  4040. drop = {
  4041. max_items = 1, -- Maximum number of items to drop.
  4042. items = { -- Choose max_items randomly from this list.
  4043. {
  4044. items = {"foo:bar", "baz:frob"}, -- Items to drop.
  4045. rarity = 1, -- Probability of dropping is 1 / rarity.
  4046. inherit_color = true, -- To inherit palette color from the node
  4047. },
  4048. },
  4049. },
  4050. on_construct = func(pos), --[[
  4051. ^ Node constructor; called after adding node
  4052. ^ Can set up metadata and stuff like that
  4053. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  4054. ^ default: nil ]]
  4055. on_destruct = func(pos), --[[
  4056. ^ Node destructor; called before removing node
  4057. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  4058. ^ default: nil ]]
  4059. after_destruct = func(pos, oldnode), --[[
  4060. ^ Node destructor; called after removing node
  4061. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  4062. ^ default: nil ]]
  4063. on_flood = func(pos, oldnode, newnode), --[[
  4064. ^ Called when a liquid (newnode) is about to flood oldnode, if
  4065. ^ it has `floodable = true` in the nodedef. Not called for bulk
  4066. ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
  4067. ^ return true the node is not flooded, but on_flood callback will
  4068. ^ most likely be called over and over again every liquid update
  4069. ^ interval. Default: nil.
  4070. ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
  4071. preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
  4072. ^ Called when oldnode is about be converted to an item, but before the
  4073. node is deleted from the world or the drops are added. This is generally
  4074. the result of either the node being dug or an attached node becoming detached.
  4075. ^ drops is a table of ItemStacks, so any metadata to be preserved can be
  4076. added directly to one or more of the dropped items. See "ItemStackMetaRef".
  4077. ^ default: nil ]]
  4078. after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
  4079. ^ Called after constructing node when node was placed using
  4080. minetest.item_place_node / minetest.place_node
  4081. ^ If return true no item is taken from itemstack
  4082. ^ `placer` may be any valid ObjectRef or nil
  4083. ^ default: nil ]]
  4084. after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
  4085. ^ oldmetadata is in table format
  4086. ^ Called after destructing node when node was dug using
  4087. minetest.node_dig / minetest.dig_node
  4088. ^ default: nil ]]
  4089. can_dig = function(pos, [player]) --[[
  4090. ^ returns true if node can be dug, or false if not
  4091. ^ default: nil ]]
  4092. on_punch = func(pos, node, puncher, pointed_thing), --[[
  4093. ^ default: minetest.node_punch
  4094. ^ By default: Calls minetest.register_on_punchnode callbacks ]]
  4095. on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
  4096. ^ default: nil
  4097. ^ itemstack will hold clicker's wielded item
  4098. ^ Shall return the leftover itemstack
  4099. ^ Note: pointed_thing can be nil, if a mod calls this function
  4100. This function does not get triggered by clients <=0.4.16 if the
  4101. "formspec" node metadata field is set ]]
  4102. on_dig = func(pos, node, digger), --[[
  4103. ^ default: minetest.node_dig
  4104. ^ By default: checks privileges, wears out tool and removes node ]]
  4105. on_timer = function(pos,elapsed), --[[
  4106. ^ default: nil
  4107. ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
  4108. ^ elapsed is the total time passed since the timer was started
  4109. ^ return true to run the timer for another cycle with the same timeout value ]]
  4110. on_receive_fields = func(pos, formname, fields, sender), --[[
  4111. ^ fields = {name1 = value1, name2 = value2, ...}
  4112. ^ Called when an UI form (e.g. sign text input) returns data
  4113. ^ default: nil ]]
  4114. allow_metadata_inventory_move = func(pos, from_list, from_index,
  4115. to_list, to_index, count, player), --[[
  4116. ^ Called when a player wants to move items inside the inventory
  4117. ^ Return value: number of items allowed to move ]]
  4118. allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
  4119. ^ Called when a player wants to put something into the inventory
  4120. ^ Return value: number of items allowed to put
  4121. ^ Return value: -1: Allow and don't modify item count in inventory ]]
  4122. allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
  4123. ^ Called when a player wants to take something out of the inventory
  4124. ^ Return value: number of items allowed to take
  4125. ^ Return value: -1: Allow and don't modify item count in inventory ]]
  4126. on_metadata_inventory_move = func(pos, from_list, from_index,
  4127. to_list, to_index, count, player),
  4128. on_metadata_inventory_put = func(pos, listname, index, stack, player),
  4129. on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
  4130. ^ Called after the actual action has happened, according to what was allowed.
