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- Minetest Lua Modding API Reference
- ==================================
- * More information at <http://www.minetest.net/>
- * Developer Wiki: <http://dev.minetest.net/>
- * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
- Introduction
- ------------
- Content and functionality can be added to Minetest using Lua scripting
- in run-time loaded mods.
- A mod is a self-contained bunch of scripts, textures and other related
- things, which is loaded by and interfaces with Minetest.
- Mods are contained and ran solely on the server side. Definitions and media
- files are automatically transferred to the client.
- If you see a deficiency in the API, feel free to attempt to add the
- functionality in the engine and API, and to document it here.
- Programming in Lua
- ------------------
- If you have any difficulty in understanding this, please read
- [Programming in Lua](http://www.lua.org/pil/).
- Startup
- -------
- Mods are loaded during server startup from the mod load paths by running
- the `init.lua` scripts in a shared environment.
- Paths
- -----
- Minetest keeps and looks for files mostly in two paths. `path_share` or `path_user`.
- `path_share` contains possibly read-only content for the engine (incl. games and mods).
- `path_user` contains mods or games installed by the user but also the users
- worlds or settings.
- With a local build (`RUN_IN_PLACE=1`) `path_share` and `path_user` both point to
- the build directory. For system-wide builds on Linux the share path is usually at
- `/usr/share/minetest` while the user path resides in `.minetest` in the home directory.
- Paths on other operating systems will differ.
- Games
- =====
- Games are looked up from:
- * `$path_share/games/<gameid>/`
- * `$path_user/games/<gameid>/`
- Where `<gameid>` is unique to each game.
- The game directory can contain the following files:
- * `game.conf`, with the following keys:
- * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
- * `name`: (Deprecated) same as title.
- * `description`: Short description to be shown in the content tab
- * `allowed_mapgens = <comma-separated mapgens>`
- e.g. `allowed_mapgens = v5,v6,flat`
- Mapgens not in this list are removed from the list of mapgens for the
- game.
- If not specified, all mapgens are allowed.
- * `disallowed_mapgens = <comma-separated mapgens>`
- e.g. `disallowed_mapgens = v5,v6,flat`
- These mapgens are removed from the list of mapgens for the game.
- When both `allowed_mapgens` and `disallowed_mapgens` are
- specified, `allowed_mapgens` is applied before
- `disallowed_mapgens`.
- * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
- e.g. `disallowed_mapgen_settings = mgv5_spflags`
- These mapgen settings are hidden for this game in the world creation
- dialog and game start menu. Add `seed` to hide the seed input field.
- * `disabled_settings = <comma-separated settings>`
- e.g. `disabled_settings = enable_damage, creative_mode`
- These settings are hidden for this game in the "Start game" tab
- and will be initialized as `false` when the game is started.
- Prepend a setting name with an exclamation mark to initialize it to `true`
- (this does not work for `enable_server`).
- Only these settings are supported:
- `enable_damage`, `creative_mode`, `enable_server`.
- * `author`: The author of the game. It only appears when downloaded from
- ContentDB.
- * `release`: Ignore this: Should only ever be set by ContentDB, as it is
- an internal ID used to track versions.
- * `minetest.conf`:
- Used to set default settings when running this game.
- * `settingtypes.txt`:
- In the same format as the one in builtin.
- This settingtypes.txt will be parsed by the menu and the settings will be
- displayed in the "Games" category in the advanced settings tab.
- * If the game contains a folder called `textures` the server will load it as a
- texturepack, overriding mod textures.
- Any server texturepack will override mod textures and the game texturepack.
- Menu images
- -----------
- Games can provide custom main menu images. They are put inside a `menu`
- directory inside the game directory.
- The images are named `$identifier.png`, where `$identifier` is one of
- `overlay`, `background`, `footer`, `header`.
- If you want to specify multiple images for one identifier, add additional
- images named like `$identifier.$n.png`, with an ascending number $n starting
- with 1, and a random image will be chosen from the provided ones.
- Menu music
- -----------
- Games can provide custom main menu music. They are put inside a `menu`
- directory inside the game directory.
- The music files are named `theme.ogg`.
- If you want to specify multiple music files for one game, add additional
- images named like `theme.$n.ogg`, with an ascending number $n starting
- with 1 (max 10), and a random music file will be chosen from the provided ones.
- Mods
- ====
- Mod load path
- -------------
- Paths are relative to the directories listed in the [Paths] section above.
- * `games/<gameid>/mods/`
- * `mods/`
- * `worlds/<worldname>/worldmods/`
- World-specific games
- --------------------
- It is possible to include a game in a world; in this case, no mods or
- games are loaded or checked from anywhere else.
- This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
- directory exists.
- Mods should then be placed in `<worldname>/game/mods/`.
- Modpacks
- --------
- Mods can be put in a subdirectory, if the parent directory, which otherwise
- should be a mod, contains a file named `modpack.conf`.
- The file is a key-value store of modpack details.
- * `name`: The modpack name. Allows Minetest to determine the modpack name even
- if the folder is wrongly named.
- * `description`: Description of mod to be shown in the Mods tab of the main
- menu.
- * `author`: The author of the modpack. It only appears when downloaded from
- ContentDB.
- * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
- internal ID used to track versions.
- * `title`: A human-readable title to address the modpack.
- Note: to support 0.4.x, please also create an empty modpack.txt file.
- Mod directory structure
- -----------------------
- mods
- ├── modname
- │ ├── mod.conf
- │ ├── screenshot.png
- │ ├── settingtypes.txt
- │ ├── init.lua
- │ ├── models
- │ ├── textures
- │ │ ├── modname_stuff.png
- │ │ ├── modname_stuff_normal.png
- │ │ ├── modname_something_else.png
- │ │ ├── subfolder_foo
- │ │ │ ├── modname_more_stuff.png
- │ │ │ └── another_subfolder
- │ │ └── bar_subfolder
- │ ├── sounds
- │ ├── media
- │ ├── locale
- │ └── <custom data>
- └── another
- ### modname
- The location of this directory can be fetched by using
- `minetest.get_modpath(modname)`.
- ### mod.conf
- A `Settings` file that provides meta information about the mod.
- * `name`: The mod name. Allows Minetest to determine the mod name even if the
- folder is wrongly named.
- * `description`: Description of mod to be shown in the Mods tab of the main
- menu.
- * `depends`: A comma separated list of dependencies. These are mods that must be
- loaded before this mod.
- * `optional_depends`: A comma separated list of optional dependencies.
- Like a dependency, but no error if the mod doesn't exist.
- * `author`: The author of the mod. It only appears when downloaded from
- ContentDB.
- * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
- internal ID used to track versions.
- * `title`: A human-readable title to address the mod.
- ### `screenshot.png`
- A screenshot shown in the mod manager within the main menu. It should
- have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
- ### `depends.txt`
- **Deprecated:** you should use mod.conf instead.
- This file is used if there are no dependencies in mod.conf.
- List of mods that have to be loaded before loading this mod.
- A single line contains a single modname.
- Optional dependencies can be defined by appending a question mark
- to a single modname. This means that if the specified mod
- is missing, it does not prevent this mod from being loaded.
- ### `description.txt`
- **Deprecated:** you should use mod.conf instead.
- This file is used if there is no description in mod.conf.
- A file containing a description to be shown in the Mods tab of the main menu.
- ### `settingtypes.txt`
- The format is documented in `builtin/settingtypes.txt`.
- It is parsed by the main menu settings dialogue to list mod-specific
- settings in the "Mods" category.
- ### `init.lua`
- The main Lua script. Running this script should register everything it
- wants to register. Subsequent execution depends on minetest calling the
- registered callbacks.
- `minetest.settings` can be used to read custom or existing settings at load
- time, if necessary. (See [`Settings`])
- ### `textures`, `sounds`, `media`, `models`, `locale`
- Media files (textures, sounds, whatever) that will be transferred to the
- client and will be available for use by the mod and translation files for
- the clients (see [Translations]).
- It is suggested to use the folders for the purpose they are thought for,
- eg. put textures into `textures`, translation files into `locale`,
- models for entities or meshnodes into `models` et cetera.
- These folders and subfolders can contain subfolders.
- Subfolders with names starting with `_` or `.` are ignored.
- If a subfolder contains a media file with the same name as a media file
- in one of its parents, the parent's file is used.
- Although it is discouraged, a mod can overwrite a media file of any mod that it
- depends on by supplying a file with an equal name.
- Naming conventions
- ------------------
- Registered names should generally be in this format:
- modname:<whatever>
- `<whatever>` can have these characters:
- a-zA-Z0-9_
- This is to prevent conflicting names from corrupting maps and is
- enforced by the mod loader.
- Registered names can be overridden by prefixing the name with `:`. This can
- be used for overriding the registrations of some other mod.
- The `:` prefix can also be used for maintaining backwards compatibility.
- ### Example
- In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
- So the name should be `experimental:tnt`.
- Any mod can redefine `experimental:tnt` by using the name
- :experimental:tnt
- when registering it. For this to work correctly, that mod must have
- `experimental` as a dependency.
- Aliases
- =======
- Aliases of itemnames can be added by using
- `minetest.register_alias(alias, original_name)` or
- `minetest.register_alias_force(alias, original_name)`.
- This adds an alias `alias` for the item called `original_name`.
- From now on, you can use `alias` to refer to the item `original_name`.
- The only difference between `minetest.register_alias` and
- `minetest.register_alias_force` is that if an item named `alias` already exists,
- `minetest.register_alias` will do nothing while
- `minetest.register_alias_force` will unregister it.
- This can be used for maintaining backwards compatibility.
- This can also set quick access names for things, e.g. if
- you have an item called `epiclylongmodname:stuff`, you could do
- minetest.register_alias("stuff", "epiclylongmodname:stuff")
- and be able to use `/giveme stuff`.
- Mapgen aliases
- --------------
- In a game, a certain number of these must be set to tell core mapgens which
- of the game's nodes are to be used for core mapgen generation. For example:
- minetest.register_alias("mapgen_stone", "default:stone")
- ### Aliases for non-V6 mapgens
- #### Essential aliases
- * `mapgen_stone`
- * `mapgen_water_source`
- * `mapgen_river_water_source`
- `mapgen_river_water_source` is required for mapgens with sloping rivers where
- it is necessary to have a river liquid node with a short `liquid_range` and
- `liquid_renewable = false` to avoid flooding.
- #### Optional aliases
- * `mapgen_lava_source`
- Fallback lava node used if cave liquids are not defined in biome definitions.
- Deprecated, define cave liquids in biome definitions instead.
- * `mapgen_cobble`
- Fallback node used if dungeon nodes are not defined in biome definitions.
- Deprecated, define dungeon nodes in biome definitions instead.
- ### Aliases for Mapgen V6
- #### Essential
- * `mapgen_stone`
- * `mapgen_water_source`
- * `mapgen_lava_source`
- * `mapgen_dirt`
- * `mapgen_dirt_with_grass`
- * `mapgen_sand`
- * `mapgen_tree`
- * `mapgen_leaves`
- * `mapgen_apple`
- * `mapgen_cobble`
- #### Optional
- * `mapgen_gravel` (falls back to stone)
- * `mapgen_desert_stone` (falls back to stone)
- * `mapgen_desert_sand` (falls back to sand)
- * `mapgen_dirt_with_snow` (falls back to dirt_with_grass)
- * `mapgen_snowblock` (falls back to dirt_with_grass)
- * `mapgen_snow` (not placed if missing)
- * `mapgen_ice` (falls back to water_source)
- * `mapgen_jungletree` (falls back to tree)
- * `mapgen_jungleleaves` (falls back to leaves)
- * `mapgen_junglegrass` (not placed if missing)
- * `mapgen_pine_tree` (falls back to tree)
- * `mapgen_pine_needles` (falls back to leaves)
- * `mapgen_stair_cobble` (falls back to cobble)
- * `mapgen_mossycobble` (falls back to cobble)
- * `mapgen_stair_desert_stone` (falls back to desert_stone)
- ### Setting the node used in Mapgen Singlenode
- By default the world is filled with air nodes. To set a different node use e.g.:
- minetest.register_alias("mapgen_singlenode", "default:stone")
- Textures
- ========
- Mods should generally prefix their textures with `modname_`, e.g. given
- the mod name `foomod`, a texture could be called:
- foomod_foothing.png
- Textures are referred to by their complete name, or alternatively by
- stripping out the file extension:
- * e.g. `foomod_foothing.png`
- * e.g. `foomod_foothing`
- Supported texture formats are PNG (`.png`), JPEG (`.jpg`), Bitmap (`.bmp`)
- and Targa (`.tga`).
- Since better alternatives exist, the latter two may be removed in the future.
- Texture modifiers
- -----------------
- There are various texture modifiers that can be used
- to let the client generate textures on-the-fly.
- The modifiers are applied directly in sRGB colorspace,
- i.e. without gamma-correction.
- ### Texture overlaying
- Textures can be overlaid by putting a `^` between them.
- Example:
- default_dirt.png^default_grass_side.png
- `default_grass_side.png` is overlaid over `default_dirt.png`.
- The texture with the lower resolution will be automatically upscaled to
- the higher resolution texture.
- ### Texture grouping
- Textures can be grouped together by enclosing them in `(` and `)`.
- Example: `cobble.png^(thing1.png^thing2.png)`
- A texture for `thing1.png^thing2.png` is created and the resulting
- texture is overlaid on top of `cobble.png`.
- ### Escaping
- Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
- passing complex texture names as arguments. Escaping is done with backslash and
- is required for `^` and `:`.
- Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
- The lower 50 percent of `color.png^[mask:trans.png` are overlaid
- on top of `cobble.png`.
- ### Advanced texture modifiers
- #### Crack
- * `[crack:<n>:<p>`
- * `[cracko:<n>:<p>`
- * `[crack:<t>:<n>:<p>`
- * `[cracko:<t>:<n>:<p>`
- Parameters:
- * `<t>`: tile count (in each direction)
- * `<n>`: animation frame count
- * `<p>`: current animation frame
- Draw a step of the crack animation on the texture.
- `crack` draws it normally, while `cracko` lays it over, keeping transparent
- pixels intact.
- Example:
- default_cobble.png^[crack:10:1
- #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
- * `<w>`: width
- * `<h>`: height
- * `<x>`: x position
- * `<y>`: y position
- * `<file>`: texture to combine
- Creates a texture of size `<w>` times `<h>` and blits the listed files to their
- specified coordinates.
- Example:
- [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
- #### `[resize:<w>x<h>`
- Resizes the texture to the given dimensions.
- Example:
- default_sandstone.png^[resize:16x16
- #### `[opacity:<r>`
- Makes the base image transparent according to the given ratio.
- `r` must be between 0 (transparent) and 255 (opaque).
- Example:
- default_sandstone.png^[opacity:127
- #### `[invert:<mode>`
- Inverts the given channels of the base image.
- Mode may contain the characters "r", "g", "b", "a".
- Only the channels that are mentioned in the mode string will be inverted.
- Example:
- default_apple.png^[invert:rgb
- #### `[brighten`
- Brightens the texture.
- Example:
- tnt_tnt_side.png^[brighten
- #### `[noalpha`
- Makes the texture completely opaque.
- Example:
- default_leaves.png^[noalpha
- #### `[makealpha:<r>,<g>,<b>`
- Convert one color to transparency.
- Example:
- default_cobble.png^[makealpha:128,128,128
- #### `[transform<t>`
- * `<t>`: transformation(s) to apply
- Rotates and/or flips the image.
- `<t>` can be a number (between 0 and 7) or a transform name.
- Rotations are counter-clockwise.
- 0 I identity
- 1 R90 rotate by 90 degrees
- 2 R180 rotate by 180 degrees
- 3 R270 rotate by 270 degrees
- 4 FX flip X
- 5 FXR90 flip X then rotate by 90 degrees
- 6 FY flip Y
- 7 FYR90 flip Y then rotate by 90 degrees
- Example:
- default_stone.png^[transformFXR90
- #### `[inventorycube{<top>{<left>{<right>`
- Escaping does not apply here and `^` is replaced by `&` in texture names
- instead.
- Create an inventory cube texture using the side textures.
- Example:
- [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
- Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
- `dirt.png^grass_side.png` textures
- #### `[lowpart:<percent>:<file>`
- Blit the lower `<percent>`% part of `<file>` on the texture.
- Example:
- base.png^[lowpart:25:overlay.png
- #### `[verticalframe:<t>:<n>`
- * `<t>`: animation frame count
- * `<n>`: current animation frame
- Crops the texture to a frame of a vertical animation.
- Example:
- default_torch_animated.png^[verticalframe:16:8
- #### `[mask:<file>`
- Apply a mask to the base image.
- The mask is applied using binary AND.
- #### `[sheet:<w>x<h>:<x>,<y>`
- Retrieves a tile at position x,y from the base image
- which it assumes to be a tilesheet with dimensions w,h.
- #### `[colorize:<color>:<ratio>`
- Colorize the textures with the given color.
- `<color>` is specified as a `ColorString`.
- `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
- it is an int, then it specifies how far to interpolate between the
- colors where 0 is only the texture color and 255 is only `<color>`. If
- omitted, the alpha of `<color>` will be used as the ratio. If it is
- the word "`alpha`", then each texture pixel will contain the RGB of
- `<color>` and the alpha of `<color>` multiplied by the alpha of the
- texture pixel.
- #### `[multiply:<color>`
- Multiplies texture colors with the given color.
- `<color>` is specified as a `ColorString`.
- Result is more like what you'd expect if you put a color on top of another
- color, meaning white surfaces get a lot of your new color while black parts
- don't change very much.
- #### `[png:<base64>`
- Embed a base64 encoded PNG image in the texture string.
- You can produce a valid string for this by calling
- `minetest.encode_base64(minetest.encode_png(tex))`,
- refer to the documentation of these functions for details.
- You can use this to send disposable images such as captchas
- to individual clients, or render things that would be too
- expensive to compose with `[combine:`.
- IMPORTANT: Avoid sending large images this way.
- This is not a replacement for asset files, do not use it to do anything
- that you could instead achieve by just using a file.
- In particular consider `minetest.dynamic_add_media` and test whether
- using other texture modifiers could result in a shorter string than
- embedding a whole image, this may vary by use case.
- Hardware coloring
- -----------------
- The goal of hardware coloring is to simplify the creation of
- colorful nodes. If your textures use the same pattern, and they only
- differ in their color (like colored wool blocks), you can use hardware
- coloring instead of creating and managing many texture files.
- All of these methods use color multiplication (so a white-black texture
- with red coloring will result in red-black color).
- ### Static coloring
- This method is useful if you wish to create nodes/items with
- the same texture, in different colors, each in a new node/item definition.
- #### Global color
- When you register an item or node, set its `color` field (which accepts a
- `ColorSpec`) to the desired color.
- An `ItemStack`'s static color can be overwritten by the `color` metadata
- field. If you set that field to a `ColorString`, that color will be used.
- #### Tile color
- Each tile may have an individual static color, which overwrites every
- other coloring method. To disable the coloring of a face,
- set its color to white (because multiplying with white does nothing).
- You can set the `color` property of the tiles in the node's definition
- if the tile is in table format.
- ### Palettes
- For nodes and items which can have many colors, a palette is more
- suitable. A palette is a texture, which can contain up to 256 pixels.
- Each pixel is one possible color for the node/item.
- You can register one node/item, which can have up to 256 colors.
- #### Palette indexing
- When using palettes, you always provide a pixel index for the given
- node or `ItemStack`. The palette is read from left to right and from
- top to bottom. If the palette has less than 256 pixels, then it is
- stretched to contain exactly 256 pixels (after arranging the pixels
- to one line). The indexing starts from 0.
- Examples:
- * 16x16 palette, index = 0: the top left corner
- * 16x16 palette, index = 4: the fifth pixel in the first row
- * 16x16 palette, index = 16: the pixel below the top left corner
- * 16x16 palette, index = 255: the bottom right corner
- * 2 (width) x 4 (height) palette, index = 31: the top left corner.
- The palette has 8 pixels, so each pixel is stretched to 32 pixels,
- to ensure the total 256 pixels.
- * 2x4 palette, index = 32: the top right corner
- * 2x4 palette, index = 63: the top right corner
- * 2x4 palette, index = 64: the pixel below the top left corner
- #### Using palettes with items
- When registering an item, set the item definition's `palette` field to
- a texture. You can also use texture modifiers.
- The `ItemStack`'s color depends on the `palette_index` field of the
- stack's metadata. `palette_index` is an integer, which specifies the
- index of the pixel to use.
- #### Linking palettes with nodes
- When registering a node, set the item definition's `palette` field to
- a texture. You can also use texture modifiers.
- The node's color depends on its `param2`, so you also must set an
- appropriate `paramtype2`:
- * `paramtype2 = "color"` for nodes which use their full `param2` for
- palette indexing. These nodes can have 256 different colors.
- The palette should contain 256 pixels.
- * `paramtype2 = "colorwallmounted"` for nodes which use the first
- five bits (most significant) of `param2` for palette indexing.
- The remaining three bits are describing rotation, as in `wallmounted`
- paramtype2. Division by 8 yields the palette index (without stretching the
- palette). These nodes can have 32 different colors, and the palette
- should contain 32 pixels.
- Examples:
- * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
- pixel will be picked from the palette.
- * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
- pixel will be picked from the palette.
- * `paramtype2 = "colorfacedir"` for nodes which use the first
- three bits of `param2` for palette indexing. The remaining
- five bits are describing rotation, as in `facedir` paramtype2.
- Division by 32 yields the palette index (without stretching the
- palette). These nodes can have 8 different colors, and the
- palette should contain 8 pixels.
- Examples:
- * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
- first (= 0 + 1) pixel will be picked from the palette.
- * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
- second (= 1 + 1) pixel will be picked from the palette.
- * `paramtype2 = "color4dir"` for nodes which use the first
- six bits of `param2` for palette indexing. The remaining
- two bits are describing rotation, as in `4dir` paramtype2.
- Division by 4 yields the palette index (without stretching the
- palette). These nodes can have 64 different colors, and the
- palette should contain 64 pixels.
- Examples:
- * `param2 = 17` is 4 * 4 + 1, so the rotation is 1 and the
- fifth (= 4 + 1) pixel will be picked from the palette.
- * `param2 = 35` is 8 * 4 + 3, so the rotation is 3 and the
- ninth (= 8 + 1) pixel will be picked from the palette.
- To colorize a node on the map, set its `param2` value (according
- to the node's paramtype2).
- ### Conversion between nodes in the inventory and on the map
- Static coloring is the same for both cases, there is no need
- for conversion.
- If the `ItemStack`'s metadata contains the `color` field, it will be
- lost on placement, because nodes on the map can only use palettes.
- If the `ItemStack`'s metadata contains the `palette_index` field, it is
- automatically transferred between node and item forms by the engine,
- when a player digs or places a colored node.
- You can disable this feature by setting the `drop` field of the node
- to itself (without metadata).
- To transfer the color to a special drop, you need a drop table.
- Example:
- minetest.register_node("mod:stone", {
- description = "Stone",
- tiles = {"default_stone.png"},
- paramtype2 = "color",
- palette = "palette.png",
- drop = {
- items = {
- -- assume that mod:cobblestone also has the same palette
- {items = {"mod:cobblestone"}, inherit_color = true },
- }
- }
- })
- ### Colored items in craft recipes
- Craft recipes only support item strings, but fortunately item strings
- can also contain metadata. Example craft recipe registration:
- minetest.register_craft({
- output = minetest.itemstring_with_palette("wool:block", 3),
- type = "shapeless",
- recipe = {
- "wool:block",
- "dye:red",
- },
- })
- To set the `color` field, you can use `minetest.itemstring_with_color`.
- Metadata field filtering in the `recipe` field are not supported yet,
- so the craft output is independent of the color of the ingredients.
- Soft texture overlay
- --------------------
- Sometimes hardware coloring is not enough, because it affects the
- whole tile. Soft texture overlays were added to Minetest to allow
- the dynamic coloring of only specific parts of the node's texture.
- For example a grass block may have colored grass, while keeping the
- dirt brown.
- These overlays are 'soft', because unlike texture modifiers, the layers
- are not merged in the memory, but they are simply drawn on top of each
- other. This allows different hardware coloring, but also means that
- tiles with overlays are drawn slower. Using too much overlays might
- cause FPS loss.
- For inventory and wield images you can specify overlays which
- hardware coloring does not modify. You have to set `inventory_overlay`
- and `wield_overlay` fields to an image name.
- To define a node overlay, simply set the `overlay_tiles` field of the node
- definition. These tiles are defined in the same way as plain tiles:
- they can have a texture name, color etc.
- To skip one face, set that overlay tile to an empty string.
- Example (colored grass block):
- minetest.register_node("default:dirt_with_grass", {
- description = "Dirt with Grass",
- -- Regular tiles, as usual
- -- The dirt tile disables palette coloring
- tiles = {{name = "default_grass.png"},
- {name = "default_dirt.png", color = "white"}},
- -- Overlay tiles: define them in the same style
- -- The top and bottom tile does not have overlay
- overlay_tiles = {"", "",
- {name = "default_grass_side.png"}},
- -- Global color, used in inventory
- color = "green",
- -- Palette in the world
- paramtype2 = "color",
- palette = "default_foilage.png",
- })
- Sounds
- ======
- Only Ogg Vorbis files are supported.
- For positional playing of sounds, only single-channel (mono) files are
- supported. Otherwise OpenAL will play them non-positionally.
- Mods should generally prefix their sounds with `modname_`, e.g. given
- the mod name "`foomod`", a sound could be called:
- foomod_foosound.ogg
- Sounds are referred to by their name with a dot, a single digit and the
- file extension stripped out. When a sound is played, the actual sound file
- is chosen randomly from the matching sounds.
- When playing the sound `foomod_foosound`, the sound is chosen randomly
- from the available ones of the following files:
- * `foomod_foosound.ogg`
- * `foomod_foosound.0.ogg`
- * `foomod_foosound.1.ogg`
- * (...)
- * `foomod_foosound.9.ogg`
- Examples of sound parameter tables:
- -- Play locationless on all clients
- {
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player
- {
- to_player = name,
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player, looped
- {
- to_player = name,
- gain = 1.0, -- default
- loop = true,
- }
- -- Play at a location
- {
- pos = {x = 1, y = 2, z = 3},
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses a Euclidean metric
- }
- -- Play connected to an object, looped
- {
- object = <an ObjectRef>,
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses a Euclidean metric
- loop = true,
- }
- -- Play at a location, heard by anyone *but* the given player
- {
- pos = {x = 32, y = 0, z = 100},
- max_hear_distance = 40,
- exclude_player = name,
- }
- Looped sounds must either be connected to an object or played locationless to
- one player using `to_player = name`.
- A positional sound will only be heard by players that are within
- `max_hear_distance` of the sound position, at the start of the sound.
- `exclude_player = name` can be applied to locationless, positional and object-
- bound sounds to exclude a single player from hearing them.
- `SimpleSoundSpec`
- -----------------
- Specifies a sound name, gain (=volume) and pitch.
- This is either a string or a table.
- In string form, you just specify the sound name or
- the empty string for no sound.
- Table form has the following fields:
- * `name`: Sound name
- * `gain`: Volume (`1.0` = 100%)
- * `pitch`: Pitch (`1.0` = 100%)
- `gain` and `pitch` are optional and default to `1.0`.
- Examples:
- * `""`: No sound
- * `{}`: No sound
- * `"default_place_node"`: Play e.g. `default_place_node.ogg`
- * `{name = "default_place_node"}`: Same as above
- * `{name = "default_place_node", gain = 0.5}`: 50% volume
- * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
- Special sound files
- -------------------
- These sound files are played back by the engine if provided.
- * `player_damage`: Played when the local player takes damage (gain = 0.5)
- * `player_falling_damage`: Played when the local player takes
- damage by falling (gain = 0.5)
- * `player_jump`: Played when the local player jumps
- * `default_dig_<groupname>`: Default node digging sound
- (see node sound definition for details)
- Registered definitions
- ======================
- Anything added using certain [Registration functions] gets added to one or more
- of the global [Registered definition tables].
- Note that in some cases you will stumble upon things that are not contained
- in these tables (e.g. when a mod has been removed). Always check for
- existence before trying to access the fields.
- Example:
- All nodes registered with `minetest.register_node` get added to the table
- `minetest.registered_nodes`.
- If you want to check the drawtype of a node, you could do it like this:
- local def = minetest.registered_nodes[nodename]
- local drawtype = def and def.drawtype
- Nodes
- =====
- Nodes are the bulk data of the world: cubes and other things that take the
- space of a cube. Huge amounts of them are handled efficiently, but they
- are quite static.
- The definition of a node is stored and can be accessed by using
- minetest.registered_nodes[node.name]
- See [Registered definitions].
- Nodes are passed by value between Lua and the engine.
- They are represented by a table:
- {name="name", param1=num, param2=num}
- `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
- them for certain automated functions. If you don't use these functions, you can
- use them to store arbitrary values.
- Node paramtypes
- ---------------
- The functions of `param1` and `param2` are determined by certain fields in the
- node definition.
- The function of `param1` is determined by `paramtype` in node definition.
- `param1` is reserved for the engine when `paramtype != "none"`.
- * `paramtype = "light"`
- * The value stores light with and without sun in its lower and upper 4 bits
- respectively.
- * Required by a light source node to enable spreading its light.
- * Required by the following drawtypes as they determine their visual
- brightness from their internal light value:
- * torchlike
- * signlike
- * firelike
- * fencelike
- * raillike
- * nodebox
- * mesh
- * plantlike
- * plantlike_rooted
- * `paramtype = "none"`
- * `param1` will not be used by the engine and can be used to store
- an arbitrary value
- The function of `param2` is determined by `paramtype2` in node definition.
- `param2` is reserved for the engine when `paramtype2 != "none"`.
- * `paramtype2 = "flowingliquid"`
- * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
- * The liquid level and a flag of the liquid are stored in `param2`
- * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
- see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
- to access/manipulate the content of this field
- * Bit 3: If set, liquid is flowing downwards (no graphical effect)
- * `paramtype2 = "wallmounted"`
- * Supported drawtypes: "torchlike", "signlike", "plantlike",
- "plantlike_rooted", "normal", "nodebox", "mesh"
- * The rotation of the node is stored in `param2`
- * Node is 'mounted'/facing towards one of 6 directions
- * You can make this value by using `minetest.dir_to_wallmounted()`
- * Values range 0 - 5
- * The value denotes at which direction the node is "mounted":
- 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
- * By default, on placement the param2 is automatically set to the
- appropriate rotation, depending on which side was pointed at
- * `paramtype2 = "facedir"`
- * Supported drawtypes: "normal", "nodebox", "mesh"
- * The rotation of the node is stored in `param2`.
- * Node is rotated around face and axis; 24 rotations in total.
- * Can be made by using `minetest.dir_to_facedir()`.
- * Chests and furnaces can be rotated that way, and also 'flipped'
- * Values range 0 - 23
- * facedir / 4 = axis direction:
- 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
- * The node is rotated 90 degrees around the X or Z axis so that its top face
- points in the desired direction. For the y- direction, it's rotated 180
- degrees around the Z axis.
- * facedir modulo 4 = left-handed rotation around the specified axis, in 90° steps.
- * By default, on placement the param2 is automatically set to the
- horizontal direction the player was looking at (values 0-3)
- * Special case: If the node is a connected nodebox, the nodebox
- will NOT rotate, only the textures will.
- * `paramtype2 = "4dir"`
- * Supported drawtypes: "normal", "nodebox", "mesh"
- * The rotation of the node is stored in `param2`.