  4131. ^ No return value ]]
  4132. on_blast = func(pos, intensity), --[[
  4133. ^ intensity: 1.0 = mid range of regular TNT
  4134. ^ If defined, called when an explosion touches the node, instead of
  4135. removing the node ]]
  4136. }
  4137. ### Recipe for `register_craft` (shaped)
  4138. {
  4139. output = 'default:pick_stone',
  4140. recipe = {
  4141. {'default:cobble', 'default:cobble', 'default:cobble'},
  4142. {'', 'default:stick', ''},
  4143. {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
  4144. },
  4145. replacements = --[[<optional list of item pairs,
  4146. replace one input item with another item on crafting>]]
  4147. }
  4148. ### Recipe for `register_craft` (shapeless)
  4149. {
  4150. type = "shapeless",
  4151. output = 'mushrooms:mushroom_stew',
  4152. recipe = {
  4153. "mushrooms:bowl",
  4154. "mushrooms:mushroom_brown",
  4155. "mushrooms:mushroom_red",
  4156. },
  4157. replacements = --[[<optional list of item pairs,
  4158. replace one input item with another item on crafting>]]
  4159. }
  4160. ### Recipe for `register_craft` (tool repair)
  4161. {
  4162. type = "toolrepair",
  4163. additional_wear = -0.02,
  4164. }
  4165. ### Recipe for `register_craft` (cooking)
  4166. {
  4167. type = "cooking",
  4168. output = "default:glass",
  4169. recipe = "default:sand",
  4170. cooktime = 3,
  4171. }
  4172. ### Recipe for `register_craft` (furnace fuel)
  4173. {
  4174. type = "fuel",
  4175. recipe = "default:leaves",
  4176. burntime = 1,
  4177. }
  4178. ### Ore definition (`register_ore`)
  4179. See 'Ore types' section above for essential information.
  4180. {
  4181. ore_type = "scatter",
  4182. ore = "default:stone_with_coal",
  4183. ore_param2 = 3,
  4184. -- ^ Facedir rotation. Default is 0 (unchanged rotation)
  4185. wherein = "default:stone",
  4186. -- ^ a list of nodenames is supported too
  4187. clust_scarcity = 8 * 8 * 8,
  4188. -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
  4189. -- ^ If the desired average distance between ores is 'd', set this to d * d * d.
  4190. clust_num_ores = 8,
  4191. -- ^ Number of ores in a cluster
  4192. clust_size = 3,
  4193. -- ^ Size of the bounding box of the cluster
  4194. -- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
  4195. -- ^ are coal ore.
  4196. y_min = -31000,
  4197. y_max = 64,
  4198. -- ^ Lower and upper limits for ore.
  4199. flags = "",
  4200. -- ^ Attributes for this ore generation, see 'Ore attributes' section above.
  4201. noise_threshold = 0.5,
  4202. -- ^ If noise is above this threshold, ore is placed. Not needed for a
  4203. -- ^ uniform distribution.
  4204. noise_params = {
  4205. offset = 0,
  4206. scale = 1,
  4207. spread = {x = 100, y = 100, z = 100},
  4208. seed = 23,
  4209. octaves = 3,
  4210. persist = 0.7
  4211. },
  4212. -- ^ NoiseParams structure describing one of the perlin noises used for ore
  4213. -- ^ distribution.