- * Allows node to be rotated horizontally, 4 rotations in total
- * Can be made by using `minetest.dir_to_fourdir()`.
- * Chests and furnaces can be rotated that way, but not flipped
- * Values range 0 - 3
- * 4dir modulo 4 = rotation
- * Otherwise, behavior is identical to facedir
- * `paramtype2 = "leveled"`
- * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
- * Leveled nodebox:
- * The level of the top face of the nodebox is stored in `param2`.
- * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
- nodeboxes.
- * The nodebox height is (`param2` / 64) nodes.
- * The maximum accepted value of `param2` is 127.
- * Rooted plantlike:
- * The height of the 'plantlike' section is stored in `param2`.
- * The height is (`param2` / 16) nodes.
- * `paramtype2 = "degrotate"`
- * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
- stored in `param2`.
- * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
- get the actual rotation in degrees of the node.
- * `paramtype2 = "meshoptions"`
- * Only valid for "plantlike" drawtype. `param2` encodes the shape and
- optional modifiers of the "plant". `param2` is a bitfield.
- * Bits 0 to 2 select the shape.
- Use only one of the values below:
- * 0 = an "x" shaped plant (ordinary plant)
- * 1 = a "+" shaped plant (just rotated 45 degrees)
- * 2 = a "*" shaped plant with 3 faces instead of 2
- * 3 = a "#" shaped plant with 4 faces instead of 2
- * 4 = a "#" shaped plant with 4 faces that lean outwards
- * 5-7 are unused and reserved for future meshes.
- * Bits 3 to 7 are used to enable any number of optional modifiers.
- Just add the corresponding value(s) below to `param2`:
- * 8 - Makes the plant slightly vary placement horizontally
- * 16 - Makes the plant mesh 1.4x larger
- * 32 - Moves each face randomly a small bit down (1/8 max)
- * values 64 and 128 (bits 6-7) are reserved for future use.
- * Example: `param2 = 0` selects a normal "x" shaped plant
- * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
- * `paramtype2 = "color"`
- * `param2` tells which color is picked from the palette.
- The palette should have 256 pixels.
- * `paramtype2 = "colorfacedir"`
- * Same as `facedir`, but with colors.
- * The first three bits of `param2` tells which color is picked from the
- palette. The palette should have 8 pixels.
- * `paramtype2 = "color4dir"`
- * Same as `facedir`, but with colors.
- * The first six bits of `param2` tells which color is picked from the
- palette. The palette should have 64 pixels.
- * `paramtype2 = "colorwallmounted"`
- * Same as `wallmounted`, but with colors.
- * The first five bits of `param2` tells which color is picked from the
- palette. The palette should have 32 pixels.
- * `paramtype2 = "glasslikeliquidlevel"`
- * Only valid for "glasslike_framed" or "glasslike_framed_optional"
- drawtypes. "glasslike_framed_optional" nodes are only affected if the
- "Connected Glass" setting is enabled.
- * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
- full.
- * Bits 6 and 7 modify the appearance of the frame and node faces. One or
- both of these values may be added to `param2`:
- * 64 - Makes the node not connect with neighbors above or below it.
- * 128 - Makes the node not connect with neighbors to its sides.
- * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
- * `paramtype2 = "colordegrotate"`
- * Same as `degrotate`, but with colors.
- * The first (most-significant) three bits of `param2` tells which color
- is picked from the palette. The palette should have 8 pixels.
- * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
- * `paramtype2 = "none"`
- * `param2` will not be used by the engine and can be used to store
- an arbitrary value
- Nodes can also contain extra data. See [Node Metadata].
- Node drawtypes
- --------------
- There are a bunch of different looking node types.
- Look for examples in `games/devtest` or `games/minetest_game`.
- * `normal`
- * A node-sized cube.
- * `airlike`
- * Invisible, uses no texture.
- * `liquid`
- * The cubic source node for a liquid.
- * Faces bordering to the same node are never rendered.
- * Connects to node specified in `liquid_alternative_flowing`.
- * You *must* set `liquid_alternative_source` to the node's own name.
- * Use `backface_culling = false` for the tiles you want to make
- visible when inside the node.
- * `flowingliquid`
- * The flowing version of a liquid, appears with various heights and slopes.
- * Faces bordering to the same node are never rendered.
- * Connects to node specified in `liquid_alternative_source`.
- * You *must* set `liquid_alternative_flowing` to the node's own name.
- * Node textures are defined with `special_tiles` where the first tile
- is for the top and bottom faces and the second tile is for the side
- faces.
- * `tiles` is used for the item/inventory/wield image rendering.
- * Use `backface_culling = false` for the special tiles you want to make
- visible when inside the node
- * `glasslike`
- * Often used for partially-transparent nodes.
- * Only external sides of textures are visible.
- * `glasslike_framed`
- * All face-connected nodes are drawn as one volume within a surrounding
- frame.
- * The frame appearance is generated from the edges of the first texture
- specified in `tiles`. The width of the edges used are 1/16th of texture
- size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
- * The glass 'shine' (or other desired detail) on each node face is supplied
- by the second texture specified in `tiles`.
- * `glasslike_framed_optional`
- * This switches between the above 2 drawtypes according to the menu setting
- 'Connected Glass'.
- * `allfaces`
- * Often used for partially-transparent nodes.
- * External and internal sides of textures are visible.
- * `allfaces_optional`
- * Often used for leaves nodes.
- * This switches between `normal`, `glasslike` and `allfaces` according to
- the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
- * With 'Simple Leaves' selected, the texture specified in `special_tiles`
- is used instead, if present. This allows a visually thicker texture to be
- used to compensate for how `glasslike` reduces visual thickness.
- * `torchlike`
- * A single vertical texture.
- * If `paramtype2="[color]wallmounted"`:
- * If placed on top of a node, uses the first texture specified in `tiles`.
- * If placed against the underside of a node, uses the second texture
- specified in `tiles`.
- * If placed on the side of a node, uses the third texture specified in
- `tiles` and is perpendicular to that node.
- * If `paramtype2="none"`:
- * Will be rendered as if placed on top of a node (see
- above) and only the first texture is used.
- * `signlike`
- * A single texture parallel to, and mounted against, the top, underside or
- side of a node.
- * If `paramtype2="[color]wallmounted"`, it rotates according to `param2`
- * If `paramtype2="none"`, it will always be on the floor.
- * `plantlike`
- * Two vertical and diagonal textures at right-angles to each other.
- * See `paramtype2 = "meshoptions"` above for other options.
- * `firelike`
- * When above a flat surface, appears as 6 textures, the central 2 as
- `plantlike` plus 4 more surrounding those.
- * If not above a surface the central 2 do not appear, but the texture
- appears against the faces of surrounding nodes if they are present.
- * `fencelike`
- * A 3D model suitable for a wooden fence.
- * One placed node appears as a single vertical post.
- * Adjacently-placed nodes cause horizontal bars to appear between them.
- * `raillike`
- * Often used for tracks for mining carts.
- * Requires 4 textures to be specified in `tiles`, in order: Straight,
- curved, t-junction, crossing.
- * Each placed node automatically switches to a suitable rotated texture
- determined by the adjacent `raillike` nodes, in order to create a
- continuous track network.
- * Becomes a sloping node if placed against stepped nodes.
- * `nodebox`
- * Often used for stairs and slabs.
- * Allows defining nodes consisting of an arbitrary number of boxes.
- * See [Node boxes] below for more information.
- * `mesh`
- * Uses models for nodes.
- * Tiles should hold model materials textures.
- * Only static meshes are implemented.
- * For supported model formats see Irrlicht engine documentation.
- * `plantlike_rooted`
- * Enables underwater `plantlike` without air bubbles around the nodes.
- * Consists of a base cube at the co-ordinates of the node plus a
- `plantlike` extension above
- * If `paramtype2="leveled", the `plantlike` extension has a height
- of `param2 / 16` nodes, otherwise it's the height of 1 node
- * If `paramtype2="wallmounted"`, the `plantlike` extension
- will be at one of the corresponding 6 sides of the base cube.
- Also, the base cube rotates like a `normal` cube would
- * The `plantlike` extension visually passes through any nodes above the
- base cube without affecting them.
- * The base cube texture tiles are defined as normal, the `plantlike`
- extension uses the defined special tile, for example:
- `special_tiles = {{name = "default_papyrus.png"}},`
- `*_optional` drawtypes need less rendering time if deactivated
- (always client-side).
- Node boxes
- ----------
- Node selection boxes are defined using "node boxes".
- A nodebox is defined as any of:
- {
- -- A normal cube; the default in most things
- type = "regular"
- }
- {
- -- A fixed box (or boxes) (facedir param2 is used, if applicable)
- type = "fixed",
- fixed = box OR {box1, box2, ...}
- }
- {
- -- A variable height box (or boxes) with the top face position defined
- -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
- -- by param2.
- -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
- type = "leveled",
- fixed = box OR {box1, box2, ...}
- }
- {
- -- A box like the selection box for torches
- -- (wallmounted param2 is used, if applicable)
- type = "wallmounted",
- wall_top = box,
- wall_bottom = box,
- wall_side = box
- }
- {
- -- A node that has optional boxes depending on neighboring nodes'
- -- presence and type. See also `connects_to`.
- type = "connected",
- fixed = box OR {box1, box2, ...}
- connect_top = box OR {box1, box2, ...}
- connect_bottom = box OR {box1, box2, ...}
- connect_front = box OR {box1, box2, ...}
- connect_left = box OR {box1, box2, ...}
- connect_back = box OR {box1, box2, ...}
- connect_right = box OR {box1, box2, ...}
- -- The following `disconnected_*` boxes are the opposites of the
- -- `connect_*` ones above, i.e. when a node has no suitable neighbor
- -- on the respective side, the corresponding disconnected box is drawn.
- disconnected_top = box OR {box1, box2, ...}
- disconnected_bottom = box OR {box1, box2, ...}
- disconnected_front = box OR {box1, box2, ...}
- disconnected_left = box OR {box1, box2, ...}
- disconnected_back = box OR {box1, box2, ...}
- disconnected_right = box OR {box1, box2, ...}
- disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
- disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
- -- neighbors to the sides
- }
- A `box` is defined as:
- {x1, y1, z1, x2, y2, z2}
- A box of a regular node would look like:
- {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
- To avoid collision issues, keep each value within the range of +/- 1.45.
- This also applies to leveled nodeboxes, where the final height shall not
- exceed this soft limit.
- Map terminology and coordinates
- ===============================
- Nodes, mapblocks, mapchunks
- ---------------------------
- A 'node' is the fundamental cubic unit of a world and appears to a player as
- roughly 1x1x1 meters in size.
- A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
- fundamental region of a world that is stored in the world database, sent to
- clients and handled by many parts of the engine.
- 'mapblock' is preferred terminology to 'block' to help avoid confusion with
- 'node', however 'block' often appears in the API.
- A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
- (80x80x80 nodes) and is the volume of world generated in one operation by
- the map generator.
- The size in mapblocks has been chosen to optimize map generation.
- Coordinates
- -----------
- ### Orientation of axes
- For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
- ### Node coordinates
- Almost all positions used in the API use node coordinates.
- ### Mapblock coordinates
- Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
- specify a particular mapblock.
- For example blockpos (0,0,0) specifies the mapblock that extends from
- node position (0,0,0) to node position (15,15,15).
- #### Converting node position to the containing blockpos
- To calculate the blockpos of the mapblock that contains the node at 'nodepos',
- for each axis:
- * blockpos = math.floor(nodepos / 16)
- #### Converting blockpos to min/max node positions
- To calculate the min/max node positions contained in the mapblock at 'blockpos',
- for each axis:
- * Minimum:
- nodepos = blockpos * 16
- * Maximum:
- nodepos = blockpos * 16 + 15
- HUD
- ===
- HUD element types
- -----------------
- The position field is used for all element types.
- To account for differing resolutions, the position coordinates are the
- percentage of the screen, ranging in value from `0` to `1`.
- The `name` field is not yet used, but should contain a description of what the
- HUD element represents.
- The `direction` field is the direction in which something is drawn.
- `0` draws from left to right, `1` draws from right to left, `2` draws from
- top to bottom, and `3` draws from bottom to top.
- The `alignment` field specifies how the item will be aligned. It is a table
- where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
- moved to the left/up, and `1` is to the right/down. Fractional values can be
- used.
- The `offset` field specifies a pixel offset from the position. Contrary to
- position, the offset is not scaled to screen size. This allows for some
- precisely positioned items in the HUD.
- **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
- factor!
- The `z_index` field specifies the order of HUD elements from back to front.
- Lower z-index elements are displayed behind higher z-index elements. Elements
- with same z-index are displayed in an arbitrary order. Default 0.
- Supports negative values. By convention, the following values are recommended:
- * -400: Graphical effects, such as vignette
- * -300: Name tags, waypoints
- * -200: Wieldhand
- * -100: Things that block the player's view, e.g. masks
- * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
- minimap, builtin statbars, etc.
- * 100: Temporary text messages or notification icons
- * 1000: Full-screen effects such as full-black screen or credits.
- This includes effects that cover the entire screen
- If your HUD element doesn't fit into any category, pick a number
- between the suggested values
- Below are the specific uses for fields in each type; fields not listed for that
- type are ignored.
- ### `image`
- Displays an image on the HUD.
- * `scale`: The scale of the image, with 1 being the original texture size.
- Only the X coordinate scale is used (positive values).
- Negative values represent that percentage of the screen it
- should take; e.g. `x=-100` means 100% (width).
- * `text`: The name of the texture that is displayed.
- * `alignment`: The alignment of the image.
- * `offset`: offset in pixels from position.
- ### `text`
- Displays text on the HUD.
- * `scale`: Defines the bounding rectangle of the text.
- A value such as `{x=100, y=100}` should work.
- * `text`: The text to be displayed in the HUD element.
- * `number`: An integer containing the RGB value of the color used to draw the
- text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
- * `alignment`: The alignment of the text.
- * `offset`: offset in pixels from position.
- * `size`: size of the text.
- The player-set font size is multiplied by size.x (y value isn't used).
- * `style`: determines font style
- Bitfield with 1 = bold, 2 = italic, 4 = monospace
- ### `statbar`
- Displays a horizontal bar made up of half-images with an optional background.
- * `text`: The name of the texture to use.
- * `text2`: Optional texture name to enable a background / "off state"
- texture (useful to visualize the maximal value). Both textures
- must have the same size.
- * `number`: The number of half-textures that are displayed.
- If odd, will end with a vertically center-split texture.
- * `item`: Same as `number` but for the "off state" texture
- * `direction`: To which direction the images will extend to
- * `offset`: offset in pixels from position.
- * `size`: If used, will force full-image size to this value (override texture
- pack image size)
- ### `inventory`
- * `text`: The name of the inventory list to be displayed.
- * `number`: Number of items in the inventory to be displayed.
- * `item`: Position of item that is selected.
- * `direction`: Direction the list will be displayed in
- * `offset`: offset in pixels from position.
- ### `waypoint`
- Displays distance to selected world position.
- * `name`: The name of the waypoint.
- * `text`: Distance suffix. Can be blank.
- * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
- If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
- When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
- `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
- `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
- `precision = n` will show multiples of `1/n`
- * `number:` An integer containing the RGB value of the color used to draw the
- text.
- * `world_pos`: World position of the waypoint.
- * `offset`: offset in pixels from position.
- * `alignment`: The alignment of the waypoint.
- ### `image_waypoint`
- Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
- * `scale`: The scale of the image, with 1 being the original texture size.
- Only the X coordinate scale is used (positive values).
- Negative values represent that percentage of the screen it
- should take; e.g. `x=-100` means 100% (width).
- * `text`: The name of the texture that is displayed.
- * `alignment`: The alignment of the image.
- * `world_pos`: World position of the waypoint.
- * `offset`: offset in pixels from position.
- ### `compass`
- Displays an image oriented or translated according to current heading direction.
- * `size`: The size of this element. Negative values represent percentage
- of the screen; e.g. `x=-100` means 100% (width).
- * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
- * `text`: The name of the texture to use.
- * `alignment`: The alignment of the image.
- * `offset`: Offset in pixels from position.
- * `direction`: How the image is rotated/translated:
- * 0 - Rotate as heading direction
- * 1 - Rotate in reverse direction
- * 2 - Translate as landscape direction
- * 3 - Translate in reverse direction
- If translation is chosen, texture is repeated horizontally to fill the whole element.
- ### `minimap`
- Displays a minimap on the HUD.
- * `size`: Size of the minimap to display. Minimap should be a square to avoid
- distortion.
- * `alignment`: The alignment of the minimap.
- * `offset`: offset in pixels from position.
- Representations of simple things
- ================================
- Vector (ie. a position)
- -----------------------
- vector.new(x, y, z)
- See [Spatial Vectors] for details.
- `pointed_thing`
- ---------------
- * `{type="nothing"}`
- * `{type="node", under=pos, above=pos}`
- * Indicates a pointed node selection box.
- * `under` refers to the node position behind the pointed face.
- * `above` refers to the node position in front of the pointed face.
- * `{type="object", ref=ObjectRef}`
- Exact pointing location (currently only `Raycast` supports these fields):
- * `pointed_thing.intersection_point`: The absolute world coordinates of the
- point on the selection box which is pointed at. May be in the selection box
- if the pointer is in the box too.
- * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
- from 1).
- * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
- selected selection box. This specifies which face is pointed at.
- Is a null vector `vector.zero()` when the pointer is inside the selection box.
- For entities with rotated selection boxes, this will be rotated properly
- by the entity's rotation - it will always be in absolute world space.
- Flag Specifier Format
- =====================
- Flags using the standardized flag specifier format can be specified in either
- of two ways, by string or table.
- The string format is a comma-delimited set of flag names; whitespace and
- unrecognized flag fields are ignored. Specifying a flag in the string sets the
- flag, and specifying a flag prefixed by the string `"no"` explicitly
- clears the flag from whatever the default may be.
- In addition to the standard string flag format, the schematic flags field can
- also be a table of flag names to boolean values representing whether or not the
- flag is set. Additionally, if a field with the flag name prefixed with `"no"`
- is present, mapped to a boolean of any value, the specified flag is unset.
- E.g. A flag field of value
- {place_center_x = true, place_center_y=false, place_center_z=true}
- is equivalent to
- {place_center_x = true, noplace_center_y=true, place_center_z=true}
- which is equivalent to
- "place_center_x, noplace_center_y, place_center_z"
- or even
- "place_center_x, place_center_z"
- since, by default, no schematic attributes are set.
- Items
- =====
- Items are things that can be held by players, dropped in the map and
- stored in inventories.
- Items come in the form of item stacks, which are collections of equal
- items that occupy a single inventory slot.
- Item types
- ----------
- There are three kinds of items: nodes, tools and craftitems.
- * Node: Placeable item form of a node in the world's voxel grid
- * Tool: Has a changeable wear property but cannot be stacked
- * Craftitem: Has no special properties
- Every registered node (the voxel in the world) has a corresponding
- item form (the thing in your inventory) that comes along with it.
- This item form can be placed which will create a node in the
- world (by default).
- Both the 'actual' node and its item form share the same identifier.
- For all practical purposes, you can treat the node and its item form
- interchangeably. We usually just say 'node' to the item form of
- the node as well.
- Note the definition of tools is purely technical. The only really
- unique thing about tools is their wear, and that's basically it.
- Beyond that, you can't make any gameplay-relevant assumptions
- about tools or non-tools. It is perfectly valid to register something
- that acts as tool in a gameplay sense as a craftitem, and vice-versa.
- Craftitems can be used for items that neither need to be a node
- nor a tool.
- Amount and wear
- ---------------
- All item stacks have an amount between 0 and 65535. It is 1 by
- default. Tool item stacks cannot have an amount greater than 1.
- Tools use a wear (damage) value ranging from 0 to 65535. The
- value 0 is the default and is used for unworn tools. The values
- 1 to 65535 are used for worn tools, where a higher value stands for
- a higher wear. Non-tools technically also have a wear property,
- but it is always 0. There is also a special 'toolrepair' crafting
- recipe that is only available to tools.
- Item formats
- ------------
- Items and item stacks can exist in three formats: Serializes, table format
- and `ItemStack`.
- When an item must be passed to a function, it can usually be in any of
- these formats.
- ### Serialized
- This is called "stackstring" or "itemstring". It is a simple string with
- 1-4 components:
- 1. Full item identifier ("item name")
- 2. Optional amount
- 3. Optional wear value
- 4. Optional item metadata
- Syntax:
- <identifier> [<amount>[ <wear>[ <metadata>]]]
- Examples:
- * `"default:apple"`: 1 apple
- * `"default:dirt 5"`: 5 dirt
- * `"default:pick_stone"`: a new stone pickaxe
- * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
- * `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`:
- * a wooden pickaxe from the `default` mod,
- * amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
- * with the `description` field set to `"My worn out pick"` in its metadata
- * `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`:
- * analogous to the above example
- * note how the wear is set to `0` as dirt is not a tool
- You should ideally use the `ItemStack` format to build complex item strings
- (especially if they use item metadata)
- without relying on the serialization format. Example:
- local stack = ItemStack("default:pick_wood")
- stack:set_wear(21323)
- stack:get_meta():set_string("description", "My worn out pick")
- local itemstring = stack:to_string()
- Additionally the methods `minetest.itemstring_with_palette(item, palette_index)`
- and `minetest.itemstring_with_color(item, colorstring)` may be used to create
- item strings encoding color information in their metadata.
- ### Table format
- Examples:
- 5 dirt nodes:
- {name="default:dirt", count=5, wear=0, metadata=""}
- A wooden pick about 1/3 worn out:
- {name="default:pick_wood", count=1, wear=21323, metadata=""}
- An apple:
- {name="default:apple", count=1, wear=0, metadata=""}
- ### `ItemStack`
- A native C++ format with many helper methods. Useful for converting
- between formats. See the [Class reference] section for details.
- Groups
- ======
- In a number of places, there is a group table. Groups define the
- properties of a thing (item, node, armor of entity, tool capabilities)
- in such a way that the engine and other mods can can interact with
- the thing without actually knowing what the thing is.
- Usage
- -----
- Groups are stored in a table, having the group names with keys and the
- group ratings as values. Group ratings are integer values within the
- range [-32767, 32767]. For example:
- -- Default dirt
- groups = {crumbly=3, soil=1}
- -- A more special dirt-kind of thing
- groups = {crumbly=2, soil=1, level=2, outerspace=1}
- Groups always have a rating associated with them. If there is no
- useful meaning for a rating for an enabled group, it shall be `1`.
- When not defined, the rating of a group defaults to `0`. Thus when you
- read groups, you must interpret `nil` and `0` as the same value, `0`.
- You can read the rating of a group for an item or a node by using
- minetest.get_item_group(itemname, groupname)
- Groups of items
- ---------------
- Groups of items can define what kind of an item it is (e.g. wool).
- Groups of nodes
- ---------------
- In addition to the general item things, groups are used to define whether
- a node is destroyable and how long it takes to destroy by a tool.
- Groups of entities
- ------------------
- For entities, groups are, as of now, used only for calculating damage.
- The rating is the percentage of damage caused by items with this damage group.
- See [Entity damage mechanism].
- object:get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
- object:set_armor_groups({fleshy=30, cracky=80})
- Groups of tool capabilities
- ---------------------------
- Groups in tool capabilities define which groups of nodes and entities they
- are effective towards.
- Groups in crafting recipes
- --------------------------
- In crafting recipes, you can specify a group as an input item.
- This means that any item in that group will be accepted as input.
- The basic syntax is:
- "group:<group_name>"
- For example, `"group:meat"` will accept any item in the `meat` group.
- It is also possible to require an input item to be in
- multiple groups at once. The syntax for that is:
- "group:<group_name_1>,<group_name_2>,(...),<group_name_n>"
- For example, `"group:leaves,birch,trimmed"` accepts any item which is member
- of *all* the groups `leaves` *and* `birch` *and* `trimmed`.
- An example recipe: Craft a raw meat soup from any meat, any water and any bowl:
- {
- output = "food:meat_soup_raw",
- recipe = {
- {"group:meat"},
- {"group:water"},
- {"group:bowl"},
- },
- }
- Another example: Craft red wool from white wool and red dye
- (here, "red dye" is defined as any item which is member of
- *both* the groups `dye` and `basecolor_red`).
- {
- type = "shapeless",
- output = "wool:red",
- recipe = {"wool:white", "group:dye,basecolor_red"},
- }
- Special groups
- --------------
- The asterisk `(*)` after a group name describes that there is no engine
- functionality bound to it, and implementation is left up as a suggestion
- to games.
- ### Node and item groups
- * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
- that the item should be hidden in item lists.
- ### Node-only groups
- * `attached_node`: if the node under it is not a walkable block the node will be
- dropped as an item. If the node is wallmounted the wallmounted direction is
- checked.
- * `bouncy`: value is bounce speed in percent.
- If positive, jump/sneak on floor impact will increase/decrease bounce height.
- Negative value is the same bounciness, but non-controllable.
- * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
- connect to each other
- * `dig_immediate`: Player can always pick up node without reducing tool wear
- * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
- * `3`: the node always gets the digging time 0 seconds (torch)
- * `disable_jump`: Player (and possibly other things) cannot jump from node
- or if their feet are in the node. Note: not supported for `new_move = false`
- * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
- the top of this node. There's also an armor group with the same name.
- The final player damage is determined by the following formula:
- damage =
- collision speed
- * ((node_fall_damage_add_percent + 100) / 100) -- node group
- * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
- - (14) -- constant tolerance
- Negative damage values are discarded as no damage.
- * `falling_node`: if there is no walkable block under the node it will fall
- * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
- * `level`: Can be used to give an additional sense of progression in the game.
- * A larger level will cause e.g. a weapon of a lower level make much less
- damage, and get worn out much faster, or not be able to get drops
- from destroyed nodes.
- * `0` is something that is directly accessible at the start of gameplay
- * There is no upper limit
- * See also: `leveldiff` in [Tool Capabilities]
- * `slippery`: Players and items will slide on the node.
- Slipperiness rises steadily with `slippery` value, starting at 1.
- ### Tool-only groups
- * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
- `"toolrepair"` crafting recipe
- ### `ObjectRef` armor groups
- * `immortal`: Skips all damage and breath handling for an object. This group
- will also hide the integrated HUD status bars for players. It is
- automatically set to all players when damage is disabled on the server and
- cannot be reset (subject to change).
- * `fall_damage_add_percent`: Modifies the fall damage suffered by players
- when they hit the ground. It is analog to the node group with the same
- name. See the node group above for the exact calculation.
- * `punch_operable`: For entities; disables the regular damage mechanism for
- players punching it by hand or a non-tool item, so that it can do something
- else than take damage.
- Known damage and digging time defining groups
- ---------------------------------------------
- * `crumbly`: dirt, sand
- * `cracky`: tough but crackable stuff like stone.
- * `snappy`: something that can be cut using things like scissors, shears,
- bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
- * `choppy`: something that can be cut using force; e.g. trees, wooden planks
- * `fleshy`: Living things like animals and the player. This could imply
- some blood effects when hitting.
- * `explody`: Especially prone to explosions
- * `oddly_breakable_by_hand`:
- Can be added to nodes that shouldn't logically be breakable by the
- hand but are. Somewhat similar to `dig_immediate`, but times are more
- like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
- digging speed of an item if it can dig at a faster speed than this
- suggests for the hand.
- Examples of custom groups
- -------------------------
- Item groups are often used for defining, well, _groups of items_.
- * `meat`: any meat-kind of a thing (rating might define the size or healing
- ability or be irrelevant -- it is not defined as of yet)
- * `eatable`: anything that can be eaten. Rating might define HP gain in half
- hearts.
- * `flammable`: can be set on fire. Rating might define the intensity of the
- fire, affecting e.g. the speed of the spreading of an open fire.
- * `wool`: any wool (any origin, any color)
- * `metal`: any metal
- * `weapon`: any weapon
- * `heavy`: anything considerably heavy
- Digging time calculation specifics
- ----------------------------------
- Groups such as `crumbly`, `cracky` and `snappy` are used for this
- purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
- faster digging time.
- The `level` group is used to limit the toughness of nodes an item capable
- of digging can dig and to scale the digging times / damage to a greater extent.
- **Please do understand this**, otherwise you cannot use the system to it's
- full potential.
- Items define their properties by a list of parameters for groups. They
- cannot dig other groups; thus it is important to use a standard bunch of
- groups to enable interaction with items.
- Tool Capabilities
- =================
- 'Tool capabilities' is a property of items that defines two things:
- 1) Which nodes it can dig and how fast
- 2) Which objects it can hurt by punching and by how much
- Tool capabilities are available for all items, not just tools.
- But only tools can receive wear from digging and punching.
- Missing or incomplete tool capabilities will default to the
- player's hand.
- Tool capabilities definition
- ----------------------------
- Tool capabilities define:
- * Full punch interval
- * Maximum drop level
- * For an arbitrary list of node groups:
- * Uses (until the tool breaks)
- * Maximum level (usually `0`, `1`, `2` or `3`)
- * Digging times
- * Damage groups
- * Punch attack uses (until the tool breaks)
- ### Full punch interval `full_punch_interval`
- When used as a weapon, the item will do full damage if this time is spent
- between punches. If e.g. half the time is spent, the item will do half
- damage.
- ### Maximum drop level `max_drop_level`
- Suggests the maximum level of node, when dug with the item, that will drop
- its useful item. (e.g. iron ore to drop a lump of iron).
- This value is not used in the engine; it is the responsibility of the game/mod
- code to implement this.
- ### Uses `uses` (tools only)
- Determines how many uses the tool has when it is used for digging a node,
- of this group, of the maximum level. The maximum supported number of
- uses is 65535. The special number 0 is used for infinite uses.
- For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
- `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
- node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
- * `uses=10, leveldiff=0`: actual uses: 10
- * `uses=10, leveldiff=1`: actual uses: 30
- * `uses=10, leveldiff=2`: actual uses: 90
- For non-tools, this has no effect.
- ### Maximum level `maxlevel`
- Tells what is the maximum level of a node of this group that the item will
- be able to dig.
- ### Digging times `times`
- List of digging times for different ratings of the group, for nodes of the
- maximum level.
- For example, as a Lua table, `times={[2]=2.00, [3]=0.70}`. This would
- result in the item to be able to dig nodes that have a rating of `2` or `3`
- for this group, and unable to dig the rating `1`, which is the toughest.
- Unless there is a matching group that enables digging otherwise.
- If the result digging time is 0, a delay of 0.15 seconds is added between
- digging nodes; If the player releases LMB after digging, this delay is set to 0,
- i.e. players can more quickly click the nodes away instead of holding LMB.
- ### Damage groups
- List of damage for groups of entities. See [Entity damage mechanism].
- ### Punch attack uses (tools only)
- Determines how many uses (before breaking) the tool has when dealing damage
- to an object, when the full punch interval (see above) was always
- waited out fully.
- Wear received by the tool is proportional to the time spent, scaled by
- the full punch interval.
- For non-tools, this has no effect.
- Example definition of the capabilities of an item
- -------------------------------------------------
- tool_capabilities = {
- groupcaps={
- crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
- },
- }
- This makes the item capable of digging nodes that fulfill both of these:
- * Have the `crumbly` group
- * Have a `level` group less or equal to `2`
- Table of resulting digging times:
- crumbly 0 1 2 3 4 <- level
- -> 0 - - - - -
- 1 0.80 1.60 1.60 - -
- 2 0.60 1.20 1.20 - -
- 3 0.40 0.80 0.80 - -
- level diff: 2 1 0 -1 -2
- Table of resulting tool uses:
- -> 0 - - - - -
- 1 180 60 20 - -
- 2 180 60 20 - -
- 3 180 60 20 - -
- **Notes**:
- * At `crumbly==0`, the node is not diggable.
- * At `crumbly==3`, the level difference digging time divider kicks in and makes
- easy nodes to be quickly breakable.
- * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
- Entity damage mechanism
- =======================
- Damage calculation:
- damage = 0
- foreach group in cap.damage_groups:
- damage += cap.damage_groups[group]
- * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
- * (object.armor_groups[group] / 100.0)
- -- Where object.armor_groups[group] is 0 for inexistent values
- return damage
- Client predicts damage based on damage groups. Because of this, it is able to
- give an immediate response when an entity is damaged or dies; the response is
- pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
- TODO).
- Currently a smoke puff will appear when an entity dies.
- The group `immortal` completely disables normal damage.
- Entities can define a special armor group, which is `punch_operable`. This
- group disables the regular damage mechanism for players punching it by hand or
- a non-tool item, so that it can do something else than take damage.
- On the Lua side, every punch calls:
- entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
- damage)
- This should never be called directly, because damage is usually not handled by
- the entity itself.
- * `puncher` is the object performing the punch. Can be `nil`. Should never be
- accessed unless absolutely required, to encourage interoperability.
- * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
- * `tool_capabilities` can be `nil`.
- * `direction` is a unit vector, pointing from the source of the punch to
- the punched object.
- * `damage` damage that will be done to entity
- Return value of this function will determine if damage is done by this function
- (retval true) or shall be done by engine (retval false)
- To punch an entity/object in Lua, call:
- object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
- * Return value is tool wear.
- * Parameters are equal to the above callback.
- * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
- will be automatically filled in based on the location of `puncher`.
- Metadata
- ========
- Node Metadata
- -------------
- The instance of a node in the world normally only contains the three values
- mentioned in [Nodes]. However, it is possible to insert extra data into a node.
- It is called "node metadata"; See `NodeMetaRef`.
- Node metadata contains two things:
- * A key-value store
- * An inventory
- Some of the values in the key-value store are handled specially:
- * `formspec`: Defines an inventory menu that is opened with the
- 'place/use' key. Only works if no `on_rightclick` was
- defined for the node. See also [Formspec].
- * `infotext`: Text shown on the screen when the node is pointed at.
- Line-breaks will be applied automatically.
- If the infotext is very long, it will be truncated.
- Example:
- local meta = minetest.get_meta(pos)
- meta:set_string("formspec",
- "size[8,9]"..
- "list[context;main;0,0;8,4;]"..
- "list[current_player;main;0,5;8,4;]")
- meta:set_string("infotext", "Chest");
- local inv = meta:get_inventory()
- inv:set_size("main", 8*4)
- print(dump(meta:to_table()))
- meta:from_table({
- inventory = {
- main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
- [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
- [10] = "", [11] = "", [12] = "", [13] = "",
- [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
- [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
- [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
- [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
- [32] = ""}
- },
- fields = {
- formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
- infotext = "Chest"
- }
- })
- Item Metadata
- -------------
- Item stacks can store metadata too. See [`ItemStackMetaRef`].
- Item metadata only contains a key-value store.
- Some of the values in the key-value store are handled specially:
- * `description`: Set the item stack's description.
- See also: `get_description` in [`ItemStack`]
- * `short_description`: Set the item stack's short description.
- See also: `get_short_description` in [`ItemStack`]
- * `color`: A `ColorString`, which sets the stack's color.
- * `palette_index`: If the item has a palette, this is used to get the
- current color from the palette.
- * `count_meta`: Replace the displayed count with any string.
- * `count_alignment`: Set the alignment of the displayed count value. This is an
- int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
- 4th bit specify the alignment in y-direction:
- 0 = default, 1 = left / up, 2 = middle, 3 = right / down
- The default currently is the same as right/down.
- Example: 6 = 2 + 1*4 = middle,up
- Example:
- local meta = stack:get_meta()
- meta:set_string("key", "value")
- print(dump(meta:to_table()))
- Example manipulations of "description" and expected output behaviors:
- print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
- print(ItemStack("foobar"):get_description()) --> Unknown Item
- local stack = ItemStack("default:stone")
- stack:get_meta():set_string("description", "Custom description\nAnother line")
- print(stack:get_description()) --> Custom description\nAnother line
- print(stack:get_short_description()) --> Custom description
- stack:get_meta():set_string("short_description", "Short")
- print(stack:get_description()) --> Custom description\nAnother line
- print(stack:get_short_description()) --> Short
- print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
- Formspec
- ========
- Formspec defines a menu. This supports inventories and some of the
- typical widgets like buttons, checkboxes, text input fields, etc.
- It is a string, with a somewhat strange format.
- A formspec is made out of formspec elements, which includes widgets
- like buttons but also can be used to set stuff like background color.
- Many formspec elements have a `name`, which is a unique identifier which
- is used when the server receives user input. You must not use the name
- "quit" for formspec elements.
- Spaces and newlines can be inserted between the blocks, as is used in the
- examples.
- Position and size units are inventory slots unless the new coordinate system
- is enabled. `X` and `Y` position the formspec element relative to the top left
- of the menu or container. `W` and `H` are its width and height values.
- If the new system is enabled, all elements have unified coordinates for all
- elements with no padding or spacing in between. This is highly recommended
- for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
- Coordinates`.
- Inventories with a `player:<name>` inventory location are only sent to the
- player named `<name>`.
- When displaying text which can contain formspec code, e.g. text set by a player,
- use `minetest.formspec_escape`.
- For colored text you can use `minetest.colorize`.
- Since formspec version 3, elements drawn in the order they are defined. All
- background elements are drawn before all other elements.
- **WARNING**: do _not_ use an element name starting with `key_`; those names are
- reserved to pass key press events to formspec!
- **WARNING**: Minetest allows you to add elements to every single formspec instance
- using `player:set_formspec_prepend()`, which may be the reason backgrounds are
- appearing when you don't expect them to, or why things are styled differently
- to normal. See [`no_prepend[]`] and [Styling Formspecs].
- Examples
- --------
- ### Chest
- size[8,9]
- list[context;main;0,0;8,4;]
- list[current_player;main;0,5;8,4;]
- ### Furnace
- size[8,9]
- list[context;fuel;2,3;1,1;]
- list[context;src;2,1;1,1;]
- list[context;dst;5,1;2,2;]
- list[current_player;main;0,5;8,4;]
- ### Minecraft-like player inventory
- size[8,7.5]
- image[1,0.6;1,2;player.png]
- list[current_player;main;0,3.5;8,4;]
- list[current_player;craft;3,0;3,3;]
- list[current_player;craftpreview;7,1;1,1;]
- Version History
- ---------------
- * Formspec version 1 (pre-5.1.0):
- * (too much)
- * Formspec version 2 (5.1.0):
- * Forced real coordinates
- * background9[]: 9-slice scaling parameters
- * Formspec version 3 (5.2.0):
- * Formspec elements are drawn in the order of definition
- * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
- * box[] and image[] elements enable clipping by default
- * new element: scroll_container[]
- * Formspec version 4 (5.4.0):
- * Allow dropdown indexing events
- * Formspec version 5 (5.5.0):
- * Added padding[] element
- * Formspec version 6 (5.6.0):
- * Add nine-slice images, animated_image, and fgimg_middle
- Elements
- --------
- ### `formspec_version[<version>]`
- * Set the formspec version to a certain number. If not specified,
- version 1 is assumed.
- * Must be specified before `size` element.
- * Clients older than this version can neither show newer elements nor display
- elements with new arguments correctly.
- * Available since feature `formspec_version_element`.
- * See also: [Version History]
- ### `size[<W>,<H>,<fixed_size>]`
- * Define the size of the menu in inventory slots
- * `fixed_size`: `true`/`false` (optional)
- * deprecated: `invsize[<W>,<H>;]`
- ### `position[<X>,<Y>]`
- * Must be used after `size` element.
- * Defines the position on the game window of the formspec's `anchor` point.
- * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
- for example:
- * [0.0, 0.0] sets the position to the top left corner of the game window.
- * [1.0, 1.0] sets the position to the bottom right of the game window.
- * Defaults to the center of the game window [0.5, 0.5].
- ### `anchor[<X>,<Y>]`
- * Must be used after both `size` and `position` (if present) elements.
- * Defines the location of the anchor point within the formspec.
- * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
- for example:
- * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
- * [1.0, 0.0] sets the anchor to the top right of the formspec.
- * Defaults to the center of the formspec [0.5, 0.5].
- * `position` and `anchor` elements need suitable values to avoid a formspec
- extending off the game window due to particular game window sizes.
- ### `padding[<X>,<Y>]`
- * Must be used after the `size`, `position`, and `anchor` elements (if present).
- * Defines how much space is padded around the formspec if the formspec tries to
- increase past the size of the screen and coordinates have to be shrunk.
- * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
- screen), and 0.5 represents half the screen (which forces the coordinate size
- to 0). If negative, the formspec can extend off the edge of the screen.
- * Defaults to [0.05, 0.05].
- ### `no_prepend[]`
- * Must be used after the `size`, `position`, `anchor`, and `padding` elements
- (if present).
- * Disables player:set_formspec_prepend() from applying to this formspec.
- ### `real_coordinates[<bool>]`
- * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
- * When set to true, all following formspec elements will use the new coordinate system.
- * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
- (if present), the form size will use the new coordinate system.
- * **Note**: Formspec prepends are not affected by the coordinates in the main form.
- They must enable it explicitly.
- * For information on converting forms to the new coordinate system, see `Migrating
- to Real Coordinates`.
- ### `container[<X>,<Y>]`
- * Start of a container block, moves all physical elements in the container by
- (X, Y).
- * Must have matching `container_end`
- * Containers can be nested, in which case the offsets are added
- (child containers are relative to parent containers)
- ### `container_end[]`
- * End of a container, following elements are no longer relative to this
- container.
- ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
- * Start of a scroll_container block. All contained elements will ...
- * take the scroll_container coordinate as position origin,
- * be additionally moved by the current value of the scrollbar with the name
- `scrollbar name` times `scroll factor` along the orientation `orientation` and
- * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
- * `orientation`: possible values are `vertical` and `horizontal`.
- * `scroll factor`: optional, defaults to `0.1`.
- * Nesting is possible.
- * Some elements might work a little different if they are in a scroll_container.
- * Note: If you want the scroll_container to actually work, you also need to add a
- scrollbar element with the specified name. Furthermore, it is highly recommended
- to use a scrollbaroptions element on this scrollbar.
- ### `scroll_container_end[]`
- * End of a scroll_container, following elements are no longer bound to this
- container.
- ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
- * Show an inventory list if it has been sent to the client.
- * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
- are moved) while the formspec is open, the formspec element may (but is not guaranteed
- to) adapt to the new inventory list.
- * Item slots are drawn in a grid from left to right, then up to down, ordered
- according to the slot index.
- * `W` and `H` are in inventory slots, not in coordinates.
- * `starting item index` (Optional): The index of the first (upper-left) item to draw.
- Indices start at `0`. Default is `0`.
- * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
- `starting item index`.
- * **Note**: With the new coordinate system, the spacing between inventory
- slots is one-fourth the size of an inventory slot by default. Also see
- [Styling Formspecs] for changing the size of slots and spacing.
- ### `listring[<inventory location>;<list name>]`
- * Appends to an internal ring of inventory lists.
- * Shift-clicking on items in one element of the ring
- will send them to the next inventory list inside the ring
- * The first occurrence of an element inside the ring will
- determine the inventory where items will be sent to
- ### `listring[]`
- * Shorthand for doing `listring[<inventory location>;<list name>]`
- for the last two inventory lists added by list[...]
- ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- * Sets color of slots border
- ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- * Sets color of slots border
- * Sets default background color of tooltips
- * Sets default font color of tooltips
- ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
- * Adds tooltip for an element
- * `bgcolor` tooltip background color as `ColorString` (optional)
- * `fontcolor` tooltip font color as `ColorString` (optional)
- ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
- * Adds tooltip for an area. Other tooltips will take priority when present.
- * `bgcolor` tooltip background color as `ColorString` (optional)
- * `fontcolor` tooltip font color as `ColorString` (optional)
- ### `image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]`
- * Show an image.
- * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
- * Requires formspec version >= 6.
- * See `background9[]` documentation for more information.
- ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]`
- * Show an animated image. The image is drawn like a "vertical_frames" tile
- animation (See [Tile animation definition]), but uses a frame count/duration for simplicity
- * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
- * `texture name`: The image to use.
- * `frame count`: The number of frames animating the image.
- * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
- * `frame start` (optional): The index of the frame to start on. Default `1`.
- * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
- * Requires formspec version >= 6.
- * See `background9[]` documentation for more information.
- ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
- * Show a mesh model.
- * `name`: Element name that can be used for styling
- * `mesh`: The mesh model to use.
- * `textures`: The mesh textures to use according to the mesh materials.
- Texture names must be separated by commas.
- * `rotation {X,Y}` (Optional): Initial rotation of the camera.
- The axes are euler angles in degrees.
- * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
- * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
- * `frame loop range` (Optional): Range of the animation frames.
- * Defaults to the full range of all available frames.
- * Syntax: `<begin>,<end>`
- * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
- ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
- * Show an inventory image of registered item/node
- ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
- * Sets background color of formspec.
- * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
- of the non-fullscreen and the fullscreen background.
- * `fullscreen` (optional) can be one of the following:
- * `false`: Only the non-fullscreen background color is drawn. (default)
- * `true`: Only the fullscreen background color is drawn.
- * `both`: The non-fullscreen and the fullscreen background color are drawn.
- * `neither`: No background color is drawn.
- * Note: Leave a parameter empty to not modify the value.
- * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
- are not bools are only available since formspec version 3.
- ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
- * Example for formspec 8x4 in 16x resolution: image shall be sized
- 8 times 16px times 4 times 16px.
- ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
- * Example for formspec 8x4 in 16x resolution:
- image shall be sized 8 times 16px times 4 times 16px
- * If `auto_clip` is `true`, the background is clipped to the formspec size
- (`x` and `y` are used as offset values, `w` and `h` are ignored)
- ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
- * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
- * Middle is a rect which defines the middle of the 9-slice.
- * `x` - The middle will be x pixels from all sides.
- * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
- * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
- will be added to the width and height of the texture, allowing it to be used as the
- distance from the far end.
- * All numbers in middle are integers.
- * If `auto_clip` is `true`, the background is clipped to the formspec size
- (`x` and `y` are used as offset values, `w` and `h` are ignored)
- * Available since formspec version 2
- ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
- * Textual password style field; will be sent to server when a button is clicked
- * When enter is pressed in field, fields.key_enter_field will be sent with the
- name of this field.
- * With the old coordinate system, fields are a set height, but will be vertically
- centered on `H`. With the new coordinate system, `H` will modify the height.
- * `name` is the name of the field as returned in fields to `on_receive_fields`
- * `label`, if not blank, will be text printed on the top left above the field
- * See `field_close_on_enter` to stop enter closing the formspec
- ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
- * Textual field; will be sent to server when a button is clicked
- * When enter is pressed in field, `fields.key_enter_field` will be sent with
- the name of this field.
- * With the old coordinate system, fields are a set height, but will be vertically
- centered on `H`. With the new coordinate system, `H` will modify the height.
- * `name` is the name of the field as returned in fields to `on_receive_fields`
- * `label`, if not blank, will be text printed on the top left above the field
- * `default` is the default value of the field
- * `default` may contain variable references such as `${text}` which
- will fill the value from the metadata value `text`
- * **Note**: no extra text or more than a single variable is supported ATM.
- * See `field_close_on_enter` to stop enter closing the formspec
- ### `field[<name>;<label>;<default>]`
- * As above, but without position/size units
- * When enter is pressed in field, `fields.key_enter_field` will be sent with
- the name of this field.
- * Special field for creating simple forms, such as sign text input
- * Must be used without a `size[]` element
- * A "Proceed" button will be added automatically
- * See `field_close_on_enter` to stop enter closing the formspec
- ### `field_close_on_enter[<name>;<close_on_enter>]`
- * <name> is the name of the field
- * if <close_on_enter> is false, pressing enter in the field will submit the
- form but not close it.
- * defaults to true when not specified (ie: no tag for a field)
- ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
- * Same as fields above, but with multi-line input
- * If the text overflows, a vertical scrollbar is added.
- * If the name is empty, the textarea is read-only and
- the background is not shown, which corresponds to a multi-line label.
- ### `label[<X>,<Y>;<label>]`
- * The label formspec element displays the text set in `label`
- at the specified position.
- * **Note**: If the new coordinate system is enabled, labels are
- positioned from the center of the text, not the top.
- * The text is displayed directly without automatic line breaking,
- so label should not be used for big text chunks. Newlines can be
- used to make labels multiline.
- * **Note**: With the new coordinate system, newlines are spaced with
- half a coordinate. With the old system, newlines are spaced 2/5 of
- an inventory slot.
- ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
- * Displays a static formatted text with hyperlinks.
- * **Note**: This element is currently unstable and subject to change.
- * `x`, `y`, `w` and `h` work as per field
- * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
- * `text` is the formatted text using `Markup Language` described below.
- ### `vertlabel[<X>,<Y>;<label>]`
- * Textual label drawn vertically
- * `label` is the text on the label
- * **Note**: If the new coordinate system is enabled, vertlabels are
- positioned from the center of the text, not the left.
- ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
- * Clickable button. When clicked, fields will be sent.
- * With the old coordinate system, buttons are a set height, but will be vertically
- centered on `H`. With the new coordinate system, `H` will modify the height.
- * `label` is the text on the button
- ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
- * `texture name` is the filename of an image
- * **Note**: Height is supported on both the old and new coordinate systems
- for image_buttons.
- ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
- * `texture name` is the filename of an image
- * `noclip=true` means the image button doesn't need to be within specified
- formsize.
- * `drawborder`: draw button border or not
- * `pressed texture name` is the filename of an image on pressed state
- ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
- * `item name` is the registered name of an item/node
- * The item description will be used as the tooltip. This can be overridden with
- a tooltip element.
- ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
- * When clicked, fields will be sent and the form will quit.
- * Same as `button` in all other respects.
- ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
- * When clicked, fields will be sent and the form will quit.
- * Same as `image_button` in all other respects.
- ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
- * Scrollable item list showing arbitrary text elements
- * `name` fieldname sent to server on doubleclick value is current selected
- element.
- * `listelements` can be prepended by #color in hexadecimal format RRGGBB
- (only).
- * if you want a listelement to start with "#" write "##".
- ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
- * Scrollable itemlist showing arbitrary text elements
- * `name` fieldname sent to server on doubleclick value is current selected
- element.
- * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
- * if you want a listelement to start with "#" write "##"
- * Index to be selected within textlist
- * `true`/`false`: draw transparent background
- * See also `minetest.explode_textlist_event`
- (main menu: `core.explode_textlist_event`).
- ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
- * Show a tab**header** at specific position (ignores formsize)
- * `X` and `Y`: position of the tabheader
- * *Note*: Width and height are automatically chosen with this syntax
- * `name` fieldname data is transferred to Lua
- * `caption 1`...: name shown on top of tab
- * `current_tab`: index of selected tab 1...
- * `transparent` (optional): if true, tabs are semi-transparent
- * `draw_border` (optional): if true, draw a thin line at tab base
- ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
- * Show a tab**header** at specific position (ignores formsize)
- * **Important note**: This syntax for tabheaders can only be used with the
- new coordinate system.
- * `X` and `Y`: position of the tabheader
- * `H`: height of the tabheader. Width is automatically determined with this syntax.
- * `name` fieldname data is transferred to Lua
- * `caption 1`...: name shown on top of tab
- * `current_tab`: index of selected tab 1...
- * `transparent` (optional): show transparent
- * `draw_border` (optional): draw border
- ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
- * Show a tab**header** at specific position (ignores formsize)
- * **Important note**: This syntax for tabheaders can only be used with the
- new coordinate system.
- * `X` and `Y`: position of the tabheader
- * `W` and `H`: width and height of the tabheader
- * `name` fieldname data is transferred to Lua
- * `caption 1`...: name shown on top of tab
- * `current_tab`: index of selected tab 1...
- * `transparent` (optional): show transparent
- * `draw_border` (optional): draw border
- ### `box[<X>,<Y>;<W>,<H>;<color>]`
- * Simple colored box
- * `color` is color specified as a `ColorString`.
- If the alpha component is left blank, the box will be semitransparent.
- If the color is not specified, the box will use the options specified by
- its style. If the color is specified, all styling options will be ignored.
- ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
- * Show a dropdown field
- * **Important note**: There are two different operation modes:
- 1. handle directly on change (only changed dropdown is submitted)
- 2. read the value on pressing a button (all dropdown values are available)
- * `X` and `Y`: position of the dropdown
- * `W`: width of the dropdown. Height is automatically chosen with this syntax.
- * Fieldname data is transferred to Lua
- * Items to be shown in dropdown
- * Index of currently selected dropdown item
- * `index event` (optional, allowed parameter since formspec version 4): Specifies the
- event field value for selected items.
- * `true`: Selected item index
- * `false` (default): Selected item value
- ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
- * Show a dropdown field
- * **Important note**: This syntax for dropdowns can only be used with the
- new coordinate system.
- * **Important note**: There are two different operation modes:
- 1. handle directly on change (only changed dropdown is submitted)
- 2. read the value on pressing a button (all dropdown values are available)
- * `X` and `Y`: position of the dropdown
- * `W` and `H`: width and height of the dropdown
- * Fieldname data is transferred to Lua
- * Items to be shown in dropdown
- * Index of currently selected dropdown item
- * `index event` (optional, allowed parameter since formspec version 4): Specifies the
- event field value for selected items.
- * `true`: Selected item index
- * `false` (default): Selected item value
- ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
- * Show a checkbox
- * `name` fieldname data is transferred to Lua
- * `label` to be shown left of checkbox
- * `selected` (optional): `true`/`false`
- * **Note**: If the new coordinate system is enabled, checkboxes are
- positioned from the center of the checkbox, not the top.
- ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
- * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
- * There are two ways to use it:
- 1. handle the changed event (only changed scrollbar is available)
- 2. read the value on pressing a button (all scrollbars are available)
- * `orientation`: `vertical`/`horizontal`. Default horizontal.
- * Fieldname data is transferred to Lua
- * Value of this trackbar is set to (`0`-`1000`) by default
- * See also `minetest.explode_scrollbar_event`
- (main menu: `core.explode_scrollbar_event`).
- ### `scrollbaroptions[opt1;opt2;...]`
- * Sets options for all following `scrollbar[]` elements
- * `min=<int>`
- * Sets scrollbar minimum value, defaults to `0`.
- * `max=<int>`
- * Sets scrollbar maximum value, defaults to `1000`.
- If the max is equal to the min, the scrollbar will be disabled.
- * `smallstep=<int>`
- * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
- scrolled.
- * If this is set to a negative number, the value will be reset to `10`.
- * `largestep=<int>`
- * Sets scrollbar step value used by page up and page down.
- * If this is set to a negative number, the value will be reset to `100`.
- * `thumbsize=<int>`
- * Sets size of the thumb on the scrollbar. Size is calculated in the number of
- units the thumb spans out of the range of the scrollbar values.
- * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
- would span a tenth of the scrollbar space.
- * If this is set to zero or less, the value will be reset to `1`.
- * `arrows=<show/hide/default>`
- * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
- when the scrollbar gets too small, but shows them otherwise.
- ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
- * Show scrollable table using options defined by the previous `tableoptions[]`
- * Displays cells as defined by the previous `tablecolumns[]`
- * `name`: fieldname sent to server on row select or doubleclick
- * `cell 1`...`cell n`: cell contents given in row-major order
- * `selected idx`: index of row to be selected within table (first row = `1`)
- * See also `minetest.explode_table_event`
- (main menu: `core.explode_table_event`).
- ### `tableoptions[<opt 1>;<opt 2>;...]`
- * Sets options for `table[]`
- * `color=#RRGGBB`
- * default text color (`ColorString`), defaults to `#FFFFFF`
- * `background=#RRGGBB`
- * table background color (`ColorString`), defaults to `#000000`
- * `border=<true/false>`
- * should the table be drawn with a border? (default: `true`)
- * `highlight=#RRGGBB`
- * highlight background color (`ColorString`), defaults to `#466432`
- * `highlight_text=#RRGGBB`
- * highlight text color (`ColorString`), defaults to `#FFFFFF`
- * `opendepth=<value>`
- * all subtrees up to `depth < value` are open (default value = `0`)
- * only useful when there is a column of type "tree"
- ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
- * Sets columns for `table[]`
- * Types: `text`, `image`, `color`, `indent`, `tree`
- * `text`: show cell contents as text
- * `image`: cell contents are an image index, use column options to define
- images.
- * `color`: cell contents are a ColorString and define color of following
- cell.
- * `indent`: cell contents are a number and define indentation of following
- cell.
- * `tree`: same as indent, but user can open and close subtrees
- (treeview-like).
- * Column options:
- * `align=<value>`
- * for `text` and `image`: content alignment within cells.
- Available values: `left` (default), `center`, `right`, `inline`
- * `width=<value>`
- * for `text` and `image`: minimum width in em (default: `0`)
- * for `indent` and `tree`: indent width in em (default: `1.5`)
- * `padding=<value>`: padding left of the column, in em (default `0.5`).
- Exception: defaults to 0 for indent columns
- * `tooltip=<value>`: tooltip text (default: empty)
- * `image` column options:
- * `0=<value>` sets image for image index 0
- * `1=<value>` sets image for image index 1
- * `2=<value>` sets image for image index 2
- * and so on; defined indices need not be contiguous empty or
- non-numeric cells are treated as `0`.
- * `color` column options:
- * `span=<value>`: number of following columns to affect
- (default: infinite).
- ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
- * Set the style for the element(s) matching `selector` by name.
- * `selector` can be one of:
- * `<name>` - An element name. Includes `*`, which represents every element.
- * `<name>:<state>` - An element name, a colon, and one or more states.
- * `state` is a list of states separated by the `+` character.
- * If a state is provided, the style will only take effect when the element is in that state.
- * All provided states must be active for the style to apply.
- * Note: this **must** be before the element is defined.
- * See [Styling Formspecs].
- ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
- * Set the style for the element(s) matching `selector` by type.
- * `selector` can be one of:
- * `<type>` - An element type. Includes `*`, which represents every element.
- * `<type>:<state>` - An element type, a colon, and one or more states.
- * `state` is a list of states separated by the `+` character.
- * If a state is provided, the style will only take effect when the element is in that state.
- * All provided states must be active for the style to apply.
- * See [Styling Formspecs].
- ### `set_focus[<name>;<force>]`
- * Sets the focus to the element with the same `name` parameter.
- * **Note**: This element must be placed before the element it focuses.
- * `force` (optional, default `false`): By default, focus is not applied for
- re-sent formspecs with the same name so that player-set focus is kept.
- `true` sets the focus to the specified element for every sent formspec.
- * The following elements have the ability to be focused:
- * checkbox
- * button
- * button_exit
- * image_button
- * image_button_exit
- * item_image_button
- * table
- * textlist
- * dropdown
- * field
- * pwdfield
- * textarea
- * scrollbar
- Migrating to Real Coordinates
- -----------------------------
- In the old system, positions included padding and spacing. Padding is a gap between
- the formspec window edges and content, and spacing is the gaps between items. For
- example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
- and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
- in the new coordinate system from scratch.
- To recreate an old layout with padding, you'll need to pass the positions and sizes
- through the following formula to re-introduce padding:
- ```
- pos = (oldpos + 1)*spacing + padding
- where
- padding = 3/8
- spacing = 5/4
- ```
- You'll need to change the `size[]` tag like this:
- ```
- size = (oldsize-1)*spacing + padding*2 + 1
- ```
- A few elements had random offsets in the old system. Here is a table which shows these
- offsets when migrating:
- | Element | Position | Size | Notes
- |---------|------------|---------|-------
- | box | +0.3, +0.1 | 0, -0.4 |
- | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
- | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
- | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
- Styling Formspecs
- -----------------
- Formspec elements can be themed using the style elements:
- style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
- style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
- style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
- style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
- Where a prop is:
- property_name=property_value
- For example:
- style_type[button;bgcolor=#006699]
- style[world_delete;bgcolor=red;textcolor=yellow]
- button[4,3.95;2.6,1;world_delete;Delete]
- A name/type can optionally be a comma separated list of names/types, like so:
- world_delete,world_create,world_configure
- button,image_button
- A `*` type can be used to select every element in the formspec.
- Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
- world_delete:hovered+pressed
- button:pressed
- States allow you to apply styles in response to changes in the element, instead of applying at all times.
- Setting a property to nothing will reset it to the default value. For example:
- style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
- style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
- ### Supported Element Types
- Some types may inherit styles from parent types.
- * animated_image, inherits from image
- * box
- * button
- * button_exit, inherits from button
- * checkbox
- * dropdown
- * field
- * image
- * image_button
- * item_image_button
- * label
- * list
- * model
- * pwdfield, inherits from field
- * scrollbar
- * tabheader
- * table
- * textarea
- * textlist
- * vertlabel, inherits from label
- ### Valid Properties
- * animated_image
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * box
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * Defaults to false in formspec_version version 3 or higher
- * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
- * Single value (e.g. `#FF0`): All corners/borders.
- * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
- top and bottom,left and right.
- * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
- * These work similarly to CSS borders.
- * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
- * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
- * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
- negative, the border will extend inside the box, whereas positive extends outside
- the box. A width of zero results in no border; this is default.
- * button, button_exit, image_button, item_image_button
- * alpha - boolean, whether to draw alpha in bgimg. Default true.
- * bgcolor - color, sets button tint.
- * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
- * This is deprecated, use states instead.
- * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
- * This is deprecated, use states instead.
- * bgimg - standard background image. Defaults to none.
- * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
- * This is deprecated, use states instead.
- * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
- See background9[] documentation for more details. This property also pads the
- button's content when set.
- * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
- * This is deprecated, use states instead.
- * font - Sets font type. This is a comma separated list of options. Valid options:
- * Main font type options. These cannot be combined with each other:
- * `normal`: Default font
- * `mono`: Monospaced font
- * Font modification options. If used without a main font type, `normal` is used:
- * `bold`: Makes font bold.
- * `italic`: Makes font italic.
- Default `normal`.
- * font_size - Sets font size. Default is user-set. Can have multiple values:
- * `<number>`: Sets absolute font size to `number`.
- * `+<number>`/`-<number>`: Offsets default font size by `number` points.
- * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
- * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
- * content_offset - 2d vector, shifts the position of the button's content without resizing it.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * padding - rect, adds space between the edges of the button and the content. This value is
- relative to bgimg_middle.
- * sound - a sound to be played when triggered.
- * textcolor - color, default white.
- * checkbox
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * sound - a sound to be played when triggered.
- * dropdown
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * sound - a sound to be played when the entry is changed.
- * field, pwdfield, textarea
- * border - set to false to hide the textbox background and border. Default true.
- * font - Sets font type. See button `font` property for more information.
- * font_size - Sets font size. See button `font_size` property for more information.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * textcolor - color. Default white.
- * model
- * bgcolor - color, sets background color.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * Default to false in formspec_version version 3 or higher
- * image
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * Default to false in formspec_version version 3 or higher
- * item_image
- * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
- * label, vertlabel
- * font - Sets font type. See button `font` property for more information.
- * font_size - Sets font size. See button `font_size` property for more information.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * list
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * size - 2d vector, sets the size of inventory slots in coordinates.