  4214. -- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
  4215. -- ^ Omit from "scatter" ore for a uniform ore distribution.
  4216. -- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
  4217. biomes = {"desert", "rainforest"}
  4218. -- ^ List of biomes in which this decoration occurs.
  4219. -- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
  4220. -- ^ used does not support biomes.
  4221. -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
  4222. column_height_min = 1,
  4223. column_height_max = 16,
  4224. column_midpoint_factor = 0.5,
  4225. -- ^ See 'Ore types' section above.
  4226. -- ^ The above 3 parameters are only valid for "sheet" ore.
  4227. np_puff_top = {
  4228. offset = 4,
  4229. scale = 2,
  4230. spread = {x = 100, y = 100, z = 100},
  4231. seed = 47,
  4232. octaves = 3,
  4233. persist = 0.7
  4234. },
  4235. np_puff_bottom = {
  4236. offset = 4,
  4237. scale = 2,
  4238. spread = {x = 100, y = 100, z = 100},
  4239. seed = 11,
  4240. octaves = 3,
  4241. persist = 0.7
  4242. },
  4243. -- ^ See 'Ore types' section above.
  4244. -- ^ The above 2 parameters are only valid for "puff" ore.
  4245. random_factor = 1.0,
  4246. -- ^ See 'Ore types' section above.
  4247. -- ^ Only valid for "vein" ore.
  4248. np_stratum_thickness = {
  4249. offset = 8,
  4250. scale = 4,
  4251. spread = {x = 100, y = 100, z = 100},
  4252. seed = 17,
  4253. octaves = 3,
  4254. persist = 0.7
  4255. },
  4256. stratum_thickness = 8,
  4257. -- ^ See 'Ore types' section above.
  4258. -- ^ The above 2 parameters are only valid for "stratum" ore.
  4259. }
  4260. ### Biome definition (`register_biome`)
  4261. {
  4262. name = "tundra",
  4263. node_dust = "default:snow",
  4264. -- ^ Node dropped onto upper surface after all else is generated.
  4265. node_top = "default:dirt_with_snow",
  4266. depth_top = 1,
  4267. -- ^ Node forming surface layer of biome and thickness of this layer.
  4268. node_filler = "default:permafrost",
  4269. depth_filler = 3,
  4270. -- ^ Node forming lower layer of biome and thickness of this layer.
  4271. node_stone = "default:bluestone",
  4272. -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
  4273. node_water_top = "default:ice",
  4274. depth_water_top = 10,
  4275. -- ^ Node forming a surface layer in seawater with the defined thickness.
  4276. node_water = "",
  4277. -- ^ Node that replaces all seawater nodes not in the defined surface layer.
  4278. node_river_water = "default:ice",
  4279. -- ^ Node that replaces river water in mapgens that use default:river_water.
  4280. node_riverbed = "default:gravel",
  4281. depth_riverbed = 2,
  4282. -- ^ Node placed under river water and thickness of this layer.
  4283. y_min = 1,
  4284. y_max = 31000,
  4285. -- ^ Lower and upper limits for biome.
  4286. vertical_blend = 8,
  4287. -- ^ Vertical distance in nodes above 'y_max' over which the biome will
  4288. -- ^ blend with the biome above.
  4289. -- ^ Set to 0 for no vertical blend. Defaults to 0.
  4290. heat_point = 0,
  4291. humidity_point = 50,
  4292. -- ^ Characteristic temperature and humidity for the biome.
  4293. -- ^ These values create 'biome points' on a voronoi diagram with heat and
  4294. -- ^ humidity as axes. The resulting voronoi cells determine the
  4295. -- ^ distribution of the biomes.
  4296. -- ^ Heat and humidity have average values of 50, vary mostly between
  4297. -- ^ 0 and 100 but can exceed these values.
  4298. }
  4299. ### Decoration definition (`register_decoration`)
  4300. {
  4301. deco_type = "simple", -- See "Decoration types"
  4302. place_on = "default:dirt_with_grass",
  4303. -- ^ Node (or list of nodes) that the decoration can be placed on
  4304. sidelen = 8,
  4305. -- ^ Size of divisions made in the chunk being generated.