- * spacing - 2d vector, sets the space between inventory slots in coordinates.
- * image_button (additional properties)
- * fgimg - standard image. Defaults to none.
- * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
- * This is deprecated, use states instead.
- * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
- * This is deprecated, use states instead.
- * fgimg_middle - Makes the fgimg textures render in 9-sliced mode and defines the middle rect.
- See background9[] documentation for more details.
- * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
- * sound - a sound to be played when triggered.
- * scrollbar
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * tabheader
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * sound - a sound to be played when a different tab is selected.
- * textcolor - color. Default white.
- * table, textlist
- * font - Sets font type. See button `font` property for more information.
- * font_size - Sets font size. See button `font_size` property for more information.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- ### Valid States
- * *all elements*
- * default - Equivalent to providing no states
- * button, button_exit, image_button, item_image_button
- * hovered - Active when the mouse is hovering over the element
- * pressed - Active when the button is pressed
- Markup Language
- ---------------
- Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
- The markup language is currently unstable and subject to change. Use with caution.
- Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
- Tags can have attributes, in that case, attributes are in the opening tag in
- form of a key/value separated with equal signs. Attribute values should not be quoted.
- If you want to insert a literal greater-than sign or a backslash into the text,
- you must escape it by preceding it with a backslash.
- These are the technically basic tags but see below for usual tags. Base tags are:
- `<style color=... font=... size=...>...</style>`
- Changes the style of the text.
- * `color`: Text color. Given color is a `colorspec`.
- * `size`: Text size.
- * `font`: Text font (`mono` or `normal`).
- `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
- Sets global style.
- Global only styles:
- * `background`: Text background, a `colorspec` or `none`.
- * `margin`: Page margins in pixel.
- * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
- Inheriting styles (affects child elements):
- * `color`: Default text color. Given color is a `colorspec`.
- * `hovercolor`: Color of <action> tags when mouse is over.
- * `size`: Default text size.
- * `font`: Default text font (`mono` or `normal`).
- * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
- This tag needs to be placed only once as it changes the global settings of the
- text. Anyway, if several tags are placed, each changed will be made in the order
- tags appear.
- `<tag name=... color=... hovercolor=... font=... size=...>`
- Defines or redefines tag style. This can be used to define new tags.
- * `name`: Name of the tag to define or change.
- * `color`: Text color. Given color is a `colorspec`.
- * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
- * `size`: Text size.
- * `font`: Text font (`mono` or `normal`).
- Following tags are the usual tags for text layout. They are defined by default.
- Other tags can be added using `<tag ...>` tag.
- `<normal>...</normal>`: Normal size text
- `<big>...</big>`: Big text
- `<bigger>...</bigger>`: Bigger text
- `<center>...</center>`: Centered text
- `<left>...</left>`: Left-aligned text
- `<right>...</right>`: Right-aligned text
- `<justify>...</justify>`: Justified text
- `<mono>...</mono>`: Monospaced font
- `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
- `<action name=...>...</action>`
- Make that text a clickable text triggering an action.
- * `name`: Name of the action (mandatory).
- When clicked, the formspec is send to the server. The value of the text field
- sent to `on_player_receive_fields` will be "action:" concatenated to the action
- name.
- `<img name=... float=... width=... height=...>`
- Draws an image which is present in the client media cache.
- * `name`: Name of the texture (mandatory).
- * `float`: If present, makes the image floating (`left` or `right`).
- * `width`: Force image width instead of taking texture width.
- * `height`: Force image height instead of taking texture height.
- If only width or height given, texture aspect is kept.
- `<item name=... float=... width=... height=... rotate=...>`
- Draws an item image.
- * `name`: Item string of the item to draw (mandatory).
- * `float`: If present, makes the image floating (`left` or `right`).
- * `width`: Item image width.
- * `height`: Item image height.
- * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
- rotation speeds in percent of standard speed (-1000 to 1000). Works only if
- `inventory_items_animations` is set to true.
- * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
- X, Y and Z being angles around each three axes. Works only if
- `inventory_items_animations` is set to true.
- Inventory
- =========
- Inventory locations
- -------------------
- * `"context"`: Selected node metadata (deprecated: `"current_name"`)
- * `"current_player"`: Player to whom the menu is shown
- * `"player:<name>"`: Any player
- * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
- * `"detached:<name>"`: A detached inventory
- Player Inventory lists
- ----------------------
- * `main`: list containing the default inventory
- * `craft`: list containing the craft input
- * `craftpreview`: list containing the craft prediction
- * `craftresult`: list containing the crafted output
- * `hand`: list containing an override for the empty hand
- * Is not created automatically, use `InvRef:set_size`
- * Is only used to enhance the empty hand's tool capabilities
- Colors
- ======
- `ColorString`
- -------------
- `#RGB` defines a color in hexadecimal format.
- `#RGBA` defines a color in hexadecimal format and alpha channel.
- `#RRGGBB` defines a color in hexadecimal format.
- `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
- Named colors are also supported and are equivalent to
- [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
- To specify the value of the alpha channel, append `#A` or `#AA` to the end of
- the color name (e.g. `colorname#08`).
- `ColorSpec`
- -----------
- A ColorSpec specifies a 32-bit color. It can be written in any of the following
- forms:
- * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
- * `colorspec = {a=255, r=0, g=255, b=0}`
- * numerical form: The raw integer value of an ARGB8 quad:
- * `colorspec = 0xFF00FF00`
- * string form: A ColorString (defined above):
- * `colorspec = "green"`
- Escape sequences
- ================
- Most text can contain escape sequences, that can for example color the text.
- There are a few exceptions: tab headers, dropdowns and vertical labels can't.
- The following functions provide escape sequences:
- * `minetest.get_color_escape_sequence(color)`:
- * `color` is a ColorString
- * The escape sequence sets the text color to `color`
- * `minetest.colorize(color, message)`:
- * Equivalent to:
- `minetest.get_color_escape_sequence(color) ..
- message ..
- minetest.get_color_escape_sequence("#ffffff")`
- * `minetest.get_background_escape_sequence(color)`
- * `color` is a ColorString
- * The escape sequence sets the background of the whole text element to
- `color`. Only defined for item descriptions and tooltips.
- * `minetest.strip_foreground_colors(str)`
- * Removes foreground colors added by `get_color_escape_sequence`.
- * `minetest.strip_background_colors(str)`
- * Removes background colors added by `get_background_escape_sequence`.
- * `minetest.strip_colors(str)`
- * Removes all color escape sequences.
- Spatial Vectors
- ===============
- Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
- and has a class to represent them (`vector.*`), which this chapter is about.
- For details on what a spatial vectors is, please refer to Wikipedia:
- https://en.wikipedia.org/wiki/Euclidean_vector.
- Spatial vectors are used for various things, including, but not limited to:
- * any 3D spatial vector (x/y/z-directions)
- * Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
- meaning here. Therefore, most vector operations make no sense in this use case.)
- Note that they are *not* used for:
- * n-dimensional vectors where n is not 3 (ie. n=2)
- * arrays of the form `{num, num, num}`
- The API documentation may refer to spatial vectors, as produced by `vector.new`,
- by any of the following notations:
- * `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
- * `vector.new(x, y, z)`
- * `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
- Compatibility notes
- -------------------
- Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
- Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
- Note: Those old-style vectors can still be found in old mod code. Hence, mod and
- engine APIs still need to be able to cope with them in many places.
- Manually constructed tables are deprecated and highly discouraged. This interface
- should be used to ensure seamless compatibility between mods and the Minetest API.
- This is especially important to callback function parameters and functions overwritten
- by mods.
- Also, though not likely, the internal implementation of a vector might change in
- the future.
- In your own code, or if you define your own API, you can, of course, still use
- other representations of vectors.
- Vectors provided by API functions will provide an instance of this class if not
- stated otherwise. Mods should adapt this for convenience reasons.
- Special properties of the class
- -------------------------------
- Vectors can be indexed with numbers and allow method and operator syntax.
- All these forms of addressing a vector `v` are valid:
- `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
- Note: Prefer letter over number indexing for performance and compatibility reasons.
- Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
- the same as `vector.foo(v, ...)`, apart from deprecated functionality.
- `tostring` is defined for vectors, see `vector.to_string`.
- The metatable that is used for vectors can be accessed via `vector.metatable`.
- Do not modify it!
- All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
- Returned vectors always have a metatable set.
- Common functions and methods
- ----------------------------
- For the following functions (and subchapters),
- `v`, `v1`, `v2` are vectors,
- `p1`, `p2` are position vectors,
- `s` is a scalar (a number),
- vectors are written like this: `(x, y, z)`:
- * `vector.new([a[, b, c]])`:
- * Returns a new vector `(a, b, c)`.
- * Deprecated: `vector.new()` does the same as `vector.zero()` and
- `vector.new(v)` does the same as `vector.copy(v)`
- * `vector.zero()`:
- * Returns a new vector `(0, 0, 0)`.
- * `vector.copy(v)`:
- * Returns a copy of the vector `v`.
- * `vector.from_string(s[, init])`:
- * Returns `v, np`, where `v` is a vector read from the given string `s` and
- `np` is the next position in the string after the vector.
- * Returns `nil` on failure.
- * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
- spaces, leaving away commas and adding an additional comma to the end
- is allowed.
- * `init`: If given starts looking for the vector at this string index.
- * `vector.to_string(v)`:
- * Returns a string of the form `"(x, y, z)"`.
- * `tostring(v)` does the same.
- * `vector.direction(p1, p2)`:
- * Returns a vector of length 1 with direction `p1` to `p2`.
- * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
- * `vector.distance(p1, p2)`:
- * Returns zero or a positive number, the distance between `p1` and `p2`.
- * `vector.length(v)`:
- * Returns zero or a positive number, the length of vector `v`.
- * `vector.normalize(v)`:
- * Returns a vector of length 1 with direction of vector `v`.
- * If `v` has zero length, returns `(0, 0, 0)`.
- * `vector.floor(v)`:
- * Returns a vector, each dimension rounded down.
- * `vector.round(v)`:
- * Returns a vector, each dimension rounded to nearest integer.
- * At a multiple of 0.5, rounds away from zero.
- * `vector.apply(v, func)`:
- * Returns a vector where the function `func` has been applied to each
- component.
- * `vector.combine(v, w, func)`:
- * Returns a vector where the function `func` has combined both components of `v` and `w`
- for each component
- * `vector.equals(v1, v2)`:
- * Returns a boolean, `true` if the vectors are identical.
- * `vector.sort(v1, v2)`:
- * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
- * `vector.angle(v1, v2)`:
- * Returns the angle between `v1` and `v2` in radians.
- * `vector.dot(v1, v2)`:
- * Returns the dot product of `v1` and `v2`.
- * `vector.cross(v1, v2)`:
- * Returns the cross product of `v1` and `v2`.
- * `vector.offset(v, x, y, z)`:
- * Returns the sum of the vectors `v` and `(x, y, z)`.
- * `vector.check(v)`:
- * Returns a boolean value indicating whether `v` is a real vector, eg. created
- by a `vector.*` function.
- * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
- For the following functions `x` can be either a vector or a number:
- * `vector.add(v, x)`:
- * Returns a vector.
- * If `x` is a vector: Returns the sum of `v` and `x`.
- * If `x` is a number: Adds `x` to each component of `v`.
- * `vector.subtract(v, x)`:
- * Returns a vector.
- * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
- * If `x` is a number: Subtracts `x` from each component of `v`.
- * `vector.multiply(v, s)`:
- * Returns a scaled vector.
- * Deprecated: If `s` is a vector: Returns the Schur product.
- * `vector.divide(v, s)`:
- * Returns a scaled vector.
- * Deprecated: If `s` is a vector: Returns the Schur quotient.
- Operators
- ---------
- Operators can be used if all of the involved vectors have metatables:
- * `v1 == v2`:
- * Returns whether `v1` and `v2` are identical.
- * `-v`:
- * Returns the additive inverse of v.
- * `v1 + v2`:
- * Returns the sum of both vectors.
- * Note: `+` cannot be used together with scalars.
- * `v1 - v2`:
- * Returns the difference of `v1` subtracted by `v2`.
- * Note: `-` cannot be used together with scalars.
- * `v * s` or `s * v`:
- * Returns `v` scaled by `s`.
- * `v / s`:
- * Returns `v` scaled by `1 / s`.
- Rotation-related functions
- --------------------------
- For the following functions `a` is an angle in radians and `r` is a rotation
- vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
- angles in radians.
- * `vector.rotate(v, r)`:
- * Applies the rotation `r` to `v` and returns the result.
- * `vector.rotate(vector.new(0, 0, 1), r)` and
- `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
- forward and up relative to an entity's rotation `r`.
- * `vector.rotate_around_axis(v1, v2, a)`:
- * Returns `v1` rotated around axis `v2` by `a` radians according to
- the right hand rule.
- * `vector.dir_to_rotation(direction[, up])`:
- * Returns a rotation vector for `direction` pointing forward using `up`
- as the up vector.
- * If `up` is omitted, the roll of the returned vector defaults to zero.
- * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
- Further helpers
- ---------------
- There are more helper functions involving vectors, but they are listed elsewhere
- because they only work on specific sorts of vectors or involve things that are not
- vectors.
- For example:
- * `minetest.hash_node_position` (Only works on node positions.)
- * `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
- Helper functions
- ================
- * `dump2(obj, name, dumped)`: returns a string which makes `obj`
- human-readable, handles reference loops.
- * `obj`: arbitrary variable
- * `name`: string, default: `"_"`
- * `dumped`: table, default: `{}`
- * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
- * `obj`: arbitrary variable
- * `dumped`: table, default: `{}`
- * `math.hypot(x, y)`
- * Get the hypotenuse of a triangle with legs x and y.
- Useful for distance calculation.
- * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
- * Get the sign of a number.
- * tolerance: number, default: `0.0`
- * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
- `0` is returned.
- * `math.factorial(x)`: returns the factorial of `x`
- * `math.round(x)`: Returns `x` rounded to the nearest integer.
- * At a multiple of 0.5, rounds away from zero.
- * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
- * `separator`: string, default: `","`
- * `include_empty`: boolean, default: `false`
- * `max_splits`: number, if it's negative, splits aren't limited,
- default: `-1`
- * `sep_is_pattern`: boolean, it specifies whether separator is a plain
- string or a pattern (regex), default: `false`
- * e.g. `"a,b":split","` returns `{"a","b"}`
- * `string:trim()`: returns the string without whitespace pre- and suffixes
- * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
- * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
- * Adds newlines to the string to keep it within the specified character
- limit
- * Note that the returned lines may be longer than the limit since it only
- splits at word borders.
- * `limit`: number, maximal amount of characters in one line
- * `as_table`: boolean, if set to true, a table of lines instead of a string
- is returned, default: `false`
- * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
- * `pos`: table {x=X, y=Y, z=Z}
- * Converts the position `pos` to a human-readable, printable string
- * `decimal_places`: number, if specified, the x, y and z values of
- the position are rounded to the given decimal place.
- * `minetest.string_to_pos(string)`: returns a position or `nil`
- * Same but in reverse.
- * If the string can't be parsed to a position, nothing is returned.
- * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)`:
- * returns two positions
- * Converts a string representing an area box into two positions
- * X1, Y1, ... Z2 are coordinates
- * `relative_to`: Optional. If set to a position, each coordinate
- can use the tilde notation for relative positions
- * Tilde notation: "~": Relative coordinate
- "~<number>": Relative coordinate plus <number>
- * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
- returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
- * `minetest.formspec_escape(string)`: returns a string
- * escapes the characters "[", "]", "\", "," and ";", which cannot be used
- in formspecs.
- * `minetest.is_yes(arg)`
- * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
- * `minetest.is_nan(arg)`
- * returns true when the passed number represents NaN.
- * `minetest.get_us_time()`
- * returns time with microsecond precision. May not return wall time.
- * `table.copy(table)`: returns a table
- * returns a deep copy of `table`
- * `table.indexof(list, val)`: returns the smallest numerical index containing
- the value `val` in the table `list`. Non-numerical indices are ignored.
- If `val` could not be found, `-1` is returned. `list` must not have
- negative indices.
- * `table.insert_all(table, other_table)`:
- * Appends all values in `other_table` to `table` - uses `#table + 1` to
- find new indices.
- * `table.key_value_swap(t)`: returns a table with keys and values swapped
- * If multiple keys in `t` map to the same value, it is unspecified which
- value maps to that key.
- * `table.shuffle(table, [from], [to], [random_func])`:
- * Shuffles elements `from` to `to` in `table` in place
- * `from` defaults to `1`
- * `to` defaults to `#table`
- * `random_func` defaults to `math.random`. This function receives two
- integers as arguments and should return a random integer inclusively
- between them.
- * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
- position.
- * returns the exact position on the surface of a pointed node
- * `minetest.get_tool_wear_after_use(uses [, initial_wear])`
- * Simulates a tool being used once and returns the added wear,
- such that, if only this function is used to calculate wear,
- the tool will break exactly after `uses` times of uses
- * `uses`: Number of times the tool can be used
- * `initial_wear`: The initial wear the tool starts with (default: 0)
- * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
- Simulates an item that digs a node.
- Returns a table with the following fields:
- * `diggable`: `true` if node can be dug, `false` otherwise.
- * `time`: Time it would take to dig the node.
- * `wear`: How much wear would be added to the tool (ignored for non-tools).
- `time` and `wear` are meaningless if node's not diggable
- Parameters:
- * `groups`: Table of the node groups of the node that would be dug
- * `tool_capabilities`: Tool capabilities table of the item
- * `wear`: Amount of wear the tool starts with (default: 0)
- * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
- Simulates an item that punches an object.
- Returns a table with the following fields:
- * `hp`: How much damage the punch would cause (between -65535 and 65535).
- * `wear`: How much wear would be added to the tool (ignored for non-tools).
- Parameters:
- * `groups`: Damage groups of the object
- * `tool_capabilities`: Tool capabilities table of the item
- * `time_from_last_punch`: time in seconds since last punch action
- * `wear`: Amount of wear the item starts with (default: 0)
- Translations
- ============
- Texts can be translated client-side with the help of `minetest.translate` and
- translation files.
- Consider using the tool [update_translations](https://github.com/minetest-tools/update_translations)
- to generate and update translation files automatically from the Lua source.
- Translating a string
- --------------------
- Two functions are provided to translate strings: `minetest.translate` and
- `minetest.get_translator`.
- * `minetest.get_translator(textdomain)` is a simple wrapper around
- `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
- equivalent to `minetest.translate(textdomain, str, ...)`.
- It is intended to be used in the following way, so that it avoids verbose
- repetitions of `minetest.translate`:
- local S = minetest.get_translator(textdomain)
- S(str, ...)
- As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
- * `minetest.translate(textdomain, str, ...)` translates the string `str` with
- the given `textdomain` for disambiguation. The textdomain must match the
- textdomain specified in the translation file in order to get the string
- translated. This can be used so that a string is translated differently in
- different contexts.
- It is advised to use the name of the mod as textdomain whenever possible, to
- avoid clashes with other mods.
- This function must be given a number of arguments equal to the number of
- arguments the translated string expects.
- Arguments are literal strings -- they will not be translated, so if you want
- them to be, they need to come as outputs of `minetest.translate` as well.
- For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
- by the translation of "Red". We can do the following:
- local S = minetest.get_translator()
- S("@1 Wool", S("Red"))
- This will be displayed as "Red Wool" on old clients and on clients that do
- not have localization enabled. However, if we have for instance a translation
- file named `wool.fr.tr` containing the following:
- @1 Wool=Laine @1
- Red=Rouge
- this will be displayed as "Laine Rouge" on clients with a French locale.
- Operations on translated strings
- --------------------------------
- The output of `minetest.translate` is a string, with escape sequences adding
- additional information to that string so that it can be translated on the
- different clients. In particular, you can't expect operations like string.length
- to work on them like you would expect them to, or string.gsub to work in the
- expected manner. However, string concatenation will still work as expected
- (note that you should only use this for things like formspecs; do not translate
- sentences by breaking them into parts; arguments should be used instead), and
- operations such as `minetest.colorize` which are also concatenation.
- Translation file format
- -----------------------
- A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
- it corresponds to. It must be put into the `locale` subdirectory of the mod.
- The file should be a text file, with the following format:
- * Lines beginning with `# textdomain:` (the space is significant) can be used
- to specify the text domain of all following translations in the file.
- * All other empty lines or lines beginning with `#` are ignored.
- * Other lines should be in the format `original=translated`. Both `original`
- and `translated` can contain escape sequences beginning with `@` to insert
- arguments, literal `@`, `=` or newline (See [Escapes] below).
- There must be no extraneous whitespace around the `=` or at the beginning or
- the end of the line.
- Escapes
- -------
- Strings that need to be translated can contain several escapes, preceded by `@`.
- * `@@` acts as a literal `@`.
- * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
- string that will be inlined when translated. Due to how translations are
- implemented, the original translation string **must** have its arguments in
- increasing order, without gaps or repetitions, starting from 1.
- * `@=` acts as a literal `=`. It is not required in strings given to
- `minetest.translate`, but is in translation files to avoid being confused
- with the `=` separating the original from the translation.
- * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
- As with `@=`, this escape is not required in strings given to
- `minetest.translate`, but is in translation files.
- * `@n` acts as a literal newline as well.
- Server side translations
- ------------------------
- On some specific cases, server translation could be useful. For example, filter
- a list on labels and send results to client. A method is supplied to achieve
- that:
- `minetest.get_translated_string(lang_code, string)`: Translates `string` using
- translations for `lang_code` language. It gives the same result as if the string
- was translated by the client.
- The `lang_code` to use for a given player can be retrieved from
- the table returned by `minetest.get_player_information(name)`.
- IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
- You do not need to use this to get translated strings to show up on the client.
- Perlin noise
- ============
- Perlin noise creates a continuously-varying value depending on the input values.
- Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
- The result is used during map generation to create the terrain shape, vary heat
- and humidity to distribute biomes, vary the density of decorations or vary the
- structure of ores.
- Structure of perlin noise
- -------------------------
- An 'octave' is a simple noise generator that outputs a value between -1 and 1.
- The smooth wavy noise it generates has a single characteristic scale, almost
- like a 'wavelength', so on its own does not create fine detail.
- Due to this perlin noise combines several octaves to create variation on
- multiple scales. Each additional octave has a smaller 'wavelength' than the
- previous.
- This combination results in noise varying very roughly between -2.0 and 2.0 and
- with an average value of 0.0, so `scale` and `offset` are then used to multiply
- and offset the noise variation.
- The final perlin noise variation is created as follows:
- noise = offset + scale * (octave1 +
- octave2 * persistence +
- octave3 * persistence ^ 2 +
- octave4 * persistence ^ 3 +
- ...)
- Noise Parameters
- ----------------
- Noise Parameters are commonly called `NoiseParams`.
- ### `offset`
- After the multiplication by `scale` this is added to the result and is the final
- step in creating the noise value.
- Can be positive or negative.
- ### `scale`
- Once all octaves have been combined, the result is multiplied by this.
- Can be positive or negative.
- ### `spread`
- For octave1, this is roughly the change of input value needed for a very large
- variation in the noise value generated by octave1. It is almost like a
- 'wavelength' for the wavy noise variation.
- Each additional octave has a 'wavelength' that is smaller than the previous
- octave, to create finer detail. `spread` will therefore roughly be the typical
- size of the largest structures in the final noise variation.
- `spread` is a vector with values for x, y, z to allow the noise variation to be
- stretched or compressed in the desired axes.
- Values are positive numbers.
- ### `seed`
- This is a whole number that determines the entire pattern of the noise
- variation. Altering it enables different noise patterns to be created.
- With other parameters equal, different seeds produce different noise patterns
- and identical seeds produce identical noise patterns.
- For this parameter you can randomly choose any whole number. Usually it is
- preferable for this to be different from other seeds, but sometimes it is useful
- to be able to create identical noise patterns.
- In some noise APIs the world seed is added to the seed specified in noise
- parameters. This is done to make the resulting noise pattern vary in different
- worlds, and be 'world-specific'.
- ### `octaves`
- The number of simple noise generators that are combined.
- A whole number, 1 or more.
- Each additional octave adds finer detail to the noise but also increases the
- noise calculation load.
- 3 is a typical minimum for a high quality, complex and natural-looking noise
- variation. 1 octave has a slight 'gridlike' appearance.
- Choose the number of octaves according to the `spread` and `lacunarity`, and the
- size of the finest detail you require. For example:
- if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
- nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
- 512, 256, 128, 64, 32, 16 nodes.
- Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
- ### `persistence`
- Each additional octave has an amplitude that is the amplitude of the previous
- octave multiplied by `persistence`, to reduce the amplitude of finer details,
- as is often helpful and natural to do so.
- Since this controls the balance of fine detail to large-scale detail
- `persistence` can be thought of as the 'roughness' of the noise.
- A positive or negative non-zero number, often between 0.3 and 1.0.
- A common medium value is 0.5, such that each octave has half the amplitude of
- the previous octave.
- This may need to be tuned when altering `lacunarity`; when doing so consider
- that a common medium value is 1 / lacunarity.
- ### `lacunarity`
- Each additional octave has a 'wavelength' that is the 'wavelength' of the
- previous octave multiplied by 1 / lacunarity, to create finer detail.
- 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
- A positive number no smaller than 1.0.
- Values below 2.0 create higher quality noise at the expense of requiring more
- octaves to cover a particular range of 'wavelengths'.
- ### `flags`
- Leave this field unset for no special handling.
- Currently supported are `defaults`, `eased` and `absvalue`:
- #### `defaults`
- Specify this if you would like to keep auto-selection of eased/not-eased while
- specifying some other flags.
- #### `eased`
- Maps noise gradient values onto a quintic S-curve before performing
- interpolation. This results in smooth, rolling noise.
- Disable this (`noeased`) for sharp-looking noise with a slightly gridded
- appearance.
- If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
- not eased.
- Easing a 3D noise significantly increases the noise calculation load, so use
- with restraint.
- #### `absvalue`
- The absolute value of each octave's noise variation is used when combining the
- octaves. The final perlin noise variation is created as follows:
- noise = offset + scale * (abs(octave1) +
- abs(octave2) * persistence +
- abs(octave3) * persistence ^ 2 +
- abs(octave4) * persistence ^ 3 +
- ...)
- ### Format example
- For 2D or 3D perlin noise or perlin noise maps:
- np_terrain = {
- offset = 0,
- scale = 1,
- spread = {x = 500, y = 500, z = 500},
- seed = 571347,
- octaves = 5,
- persistence = 0.63,
- lacunarity = 2.0,
- flags = "defaults, absvalue",
- }
- For 2D noise the Z component of `spread` is still defined but is ignored.
- A single noise parameter table can be used for 2D or 3D noise.
- Ores
- ====
- Ore types
- ---------
- These tell in what manner the ore is generated.
- All default ores are of the uniformly-distributed scatter type.
- ### `scatter`
- Randomly chooses a location and generates a cluster of ore.
- If `noise_params` is specified, the ore will be placed if the 3D perlin noise
- at that point is greater than the `noise_threshold`, giving the ability to
- create a non-equal distribution of ore.
- ### `sheet`
- Creates a sheet of ore in a blob shape according to the 2D perlin noise
- described by `noise_params` and `noise_threshold`. This is essentially an
- improved version of the so-called "stratus" ore seen in some unofficial mods.
- This sheet consists of vertical columns of uniform randomly distributed height,
- varying between the inclusive range `column_height_min` and `column_height_max`.
- If `column_height_min` is not specified, this parameter defaults to 1.
- If `column_height_max` is not specified, this parameter defaults to `clust_size`
- for reverse compatibility. New code should prefer `column_height_max`.
- The `column_midpoint_factor` parameter controls the position of the column at
- which ore emanates from.
- If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
- equally starting from each direction.
- `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
- this parameter is not specified, the default is 0.5.
- The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
- ore type.
- ### `puff`
- Creates a sheet of ore in a cloud-like puff shape.
- As with the `sheet` ore type, the size and shape of puffs are described by
- `noise_params` and `noise_threshold` and are placed at random vertical
- positions within the currently generated chunk.
- The vertical top and bottom displacement of each puff are determined by the
- noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
- ### `blob`
- Creates a deformed sphere of ore according to 3d perlin noise described by
- `noise_params`. The maximum size of the blob is `clust_size`, and
- `clust_scarcity` has the same meaning as with the `scatter` type.
- ### `vein`
- Creates veins of ore varying in density by according to the intersection of two
- instances of 3d perlin noise with different seeds, both described by
- `noise_params`.
- `random_factor` varies the influence random chance has on placement of an ore
- inside the vein, which is `1` by default. Note that modifying this parameter
- may require adjusting `noise_threshold`.
- The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
- by this ore type.
- This ore type is difficult to control since it is sensitive to small changes.
- The following is a decent set of parameters to work from:
- noise_params = {
- offset = 0,
- scale = 3,
- spread = {x=200, y=200, z=200},
- seed = 5390,
- octaves = 4,
- persistence = 0.5,
- lacunarity = 2.0,
- flags = "eased",
- },
- noise_threshold = 1.6
- **WARNING**: Use this ore type *very* sparingly since it is ~200x more
- computationally expensive than any other ore.
- ### `stratum`
- Creates a single undulating ore stratum that is continuous across mapchunk
- borders and horizontally spans the world.
- The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
- the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
- defines the stratum's vertical thickness (in units of nodes). Due to being
- continuous across mapchunk borders the stratum's vertical thickness is
- unlimited.
- If the noise parameter `noise_params` is omitted the ore will occur from y_min
- to y_max in a simple horizontal stratum.
- A parameter `stratum_thickness` can be provided instead of the noise parameter
- `np_stratum_thickness`, to create a constant thickness.
- Leaving out one or both noise parameters makes the ore generation less
- intensive, useful when adding multiple strata.
- `y_min` and `y_max` define the limits of the ore generation and for performance
- reasons should be set as close together as possible but without clipping the
- stratum's Y variation.
- Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
- solid-ore stratum would require a `clust_scarcity` of 1.
- The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
- `random_factor` are ignored by this ore type.
- Ore attributes
- --------------
- See section [Flag Specifier Format].
- Currently supported flags:
- `puff_cliffs`, `puff_additive_composition`.
- ### `puff_cliffs`
- If set, puff ore generation will not taper down large differences in
- displacement when approaching the edge of a puff. This flag has no effect for
- ore types other than `puff`.
- ### `puff_additive_composition`
- By default, when noise described by `np_puff_top` or `np_puff_bottom` results
- in a negative displacement, the sub-column at that point is not generated. With
- this attribute set, puff ore generation will instead generate the absolute
- difference in noise displacement values. This flag has no effect for ore types
- other than `puff`.
- Decoration types
- ================
- The varying types of decorations that can be placed.
- `simple`
- --------
- Creates a 1 times `H` times 1 column of a specified node (or a random node from
- a list, if a decoration list is specified). Can specify a certain node it must
- spawn next to, such as water or lava, for example. Can also generate a
- decoration of random height between a specified lower and upper bound.
- This type of decoration is intended for placement of grass, flowers, cacti,
- papyri, waterlilies and so on.
- `schematic`
- -----------
- Copies a box of `MapNodes` from a specified schematic file (or raw description).
- Can specify a probability of a node randomly appearing when placed.
- This decoration type is intended to be used for multi-node sized discrete
- structures, such as trees, cave spikes, rocks, and so on.