  4306. -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
  4307. fill_ratio = 0.02,
  4308. -- ^ Ratio of the area to be uniformly filled by the decoration.
  4309. -- ^ Used only if noise_params is not specified.
  4310. noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
  4311. -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
  4312. -- ^ The result of this is multiplied by the 2d area of the division being decorated.
  4313. biomes = {"Oceanside", "Hills", "Plains"},
  4314. -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
  4315. -- ^ and ignored if the Mapgen being used does not support biomes.
  4316. -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
  4317. y_min = -31000
  4318. y_max = 31000
  4319. -- ^ Lower and upper limits for decoration.
  4320. -- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
  4321. spawn_by = "default:water",
  4322. -- ^ Node (or list of nodes) that the decoration only spawns next to.
  4323. -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
  4324. -- ^ one plane level with the 'place_on' node and a plane one node above that.
  4325. num_spawn_by = 1,
  4326. -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
  4327. -- ^ If absent or -1, decorations occur next to any nodes.
  4328. flags = "liquid_surface, force_placement, all_floors, all_ceilings",
  4329. -- ^ Flags for all decoration types.
  4330. -- ^ "liquid_surface": Instead of placement on the highest solid surface
  4331. -- ^ in a mapchunk column, placement is on the highest liquid surface.
  4332. -- ^ Placement is disabled if solid nodes are found above the liquid
  4333. -- ^ surface.
  4334. -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
  4335. -- ^ by the decoration.
  4336. -- ^ "all_floors", "all_ceilings": Instead of placement on the highest
  4337. -- ^ surface in a mapchunk the decoration is placed on all floor and/or
  4338. -- ^ ceiling surfaces, for example in caves.
  4339. -- ^ Ceiling decorations act as an inversion of floor decorations so the
  4340. -- ^ effect of 'place_offset_y' is inverted.
  4341. -- ^ If a single decoration registration has both flags the floor and
  4342. -- ^ ceiling decorations will be aligned vertically and may sometimes
  4343. -- ^ meet to form a column.
  4344. ----- Simple-type parameters
  4345. decoration = "default:grass",
  4346. -- ^ The node name used as the decoration.
  4347. -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
  4348. height = 1,
  4349. -- ^ Decoration height in nodes.
  4350. -- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
  4351. height_max = 0,
  4352. -- ^ Upper limit of the randomly selected height.
  4353. -- ^ If absent, the parameter 'height' is used as a constant.
  4354. param2 = 0,
  4355. -- ^ Param2 value of decoration nodes.
  4356. -- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
  4357. param2_max = 0,
  4358. -- ^ Upper limit of the randomly selected param2.
  4359. -- ^ If absent, the parameter 'param2' is used as a constant.
  4360. place_offset_y = 0,
  4361. -- ^ Y offset of the decoration base node relative to the standard base
  4362. -- ^ node position.
  4363. -- ^ Can be positive or negative. Default is 0.
  4364. -- ^ Effect is inverted for "all_ceilings" decorations.
  4365. -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
  4366. -- ^ to the 'place_on' node.
  4367. ----- Schematic-type parameters
  4368. schematic = "foobar.mts",
  4369. -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
  4370. -- ^ specified Minetest schematic file.
  4371. -- ^ - OR -, could be the ID of a previously registered schematic
  4372. -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
  4373. -- ^ and an optional table yslice_prob:
  4374. schematic = {
  4375. size = {x=4, y=6, z=4},
  4376. data = {
  4377. {name="default:cobble", param1=255, param2=0},
  4378. {name="default:dirt_with_grass", param1=255, param2=0},
  4379. {name="ignore", param1=255, param2=0},
  4380. {name="air", param1=255, param2=0},
  4381. ...
  4382. },
  4383. yslice_prob = {
  4384. {ypos=2, prob=128},
  4385. {ypos=5, prob=64},
  4386. ...
  4387. },
  4388. },
  4389. -- ^ See 'Schematic specifier' for details.
  4390. replacements = {["oldname"] = "convert_to", ...},
  4391. flags = "place_center_x, place_center_y, place_center_z",
  4392. -- ^ Flags for schematic decorations. See 'Schematic attributes'.
  4393. rotation = "90" -- rotate schematic 90 degrees on placement
  4394. -- ^ Rotation can be "0", "90", "180", "270", or "random".
  4395. place_offset_y = 0,
  4396. -- ^ If the flag 'place_center_y' is set this parameter is ignored.
  4397. -- ^ Y offset of the schematic base node layer relative to the 'place_on'
  4398. -- ^ node.
  4399. -- ^ Can be positive or negative. Default is 0.
  4400. -- ^ Effect is inverted for "all_ceilings" decorations.
  4401. -- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
  4402. -- ^ to the 'place_on' node.
  4403. }
  4404. ### Chat command definition (`register_chatcommand`)
  4405. {
  4406. params = "<name> <privilege>", -- Short parameter description
  4407. description = "Remove privilege from player", -- Full description
  4408. privs = {privs=true}, -- Require the "privs" privilege to run
  4409. func = function(name, param), -- Called when command is run.
  4410. -- Returns boolean success and text output.
  4411. }
  4412. ### Detached inventory callbacks
  4413. {
  4414. allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
  4415. -- ^ Called when a player wants to move items inside the inventory
  4416. -- ^ Return value: number of items allowed to move
  4417. allow_put = func(inv, listname, index, stack, player),
  4418. -- ^ Called when a player wants to put something into the inventory
  4419. -- ^ Return value: number of items allowed to put
  4420. -- ^ Return value: -1: Allow and don't modify item count in inventory
  4421. allow_take = func(inv, listname, index, stack, player),
  4422. -- ^ Called when a player wants to take something out of the inventory
  4423. -- ^ Return value: number of items allowed to take
  4424. -- ^ Return value: -1: Allow and don't modify item count in inventory
  4425. on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
  4426. on_put = func(inv, listname, index, stack, player),
  4427. on_take = func(inv, listname, index, stack, player),
  4428. -- ^ Called after the actual action has happened, according to what was allowed.
  4429. -- ^ No return value
  4430. }
  4431. ### HUD Definition (`hud_add`, `hud_get`)
  4432. {
  4433. hud_elem_type = "image", -- see HUD element types
  4434. -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
  4435. position = {x=0.5, y=0.5},
  4436. -- ^ Left corner position of element
  4437. name = "<name>",
  4438. scale = {x=2, y=2},
  4439. text = "<text>",
  4440. number = 2,
  4441. item = 3,
  4442. -- ^ Selected item in inventory. 0 for no item selected.