- Schematics
- ==========
- Schematic specifier
- --------------------
- A schematic specifier identifies a schematic by either a filename to a
- Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
- in the form of a table. This table specifies the following fields:
- * The `size` field is a 3D vector containing the dimensions of the provided
- schematic. (required field)
- * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
- sets the probability of a particular horizontal slice of the schematic being
- placed. (optional field)
- `ypos` = 0 for the lowest horizontal slice of a schematic.
- The default of `prob` is 255.
- * The `data` field is a flat table of MapNode tables making up the schematic,
- in the order of `[z [y [x]]]`. (required field)
- Each MapNode table contains:
- * `name`: the name of the map node to place (required)
- * `prob` (alias `param1`): the probability of this node being placed
- (default: 255)
- * `param2`: the raw param2 value of the node being placed onto the map
- (default: 0)
- * `force_place`: boolean representing if the node should forcibly overwrite
- any previous contents (default: false)
- About probability values:
- * A probability value of `0` or `1` means that node will never appear
- (0% chance).
- * A probability value of `254` or `255` means the node will always appear
- (100% chance).
- * If the probability value `p` is greater than `1`, then there is a
- `(p / 256 * 100)` percent chance that node will appear when the schematic is
- placed on the map.
- Schematic attributes
- --------------------
- See section [Flag Specifier Format].
- Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
- `force_placement`.
- * `place_center_x`: Placement of this decoration is centered along the X axis.
- * `place_center_y`: Placement of this decoration is centered along the Y axis.
- * `place_center_z`: Placement of this decoration is centered along the Z axis.
- * `force_placement`: Schematic nodes other than "ignore" will replace existing
- nodes.
- Lua Voxel Manipulator
- =====================
- About VoxelManip
- ----------------
- VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
- facility. The purpose of this object is for fast, low-level, bulk access to
- reading and writing Map content. As such, setting map nodes through VoxelManip
- will lack many of the higher level features and concepts you may be used to
- with other methods of setting nodes. For example, nodes will not have their
- construction and destruction callbacks run, and no rollback information is
- logged.
- It is important to note that VoxelManip is designed for speed, and *not* ease
- of use or flexibility. If your mod requires a map manipulation facility that
- will handle 100% of all edge cases, or the use of high level node placement
- features, perhaps `minetest.set_node()` is better suited for the job.
- In addition, VoxelManip might not be faster, or could even be slower, for your
- specific use case. VoxelManip is most effective when setting large areas of map
- at once - for example, if only setting a 3x3x3 node area, a
- `minetest.set_node()` loop may be more optimal. Always profile code using both
- methods of map manipulation to determine which is most appropriate for your
- usage.
- A recent simple test of setting cubic areas showed that `minetest.set_node()`
- is faster than a VoxelManip for a 3x3x3 node cube or smaller.
- Using VoxelManip
- ----------------
- A VoxelManip object can be created any time using either:
- `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
- If the optional position parameters are present for either of these routines,
- the specified region will be pre-loaded into the VoxelManip object on creation.
- Otherwise, the area of map you wish to manipulate must first be loaded into the
- VoxelManip object using `VoxelManip:read_from_map()`.
- Note that `VoxelManip:read_from_map()` returns two position vectors. The region
- formed by these positions indicate the minimum and maximum (respectively)
- positions of the area actually loaded in the VoxelManip, which may be larger
- than the area requested. For convenience, the loaded area coordinates can also
- be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
- Now that the VoxelManip object is populated with map data, your mod can fetch a
- copy of this data using either of two methods. `VoxelManip:get_node_at()`,
- which retrieves an individual node in a MapNode formatted table at the position
- requested is the simplest method to use, but also the slowest.
- Nodes in a VoxelManip object may also be read in bulk to a flat array table
- using:
- * `VoxelManip:get_data()` for node content (in Content ID form, see section
- [Content IDs]),
- * `VoxelManip:get_light_data()` for node light levels, and
- * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
- See section [Flat array format] for more details.
- It is very important to understand that the tables returned by any of the above
- three functions represent a snapshot of the VoxelManip's internal state at the
- time of the call. This copy of the data will not magically update itself if
- another function modifies the internal VoxelManip state.
- Any functions that modify a VoxelManip's contents work on the VoxelManip's
- internal state unless otherwise explicitly stated.
- Once the bulk data has been edited to your liking, the internal VoxelManip
- state can be set using:
- * `VoxelManip:set_data()` for node content (in Content ID form, see section
- [Content IDs]),
- * `VoxelManip:set_light_data()` for node light levels, and
- * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
- The parameter to each of the above three functions can use any table at all in
- the same flat array format as produced by `get_data()` etc. and is not required
- to be a table retrieved from `get_data()`.
- Once the internal VoxelManip state has been modified to your liking, the
- changes can be committed back to the map by calling `VoxelManip:write_to_map()`
- ### Flat array format
- Let
- `Nx = p2.X - p1.X + 1`,
- `Ny = p2.Y - p1.Y + 1`, and
- `Nz = p2.Z - p1.Z + 1`.
- Then, for a loaded region of p1..p2, this array ranges from `1` up to and
- including the value of the expression `Nx * Ny * Nz`.
- Positions offset from p1 are present in the array with the format of:
- [
- (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
- (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
- ...
- (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
- (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
- ...
- (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
- ...
- (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
- ]
- and the array index for a position p contained completely in p1..p2 is:
- `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
- Note that this is the same "flat 3D array" format as
- `PerlinNoiseMap:get3dMap_flat()`.
- VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
- of the index for a single point in a flat VoxelManip array.
- ### Content IDs
- A Content ID is a unique integer identifier for a specific node type.
- These IDs are used by VoxelManip in place of the node name string for
- `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
- `minetest.get_content_id()` to look up the Content ID for the specified node
- name, and `minetest.get_name_from_content_id()` to look up the node name string
- for a given Content ID.
- After registration of a node, its Content ID will remain the same throughout
- execution of the mod.
- Note that the node being queried needs to have already been been registered.
- The following builtin node types have their Content IDs defined as constants:
- * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
- * `minetest.CONTENT_AIR`: ID for "air" nodes
- * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
- ### Mapgen VoxelManip objects
- Inside of `on_generated()` callbacks, it is possible to retrieve the same
- VoxelManip object used by the core's Map Generator (commonly abbreviated
- Mapgen). Most of the rules previously described still apply but with a few
- differences:
- * The Mapgen VoxelManip object is retrieved using:
- `minetest.get_mapgen_object("voxelmanip")`
- * This VoxelManip object already has the region of map just generated loaded
- into it; it's not necessary to call `VoxelManip:read_from_map()`.
- Note that the region of map it has loaded is NOT THE SAME as the `minp`, `maxp`
- parameters of `on_generated()`. Refer to `minetest.get_mapgen_object` docs.
- * The `on_generated()` callbacks of some mods may place individual nodes in the
- generated area using non-VoxelManip map modification methods. Because the
- same Mapgen VoxelManip object is passed through each `on_generated()`
- callback, it becomes necessary for the Mapgen VoxelManip object to maintain
- consistency with the current map state. For this reason, calling any of
- `minetest.add_node()`, `minetest.set_node()` or `minetest.swap_node()`
- will also update the Mapgen VoxelManip object's internal state active on the
- current thread.
- * After modifying the Mapgen VoxelManip object's internal buffer, it may be
- necessary to update lighting information using either:
- `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
- ### Other API functions operating on a VoxelManip
- If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
- `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
- flowing. It is recommended to call this function only after having written all
- buffered data back to the VoxelManip object, save for special situations where
- the modder desires to only have certain liquid nodes begin flowing.
- The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
- will generate all registered decorations and ores throughout the full area
- inside of the specified VoxelManip object.
- `minetest.place_schematic_on_vmanip()` is otherwise identical to
- `minetest.place_schematic()`, except instead of placing the specified schematic
- directly on the map at the specified position, it will place the schematic
- inside the VoxelManip.
- ### Notes
- * Attempting to read data from a VoxelManip object before map is read will
- result in a zero-length array table for `VoxelManip:get_data()`, and an
- "ignore" node at any position for `VoxelManip:get_node_at()`.
- * If either a region of map has not yet been generated or is out-of-bounds of
- the map, that region is filled with "ignore" nodes.
- * Other mods, or the core itself, could possibly modify the area of map
- currently loaded into a VoxelManip object. With the exception of Mapgen
- VoxelManips (see above section), the internal buffers are not updated. For
- this reason, it is strongly encouraged to complete the usage of a particular
- VoxelManip object in the same callback it had been created.
- * If a VoxelManip object will be used often, such as in an `on_generated()`
- callback, consider passing a file-scoped table as the optional parameter to
- `VoxelManip:get_data()`, which serves as a static buffer the function can use
- to write map data to instead of returning a new table each call. This greatly
- enhances performance by avoiding unnecessary memory allocations.
- Methods
- -------
- * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
- containing the region formed by `p1` and `p2`.
- * returns actual emerged `pmin`, actual emerged `pmax`
- * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
- the map.
- * **important**: data must be set using `VoxelManip:set_data()` before
- calling this.
- * if `light` is true, then lighting is automatically recalculated.
- The default value is true.
- If `light` is false, no light calculations happen, and you should correct
- all modified blocks with `minetest.fix_light()` as soon as possible.
- Keep in mind that modifying the map where light is incorrect can cause
- more lighting bugs.
- * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
- the `VoxelManip` at that position
- * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
- that position.
- * `get_data([buffer])`: Retrieves the node content data loaded into the
- `VoxelManip` object.
- * returns raw node data in the form of an array of node content IDs
- * if the param `buffer` is present, this table will be used to store the
- result instead.
- * `set_data(data)`: Sets the data contents of the `VoxelManip` object
- * `update_map()`: Does nothing, kept for compatibility.
- * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
- a uniform value.
- * `light` is a table, `{day=<0...15>, night=<0...15>}`
- * To be used only by a `VoxelManip` object from
- `minetest.get_mapgen_object`.
- * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
- area if left out.
- * `get_light_data([buffer])`: Gets the light data read into the
- `VoxelManip` object
- * Returns an array (indices 1 to volume) of integers ranging from `0` to
- `255`.
- * Each value is the bitwise combination of day and night light values
- (`0` to `15` each).
- * `light = day + (night * 16)`
- * If the param `buffer` is present, this table will be used to store the
- result instead.
- * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
- in the `VoxelManip`.
- * expects lighting data in the same format that `get_light_data()` returns
- * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
- `VoxelManip` object.
- * Returns an array (indices 1 to volume) of integers ranging from `0` to
- `255`.
- * If the param `buffer` is present, this table will be used to store the
- result instead.
- * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
- the `VoxelManip`.
- * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
- `VoxelManip`.
- * To be used only by a `VoxelManip` object from
- `minetest.get_mapgen_object`.
- * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
- area if left out or nil. For almost all uses these should be left out
- or nil to use the default.
- * `propagate_shadow` is an optional boolean deciding whether shadows in a
- generated mapchunk above are propagated down into the mapchunk, defaults
- to `true` if left out.
- * `update_liquids()`: Update liquid flow
- * `was_modified()`: Returns `true` or `false` if the data in the voxel
- manipulator had been modified since the last read from map, due to a call to
- `minetest.set_data()` on the loaded area elsewhere.
- * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
- `VoxelArea`
- -----------
- A helper class for voxel areas.
- It can be created via `VoxelArea(pmin, pmax)` or
- `VoxelArea:new({MinEdge = pmin, MaxEdge = pmax})`.
- The coordinates are *inclusive*, like most other things in Minetest.
- ### Methods
- * `getExtent()`: returns a 3D vector containing the size of the area formed by
- `MinEdge` and `MaxEdge`.
- * `getVolume()`: returns the volume of the area formed by `MinEdge` and
- `MaxEdge`.
- * `index(x, y, z)`: returns the index of an absolute position in a flat array
- starting at `1`.
- * `x`, `y` and `z` must be integers to avoid an incorrect index result.
- * The position (x, y, z) is not checked for being inside the area volume,
- being outside can cause an incorrect index result.
- * Useful for things like `VoxelManip`, raw Schematic specifiers,
- `PerlinNoiseMap:get2d`/`3dMap`, and so on.
- * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
- * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
- is not checked for being inside the area volume.
- * `position(i)`: returns the absolute position vector corresponding to index
- `i`.
- * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
- `MinEdge` and `MaxEdge`.
- * `containsp(p)`: same as above, except takes a vector
- * `containsi(i)`: same as above, except takes an index `i`
- * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
- indices.
- * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
- `[z [y [x]]]`.
- * `iterp(minp, maxp)`: same as above, except takes a vector
- ### Y stride and z stride of a flat array
- For a particular position in a voxel area, whose flat array index is known,
- it is often useful to know the index of a neighboring or nearby position.
- The table below shows the changes of index required for 1 node movements along
- the axes in a voxel area:
- Movement Change of index
- +x +1
- -x -1
- +y +ystride
- -y -ystride
- +z +zstride
- -z -zstride
- If, for example:
- local area = VoxelArea(emin, emax)
- The values of `ystride` and `zstride` can be obtained using `area.ystride` and
- `area.zstride`.
- Mapgen objects
- ==============
- A mapgen object is a construct used in map generation. Mapgen objects can be
- used by an `on_generate` callback to speed up operations by avoiding
- unnecessary recalculations, these can be retrieved using the
- `minetest.get_mapgen_object()` function. If the requested Mapgen object is
- unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
- callback, `nil` is returned.
- The following Mapgen objects are currently available:
- ### `voxelmanip`
- This returns three values; the `VoxelManip` object to be used, minimum and
- maximum emerged position, in that order. All mapgens support this object.
- ### `heightmap`
- Returns an array containing the y coordinates of the ground levels of nodes in
- the most recently generated chunk by the current mapgen.
- ### `biomemap`
- Returns an array containing the biome IDs of nodes in the most recently
- generated chunk by the current mapgen.
- ### `heatmap`
- Returns an array containing the temperature values of nodes in the most
- recently generated chunk by the current mapgen.
- ### `humiditymap`
- Returns an array containing the humidity values of nodes in the most recently
- generated chunk by the current mapgen.
- ### `gennotify`
- Returns a table mapping requested generation notification types to arrays of
- positions at which the corresponding generated structures are located within
- the current chunk. To enable the capture of positions of interest to be recorded
- call `minetest.set_gen_notify()` first.
- Possible fields of the returned table are:
- * `dungeon`: bottom center position of dungeon rooms
- * `temple`: as above but for desert temples (mgv6 only)
- * `cave_begin`
- * `cave_end`
- * `large_cave_begin`
- * `large_cave_end`
- * `decoration#id` (see below)
- Decorations have a key in the format of `"decoration#id"`, where `id` is the
- numeric unique decoration ID as returned by `minetest.get_decoration_id()`.
- For example, `decoration#123`.
- The returned positions are the ground surface 'place_on' nodes,
- not the decorations themselves. A 'simple' type decoration is often 1
- node above the returned position and possibly displaced by 'place_offset_y'.
- Registered entities
- ===================
- Functions receive a "luaentity" table as `self`:
- * It has the member `name`, which is the registered name `("mod:thing")`
- * It has the member `object`, which is an `ObjectRef` pointing to the object
- * The original prototype is visible directly via a metatable
- Callbacks:
- * `on_activate(self, staticdata, dtime_s)`
- * Called when the object is instantiated.
- * `dtime_s` is the time passed since the object was unloaded, which can be
- used for updating the entity state.
- * `on_deactivate(self, removal)`
- * Called when the object is about to get removed or unloaded.
- * `removal`: boolean indicating whether the object is about to get removed.
- Calling `object:remove()` on an active object will call this with `removal=true`.
- The mapblock the entity resides in being unloaded will call this with `removal=false`.
- * Note that this won't be called if the object hasn't been activated in the first place.
- In particular, `minetest.clear_objects({mode = "full"})` won't call this,
- whereas `minetest.clear_objects({mode = "quick"})` might call this.
- * `on_step(self, dtime, moveresult)`
- * Called on every server tick, after movement and collision processing.
- * `dtime`: elapsed time since last call
- * `moveresult`: table with collision info (only available if physical=true)
- * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
- * Called when somebody punches the object.
- * Note that you probably want to handle most punches using the automatic
- armor group system.
- * `puncher`: an `ObjectRef` (can be `nil`)
- * `time_from_last_punch`: Meant for disallowing spamming of clicks
- (can be `nil`).
- * `tool_capabilities`: capability table of used item (can be `nil`)
- * `dir`: unit vector of direction of punch. Always defined. Points from the
- puncher to the punched.
- * `damage`: damage that will be done to entity.
- * Can return `true` to prevent the default damage mechanism.
- * `on_death(self, killer)`
- * Called when the object dies.
- * `killer`: an `ObjectRef` (can be `nil`)
- * `on_rightclick(self, clicker)`
- * Called when `clicker` pressed the 'place/use' key while pointing
- to the object (not necessarily an actual rightclick)
- * `clicker`: an `ObjectRef` (may or may not be a player)
- * `on_attach_child(self, child)`
- * `child`: an `ObjectRef` of the child that attaches
- * `on_detach_child(self, child)`
- * `child`: an `ObjectRef` of the child that detaches
- * `on_detach(self, parent)`
- * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
- * This happens before the parent object is removed from the world
- * `get_staticdata(self)`
- * Should return a string that will be passed to `on_activate` when the
- object is instantiated the next time.
- Collision info passed to `on_step` (`moveresult` argument):
- {
- touching_ground = boolean,
- -- Note that touching_ground is only true if the entity was moving and
- -- collided with ground.
- collides = boolean,
- standing_on_object = boolean,
- collisions = {
- {
- type = string, -- "node" or "object",
- axis = string, -- "x", "y" or "z"
- node_pos = vector, -- if type is "node"
- object = ObjectRef, -- if type is "object"
- old_velocity = vector,
- new_velocity = vector,
- },
- ...
- }
- -- `collisions` does not contain data of unloaded mapblock collisions
- -- or when the velocity changes are negligibly small
- }
- L-system trees
- ==============
- Tree definition
- ---------------
- treedef={
- axiom, --string initial tree axiom
- rules_a, --string rules set A
- rules_b, --string rules set B
- rules_c, --string rules set C
- rules_d, --string rules set D
- trunk, --string trunk node name
- leaves, --string leaves node name
- leaves2, --string secondary leaves node name
- leaves2_chance,--num chance (0-100) to replace leaves with leaves2
- angle, --num angle in deg
- iterations, --num max # of iterations, usually 2 -5
- random_level, --num factor to lower number of iterations, usually 0 - 3
- trunk_type, --string single/double/crossed) type of trunk: 1 node,
- -- 2x2 nodes or 3x3 in cross shape
- thin_branches, --boolean true -> use thin (1 node) branches
- fruit, --string fruit node name
- fruit_chance, --num chance (0-100) to replace leaves with fruit node
- seed, --num random seed, if no seed is provided, the engine
- will create one.
- }
- Key for special L-System symbols used in axioms
- -----------------------------------------------
- * `G`: move forward one unit with the pen up
- * `F`: move forward one unit with the pen down drawing trunks and branches
- * `f`: move forward one unit with the pen down drawing leaves (100% chance)
- * `T`: move forward one unit with the pen down drawing trunks only
- * `R`: move forward one unit with the pen down placing fruit
- * `A`: replace with rules set A
- * `B`: replace with rules set B
- * `C`: replace with rules set C
- * `D`: replace with rules set D
- * `a`: replace with rules set A, chance 90%
- * `b`: replace with rules set B, chance 80%
- * `c`: replace with rules set C, chance 70%
- * `d`: replace with rules set D, chance 60%
- * `+`: yaw the turtle right by `angle` parameter
- * `-`: yaw the turtle left by `angle` parameter
- * `&`: pitch the turtle down by `angle` parameter
- * `^`: pitch the turtle up by `angle` parameter
- * `/`: roll the turtle to the right by `angle` parameter
- * `*`: roll the turtle to the left by `angle` parameter
- * `[`: save in stack current state info
- * `]`: recover from stack state info
- Example
- -------
- Spawn a small apple tree:
- pos = {x=230,y=20,z=4}
- apple_tree={
- axiom="FFFFFAFFBF",
- rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
- rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
- trunk="default:tree",
- leaves="default:leaves",
- angle=30,
- iterations=2,
- random_level=0,
- trunk_type="single",
- thin_branches=true,
- fruit_chance=10,
- fruit="default:apple"
- }
- minetest.spawn_tree(pos,apple_tree)
- Privileges
- ==========
- Privileges provide a means for server administrators to give certain players
- access to special abilities in the engine, games or mods.
- For example, game moderators may need to travel instantly to any place in the world,
- this ability is implemented in `/teleport` command which requires `teleport` privilege.
- Registering privileges
- ----------------------
- A mod can register a custom privilege using `minetest.register_privilege` function
- to give server administrators fine-grained access control over mod functionality.
- For consistency and practical reasons, privileges should strictly increase the abilities of the user.
- Do not register custom privileges that e.g. restrict the player from certain in-game actions.
- Checking privileges
- -------------------
- A mod can call `minetest.check_player_privs` to test whether a player has privileges
- to perform an operation.
- Also, when registering a chat command with `minetest.register_chatcommand` a mod can
- declare privileges that the command requires using the `privs` field of the command
- definition.
- Managing player privileges
- --------------------------
- A mod can update player privileges using `minetest.set_player_privs` function.
- Players holding the `privs` privilege can see and manage privileges for all
- players on the server.
- A mod can subscribe to changes in player privileges using `minetest.register_on_priv_grant`
- and `minetest.register_on_priv_revoke` functions.
- Built-in privileges
- -------------------
- Minetest includes a set of built-in privileges that control capabilities
- provided by the Minetest engine and can be used by mods:
- * Basic privileges are normally granted to all players:
- * `shout`: can communicate using the in-game chat.
- * `interact`: can modify the world by digging, building and interacting
- with the nodes, entities and other players. Players without the `interact`
- privilege can only travel and observe the world.
- * Advanced privileges allow bypassing certain aspects of the gameplay:
- * `fast`: can use "fast mode" to move with maximum speed.
- * `fly`: can use "fly mode" to move freely above the ground without falling.
- * `noclip`: can use "noclip mode" to fly through solid nodes (e.g. walls).
- * `teleport`: can use `/teleport` command to move to any point in the world.
- * `creative`: can access creative inventory.
- * `bring`: can teleport other players to oneself.
- * `give`: can use `/give` and `/giveme` commands to give any item
- in the game to oneself or others.
- * `settime`: can use `/time` command to change current in-game time.
- * `debug`: can enable wireframe rendering mode.
- * Security-related privileges:
- * `privs`: can modify privileges of the players using `/grant[me]` and
- `/revoke[me]` commands.
- * `basic_privs`: can grant and revoke basic privileges as defined by
- the `basic_privs` setting.
- * `kick`: can kick other players from the server using `/kick` command.
- * `ban`: can ban other players using `/ban` command.
- * `password`: can use `/setpassword` and `/clearpassword` commands
- to manage players' passwords.
- * `protection_bypass`: can bypass node protection. Note that the engine does not act upon this privilege,
- it is only an implementation suggestion for games.
- * Administrative privileges:
- * `server`: can use `/fixlight`, `/deleteblocks` and `/deleteobjects`
- commands. Can clear inventory of other players using `/clearinv` command.
- * `rollback`: can use `/rollback_check` and `/rollback` commands.
- Related settings
- ----------------
- Minetest includes the following settings to control behavior of privileges:
- * `default_privs`: defines privileges granted to new players.
- * `basic_privs`: defines privileges that can be granted/revoked by players having
- the `basic_privs` privilege. This can be used, for example, to give
- limited moderation powers to selected users.
- 'minetest' namespace reference
- ==============================
- Utilities
- ---------
- * `minetest.get_current_modname()`: returns the currently loading mod's name,
- when loading a mod.
- * `minetest.get_modpath(modname)`: returns the directory path for a mod,
- e.g. `"/home/user/.minetest/usermods/modname"`.
- * Returns nil if the mod is not enabled or does not exist (not installed).
- * Works regardless of whether the mod has been loaded yet.
- * Useful for loading additional `.lua` modules or static data from a mod,
- or checking if a mod is enabled.
- * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
- * Does not include disabled mods, even if they are installed.
- * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
- * Useful for storing custom data
- * `minetest.is_singleplayer()`
- * `minetest.features`: Table containing API feature flags
- {
- glasslike_framed = true, -- 0.4.7
- nodebox_as_selectionbox = true, -- 0.4.7
- get_all_craft_recipes_works = true, -- 0.4.7
- -- The transparency channel of textures can optionally be used on
- -- nodes (0.4.7)
- use_texture_alpha = true,
- -- Tree and grass ABMs are no longer done from C++ (0.4.8)
- no_legacy_abms = true,
- -- Texture grouping is possible using parentheses (0.4.11)
- texture_names_parens = true,
- -- Unique Area ID for AreaStore:insert_area (0.4.14)
- area_store_custom_ids = true,
- -- add_entity supports passing initial staticdata to on_activate
- -- (0.4.16)
- add_entity_with_staticdata = true,
- -- Chat messages are no longer predicted (0.4.16)
- no_chat_message_prediction = true,
- -- The transparency channel of textures can optionally be used on
- -- objects (ie: players and lua entities) (5.0.0)
- object_use_texture_alpha = true,
- -- Object selectionbox is settable independently from collisionbox
- -- (5.0.0)
- object_independent_selectionbox = true,
- -- Specifies whether binary data can be uploaded or downloaded using
- -- the HTTP API (5.1.0)
- httpfetch_binary_data = true,
- -- Whether formspec_version[<version>] may be used (5.1.0)
- formspec_version_element = true,
- -- Whether AreaStore's IDs are kept on save/load (5.1.0)
- area_store_persistent_ids = true,
- -- Whether minetest.find_path is functional (5.2.0)
- pathfinder_works = true,
- -- Whether Collision info is available to an objects' on_step (5.3.0)
- object_step_has_moveresult = true,
- -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
- direct_velocity_on_players = true,
- -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
- use_texture_alpha_string_modes = true,
- -- degrotate param2 rotates in units of 1.5° instead of 2°
- -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
- degrotate_240_steps = true,
- -- ABM supports min_y and max_y fields in definition (5.5.0)
- abm_min_max_y = true,
- -- dynamic_add_media supports passing a table with options (5.5.0)
- dynamic_add_media_table = true,
- -- particlespawners support texpools and animation of properties,
- -- particle textures support smooth fade and scale animations, and
- -- sprite-sheet particle animations can by synced to the lifetime
- -- of individual particles (5.6.0)
- particlespawner_tweenable = true,
- -- allows get_sky to return a table instead of separate values (5.6.0)
- get_sky_as_table = true,
- -- VoxelManip:get_light_data accepts an optional buffer argument (5.7.0)
- get_light_data_buffer = true,
- -- When using a mod storage backend that is not "files" or "dummy",
- -- the amount of data in mod storage is not constrained by
- -- the amount of RAM available. (5.7.0)
- mod_storage_on_disk = true,
- -- "zstd" method for compress/decompress (5.7.0)
- compress_zstd = true,
- }
- * `minetest.has_feature(arg)`: returns `boolean, missing_features`
- * `arg`: string or table in format `{foo=true, bar=true}`
- * `missing_features`: `{foo=true, bar=true}`
- * `minetest.get_player_information(player_name)`: Table containing information
- about a player. Example return value:
- {
- address = "127.0.0.1", -- IP address of client
- ip_version = 4, -- IPv4 / IPv6
- connection_uptime = 200, -- seconds since client connected
- protocol_version = 32, -- protocol version used by client
- formspec_version = 2, -- supported formspec version
- lang_code = "fr" -- Language code used for translation
- -- the following keys can be missing if no stats have been collected yet
- min_rtt = 0.01, -- minimum round trip time
- max_rtt = 0.2, -- maximum round trip time
- avg_rtt = 0.02, -- average round trip time
- min_jitter = 0.01, -- minimum packet time jitter
- max_jitter = 0.5, -- maximum packet time jitter
- avg_jitter = 0.03, -- average packet time jitter
- -- the following information is available in a debug build only!!!
- -- DO NOT USE IN MODS
- --ser_vers = 26, -- serialization version used by client
- --major = 0, -- major version number
- --minor = 4, -- minor version number
- --patch = 10, -- patch version number
- --vers_string = "0.4.9-git", -- full version string
- --state = "Active" -- current client state
- }
- * `minetest.mkdir(path)`: returns success.
- * Creates a directory specified by `path`, creating parent directories
- if they don't exist.
- * `minetest.rmdir(path, recursive)`: returns success.
- * Removes a directory specified by `path`.
- * If `recursive` is set to `true`, the directory is recursively removed.
- Otherwise, the directory will only be removed if it is empty.
- * Returns true on success, false on failure.
- * `minetest.cpdir(source, destination)`: returns success.
- * Copies a directory specified by `path` to `destination`
- * Any files in `destination` will be overwritten if they already exist.
- * Returns true on success, false on failure.
- * `minetest.mvdir(source, destination)`: returns success.
- * Moves a directory specified by `path` to `destination`.
- * If the `destination` is a non-empty directory, then the move will fail.
- * Returns true on success, false on failure.
- * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
- * is_dir is one of:
- * nil: return all entries,
- * true: return only subdirectory names, or
- * false: return only file names.
- * `minetest.safe_file_write(path, content)`: returns boolean indicating success
- * Replaces contents of file at path with new contents in a safe (atomic)
- way. Use this instead of below code when writing e.g. database files:
- `local f = io.open(path, "wb"); f:write(content); f:close()`
- * `minetest.get_version()`: returns a table containing components of the
- engine version. Components:
- * `project`: Name of the project, eg, "Minetest"
- * `string`: Simple version, eg, "1.2.3-dev"
- * `hash`: Full git version (only set if available),
- eg, "1.2.3-dev-01234567-dirty".
- * `is_dev`: Boolean value indicating whether it's a development build
- Use this for informational purposes only. The information in the returned
- table does not represent the capabilities of the engine, nor is it
- reliable or verifiable. Compatible forks will have a different name and
- version entirely. To check for the presence of engine features, test
- whether the functions exported by the wanted features exist. For example:
- `if minetest.check_for_falling then ... end`.
- * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
- * `data`: string of data to hash
- * `raw`: return raw bytes instead of hex digits, default: false
- * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
- ColorString. If the ColorSpec is invalid, returns `nil`.
- * `colorspec`: The ColorSpec to convert
- * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
- string of four bytes in an RGBA layout, returned as a string.
- * `colorspec`: The ColorSpec to convert
- * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
- image and return it in string form.
- * `width`: Width of the image
- * `height`: Height of the image
- * `data`: Image data, one of:
- * array table of ColorSpec, length must be width*height
- * string with raw RGBA pixels, length must be width*height*4
- * `compression`: Optional zlib compression level, number in range 0 to 9.
- The data is one-dimensional, starting in the upper left corner of the image
- and laid out in scanlines going from left to right, then top to bottom.
- Please note that it's not safe to use string.char to generate raw data,
- use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
- The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
- You may use this to procedurally generate textures during server init.
- Logging
- -------
- * `minetest.debug(...)`
- * Equivalent to `minetest.log(table.concat({...}, "\t"))`
- * `minetest.log([level,] text)`
- * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
- `"info"`, or `"verbose"`. Default is `"none"`.
- Registration functions
- ----------------------
- Call these functions only at load time!
- ### Environment
- * `minetest.register_node(name, node definition)`
- * `minetest.register_craftitem(name, item definition)`
- * `minetest.register_tool(name, item definition)`
- * `minetest.override_item(name, redefinition)`
- * Overrides fields of an item registered with register_node/tool/craftitem.
- * Note: Item must already be defined, (opt)depend on the mod defining it.
- * Example: `minetest.override_item("default:mese",
- {light_source=minetest.LIGHT_MAX})`
- * `minetest.unregister_item(name)`
- * Unregisters the item from the engine, and deletes the entry with key
- `name` from `minetest.registered_items` and from the associated item table
- according to its nature: `minetest.registered_nodes`, etc.
- * `minetest.register_entity(name, entity definition)`
- * `minetest.register_abm(abm definition)`
- * `minetest.register_lbm(lbm definition)`
- * `minetest.register_alias(alias, original_name)`
- * Also use this to set the 'mapgen aliases' needed in a game for the core
- mapgens. See [Mapgen aliases] section above.
- * `minetest.register_alias_force(alias, original_name)`
- * `minetest.register_ore(ore definition)`
- * Returns an integer object handle uniquely identifying the registered
- ore on success.
- * The order of ore registrations determines the order of ore generation.
- * `minetest.register_biome(biome definition)`
- * Returns an integer object handle uniquely identifying the registered
- biome on success. To get the biome ID, use `minetest.get_biome_id`.
- * `minetest.unregister_biome(name)`
- * Unregisters the biome from the engine, and deletes the entry with key
- `name` from `minetest.registered_biomes`.
- * Warning: This alters the biome to biome ID correspondences, so any
- decorations or ores using the 'biomes' field must afterwards be cleared
- and re-registered.
- * `minetest.register_decoration(decoration definition)`
- * Returns an integer object handle uniquely identifying the registered
- decoration on success. To get the decoration ID, use
- `minetest.get_decoration_id`.
- * The order of decoration registrations determines the order of decoration
- generation.
- * `minetest.register_schematic(schematic definition)`
- * Returns an integer object handle uniquely identifying the registered
- schematic on success.
- * If the schematic is loaded from a file, the `name` field is set to the
- filename.
- * If the function is called when loading the mod, and `name` is a relative
- path, then the current mod path will be prepended to the schematic
- filename.
- * `minetest.clear_registered_biomes()`
- * Clears all biomes currently registered.
- * Warning: Clearing and re-registering biomes alters the biome to biome ID
- correspondences, so any decorations or ores using the 'biomes' field must
- afterwards be cleared and re-registered.
- * `minetest.clear_registered_decorations()`
- * Clears all decorations currently registered.
- * `minetest.clear_registered_ores()`
- * Clears all ores currently registered.
- * `minetest.clear_registered_schematics()`
- * Clears all schematics currently registered.
- ### Gameplay
- * `minetest.register_craft(recipe)`
- * Check recipe table syntax for different types below.
- * `minetest.clear_craft(recipe)`
- * Will erase existing craft based either on output item or on input recipe.
- * Specify either output or input only. If you specify both, input will be
- ignored. For input use the same recipe table syntax as for
- `minetest.register_craft(recipe)`. For output specify only the item,
- without a quantity.
- * Returns false if no erase candidate could be found, otherwise returns true.
- * **Warning**! The type field ("shaped", "cooking" or any other) will be
- ignored if the recipe contains output. Erasing is then done independently
- from the crafting method.
- * `minetest.register_chatcommand(cmd, chatcommand definition)`
- * `minetest.override_chatcommand(name, redefinition)`
- * Overrides fields of a chatcommand registered with `register_chatcommand`.
- * `minetest.unregister_chatcommand(name)`
- * Unregisters a chatcommands registered with `register_chatcommand`.
- * `minetest.register_privilege(name, definition)`
- * `definition` can be a description or a definition table (see [Privilege
- definition]).
- * If it is a description, the priv will be granted to singleplayer and admin
- by default.
- * To allow players with `basic_privs` to grant, see the `basic_privs`
- minetest.conf setting.
- * `minetest.register_authentication_handler(authentication handler definition)`
- * Registers an auth handler that overrides the builtin one.
- * This function can be called by a single mod once only.
- Global callback registration functions
- --------------------------------------
- Call these functions only at load time!
- * `minetest.register_globalstep(function(dtime))`
- * Called every server step, usually interval of 0.1s
- * `minetest.register_on_mods_loaded(function())`
- * Called after mods have finished loading and before the media is cached or the
- aliases handled.
- * `minetest.register_on_shutdown(function())`
- * Called before server shutdown
- * **Warning**: If the server terminates abnormally (i.e. crashes), the
- registered callbacks **will likely not be run**. Data should be saved at
- semi-frequent intervals as well as on server shutdown.
- * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
- * Called when a node has been placed
- * If return `true` no item is taken from `itemstack`
- * `placer` may be any valid ObjectRef or nil.
- * **Not recommended**; use `on_construct` or `after_place_node` in node
- definition whenever possible.
- * `minetest.register_on_dignode(function(pos, oldnode, digger))`
- * Called when a node has been dug.
- * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
- definition whenever possible.
- * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
- * Called when a node is punched
- * `minetest.register_on_generated(function(minp, maxp, blockseed))`
- * Called after generating a piece of world. Modifying nodes inside the area
- is a bit faster than usual.
- * `minetest.register_on_newplayer(function(ObjectRef))`
- * Called when a new player enters the world for the first time
- * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
- * Called when a player is punched
- * Note: This callback is invoked even if the punched player is dead.
- * `player`: ObjectRef - Player that was punched
- * `hitter`: ObjectRef - Player that hit
- * `time_from_last_punch`: Meant for disallowing spamming of clicks
- (can be nil).
- * `tool_capabilities`: Capability table of used item (can be nil)
- * `dir`: Unit vector of direction of punch. Always defined. Points from
- the puncher to the punched.
- * `damage`: Number that represents the damage calculated by the engine
- * should return `true` to prevent the default damage mechanism
- * `minetest.register_on_rightclickplayer(function(player, clicker))`
- * Called when the 'place/use' key was used while pointing a player
- (not necessarily an actual rightclick)
- * `player`: ObjectRef - Player that is acted upon
- * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
- * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
- * Called when the player gets damaged or healed
- * `player`: ObjectRef of the player
- * `hp_change`: the amount of change. Negative when it is damage.
- * `reason`: a PlayerHPChangeReason table.
- * The `type` field will have one of the following values:
- * `set_hp`: A mod or the engine called `set_hp` without
- giving a type - use this for custom damage types.
- * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
- * `fall`
- * `node_damage`: `damage_per_second` from a neighboring node.
- `reason.node` will hold the node name or nil.
- * `drown`
- * `respawn`
- * Any of the above types may have additional fields from mods.
- * `reason.from` will be `mod` or `engine`.
- * `modifier`: when true, the function should return the actual `hp_change`.
- Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
- Modifiers can return true as a second argument to stop the execution of further functions.
- Non-modifiers receive the final HP change calculated by the modifiers.
- * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
- * Called when a player dies
- * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
- * `minetest.register_on_respawnplayer(function(ObjectRef))`
- * Called when player is to be respawned
- * Called _before_ repositioning of player occurs
- * return true in func to disable regular player placement
- * `minetest.register_on_prejoinplayer(function(name, ip))`
- * Called when a client connects to the server, prior to authentication
- * If it returns a string, the client is disconnected with that string as
- reason.
- * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
- * Called when a player joins the game
- * `last_login`: The timestamp of the previous login, or nil if player is new
- * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
- * Called when a player leaves the game
- * `timed_out`: True for timeout, false for other reasons.
- * `minetest.register_on_authplayer(function(name, ip, is_success))`
- * Called when a client attempts to log into an account.
- * `name`: The name of the account being authenticated.
- * `ip`: The IP address of the client
- * `is_success`: Whether the client was successfully authenticated
- * For newly registered accounts, `is_success` will always be true
- * `minetest.register_on_auth_fail(function(name, ip))`
- * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
- * `minetest.register_on_cheat(function(ObjectRef, cheat))`
- * Called when a player cheats
- * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
- * `moved_too_fast`
- * `interacted_too_far`
- * `interacted_with_self`
- * `interacted_while_dead`
- * `finished_unknown_dig`
- * `dug_unbreakable`
- * `dug_too_fast`
- * `minetest.register_on_chat_message(function(name, message))`
- * Called always when a player says something
- * Return `true` to mark the message as handled, which means that it will
- not be sent to other players.
- * `minetest.register_on_chatcommand(function(name, command, params))`
- * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
- is checked to see if the command exists, but after the input is parsed.
- * Return `true` to mark the command as handled, which means that the default
- handlers will be prevented.
- * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
- * Called when the server received input from `player` in a formspec with
- the given `formname`. Specifically, this is called on any of the
- following events:
- * a button was pressed,
- * Enter was pressed while the focus was on a text field
- * a checkbox was toggled,
- * something was selected in a dropdown list,
- * a different tab was selected,
- * selection was changed in a textlist or table,
- * an entry was double-clicked in a textlist or table,
- * a scrollbar was moved, or
- * the form was actively closed by the player.
- * Fields are sent for formspec elements which define a field. `fields`
- is a table containing each formspecs element value (as string), with
- the `name` parameter as index for each. The value depends on the
- formspec element type:
- * `animated_image`: Returns the index of the current frame.
- * `button` and variants: If pressed, contains the user-facing button
- text as value. If not pressed, is `nil`
- * `field`, `textarea` and variants: Text in the field
- * `dropdown`: Either the index or value, depending on the `index event`
- dropdown argument.
- * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
- * `checkbox`: `"true"` if checked, `"false"` if unchecked
- * `textlist`: See `minetest.explode_textlist_event`
- * `table`: See `minetest.explode_table_event`
- * `scrollbar`: See `minetest.explode_scrollbar_event`
- * Special case: `["quit"]="true"` is sent when the user actively
- closed the form by mouse click, keypress or through a button_exit[]
- element.
- * Special case: `["key_enter"]="true"` is sent when the user pressed
- the Enter key and the focus was either nowhere (causing the formspec
- to be closed) or on a button. If the focus was on a text field,
- additionally, the index `key_enter_field` contains the name of the
- text field. See also: `field_close_on_enter`.
- * Newest functions are called first
- * If function returns `true`, remaining functions are not called
- * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
- * Called when `player` crafts something
- * `itemstack` is the output
- * `old_craft_grid` contains the recipe (Note: the one in the inventory is
- cleared).
- * `craft_inv` is the inventory with the crafting grid
- * Return either an `ItemStack`, to replace the output, or `nil`, to not
- modify it.
- * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
- * The same as before, except that it is called before the player crafts, to
- make craft prediction, and it should not change anything.
- * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
- * Determines how much of a stack may be taken, put or moved to a
- player inventory.
- * `player` (type `ObjectRef`) is the player who modified the inventory
- `inventory` (type `InvRef`).
- * List of possible `action` (string) values and their
- `inventory_info` (table) contents:
- * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
- * `put`: `{listname=string, index=number, stack=ItemStack}`
- * `take`: Same as `put`
- * Return a numeric value to limit the amount of items to be taken, put or
- moved. A value of `-1` for `take` will make the source stack infinite.
- * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
- * Called after a take, put or move event from/to/in a player inventory
- * Function arguments: see `minetest.register_allow_player_inventory_action`
- * Does not accept or handle any return value.
- * `minetest.register_on_protection_violation(function(pos, name))`
- * Called by `builtin` and mods when a player violates protection at a
- position (eg, digs a node or punches a protected entity).
- * The registered functions can be called using
- `minetest.record_protection_violation`.
- * The provided function should check that the position is protected by the
- mod calling this function before it prints a message, if it does, to
- allow for multiple protection mods.
- * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
- * Called when an item is eaten, by `minetest.item_eat`
- * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
- * `minetest.register_on_item_pickup(function(itemstack, picker, pointed_thing, time_from_last_punch, ...))`
- * Called by `minetest.item_pickup` before an item is picked up.
- * Function is added to `minetest.registered_on_item_pickups`.
- * Oldest functions are called first.
- * Parameters are the same as in the `on_pickup` callback.
- * Return an itemstack to cancel the default item pick-up response (i.e.: adding
- the item into inventory).
- * `minetest.register_on_priv_grant(function(name, granter, priv))`
- * Called when `granter` grants the priv `priv` to `name`.
- * Note that the callback will be called twice if it's done by a player,
- once with granter being the player name, and again with granter being nil.
- * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
- * Called when `revoker` revokes the priv `priv` from `name`.
- * Note that the callback will be called twice if it's done by a player,
- once with revoker being the player name, and again with revoker being nil.
- * `minetest.register_can_bypass_userlimit(function(name, ip))`
- * Called when `name` user connects with `ip`.
- * Return `true` to by pass the player limit
- * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
- * Called when an incoming mod channel message is received
- * You should have joined some channels to receive events.
- * If message comes from a server mod, `sender` field is an empty string.
- * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
- * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
- engine's liquid transformation process.
- * `pos_list` is an array of all modified positions.
- * `node_list` is an array of the old node that was previously at the position
- with the corresponding index in pos_list.
- Setting-related
- ---------------
- * `minetest.settings`: Settings object containing all of the settings from the
- main config file (`minetest.conf`).
- * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
- parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
- Authentication
- --------------
- * `minetest.string_to_privs(str[, delim])`:
- * Converts string representation of privs into table form
- * `delim`: String separating the privs. Defaults to `","`.
- * Returns `{ priv1 = true, ... }`
- * `minetest.privs_to_string(privs[, delim])`:
- * Returns the string representation of `privs`
- * `delim`: String to delimit privs. Defaults to `","`.
- * `minetest.get_player_privs(name) -> {priv1=true,...}`
- * `minetest.check_player_privs(player_or_name, ...)`:
- returns `bool, missing_privs`
- * A quickhand for checking privileges.
- * `player_or_name`: Either a Player object or the name of a player.
- * `...` is either a list of strings, e.g. `"priva", "privb"` or
- a table, e.g. `{ priva = true, privb = true }`.
- * `minetest.check_password_entry(name, entry, password)`
- * Returns true if the "password entry" for a player with name matches given
- password, false otherwise.
- * The "password entry" is the password representation generated by the
- engine as returned as part of a `get_auth()` call on the auth handler.
- * Only use this function for making it possible to log in via password from
- external protocols such as IRC, other uses are frowned upon.
- * `minetest.get_password_hash(name, raw_password)`
- * Convert a name-password pair to a password hash that Minetest can use.
- * The returned value alone is not a good basis for password checks based
- on comparing the password hash in the database with the password hash
- from the function, with an externally provided password, as the hash
- in the db might use the new SRP verifier format.
- * For this purpose, use `minetest.check_password_entry` instead.
- * `minetest.get_player_ip(name)`: returns an IP address string for the player
- `name`.
- * The player needs to be online for this to be successful.
- * `minetest.get_auth_handler()`: Return the currently active auth handler
- * See the [Authentication handler definition]
- * Use this to e.g. get the authentication data for a player:
- `local auth_data = minetest.get_auth_handler().get_auth(playername)`
- * `minetest.notify_authentication_modified(name)`
- * Must be called by the authentication handler for privilege changes.
- * `name`: string; if omitted, all auth data should be considered modified
- * `minetest.set_player_password(name, password_hash)`: Set password hash of
- player `name`.
- * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
- `name`.
- * `minetest.auth_reload()`
- * See `reload()` in authentication handler definition
- `minetest.set_player_password`, `minetest.set_player_privs`,
- `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
- handler.
- Chat
- ----
- * `minetest.chat_send_all(text)`
- * `minetest.chat_send_player(name, text)`
- * `minetest.format_chat_message(name, message)`
- * Used by the server to format a chat message, based on the setting `chat_message_format`.
- Refer to the documentation of the setting for a list of valid placeholders.
- * Takes player name and message, and returns the formatted string to be sent to players.
- * Can be redefined by mods if required, for things like colored names or messages.
- * **Only** the first occurrence of each placeholder will be replaced.
- Environment access
- ------------------
- * `minetest.set_node(pos, node)`
- * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
- * Set node at position `pos`
- * `node`: table `{name=string, param1=number, param2=number}`
- * If param1 or param2 is omitted, it's set to `0`.
- * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
- * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
- * Set node on all positions set in the first argument.
- * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
- * For node specification or position syntax see `minetest.set_node` call
- * Faster than set_node due to single call, but still considerably slower
- than Lua Voxel Manipulators (LVM) for large numbers of nodes.
- Unlike LVMs, this will call node callbacks. It also allows setting nodes
- in spread out positions which would cause LVMs to waste memory.
- For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
- times faster.
- * `minetest.swap_node(pos, node)`
- * Set node at position, but don't remove metadata
- * `minetest.remove_node(pos)`
- * By default it does the same as `minetest.set_node(pos, {name="air"})`
- * `minetest.get_node(pos)`
- * Returns the node at the given position as table in the format
- `{name="node_name", param1=0, param2=0}`,
- returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
- * `minetest.get_node_or_nil(pos)`
- * Same as `get_node` but returns `nil` for unloaded areas.
- * `minetest.get_node_light(pos, timeofday)`
- * Gets the light value at the given position. Note that the light value
- "inside" the node at the given position is returned, so you usually want
- to get the light value of a neighbor.
- * `pos`: The position where to measure the light.
- * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
- * Returns a number between `0` and `15` or `nil`
- * `nil` is returned e.g. when the map isn't loaded at `pos`
- * `minetest.get_natural_light(pos[, timeofday])`
- * Figures out the sunlight (or moonlight) value at pos at the given time of
- day.
- * `pos`: The position of the node
- * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
- * Returns a number between `0` and `15` or `nil`
- * This function tests 203 nodes in the worst case, which happens very
- unlikely
- * `minetest.get_artificial_light(param1)`
- * Calculates the artificial light (light from e.g. torches) value from the
- `param1` value.
- * `param1`: The param1 value of a `paramtype = "light"` node.
- * Returns a number between `0` and `15`
- * Currently it's the same as `math.floor(param1 / 16)`, except that it
- ensures compatibility.
- * `minetest.place_node(pos, node)`
- * Place node with the same effects that a player would cause
- * `minetest.dig_node(pos)`
- * Dig node with the same effects that a player would cause
- * Returns `true` if successful, `false` on failure (e.g. protected location)
- * `minetest.punch_node(pos)`
- * Punch node with the same effects that a player would cause
- * `minetest.spawn_falling_node(pos)`
- * Change node into falling node
- * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
- * `minetest.find_nodes_with_meta(pos1, pos2)`
- * Get a table of positions of nodes that have metadata within a region
- {pos1, pos2}.
- * `minetest.get_meta(pos)`
- * Get a `NodeMetaRef` at that position
- * `minetest.get_node_timer(pos)`
- * Get `NodeTimerRef`
- * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
- position.
- * Returns `ObjectRef`, or `nil` if failed
- * `minetest.add_item(pos, item)`: Spawn item
- * Returns `ObjectRef`, or `nil` if failed
- * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
- * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
- ObjectRefs.
- * `radius`: using a Euclidean metric
- * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
- ObjectRefs.
- * `pos1` and `pos2` are the min and max positions of the area to search.
- * `minetest.set_timeofday(val)`
- * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
- * `minetest.get_timeofday()`
- * `minetest.get_gametime()`: returns the time, in seconds, since the world was
- created.
- * `minetest.get_day_count()`: returns number days elapsed since world was
- created.
- * accounts for time changes.
- * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
- pos or `nil`.
- * `radius`: using a maximum metric
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * `search_center` is an optional boolean (default: `false`)
- If true `pos` is also checked for the nodes
- * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
- * `pos1` and `pos2` are the min and max positions of the area to search.
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * If `grouped` is true the return value is a table indexed by node name
- which contains lists of positions.
- * If `grouped` is false or absent the return values are as follows:
- first value: Table with all node positions
- second value: Table with the count of each node with the node name
- as index
- * Area volume is limited to 4,096,000 nodes
- * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
- list of positions.
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * Return value: Table with all node positions with a node air above
- * Area volume is limited to 4,096,000 nodes
- * `minetest.get_perlin(noiseparams)`
- * Return world-specific perlin noise.
- * The actual seed used is the noiseparams seed plus the world seed.
- * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
- * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
- * Return world-specific perlin noise.
- * `minetest.get_voxel_manip([pos1, pos2])`
- * Return voxel manipulator object.
- * Loads the manipulator from the map if positions are passed.
- * `minetest.set_gen_notify(flags, {deco_ids})`
- * Set the types of on-generate notifications that should be collected.
- * `flags` is a flag field with the available flags:
- * dungeon
- * temple
- * cave_begin
- * cave_end
- * large_cave_begin
- * large_cave_end
- * decoration
- * The second parameter is a list of IDs of decorations which notification
- is requested for.
- * `minetest.get_gen_notify()`
- * Returns a flagstring and a table with the `deco_id`s.
- * `minetest.get_decoration_id(decoration_name)`
- * Returns the decoration ID number for the provided decoration name string,
- or `nil` on failure.
- * `minetest.get_mapgen_object(objectname)`
- * Return requested mapgen object if available (see [Mapgen objects])
- * `minetest.get_heat(pos)`
- * Returns the heat at the position, or `nil` on failure.
- * `minetest.get_humidity(pos)`
- * Returns the humidity at the position, or `nil` on failure.
- * `minetest.get_biome_data(pos)`
- * Returns a table containing:
- * `biome` the biome id of the biome at that position
- * `heat` the heat at the position
- * `humidity` the humidity at the position
- * Or returns `nil` on failure.
- * `minetest.get_biome_id(biome_name)`
- * Returns the biome id, as used in the biomemap Mapgen object and returned
- by `minetest.get_biome_data(pos)`, for a given biome_name string.
- * `minetest.get_biome_name(biome_id)`
- * Returns the biome name string for the provided biome id, or `nil` on
- failure.
- * If no biomes have been registered, such as in mgv6, returns `default`.
- * `minetest.get_mapgen_params()`
- * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
- * Returns a table containing:
- * `mgname`
- * `seed`
- * `chunksize`
- * `water_level`
- * `flags`
- * `minetest.set_mapgen_params(MapgenParams)`
- * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
- instead.
- * Set map generation parameters.
- * Function cannot be called after the registration period.
- * Takes a table as an argument with the fields:
- * `mgname`
- * `seed`
- * `chunksize`
- * `water_level`
- * `flags`
- * Leave field unset to leave that parameter unchanged.
- * `flags` contains a comma-delimited string of flags to set, or if the
- prefix `"no"` is attached, clears instead.
- * `flags` is in the same format and has the same options as `mg_flags` in
- `minetest.conf`.
- * `minetest.get_mapgen_setting(name)`
- * Gets the *active* mapgen setting (or nil if none exists) in string
- format with the following order of precedence:
- 1) Settings loaded from map_meta.txt or overrides set during mod
- execution.
- 2) Settings set by mods without a metafile override
- 3) Settings explicitly set in the user config file, minetest.conf
- 4) Settings set as the user config default
- * `minetest.get_mapgen_setting_noiseparams(name)`
- * Same as above, but returns the value as a NoiseParams table if the
- setting `name` exists and is a valid NoiseParams.
- * `minetest.set_mapgen_setting(name, value, [override_meta])`
- * Sets a mapgen param to `value`, and will take effect if the corresponding
- mapgen setting is not already present in map_meta.txt.
- * `override_meta` is an optional boolean (default: `false`). If this is set
- to true, the setting will become the active setting regardless of the map
- metafile contents.
- * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
- * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
- * Same as above, except value is a NoiseParams table.
- * `minetest.set_noiseparams(name, noiseparams, set_default)`
- * Sets the noiseparams setting of `name` to the noiseparams table specified
- in `noiseparams`.
- * `set_default` is an optional boolean (default: `true`) that specifies
- whether the setting should be applied to the default config or current
- active config.
- * `minetest.get_noiseparams(name)`
- * Returns a table of the noiseparams for name.
- * `minetest.generate_ores(vm, pos1, pos2)`
- * Generate all registered ores within the VoxelManip `vm` and in the area
- from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
- * `minetest.generate_decorations(vm, pos1, pos2)`
- * Generate all registered decorations within the VoxelManip `vm` and in the
- area from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
- * `minetest.clear_objects([options])`
- * Clear all objects in the environment
- * Takes an optional table as an argument with the field `mode`.
- * mode = `"full"`: Load and go through every mapblock, clearing
- objects (default).
- * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
- clear objects in unloaded mapblocks only when the
- mapblocks are next activated.
- * `minetest.load_area(pos1[, pos2])`
- * Load the mapblocks containing the area from `pos1` to `pos2`.
- `pos2` defaults to `pos1` if not specified.
- * This function does not trigger map generation.
- * `minetest.emerge_area(pos1, pos2, [callback], [param])`
- * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
- asynchronously fetched from memory, loaded from disk, or if inexistent,
- generates them.
- * If `callback` is a valid Lua function, this will be called for each block
- emerged.
- * The function signature of callback is:
- `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
- * `blockpos` is the *block* coordinates of the block that had been
- emerged.
- * `action` could be one of the following constant values:
- * `minetest.EMERGE_CANCELLED`
- * `minetest.EMERGE_ERRORED`
- * `minetest.EMERGE_FROM_MEMORY`
- * `minetest.EMERGE_FROM_DISK`
- * `minetest.EMERGE_GENERATED`
- * `calls_remaining` is the number of callbacks to be expected after
- this one.
- * `param` is the user-defined parameter passed to emerge_area (or
- nil if the parameter was absent).
- * `minetest.delete_area(pos1, pos2)`
- * delete all mapblocks in the area from pos1 to pos2, inclusive
- * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
- * Checks if there is anything other than air between pos1 and pos2.
- * Returns false if something is blocking the sight.
- * Returns the position of the blocking node when `false`
- * `pos1`: First position
- * `pos2`: Second position
- * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
- * Creates a `Raycast` object.
- * `pos1`: start of the ray
- * `pos2`: end of the ray
- * `objects`: if false, only nodes will be returned. Default is `true`.
- * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
- returned. Default is `false`.
- * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
- * returns table containing path that can be walked on
- * returns a table of 3D points representing a path from `pos1` to `pos2` or
- `nil` on failure.
- * Reasons for failure:
- * No path exists at all
- * No path exists within `searchdistance` (see below)
- * Start or end pos is buried in land
- * `pos1`: start position
- * `pos2`: end position
- * `searchdistance`: maximum distance from the search positions to search in.
- In detail: Path must be completely inside a cuboid. The minimum
- `searchdistance` of 1 will confine search between `pos1` and `pos2`.
- Larger values will increase the size of this cuboid in all directions
- * `max_jump`: maximum height difference to consider walkable
- * `max_drop`: maximum height difference to consider droppable
- * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
- Difference between `"A*"` and `"A*_noprefetch"` is that
- `"A*"` will pre-calculate the cost-data, the other will calculate it
- on-the-fly
- * `minetest.spawn_tree (pos, {treedef})`
- * spawns L-system tree at given `pos` with definition in `treedef` table
- * `minetest.transforming_liquid_add(pos)`
- * add node to liquid flow update queue
- * `minetest.get_node_max_level(pos)`
- * get max available level for leveled node
- * `minetest.get_node_level(pos)`
- * get level of leveled node (water, snow)
- * `minetest.set_node_level(pos, level)`
- * set level of leveled node, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`).
- * `minetest.add_node_level(pos, level)`
- * increase level of leveled node by level, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`)
- * `level` must be between -127 and 127
- * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
- * resets the light in a cuboid-shaped part of
- the map and removes lighting bugs.
- * Loads the area if it is not loaded.
- * `pos1` is the corner of the cuboid with the least coordinates
- (in node coordinates), inclusive.
- * `pos2` is the opposite corner of the cuboid, inclusive.
- * The actual updated cuboid might be larger than the specified one,
- because only whole map blocks can be updated.
- The actual updated area consists of those map blocks that intersect
- with the given cuboid.
- * However, the neighborhood of the updated area might change
- as well, as light can spread out of the cuboid, also light
- might be removed.
- * returns `false` if the area is not fully generated,
- `true` otherwise
- * `minetest.check_single_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * does not spread these updates to neighbors.
- * `minetest.check_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * spread these updates to neighbors and can cause a cascade
- of nodes to fall.
- * `minetest.get_spawn_level(x, z)`
- * Returns a player spawn y co-ordinate for the provided (x, z)
- co-ordinates, or `nil` for an unsuitable spawn point.
- * For most mapgens a 'suitable spawn point' is one with y between
- `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
- so `nil` will be returned for many (x, z) co-ordinates.
- * The spawn level returned is for a player spawn in unmodified terrain.
- * The spawn level is intentionally above terrain level to cope with
- full-node biome 'dust' nodes.
- Mod channels
- ------------
- You can find mod channels communication scheme in `doc/mod_channels.png`.
- * `minetest.mod_channel_join(channel_name)`
- * Server joins channel `channel_name`, and creates it if necessary. You
- should listen for incoming messages with
- `minetest.register_on_modchannel_message`
- Inventory
- ---------
- `minetest.get_inventory(location)`: returns an `InvRef`
- * `location` = e.g.
- * `{type="player", name="celeron55"}`
- * `{type="node", pos={x=, y=, z=}}`
- * `{type="detached", name="creative"}`
- * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
- an `InvRef`.
- * `callbacks`: See [Detached inventory callbacks]
- * `player_name`: Make detached inventory available to one player
- exclusively, by default they will be sent to every player (even if not
- used).
- Note that this parameter is mostly just a workaround and will be removed
- in future releases.
- * Creates a detached inventory. If it already exists, it is cleared.
- * `minetest.remove_detached_inventory(name)`
- * Returns a `boolean` indicating whether the removal succeeded.
- * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
- returns leftover ItemStack or nil to indicate no inventory change
- * See `minetest.item_eat` and `minetest.register_on_item_eat`
- Formspec
- --------
- * `minetest.show_formspec(playername, formname, formspec)`
- * `playername`: name of player to show formspec
- * `formname`: name passed to `on_player_receive_fields` callbacks.
- It should follow the `"modname:<whatever>"` naming convention
- * `formspec`: formspec to display
- * `minetest.close_formspec(playername, formname)`
- * `playername`: name of player to close formspec
- * `formname`: has to exactly match the one given in `show_formspec`, or the
- formspec will not close.
- * calling `show_formspec(playername, formname, "")` is equal to this
- expression.
- * to close a formspec regardless of the formname, call
- `minetest.close_formspec(playername, "")`.
- **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
- * `minetest.formspec_escape(string)`: returns a string
- * escapes the characters "[", "]", "\", "," and ";", which cannot be used
- in formspecs.
- * `minetest.explode_table_event(string)`: returns a table
- * returns e.g. `{type="CHG", row=1, column=2}`
- * `type` is one of:
- * `"INV"`: no row selected
- * `"CHG"`: selected
- * `"DCL"`: double-click
- * `minetest.explode_textlist_event(string)`: returns a table
- * returns e.g. `{type="CHG", index=1}`
- * `type` is one of:
- * `"INV"`: no row selected
- * `"CHG"`: selected
- * `"DCL"`: double-click
- * `minetest.explode_scrollbar_event(string)`: returns a table
- * returns e.g. `{type="CHG", value=500}`
- * `type` is one of:
- * `"INV"`: something failed
- * `"CHG"`: has been changed
- * `"VAL"`: not changed
- Item handling
- -------------
- * `minetest.inventorycube(img1, img2, img3)`
- * Returns a string for making an image of a cube (useful as an item image)
- * `minetest.get_pointed_thing_position(pointed_thing, above)`
- * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
- does not refer to a node or entity.
- * If the optional `above` parameter is true and the `pointed_thing` refers
- to a node, then it will return the `above` position of the `pointed_thing`.
- * `minetest.dir_to_facedir(dir, is6d)`
- * Convert a vector to a facedir value, used in `param2` for
- `paramtype2="facedir"`.
- * passing something non-`nil`/`false` for the optional second parameter
- causes it to take the y component into account.