  4443. direction = 0,
  4444. -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
  4445. alignment = {x=0, y=0},
  4446. -- ^ See "HUD Element Types"
  4447. offset = {x=0, y=0},
  4448. -- ^ See "HUD Element Types"
  4449. size = { x=100, y=100 },
  4450. -- ^ Size of element in pixels
  4451. }
  4452. ### Particle definition (`add_particle`)
  4453. {
  4454. pos = {x=0, y=0, z=0},
  4455. velocity = {x=0, y=0, z=0},
  4456. acceleration = {x=0, y=0, z=0},
  4457. -- ^ Spawn particle at pos with velocity and acceleration
  4458. expirationtime = 1,
  4459. -- ^ Disappears after expirationtime seconds
  4460. size = 1,
  4461. collisiondetection = false,
  4462. -- ^ collisiondetection: if true collides with physical objects
  4463. collision_removal = false,
  4464. -- ^ collision_removal: if true then particle is removed when it collides,
  4465. -- ^ requires collisiondetection = true to have any effect
  4466. vertical = false,
  4467. -- ^ vertical: if true faces player using y axis only
  4468. texture = "image.png",
  4469. -- ^ Uses texture (string)
  4470. playername = "singleplayer",
  4471. -- ^ optional, if specified spawns particle only on the player's client
  4472. animation = {Tile Animation definition},
  4473. -- ^ optional, specifies how to animate the particle texture
  4474. glow = 0
  4475. -- ^ optional, specify particle self-luminescence in darkness
  4476. }
  4477. ### `ParticleSpawner` definition (`add_particlespawner`)
  4478. {
  4479. amount = 1,
  4480. time = 1,
  4481. -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
  4482. minpos = {x=0, y=0, z=0},
  4483. maxpos = {x=0, y=0, z=0},
  4484. minvel = {x=0, y=0, z=0},
  4485. maxvel = {x=0, y=0, z=0},
  4486. minacc = {x=0, y=0, z=0},
  4487. maxacc = {x=0, y=0, z=0},
  4488. minexptime = 1,
  4489. maxexptime = 1,
  4490. minsize = 1,
  4491. maxsize = 1,
  4492. -- ^ The particle's properties are random values in between the bounds:
  4493. -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
  4494. -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
  4495. collisiondetection = false,
  4496. -- ^ collisiondetection: if true uses collision detection
  4497. collision_removal = false,
  4498. -- ^ collision_removal: if true then particle is removed when it collides,
  4499. -- ^ requires collisiondetection = true to have any effect
  4500. attached = ObjectRef,
  4501. -- ^ attached: if defined, particle positions, velocities and accelerations
  4502. -- ^ are relative to this object's position and yaw.
  4503. vertical = false,
  4504. -- ^ vertical: if true faces player using y axis only
  4505. texture = "image.png",
  4506. -- ^ Uses texture (string)
  4507. playername = "singleplayer"
  4508. -- ^ Playername is optional, if specified spawns particle only on the player's client
  4509. }
  4510. ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
  4511. {
  4512. url = "http://example.org",
  4513. timeout = 10,
  4514. -- ^ Timeout for connection in seconds. Default is 3 seconds.
  4515. post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
  4516. -- ^ Optional, if specified a POST request with post_data is performed.
  4517. -- ^ Accepts both a string and a table. If a table is specified, encodes table
  4518. -- ^ as x-www-form-urlencoded key-value pairs.
  4519. -- ^ If post_data ist not specified, a GET request is performed instead.
  4520. user_agent = "ExampleUserAgent",
  4521. -- ^ Optional, if specified replaces the default minetest user agent with given string
  4522. extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
  4523. -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
  4524. -- ^ that the header strings follow HTTP specification ("Key: Value").
  4525. multipart = boolean
  4526. -- ^ Optional, if true performs a multipart HTTP request. Default is false.
  4527. }
  4528. ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
  4529. {
  4530. completed = true,
  4531. -- ^ If true, the request has finished (either succeeded, failed or timed out)
  4532. succeeded = true,
  4533. -- ^ If true, the request was successful
  4534. timeout = false,
  4535. -- ^ If true, the request timed out
  4536. code = 200,
  4537. -- ^ HTTP status code
  4538. data = "response"
  4539. }
  4540. ### Authentication handler definition
  4541. {
  4542. get_auth = func(name),
  4543. -- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
  4544. -- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
  4545. create_auth = func(name, password),
  4546. -- ^ Create new auth data for player `name`
  4547. -- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
  4548. delete_auth = func(name),
  4549. -- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
  4550. set_password = func(name, password),
  4551. -- ^ Set password of player `name` to `password`
  4552. Auth data should be created if not present
  4553. set_privileges = func(name, privileges),
  4554. -- ^ Set privileges of player `name`
  4555. -- ^ `privileges` is in table form, auth data should be created if not present
  4556. reload = func(),
  4557. -- ^ Reload authentication data from the storage location
  4558. -- ^ Returns boolean indicating success
  4559. record_login = func(name),
  4560. -- ^ Called when player joins, used for keeping track of last_login
  4561. iterate = func(),
  4562. -- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database
  4563. }