- * `minetest.facedir_to_dir(facedir)`
- * Convert a facedir back into a vector aimed directly out the "back" of a
- node.
- * `minetest.dir_to_fourdir(dir)`
- * Convert a vector to a 4dir value, used in `param2` for
- `paramtype2="4dir"`.
- * `minetest.fourdir_to_dir(fourdir)`
- * Convert a 4dir back into a vector aimed directly out the "back" of a
- node.
- * `minetest.dir_to_wallmounted(dir)`
- * Convert a vector to a wallmounted value, used for
- `paramtype2="wallmounted"`.
- * `minetest.wallmounted_to_dir(wallmounted)`
- * Convert a wallmounted value back into a vector aimed directly out the
- "back" of a node.
- * `minetest.dir_to_yaw(dir)`
- * Convert a vector into a yaw (angle)
- * `minetest.yaw_to_dir(yaw)`
- * Convert yaw (angle) to a vector
- * `minetest.is_colored_paramtype(ptype)`
- * Returns a boolean. Returns `true` if the given `paramtype2` contains
- color information (`color`, `colorwallmounted`, `colorfacedir`, etc.).
- * `minetest.strip_param2_color(param2, paramtype2)`
- * Removes everything but the color information from the
- given `param2` value.
- * Returns `nil` if the given `paramtype2` does not contain color
- information.
- * `minetest.get_node_drops(node, toolname)`
- * Returns list of itemstrings that are dropped by `node` when dug
- with the item `toolname` (not limited to tools).
- * `node`: node as table or node name
- * `toolname`: name of the item used to dig (can be `nil`)
- * `minetest.get_craft_result(input)`: returns `output, decremented_input`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `input.width` = for example `3`
- * `input.items` = for example
- `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
- * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
- * `output.time` = a number, if unsuccessful: `0`
- * `output.replacements` = List of replacement `ItemStack`s that couldn't be
- placed in `decremented_input.items`. Replacements can be placed in
- `decremented_input` if the stack of the replaced item has a count of 1.
- * `decremented_input` = like `input`
- * `minetest.get_craft_recipe(output)`: returns input
- * returns last registered recipe for output item (node)
- * `output` is a node or item type such as `"default:torch"`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `input.width` = for example `3`
- * `input.items` = for example
- `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
- * `input.items` = `nil` if no recipe found
- * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
- * returns indexed table with all registered recipes for query item (node)
- or `nil` if no recipe was found.
- * recipe entry table:
- * `method`: 'normal' or 'cooking' or 'fuel'
- * `width`: 0-3, 0 means shapeless recipe
- * `items`: indexed [1-9] table with recipe items
- * `output`: string with item name and quantity
- * Example result for `"default:gold_ingot"` with two recipes:
- {
- {
- method = "cooking", width = 3,
- output = "default:gold_ingot", items = {"default:gold_lump"}
- },
- {
- method = "normal", width = 1,
- output = "default:gold_ingot 9", items = {"default:goldblock"}
- }
- }
- * `minetest.handle_node_drops(pos, drops, digger)`
- * `drops`: list of itemstrings
- * Handles drops from nodes after digging: Default action is to put them
- into digger's inventory.
- * Can be overridden to get different functionality (e.g. dropping items on
- ground)
- * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
- string.
- * Creates an item string which contains palette index information
- for hardware colorization. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `palette_index`: this index is added to the item stack
- * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
- * Creates an item string which contains static color information
- for hardware colorization. Use this method if you wish to colorize
- an item that does not own a palette. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `colorstring`: the new color of the item stack
- Rollback
- --------
- * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
- returns `{{actor, pos, time, oldnode, newnode}, ...}`
- * Find who has done something to a node, or near a node
- * `actor`: `"player:<name>"`, also `"liquid"`.
- * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
- `boolean, log_messages`.
- * Revert latest actions of someone
- * `actor`: `"player:<name>"`, also `"liquid"`.
- Defaults for the `on_place` and `on_drop` item definition functions
- -------------------------------------------------------------------
- * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
- * Place item as a node
- * `param2` overrides `facedir` and wallmounted `param2`
- * `prevent_after_place`: if set to `true`, `after_place_node` is not called
- for the newly placed node to prevent a callback and placement loop
- * returns `itemstack, position`
- * `position`: the location the node was placed to. `nil` if nothing was placed.
- * `minetest.item_place_object(itemstack, placer, pointed_thing)`
- * Place item as-is
- * returns the leftover itemstack
- * **Note**: This function is deprecated and will never be called.
- * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
- * Wrapper that calls `minetest.item_place_node` if appropriate
- * Calls `on_rightclick` of `pointed_thing.under` if defined instead
- * **Note**: is not called when wielded item overrides `on_place`
- * `param2` overrides facedir and wallmounted `param2`
- * returns `itemstack, position`
- * `position`: the location the node was placed to. `nil` if nothing was placed.
- * `minetest.item_pickup(itemstack, picker, pointed_thing, time_from_last_punch, ...)`
- * Runs callbacks registered by `minetest.register_on_item_pickup` and adds
- the item to the picker's `"main"` inventory list.
- * Parameters are the same as in `on_pickup`.
- * Returns the leftover itemstack.
- * `minetest.item_drop(itemstack, dropper, pos)`
- * Drop the item
- * returns the leftover itemstack
- * `minetest.item_eat(hp_change[, replace_with_item])`
- * Returns `function(itemstack, user, pointed_thing)` as a
- function wrapper for `minetest.do_item_eat`.
- * `replace_with_item` is the itemstring which is added to the inventory.
- If the player is eating a stack, then replace_with_item goes to a
- different spot.
- Defaults for the `on_punch` and `on_dig` node definition callbacks
- ------------------------------------------------------------------
- * `minetest.node_punch(pos, node, puncher, pointed_thing)`
- * Calls functions registered by `minetest.register_on_punchnode()`
- * `minetest.node_dig(pos, node, digger)`
- * Checks if node can be dug, puts item into inventory, removes node
- * Calls functions registered by `minetest.registered_on_dignodes()`
- Sounds
- ------
- * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
- * `spec` is a `SimpleSoundSpec`
- * `parameters` is a sound parameter table
- * `ephemeral` is a boolean (default: false)
- Ephemeral sounds will not return a handle and can't be stopped or faded.
- It is recommend to use this for short sounds that happen in response to
- player actions (e.g. door closing).
- * `minetest.sound_stop(handle)`
- * `handle` is a handle returned by `minetest.sound_play`
- * `minetest.sound_fade(handle, step, gain)`
- * `handle` is a handle returned by `minetest.sound_play`
- * `step` determines how fast a sound will fade.
- The gain will change by this much per second,
- until it reaches the target gain.
- Note: Older versions used a signed step. This is deprecated, but old
- code will still work. (the client uses abs(step) to correct it)
- * `gain` the target gain for the fade.
- Fading to zero will delete the sound.
- Timing
- ------
- * `minetest.after(time, func, ...)`: returns job table to use as below.
- * Call the function `func` after `time` seconds, may be fractional
- * Optional: Variable number of arguments that are passed to `func`
- * `job:cancel()`
- * Cancels the job function from being called
- Async environment
- -----------------
- The engine allows you to submit jobs to be ran in an isolated environment
- concurrently with normal server operation.
- A job consists of a function to be ran in the async environment, any amount of
- arguments (will be serialized) and a callback that will be called with the return
- value of the job function once it is finished.
- The async environment does *not* have access to the map, entities, players or any
- globals defined in the 'usual' environment. Consequently, functions like
- `minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
- Arguments and return values passed through this can contain certain userdata
- objects that will be seamlessly copied (not shared) to the async environment.
- This allows you easy interoperability for delegating work to jobs.
- * `minetest.handle_async(func, callback, ...)`:
- * Queue the function `func` to be ran in an async environment.
- Note that there are multiple persistent workers and any of them may
- end up running a given job. The engine will scale the amount of
- worker threads automatically.
- * When `func` returns the callback is called (in the normal environment)
- with all of the return values as arguments.
- * Optional: Variable number of arguments that are passed to `func`
- * `minetest.register_async_dofile(path)`:
- * Register a path to a Lua file to be imported when an async environment
- is initialized. You can use this to preload code which you can then call
- later using `minetest.handle_async()`.
- ### List of APIs available in an async environment
- Classes:
- * `ItemStack`
- * `PerlinNoise`
- * `PerlinNoiseMap`
- * `PseudoRandom`
- * `PcgRandom`
- * `SecureRandom`
- * `VoxelArea`
- * `VoxelManip`
- * only if transferred into environment; can't read/write to map
- * `Settings`
- Class instances that can be transferred between environments:
- * `ItemStack`
- * `PerlinNoise`
- * `PerlinNoiseMap`
- * `VoxelManip`
- Functions:
- * Standalone helpers such as logging, filesystem, encoding,
- hashing or compression APIs
- * `minetest.request_insecure_environment` (same restrictions apply)
- Variables:
- * `minetest.settings`
- * `minetest.registered_items`, `registered_nodes`, `registered_tools`,
- `registered_craftitems` and `registered_aliases`
- * with all functions and userdata values replaced by `true`, calling any
- callbacks here is obviously not possible
- Server
- ------
- * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
- server shutdown. Will display `message` to clients.
- * `reconnect` == true displays a reconnect button
- * `delay` adds an optional delay (in seconds) before shutdown.
- Negative delay cancels the current active shutdown.
- Zero delay triggers an immediate shutdown.
- * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
- * `minetest.get_server_status(name, joined)`
- * Returns the server status string when a player joins or when the command
- `/status` is called. Returns `nil` or an empty string when the message is
- disabled.
- * `joined`: Boolean value, indicates whether the function was called when
- a player joined.
- * This function may be overwritten by mods to customize the status message.
- * `minetest.get_server_uptime()`: returns the server uptime in seconds
- * `minetest.get_server_max_lag()`: returns the current maximum lag
- of the server in seconds or nil if server is not fully loaded yet
- * `minetest.remove_player(name)`: remove player from database (if they are not
- connected).
- * As auth data is not removed, minetest.player_exists will continue to
- return true. Call the below method as well if you want to remove auth
- data too.
- * Returns a code (0: successful, 1: no such player, 2: player is connected)
- * `minetest.remove_player_auth(name)`: remove player authentication data
- * Returns boolean indicating success (false if player nonexistent)
- * `minetest.dynamic_add_media(options, callback)`
- * `options`: table containing the following parameters
- * `filepath`: path to a media file on the filesystem
- * `to_player`: name of the player the media should be sent to instead of
- all players (optional)
- * `ephemeral`: boolean that marks the media as ephemeral,
- it will not be cached on the client (optional, default false)
- * `callback`: function with arguments `name`, which is a player name
- * Pushes the specified media file to client(s). (details below)
- The file must be a supported image, sound or model format.
- Dynamically added media is not persisted between server restarts.
- * Returns false on error, true if the request was accepted
- * The given callback will be called for every player as soon as the
- media is available on the client.
- * Details/Notes:
- * If `ephemeral`=false and `to_player` is unset the file is added to the media
- sent to clients on startup, this means the media will appear even on
- old clients if they rejoin the server.
- * If `ephemeral`=false the file must not be modified, deleted, moved or
- renamed after calling this function.
- * Regardless of any use of `ephemeral`, adding media files with the same
- name twice is not possible/guaranteed to work. An exception to this is the
- use of `to_player` to send the same, already existent file to multiple
- chosen players.
- * Clients will attempt to fetch files added this way via remote media,
- this can make transfer of bigger files painless (if set up). Nevertheless
- it is advised not to use dynamic media for big media files.
- Bans
- ----
- * `minetest.get_ban_list()`: returns a list of all bans formatted as string
- * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
- IP address or name formatted as string
- * `minetest.ban_player(name)`: ban the IP of a currently connected player
- * Returns boolean indicating success
- * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
- IP address or name
- * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
- reason.
- * Returns boolean indicating success (false if player nonexistent)
- * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
- optional reason, this will not prefix with 'Kicked: ' like kick_player.
- If no reason is given, it will default to 'Disconnected.'
- * Returns boolean indicating success (false if player nonexistent)
- Particles
- ---------
- * `minetest.add_particle(particle definition)`
- * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
- expirationtime, size, collisiondetection, texture, playername)`
- * `minetest.add_particlespawner(particlespawner definition)`
- * Add a `ParticleSpawner`, an object that spawns an amount of particles
- over `time` seconds.
- * Returns an `id`, and -1 if adding didn't succeed
- * Deprecated: `minetest.add_particlespawner(amount, time,
- minpos, maxpos,
- minvel, maxvel,
- minacc, maxacc,
- minexptime, maxexptime,
- minsize, maxsize,
- collisiondetection, texture, playername)`
- * `minetest.delete_particlespawner(id, player)`
- * Delete `ParticleSpawner` with `id` (return value from
- `minetest.add_particlespawner`).
- * If playername is specified, only deletes on the player's client,
- otherwise on all clients.
- Schematics
- ----------
- * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
- * Create a schematic from the volume of map specified by the box formed by
- p1 and p2.
- * Apply the specified probability and per-node force-place to the specified
- nodes according to the `probability_list`.
- * `probability_list` is an array of tables containing two fields, `pos`
- and `prob`.
- * `pos` is the 3D vector specifying the absolute coordinates of the
- node being modified,
- * `prob` is an integer value from `0` to `255` that encodes
- probability and per-node force-place. Probability has levels
- 0-127, then 128 may be added to encode per-node force-place.
- For probability stated as 0-255, divide by 2 and round down to
- get values 0-127, then add 128 to apply per-node force-place.
- * If there are two or more entries with the same pos value, the
- last entry is used.
- * If `pos` is not inside the box formed by `p1` and `p2`, it is
- ignored.
- * If `probability_list` equals `nil`, no probabilities are applied.
- * Apply the specified probability to the specified horizontal slices
- according to the `slice_prob_list`.
- * `slice_prob_list` is an array of tables containing two fields, `ypos`
- and `prob`.
- * `ypos` indicates the y position of the slice with a probability
- applied, the lowest slice being `ypos = 0`.
- * If slice probability list equals `nil`, no slice probabilities
- are applied.
- * Saves schematic in the Minetest Schematic format to filename.
- * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
- * Place the schematic specified by schematic (see [Schematic specifier]) at
- `pos`.
- * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
- * If the `rotation` parameter is omitted, the schematic is not rotated.
- * `replacements` = `{["old_name"] = "convert_to", ...}`
- * `force_placement` is a boolean indicating whether nodes other than `air`
- and `ignore` are replaced by the schematic.
- * Returns nil if the schematic could not be loaded.
- * **Warning**: Once you have loaded a schematic from a file, it will be
- cached. Future calls will always use the cached version and the
- replacement list defined for it, regardless of whether the file or the
- replacement list parameter have changed. The only way to load the file
- anew is to restart the server.
- * `flags` is a flag field with the available flags:
- * place_center_x
- * place_center_y
- * place_center_z
- * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
- * This function is analogous to minetest.place_schematic, but places a
- schematic onto the specified VoxelManip object `vmanip` instead of the
- map.
- * Returns false if any part of the schematic was cut-off due to the
- VoxelManip not containing the full area required, and true if the whole
- schematic was able to fit.
- * Returns nil if the schematic could not be loaded.
- * After execution, any external copies of the VoxelManip contents are
- invalidated.
- * `flags` is a flag field with the available flags:
- * place_center_x
- * place_center_y
- * place_center_z
- * `minetest.serialize_schematic(schematic, format, options)`
- * Return the serialized schematic specified by schematic
- (see [Schematic specifier])
- * in the `format` of either "mts" or "lua".
- * "mts" - a string containing the binary MTS data used in the MTS file
- format.
- * "lua" - a string containing Lua code representing the schematic in table
- format.
- * `options` is a table containing the following optional parameters:
- * If `lua_use_comments` is true and `format` is "lua", the Lua code
- generated will have (X, Z) position comments for every X row
- generated in the schematic data for easier reading.
- * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
- the Lua code generated will use that number of spaces as indentation
- instead of a tab character.
- * `minetest.read_schematic(schematic, options)`
- * Returns a Lua table representing the schematic (see: [Schematic specifier])
- * `schematic` is the schematic to read (see: [Schematic specifier])
- * `options` is a table containing the following optional parameters:
- * `write_yslice_prob`: string value:
- * `none`: no `write_yslice_prob` table is inserted,
- * `low`: only probabilities that are not 254 or 255 are written in
- the `write_ylisce_prob` table,
- * `all`: write all probabilities to the `write_yslice_prob` table.
- * The default for this option is `all`.
- * Any invalid value will be interpreted as `all`.
- HTTP Requests
- -------------
- * `minetest.request_http_api()`:
- * returns `HTTPApiTable` containing http functions if the calling mod has
- been granted access by being listed in the `secure.http_mods` or
- `secure.trusted_mods` setting, otherwise returns `nil`.
- * The returned table contains the functions `fetch`, `fetch_async` and
- `fetch_async_get` described below.
- * Only works at init time and must be called from the mod's main scope
- (not from a function).
- * Function only exists if minetest server was built with cURL support.
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
- A LOCAL VARIABLE!**
- * `HTTPApiTable.fetch(HTTPRequest req, callback)`
- * Performs given request asynchronously and calls callback upon completion
- * callback: `function(HTTPRequestResult res)`
- * Use this HTTP function if you are unsure, the others are for advanced use
- * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
- * Performs given request asynchronously and returns handle for
- `HTTPApiTable.fetch_async_get`
- * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
- * Return response data for given asynchronous HTTP request
- Storage API
- -----------
- * `minetest.get_mod_storage()`:
- * returns reference to mod private `StorageRef`
- * must be called during mod load time
- Misc.
- -----
- * `minetest.get_connected_players()`: returns list of `ObjectRefs`
- * `minetest.is_player(obj)`: boolean, whether `obj` is a player
- * `minetest.player_exists(name)`: boolean, whether player exists
- (regardless of online status)
- * `minetest.hud_replace_builtin(name, hud_definition)`
- * Replaces definition of a builtin hud element
- * `name`: `"breath"` or `"health"`
- * `hud_definition`: definition to replace builtin definition
- * `minetest.parse_relative_number(arg, relative_to)`: returns number or nil
- * Helper function for chat commands.
- * For parsing an optionally relative number of a chat command
- parameter, using the chat command tilde notation.
- * `arg`: String snippet containing the number; possible values:
- * `"<number>"`: return as number
- * `"~<number>"`: return `relative_to + <number>`
- * `"~"`: return `relative_to`
- * Anything else will return `nil`
- * `relative_to`: Number to which the `arg` number might be relative to
- * Examples:
- * `minetest.parse_relative_number("5", 10)` returns 5
- * `minetest.parse_relative_number("~5", 10)` returns 15
- * `minetest.parse_relative_number("~", 10)` returns 10
- * `minetest.send_join_message(player_name)`
- * This function can be overridden by mods to change the join message.
- * `minetest.send_leave_message(player_name, timed_out)`
- * This function can be overridden by mods to change the leave message.
- * `minetest.hash_node_position(pos)`: returns a 48-bit integer
- * `pos`: table {x=number, y=number, z=number},
- * Gives a unique hash number for a node position (16+16+16=48bit)
- * `minetest.get_position_from_hash(hash)`: returns a position
- * Inverse transform of `minetest.hash_node_position`
- * `minetest.get_item_group(name, group)`: returns a rating
- * Get rating of a group of an item. (`0` means: not in group)
- * `minetest.get_node_group(name, group)`: returns a rating
- * Deprecated: An alias for the former.
- * `minetest.raillike_group(name)`: returns a rating
- * Returns rating of the connect_to_raillike group corresponding to name
- * If name is not yet the name of a connect_to_raillike group, a new group
- id is created, with that name.
- * `minetest.get_content_id(name)`: returns an integer
- * Gets the internal content ID of `name`
- * `minetest.get_name_from_content_id(content_id)`: returns a string
- * Gets the name of the content with that content ID
- * `minetest.parse_json(string[, nullvalue])`: returns something
- * Convert a string containing JSON data into the Lua equivalent
- * `nullvalue`: returned in place of the JSON null; defaults to `nil`
- * On success returns a table, a string, a number, a boolean or `nullvalue`
- * On failure outputs an error message and returns `nil`
- * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
- * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
- message.
- * Convert a Lua table into a JSON string
- * styled: Outputs in a human-readable format if this is set, defaults to
- false.
- * Unserializable things like functions and userdata will cause an error.
- * **Warning**: JSON is more strict than the Lua table format.
- 1. You can only use strings and positive integers of at least one as
- keys.
- 2. You cannot mix string and integer keys.
- This is due to the fact that JSON has two distinct array and object
- values.
- * Example: `write_json({10, {a = false}})`,
- returns `'[10, {"a": false}]'`
- * `minetest.serialize(table)`: returns a string
- * Convert a table containing tables, strings, numbers, booleans and `nil`s
- into string form readable by `minetest.deserialize`
- * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
- * `minetest.deserialize(string[, safe])`: returns a table
- * Convert a string returned by `minetest.serialize` into a table
- * `string` is loaded in an empty sandbox environment.
- * Will load functions if safe is false or omitted. Although these functions
- cannot directly access the global environment, they could bypass this
- restriction with maliciously crafted Lua bytecode if mod security is
- disabled.
- * This function should not be used on untrusted data, regardless of the
- value of `safe`. It is fine to serialize then deserialize user-provided
- data, but directly providing user input to deserialize is always unsafe.
- * Example: `deserialize('return { ["foo"] = "bar" }')`,
- returns `{foo="bar"}`
- * Example: `deserialize('print("foo")')`, returns `nil`
- (function call fails), returns
- `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
- * `minetest.compress(data, method, ...)`: returns `compressed_data`
- * Compress a string of data.
- * `method` is a string identifying the compression method to be used.
- * Supported compression methods:
- * Deflate (zlib): `"deflate"`
- * Zstandard: `"zstd"`
- * `...` indicates method-specific arguments. Currently defined arguments
- are:
- * Deflate: `level` - Compression level, `0`-`9` or `nil`.
- * Zstandard: `level` - Compression level. Integer or `nil`. Default `3`.
- Note any supported Zstandard compression level could be used here,
- but these are subject to change between Zstandard versions.
- * `minetest.decompress(compressed_data, method, ...)`: returns data
- * Decompress a string of data using the algorithm specified by `method`.
- * See documentation on `minetest.compress()` for supported compression
- methods.
- * `...` indicates method-specific arguments. Currently, no methods use this
- * `minetest.rgba(red, green, blue[, alpha])`: returns a string
- * Each argument is an 8 Bit unsigned integer
- * Returns the ColorString from rgb or rgba values
- * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
- * `minetest.encode_base64(string)`: returns string encoded in base64
- * Encodes a string in base64.
- * `minetest.decode_base64(string)`: returns string or nil on failure
- * Padding characters are only supported starting at version 5.4.0, where
- 5.5.0 and newer perform proper checks.
- * Decodes a string encoded in base64.
- * `minetest.is_protected(pos, name)`: returns boolean
- * Returning `true` restricts the player `name` from modifying (i.e. digging,
- placing) the node at position `pos`.
- * `name` will be `""` for non-players or unknown players.
- * This function should be overridden by protection mods. It is highly
- recommended to grant access to players with the `protection_bypass` privilege.
- * Cache and call the old version of this function if the position is
- not protected by the mod. This will allow using multiple protection mods.
- * Example:
- local old_is_protected = minetest.is_protected
- function minetest.is_protected(pos, name)
- if mymod:position_protected_from(pos, name) then
- return true
- end
- return old_is_protected(pos, name)
- end
- * `minetest.record_protection_violation(pos, name)`
- * This function calls functions registered with
- `minetest.register_on_protection_violation`.
- * `minetest.is_creative_enabled(name)`: returns boolean
- * Returning `true` means that Creative Mode is enabled for player `name`.
- * `name` will be `""` for non-players or if the player is unknown.
- * This function should be overridden by Creative Mode-related mods to
- implement a per-player Creative Mode.
- * By default, this function returns `true` if the setting
- `creative_mode` is `true` and `false` otherwise.
- * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
- * Returns the position of the first node that `player_name` may not modify
- in the specified cuboid between `pos1` and `pos2`.
- * Returns `false` if no protections were found.
- * Applies `is_protected()` to a 3D lattice of points in the defined volume.
- The points are spaced evenly throughout the volume and have a spacing
- similar to, but no larger than, `interval`.
- * All corners and edges of the defined volume are checked.
- * `interval` defaults to 4.
- * `interval` should be carefully chosen and maximized to avoid an excessive
- number of points being checked.
- * Like `minetest.is_protected`, this function may be extended or
- overwritten by mods to provide a faster implementation to check the
- cuboid for intersections.
- * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
- orient_flags, prevent_after_place])`
- * Attempt to predict the desired orientation of the facedir-capable node
- defined by `itemstack`, and place it accordingly (on-wall, on the floor,
- or hanging from the ceiling).
- * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
- stacks are handled normally.
- * `orient_flags`: Optional table containing extra tweaks to the placement code:
- * `invert_wall`: if `true`, place wall-orientation on the ground and
- ground-orientation on the wall.
- * `force_wall`: if `true`, always place the node in wall orientation.
- * `force_ceiling`: if `true`, always place on the ceiling.
- * `force_floor`: if `true`, always place the node on the floor.
- * `force_facedir`: if `true`, forcefully reset the facedir to north
- when placing on the floor or ceiling.
- * The first four options are mutually-exclusive; the last in the list
- takes precedence over the first.
- * `prevent_after_place` is directly passed to `minetest.item_place_node`
- * Returns the new itemstack after placement
- * `minetest.rotate_node(itemstack, placer, pointed_thing)`
- * calls `rotate_and_place()` with `infinitestacks` set according to the state
- of the creative mode setting, checks for "sneak" to set the `invert_wall`
- parameter and `prevent_after_place` set to `true`.
- * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
- tool_capabilities, dir, distance, damage)`
- * Returns the amount of knockback applied on the punched player.
- * Arguments are equivalent to `register_on_punchplayer`, except the following:
- * `distance`: distance between puncher and punched player
- * This function can be overridden by mods that wish to modify this behavior.
- * You may want to cache and call the old function to allow multiple mods to
- change knockback behavior.
- * `minetest.forceload_block(pos[, transient])`
- * forceloads the position `pos`.
- * returns `true` if area could be forceloaded
- * If `transient` is `false` or absent, the forceload will be persistent
- (saved between server runs). If `true`, the forceload will be transient
- (not saved between server runs).
- * `minetest.forceload_free_block(pos[, transient])`
- * stops forceloading the position `pos`
- * If `transient` is `false` or absent, frees a persistent forceload.
- If `true`, frees a transient forceload.
- * `minetest.compare_block_status(pos, condition)`
- * Checks whether the mapblock at position `pos` is in the wanted condition.
- * `condition` may be one of the following values:
- * `"unknown"`: not in memory
- * `"emerging"`: in the queue for loading from disk or generating
- * `"loaded"`: in memory but inactive (no ABMs are executed)
- * `"active"`: in memory and active
- * Other values are reserved for future functionality extensions
- * Return value, the comparison status:
- * `false`: Mapblock does not fulfill the wanted condition
- * `true`: Mapblock meets the requirement
- * `nil`: Unsupported `condition` value
- * `minetest.request_insecure_environment()`: returns an environment containing
- insecure functions if the calling mod has been listed as trusted in the
- `secure.trusted_mods` setting or security is disabled, otherwise returns
- `nil`.
- * Only works at init time and must be called from the mod's main scope
- (ie: the init.lua of the mod, not from another Lua file or within a function).
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
- IT IN A LOCAL VARIABLE!**
- * `minetest.global_exists(name)`
- * Checks if a global variable has been set, without triggering a warning.
- Global objects
- --------------
- * `minetest.env`: `EnvRef` of the server environment and world.
- * Any function in the minetest namespace can be called using the syntax
- `minetest.env:somefunction(somearguments)`
- instead of `minetest.somefunction(somearguments)`
- * Deprecated, but support is not to be dropped soon
- Global tables
- -------------
- ### Registered definition tables
- * `minetest.registered_items`
- * Map of registered items, indexed by name
- * `minetest.registered_nodes`
- * Map of registered node definitions, indexed by name
- * `minetest.registered_craftitems`
- * Map of registered craft item definitions, indexed by name
- * `minetest.registered_tools`
- * Map of registered tool definitions, indexed by name
- * `minetest.registered_entities`
- * Map of registered entity prototypes, indexed by name
- * Values in this table may be modified directly.
- Note: changes to initial properties will only affect entities spawned afterwards,
- as they are only read when spawning.
- * `minetest.object_refs`
- * Map of object references, indexed by active object id
- * `minetest.luaentities`
- * Map of Lua entities, indexed by active object id
- * `minetest.registered_abms`
- * List of ABM definitions
- * `minetest.registered_lbms`
- * List of LBM definitions
- * `minetest.registered_aliases`
- * Map of registered aliases, indexed by name
- * `minetest.registered_ores`
- * Map of registered ore definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_ore`.
- * `minetest.registered_biomes`
- * Map of registered biome definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_biome`.
- * `minetest.registered_decorations`
- * Map of registered decoration definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_decoration`.
- * `minetest.registered_schematics`
- * Map of registered schematic definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_schematic`.
- * `minetest.registered_chatcommands`
- * Map of registered chat command definitions, indexed by name
- * `minetest.registered_privileges`
- * Map of registered privilege definitions, indexed by name
- * Registered privileges can be modified directly in this table.
- ### Registered callback tables
- All callbacks registered with [Global callback registration functions] are added
- to corresponding `minetest.registered_*` tables.
- Class reference
- ===============
- Sorted alphabetically.
- `AreaStore`
- -----------
- AreaStore is a data structure to calculate intersections of 3D cuboid volumes
- and points. The `data` field (string) may be used to store and retrieve any
- mod-relevant information to the specified area.
- Despite its name, mods must take care of persisting AreaStore data. They may
- use the provided load and write functions for this.
- ### Methods
- * `AreaStore(type_name)`
- * Returns a new AreaStore instance
- * `type_name`: optional, forces the internally used API.
- * Possible values: `"LibSpatial"` (default).
- * When other values are specified, or SpatialIndex is not available,
- the custom Minetest functions are used.
- * `get_area(id, include_corners, include_data)`
- * Returns the area information about the specified ID.
- * Returned values are either of these:
- nil -- Area not found
- true -- Without `include_corners` and `include_data`
- {
- min = pos, max = pos -- `include_corners == true`
- data = string -- `include_data == true`
- }
- * `get_areas_for_pos(pos, include_corners, include_data)`
- * Returns all areas as table, indexed by the area ID.
- * Table values: see `get_area`.
- * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
- * Returns all areas that contain all nodes inside the area specified by`
- `corner1 and `corner2` (inclusive).
- * `accept_overlap`: if `true`, areas are returned that have nodes in
- common (intersect) with the specified area.
- * Returns the same values as `get_areas_for_pos`.
- * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
- * Returns the new area's ID, or nil if the insertion failed.
- * The (inclusive) positions `corner1` and `corner2` describe the area.
- * `data` is a string stored with the area.
- * `id` (optional): will be used as the internal area ID if it is a unique
- number between 0 and 2^32-2.
- * `reserve(count)`
- * Requires SpatialIndex, no-op function otherwise.
- * Reserves resources for `count` many contained areas to improve
- efficiency when working with many area entries. Additional areas can still
- be inserted afterwards at the usual complexity.
- * `remove_area(id)`: removes the area with the given id from the store, returns
- success.
- * `set_cache_params(params)`: sets params for the included prefiltering cache.
- Calling invalidates the cache, so that its elements have to be newly
- generated.
- * `params` is a table with the following fields:
- enabled = boolean, -- Whether to enable, default true
- block_radius = int, -- The radius (in nodes) of the areas the cache
- -- generates prefiltered lists for, minimum 16,
- -- default 64
- limit = int, -- The cache size, minimum 20, default 1000
- * `to_string()`: Experimental. Returns area store serialized as a (binary)
- string.
- * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
- a file.
- * `from_string(str)`: Experimental. Deserializes string and loads it into the
- AreaStore.
- Returns success and, optionally, an error message.
- * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
- from a file.
- `InvRef`
- --------
- An `InvRef` is a reference to an inventory.
- ### Methods
- * `is_empty(listname)`: return `true` if list is empty
- * `get_size(listname)`: get size of a list
- * `set_size(listname, size)`: set size of a list
- * returns `false` on error (e.g. invalid `listname` or `size`)
- * `get_width(listname)`: get width of a list
- * `set_width(listname, width)`: set width of list; currently used for crafting
- * `get_stack(listname, i)`: get a copy of stack index `i` in list
- * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
- * `get_list(listname)`: return full list (list of `ItemStack`s)
- * `set_list(listname, list)`: set full list (size will not change)
- * `get_lists()`: returns table that maps listnames to inventory lists
- * `set_lists(lists)`: sets inventory lists (size will not change)
- * `add_item(listname, stack)`: add item somewhere in list, returns leftover
- `ItemStack`.
- * `room_for_item(listname, stack):` returns `true` if the stack of items
- can be fully added to the list
- * `contains_item(listname, stack, [match_meta])`: returns `true` if
- the stack of items can be fully taken from the list.
- If `match_meta` is false, only the items' names are compared
- (default: `false`).
- * `remove_item(listname, stack)`: take as many items as specified from the
- list, returns the items that were actually removed (as an `ItemStack`)
- -- note that any item metadata is ignored, so attempting to remove a specific
- unique item this way will likely remove the wrong one -- to do that use
- `set_stack` with an empty `ItemStack`.
- * `get_location()`: returns a location compatible to
- `minetest.get_inventory(location)`.
- * returns `{type="undefined"}` in case location is not known
- ### Callbacks
- Detached & nodemeta inventories provide the following callbacks for move actions:
- #### Before
- The `allow_*` callbacks return how many items can be moved.
- * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
- * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
- * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
- #### After
- The `on_*` callbacks are called after the items have been placed in the inventories.
- * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
- * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
- * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
- #### Swapping
- When a player tries to put an item to a place where another item is, the items are *swapped*.
- This means that all callbacks will be called twice (once for each action).
- `ItemStack`
- -----------
- An `ItemStack` is a stack of items.
- It can be created via `ItemStack(x)`, where x is an `ItemStack`,
- an itemstring, a table or `nil`.
- ### Methods
- * `is_empty()`: returns `true` if stack is empty.
- * `get_name()`: returns item name (e.g. `"default:stone"`).
- * `set_name(item_name)`: returns a boolean indicating whether the item was
- cleared.
- * `get_count()`: Returns number of items on the stack.
- * `set_count(count)`: returns a boolean indicating whether the item was cleared
- * `count`: number, unsigned 16 bit integer
- * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
- * `set_wear(wear)`: returns boolean indicating whether item was cleared
- * `wear`: number, unsigned 16 bit integer
- * `get_meta()`: returns ItemStackMetaRef. See section for more details
- * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
- stack).
- * `set_metadata(metadata)`: (DEPRECATED) Returns true.
- * `get_description()`: returns the description shown in inventory list tooltips.
- * The engine uses this when showing item descriptions in tooltips.
- * Fields for finding the description, in order:
- * `description` in item metadata (See [Item Metadata].)
- * `description` in item definition
- * item name
- * `get_short_description()`: returns the short description or nil.
- * Unlike the description, this does not include new lines.
- * Fields for finding the short description, in order:
- * `short_description` in item metadata (See [Item Metadata].)
- * `short_description` in item definition
- * first line of the description (From item meta or def, see `get_description()`.)
- * Returns nil if none of the above are set
- * `clear()`: removes all items from the stack, making it empty.
- * `replace(item)`: replace the contents of this stack.
- * `item` can also be an itemstring or table.
- * `to_string()`: returns the stack in itemstring form.
- * `to_table()`: returns the stack in Lua table form.
- * `get_stack_max()`: returns the maximum size of the stack (depends on the
- item).
- * `get_free_space()`: returns `get_stack_max() - get_count()`.
- * `is_known()`: returns `true` if the item name refers to a defined item type.
- * `get_definition()`: returns the item definition table.
- * `get_tool_capabilities()`: returns the digging properties of the item,
- or those of the hand if none are defined for this item type
- * `add_wear(amount)`
- * Increases wear by `amount` if the item is a tool, otherwise does nothing
- * Valid `amount` range is [0,65536]
- * `amount`: number, integer
- * `add_wear_by_uses(max_uses)`
- * Increases wear in such a way that, if only this function is called,
- the item breaks after `max_uses` times
- * Valid `max_uses` range is [0,65536]
- * Does nothing if item is not a tool or if `max_uses` is 0
- * `add_item(item)`: returns leftover `ItemStack`
- * Put some item or stack onto this stack
- * `item_fits(item)`: returns `true` if item or stack can be fully added to
- this one.
- * `take_item(n)`: returns taken `ItemStack`
- * Take (and remove) up to `n` items from this stack
- * `n`: number, default: `1`
- * `peek_item(n)`: returns taken `ItemStack`
- * Copy (don't remove) up to `n` items from this stack
- * `n`: number, default: `1`
- * `equals(other)`:
- * returns `true` if this stack is identical to `other`.
- * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
- as stack metadata can be serialized in arbitrary order.
- * Note: if `other` is an itemstring or table representation of an
- ItemStack, this will always return false, even if it is
- "equivalent".
- ### Operators
- * `stack1 == stack2`:
- * Returns whether `stack1` and `stack2` are identical.
- * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
- as stack metadata can be serialized in arbitrary order.
- * Note: if `stack2` is an itemstring or table representation of an
- ItemStack, this will always return false, even if it is
- "equivalent".
- `ItemStackMetaRef`
- ------------------
- ItemStack metadata: reference extra data and functionality stored in a stack.
- Can be obtained via `item:get_meta()`.
- ### Methods
- * All methods in MetaDataRef
- * `set_tool_capabilities([tool_capabilities])`
- * Overrides the item's tool capabilities
- * A nil value will clear the override data and restore the original
- behavior.
- `MetaDataRef`
- -------------
- Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
- and [`PlayerMetaRef`].
- ### Methods
- * `contains(key)`: Returns true if key present, otherwise false.
- * Returns `nil` when the MetaData is inexistent.
- * `get(key)`: Returns `nil` if key not present, else the stored string.
- * `set_string(key, value)`: Value of `""` will delete the key.
- * `get_string(key)`: Returns `""` if key not present.
- * `set_int(key, value)`
- * `get_int(key)`: Returns `0` if key not present.
- * `set_float(key, value)`
- * `get_float(key)`: Returns `0` if key not present.
- * `to_table()`: returns `nil` or a table with keys:
- * `fields`: key-value storage
- * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
- * `from_table(nil or {})`
- * Any non-table value will clear the metadata
- * See [Node Metadata] for an example
- * returns `true` on success
- * `equals(other)`
- * returns `true` if this metadata has the same key-value pairs as `other`
- `ModChannel`
- ------------
- An interface to use mod channels on client and server
- ### Methods
- * `leave()`: leave the mod channel.
- * Server leaves channel `channel_name`.
- * No more incoming or outgoing messages can be sent to this channel from
- server mods.
- * This invalidate all future object usage.
- * Ensure you set mod_channel to nil after that to free Lua resources.
- * `is_writeable()`: returns true if channel is writeable and mod can send over
- it.
- * `send_all(message)`: Send `message` though the mod channel.
- * If mod channel is not writeable or invalid, message will be dropped.
- * Message size is limited to 65535 characters by protocol.
- `NodeMetaRef`
- -------------
- Node metadata: reference extra data and functionality stored in a node.
- Can be obtained via `minetest.get_meta(pos)`.
- ### Methods
- * All methods in MetaDataRef
- * `get_inventory()`: returns `InvRef`
- * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
- This will prevent them from being sent to the client. Note that the "private"
- status will only be remembered if an associated key-value pair exists,
- meaning it's best to call this when initializing all other meta (e.g.
- `on_construct`).
- `NodeTimerRef`
- --------------
- Node Timers: a high resolution persistent per-node timer.
- Can be gotten via `minetest.get_node_timer(pos)`.
- ### Methods
- * `set(timeout,elapsed)`
- * set a timer's state
- * `timeout` is in seconds, and supports fractional values (0.1 etc)
- * `elapsed` is in seconds, and supports fractional values (0.1 etc)
- * will trigger the node's `on_timer` function after `(timeout - elapsed)`
- seconds.
- * `start(timeout)`
- * start a timer
- * equivalent to `set(timeout,0)`
- * `stop()`
- * stops the timer
- * `get_timeout()`: returns current timeout in seconds
- * if `timeout` equals `0`, timer is inactive
- * `get_elapsed()`: returns current elapsed time in seconds
- * the node's `on_timer` function will be called after `(timeout - elapsed)`
- seconds.
- * `is_started()`: returns boolean state of timer
- * returns `true` if timer is started, otherwise `false`
- `ObjectRef`
- -----------
- Moving things in the game are generally these.
- This is basically a reference to a C++ `ServerActiveObject`.
- ### Advice on handling `ObjectRefs`
- When you receive an `ObjectRef` as a callback argument or from another API
- function, it is possible to store the reference somewhere and keep it around.
- It will keep functioning until the object is unloaded or removed.
- However, doing this is **NOT** recommended as there is (intentionally) no method
- to test if a previously acquired `ObjectRef` is still valid.
- Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
- Lua back to the engine.
- Doing so is much less error-prone and you will never need to wonder if the
- object you are working with still exists.
- ### Attachments
- It is possible to attach objects to other objects (`set_attach` method).
- When an object is attached, it is positioned relative to the parent's position
- and rotation. `get_pos` and `get_rotation` will always return the parent's
- values and changes via their setter counterparts are ignored.
- To change position or rotation call `set_attach` again with the new values.
- **Note**: Just like model dimensions, the relative position in `set_attach`
- must be multiplied by 10 compared to world positions.
- It is also possible to attach to a bone of the parent object. In that case the
- child will follow movement and rotation of that bone.
- ### Methods
- * `get_pos()`: returns `{x=num, y=num, z=num}`
- * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
- * `get_velocity()`: returns the velocity, a vector.
- * `add_velocity(vel)`
- * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
- * In comparison to using get_velocity, adding the velocity and then using
- set_velocity, add_velocity is supposed to avoid synchronization problems.
- Additionally, players also do not support set_velocity.
- * If a player:
- * Does not apply during free_move.
- * Note that since the player speed is normalized at each move step,
- increasing e.g. Y velocity beyond what would usually be achieved
- (see: physics overrides) will cause existing X/Z velocity to be reduced.
- * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
- pressing the jump key (assuming default settings)
- * `move_to(pos, continuous=false)`
- * Does an interpolated move for Lua entities for visually smooth transitions.
- * If `continuous` is true, the Lua entity will not be moved to the current
- position before starting the interpolated move.
- * For players this does the same as `set_pos`,`continuous` is ignored.
- * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
- * `puncher` = another `ObjectRef`,
- * `time_from_last_punch` = time since last punch action of the puncher
- * `direction`: can be `nil`
- * `right_click(clicker)`; `clicker` is another `ObjectRef`
- * `get_hp()`: returns number of health points
- * `set_hp(hp, reason)`: set number of health points
- * See reason in register_on_player_hpchange
- * Is limited to the range of 0 ... 65535 (2^16 - 1)
- * For players: HP are also limited by `hp_max` specified in object properties
- * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
- * `get_wield_list()`: returns the name of the inventory list the wielded item
- is in.
- * `get_wield_index()`: returns the index of the wielded item
- * `get_wielded_item()`: returns an `ItemStack`
- * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
- successful.
- * `set_armor_groups({group1=rating, group2=rating, ...})`
- * `get_armor_groups()`: returns a table with the armor group ratings
- * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
- * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
- * `frame_speed`: number, default: `15.0`
- * `frame_blend`: number, default: `0.0`
- * `frame_loop`: boolean, default: `true`
- * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
- `frame_loop`.
- * `set_animation_frame_speed(frame_speed)`
- * `frame_speed`: number, default: `15.0`
- * `set_attach(parent[, bone, position, rotation, forced_visible])`
- * `parent`: `ObjectRef` to attach to
- * `bone`: default `""` (the root bone)
- * `position`: relative position, default `{x=0, y=0, z=0}`
- * `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
- * `forced_visible`: Boolean to control whether the attached entity
- should appear in first person, default `false`.
- * Please also read the [Attachments] section above.
- * This command may fail silently (do nothing) when it would result
- in circular attachments.
- * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
- or nil if it isn't attached.
- * `get_children()`: returns a list of ObjectRefs that are attached to the
- object.
- * `set_detach()`
- * `set_bone_position([bone, position, rotation])`
- * `bone`: string. Default is `""`, the root bone
- * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
- * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
- * `get_bone_position(bone)`: returns position and rotation of the bone
- * `set_properties(object property table)`
- * `get_properties()`: returns object property table
- * `is_player()`: returns true for players, false otherwise
- * `get_nametag_attributes()`
- * returns a table with the attributes of the nametag of an object
- * {
- text = "",
- color = {a=0..255, r=0..255, g=0..255, b=0..255},
- bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
- }
- * `set_nametag_attributes(attributes)`
- * sets the attributes of the nametag of an object
- * `attributes`:
- {
- text = "My Nametag",
- color = ColorSpec,
- -- ^ Text color
- bgcolor = ColorSpec or false,
- -- ^ Sets background color of nametag
- -- `false` will cause the background to be set automatically based on user settings
- -- Default: false
- }
- #### Lua entity only (no-op for other objects)
- * `remove()`: remove object
- * The object is removed after returning from Lua. However the `ObjectRef`
- itself instantly becomes unusable with all further method calls having
- no effect and returning `nil`.
- * `set_velocity(vel)`
- * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
- * `set_acceleration(acc)`
- * `acc` is a vector
- * `get_acceleration()`: returns the acceleration, a vector
- * `set_rotation(rot)`
- * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
- and Z is roll (bank).
- * Does not reset rotation incurred through `automatic_rotate`.
- Remove & readd your objects to force a certain rotation.
- * `get_rotation()`: returns the rotation, a vector (radians)
- * `set_yaw(yaw)`: sets the yaw in radians (heading).
- * `get_yaw()`: returns number in radians
- * `set_texture_mod(mod)`
- * Set a texture modifier to the base texture, for sprites and meshes.
- * When calling `set_texture_mod` again, the previous one is discarded.
- * `mod` the texture modifier. See [Texture modifiers].
- * `get_texture_mod()` returns current texture modifier
- * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
- * Specifies and starts a sprite animation
- * Animations iterate along the frame `y` position.
- * `start_frame`: {x=column number, y=row number}, the coordinate of the
- first frame, default: `{x=0, y=0}`
- * `num_frames`: Total frames in the texture, default: `1`
- * `framelength`: Time per animated frame in seconds, default: `0.2`
- * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
- position according to the view direction. default: `false`.
- * First column: subject facing the camera
- * Second column: subject looking to the left
- * Third column: subject backing the camera
- * Fourth column: subject looking to the right
- * Fifth column: subject viewed from above
- * Sixth column: subject viewed from below
- * `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
- * `get_luaentity()`
- #### Player only (no-op for other objects)
- * `get_player_name()`: returns `""` if is not a player
- * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
- table {x, y, z} representing the player's instantaneous velocity in nodes/s
- * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
- * `get_look_dir()`: get camera direction as a unit vector
- * `get_look_vertical()`: pitch in radians
- * Angle ranges between -pi/2 and pi/2, which are straight up and down
- respectively.
- * `get_look_horizontal()`: yaw in radians
- * Angle is counter-clockwise from the +z direction.
- * `set_look_vertical(radians)`: sets look pitch
- * radians: Angle from looking forward, where positive is downwards.
- * `set_look_horizontal(radians)`: sets look yaw
- * radians: Angle from the +z direction, where positive is counter-clockwise.
- * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
- `get_look_vertical`.
- * Angle ranges between -pi/2 and pi/2, which are straight down and up
- respectively.
- * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
- `get_look_horizontal`.
- * Angle is counter-clockwise from the +x direction.
- * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
- `set_look_vertical`.
- * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
- `set_look_horizontal`.
- * `get_breath()`: returns player's breath
- * `set_breath(value)`: sets player's breath
- * values:
- * `0`: player is drowning
- * max: bubbles bar is not shown
- * See [Object properties] for more information
- * Is limited to range 0 ... 65535 (2^16 - 1)
- * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
- * `fov`: FOV value.
- * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
- Defaults to `false`.
- * `transition_time`: If defined, enables smooth FOV transition.
- Interpreted as the time (in seconds) to reach target FOV.
- If set to 0, FOV change is instantaneous. Defaults to 0.
- * Set `fov` to 0 to clear FOV override.
- * `get_fov()`: Returns the following:
- * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
- * Boolean indicating whether the FOV value is a multiplier.
- * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
- * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
- * Sets an extra attribute with value on player.
- * `value` must be a string, or a number which will be converted to a
- string.
- * If `value` is `nil`, remove attribute from player.
- * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
- * Returns value (a string) for extra attribute.
- * Returns `nil` if no attribute found.
- * `get_meta()`: Returns a PlayerMetaRef.
- * `set_inventory_formspec(formspec)`
- * Redefine player's inventory form
- * Should usually be called in `on_joinplayer`
- * If `formspec` is `""`, the player's inventory is disabled.
- * `get_inventory_formspec()`: returns a formspec string
- * `set_formspec_prepend(formspec)`:
- * the formspec string will be added to every formspec shown to the user,
- except for those with a no_prepend[] tag.
- * This should be used to set style elements such as background[] and
- bgcolor[], any non-style elements (eg: label) may result in weird behavior.
- * Only affects formspecs shown after this is called.
- * `get_formspec_prepend(formspec)`: returns a formspec string.
- * `get_player_control()`: returns table with player pressed keys
- * The table consists of fields with the following boolean values
- representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
- `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
- * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
- and exist only to preserve backwards compatibility.
- * Returns an empty table `{}` if the object is not a player.
- * `get_player_control_bits()`: returns integer with bit packed player pressed
- keys.
- * Bits:
- * 0 - up
- * 1 - down
- * 2 - left
- * 3 - right
- * 4 - jump
- * 5 - aux1
- * 6 - sneak
- * 7 - dig
- * 8 - place
- * 9 - zoom
- * Returns `0` (no bits set) if the object is not a player.
- * `set_physics_override(override_table)`
- * `override_table` is a table with the following fields:
- * `speed`: multiplier to default walking speed value (default: `1`)
- * `jump`: multiplier to default jump value (default: `1`)
- * `gravity`: multiplier to default gravity value (default: `1`)
- * `sneak`: whether player can sneak (default: `true`)
- * `sneak_glitch`: whether player can use the new move code replications
- of the old sneak side-effects: sneak ladders and 2 node sneak jump
- (default: `false`)
- * `new_move`: use new move/sneak code. When `false` the exact old code
- is used for the specific old sneak behavior (default: `true`)
- * `get_physics_override()`: returns the table given to `set_physics_override`
- * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
- number on success
- * `hud_remove(id)`: remove the HUD element of the specified id
- * `hud_change(id, stat, value)`: change a value of a previously added HUD
- element.
- * `stat` supports the same keys as in the hud definition table except for
- `"hud_elem_type"`.
- * `hud_get(id)`: gets the HUD element definition structure of the specified ID
- * `hud_set_flags(flags)`: sets specified HUD flags of player.
- * `flags`: A table with the following fields set to boolean values
- * `hotbar`
- * `healthbar`
- * `crosshair`
- * `wielditem`
- * `breathbar`
- * `minimap`: Modifies the client's permission to view the minimap.
- The client may locally elect to not view the minimap.
- * `minimap_radar`: is only usable when `minimap` is true
- * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
- This includes map seed, player position, look direction, the pointed node and block bounds.
- Does not affect players with the `debug` privilege.
- * If a flag equals `nil`, the flag is not modified
- * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
- * See `hud_set_flags` for a list of flags that can be toggled.
- * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
- * `count`: number of items, must be between `1` and `32`
- * `hud_get_hotbar_itemcount`: returns number of visible items
- * `hud_set_hotbar_image(texturename)`
- * sets background image for hotbar
- * `hud_get_hotbar_image`: returns texturename
- * `hud_set_hotbar_selected_image(texturename)`
- * sets image for selected item of hotbar
- * `hud_get_hotbar_selected_image`: returns texturename
- * `set_minimap_modes({mode, mode, ...}, selected_mode)`
- * Overrides the available minimap modes (and toggle order), and changes the
- selected mode.
- * `mode` is a table consisting of up to four fields:
- * `type`: Available type:
- * `off`: Minimap off
- * `surface`: Minimap in surface mode
- * `radar`: Minimap in radar mode
- * `texture`: Texture to be displayed instead of terrain map
- (texture is centered around 0,0 and can be scaled).
- Texture size is limited to 512 x 512 pixel.
- * `label`: Optional label to display on minimap mode toggle
- The translation must be handled within the mod.
- * `size`: Sidelength or diameter, in number of nodes, of the terrain
- displayed in minimap
- * `texture`: Only for texture type, name of the texture to display
- * `scale`: Only for texture type, scale of the texture map in nodes per
- pixel (for example a `scale` of 2 means each pixel represents a 2x2
- nodes square)
- * `selected_mode` is the mode index to be selected after modes have been changed
- (0 is the first mode).
- * `set_sky(sky_parameters)`
- * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
- whether `set_sky` accepts this format. Check the legacy format otherwise.
- * Passing no arguments resets the sky to its default values.
- * `sky_parameters` is a table with the following optional fields:
- * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
- (default: `#ffffff`)
- * `type`: Available types:
- * `"regular"`: Uses 0 textures, `base_color` ignored
- * `"skybox"`: Uses 6 textures, `base_color` used as fog.
- * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
- (default: `"regular"`)
- * `textures`: A table containing up to six textures in the following
- order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
- * `clouds`: Boolean for whether clouds appear. (default: `true`)
- * `sky_color`: A table used in `"regular"` type only, containing the
- following values (alpha is ignored):
- * `day_sky`: ColorSpec, for the top half of the sky during the day.
- (default: `#61b5f5`)
- * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
- (default: `#90d3f6`)
- * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
- (default: `#b4bafa`)
- The resulting sky color will be a darkened version of the ColorSpec.
- Warning: The darkening of the ColorSpec is subject to change.
- * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
- (default: `#bac1f0`)
- The resulting sky color will be a darkened version of the ColorSpec.
- Warning: The darkening of the ColorSpec is subject to change.
- * `night_sky`: ColorSpec, for the top half of the sky during the night.
- (default: `#006bff`)
- The resulting sky color will be a dark version of the ColorSpec.
- Warning: The darkening of the ColorSpec is subject to change.
- * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
- (default: `#4090ff`)
- The resulting sky color will be a dark version of the ColorSpec.
- Warning: The darkening of the ColorSpec is subject to change.
- * `indoors`: ColorSpec, for when you're either indoors or underground.
- (default: `#646464`)
- * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
- at sunrise and sunset. (default: `#f47d1d`)
- * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
- at sunrise and sunset. (default: `#7f99cc`)
- * `fog_tint_type`: string, changes which mode the directional fog
- abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
- `"default"` uses the classic Minetest sun and moon tinting.
- Will use tonemaps, if set to `"default"`. (default: `"default"`)
- * `set_sky(base_color, type, {texture names}, clouds)`
- * Deprecated. Use `set_sky(sky_parameters)`
- * `base_color`: ColorSpec, defaults to white
- * `type`: Available types:
- * `"regular"`: Uses 0 textures, `bgcolor` ignored
- * `"skybox"`: Uses 6 textures, `bgcolor` used
- * `"plain"`: Uses 0 textures, `bgcolor` used
- * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
- `"plain"` custom skyboxes (default: `true`)
- * `get_sky(as_table)`:
- * `as_table`: boolean that determines whether the deprecated version of this
- function is being used.
- * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
- * Deprecated: `false` or `nil` returns base_color, type, table of textures,
- clouds.
- * `get_sky_color()`:
- * Deprecated: Use `get_sky(as_table)` instead.
- * returns a table with the `sky_color` parameters as in `set_sky`.
- * `set_sun(sun_parameters)`:
- * Passing no arguments resets the sun to its default values.
- * `sun_parameters` is a table with the following optional fields:
- * `visible`: Boolean for whether the sun is visible.
- (default: `true`)
- * `texture`: A regular texture for the sun. Setting to `""`
- will re-enable the mesh sun. (default: "sun.png", if it exists)
- The texture appears non-rotated at sunrise and rotated 180 degrees
- (upside down) at sunset.
- * `tonemap`: A 512x1 texture containing the tonemap for the sun
- (default: `"sun_tonemap.png"`)
- * `sunrise`: A regular texture for the sunrise texture.
- (default: `"sunrisebg.png"`)
- * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
- (default: `true`)
- * `scale`: Float controlling the overall size of the sun. (default: `1`)
- Note: For legacy reasons, the sun is bigger than the moon by a factor
- of about `1.57` for equal `scale` values.
- * `get_sun()`: returns a table with the current sun parameters as in
- `set_sun`.
- * `set_moon(moon_parameters)`:
- * Passing no arguments resets the moon to its default values.
- * `moon_parameters` is a table with the following optional fields:
- * `visible`: Boolean for whether the moon is visible.
- (default: `true`)
- * `texture`: A regular texture for the moon. Setting to `""`
- will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
- The texture appears non-rotated at sunrise / moonset and rotated 180
- degrees (upside down) at sunset / moonrise.
- Note: Relative to the sun, the moon texture is hence rotated by 180°.
- You can use the `^[transformR180` texture modifier to achieve the same orientation.
- * `tonemap`: A 512x1 texture containing the tonemap for the moon
- (default: `"moon_tonemap.png"`)
- * `scale`: Float controlling the overall size of the moon (default: `1`)
- Note: For legacy reasons, the sun is bigger than the moon by a factor
- of about `1.57` for equal `scale` values.
- * `get_moon()`: returns a table with the current moon parameters as in
- `set_moon`.
- * `set_stars(star_parameters)`:
- * Passing no arguments resets stars to their default values.
- * `star_parameters` is a table with the following optional fields:
- * `visible`: Boolean for whether the stars are visible.
- (default: `true`)
- * `day_opacity`: Float for maximum opacity of stars at day.
- No effect if `visible` is false.
- (default: 0.0; maximum: 1.0; minimum: 0.0)
- * `count`: Integer number to set the number of stars in
- the skybox. Only applies to `"skybox"` and `"regular"` sky types.
- (default: `1000`)
- * `star_color`: ColorSpec, sets the colors of the stars,
- alpha channel is used to set overall star brightness.
- (default: `#ebebff69`)
- * `scale`: Float controlling the overall size of the stars (default: `1`)
- * `get_stars()`: returns a table with the current stars parameters as in
- `set_stars`.
- * `set_clouds(cloud_parameters)`: set cloud parameters
- * Passing no arguments resets clouds to their default values.
- * `cloud_parameters` is a table with the following optional fields:
- * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
- * `color`: basic cloud color with alpha channel, ColorSpec
- (default `#fff0f0e5`).
- * `ambient`: cloud color lower bound, use for a "glow at night" effect.
- ColorSpec (alpha ignored, default `#000000`)
- * `height`: cloud height, i.e. y of cloud base (default per conf,
- usually `120`)
- * `thickness`: cloud thickness in nodes (default `16`)
- * `speed`: 2D cloud speed + direction in nodes per second
- (default `{x=0, z=-2}`).
- * `get_clouds()`: returns a table with the current cloud parameters as in
- `set_clouds`.
- * `override_day_night_ratio(ratio or nil)`
- * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
- amount.
- * `nil`: Disables override, defaulting to sunlight based on day-night cycle
- * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
- * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
- set animation for player model in third person view.
- * Every animation equals to a `{x=starting frame, y=ending frame}` table.
- * `frame_speed` sets the animations frame speed. Default is 30.
- * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
- `frame_speed`.
- * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
- camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
- * in first person view
- * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
- * `get_eye_offset()`: returns first and third person offsets.
- * `send_mapblock(blockpos)`:
- * Sends an already loaded mapblock to the player.
- * Returns `false` if nothing was sent (note that this can also mean that
- the client already has the block)
- * Resource intensive - use sparsely
- * `set_lighting(light_definition)`: sets lighting for the player
- * `light_definition` is a table with the following optional fields:
- * `shadows` is a table that controls ambient shadows
- * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
- * `get_lighting()`: returns the current state of lighting for the player.
- * Result is a table with the same fields as `light_definition` in `set_lighting`.
- * `respawn()`: Respawns the player using the same mechanism as the death screen,
- including calling on_respawnplayer callbacks.
- `PcgRandom`
- -----------
- A 32-bit pseudorandom number generator.
- Uses PCG32, an algorithm of the permuted congruential generator family,
- offering very strong randomness.
- It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
- ### Methods
- * `next()`: return next integer random number [`-2147483648`...`2147483647`]
- * `next(min, max)`: return next integer random number [`min`...`max`]
- * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
- random number [`min`...`max`].
- * This is only a rough approximation of a normal distribution with:
- * `mean = (max - min) / 2`, and
- * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
- * Increasing `num_trials` improves accuracy of the approximation
- `PerlinNoise`
- -------------
- A perlin noise generator.
- It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
- For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
- plus the world seed, to create world-specific noise.
- `PerlinNoise(noiseparams)`
- `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
- `minetest.get_perlin(noiseparams)`
- `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
- ### Methods
- * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
- * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
- `PerlinNoiseMap`
- ----------------
- A fast, bulk perlin noise generator.
- It can be created via `PerlinNoiseMap(noiseparams, size)` or
- `minetest.get_perlin_map(noiseparams, size)`.
- For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
- plus the world seed, to create world-specific noise.
- Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
- for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
- `nil` is returned).
- For each of the functions with an optional `buffer` parameter: If `buffer` is
- not nil, this table will be used to store the result instead of creating a new
- table.
- ### Methods
- * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
- with values starting at `pos={x=,y=}`
- * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
- 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
- * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
- array of 2D noise with values starting at `pos={x=,y=}`
- * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
- * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
- is stored internally.
- * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
- is stored internally.
- * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
- returns a slice of the most recently computed noise results. The result slice
- begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
- E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
- offset y = 20:
- `noisevals = noise:get_map_slice({y=20}, {y=2})`
- It is important to note that `slice_offset` offset coordinates begin at 1,
- and are relative to the starting position of the most recently calculated
- noise.
- To grab a single vertical column of noise starting at map coordinates
- x = 1023, y=1000, z = 1000:
- `noise:calc_3d_map({x=1000, y=1000, z=1000})`
- `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
- `PlayerMetaRef`
- ---------------
- Player metadata.
- Uses the same method of storage as the deprecated player attribute API, so
- data there will also be in player meta.
- Can be obtained using `player:get_meta()`.
- ### Methods
- * All methods in MetaDataRef
- `PseudoRandom`
- --------------
- A 16-bit pseudorandom number generator.
- Uses a well-known LCG algorithm introduced by K&R.
- It can be created via `PseudoRandom(seed)`.
- ### Methods
- * `next()`: return next integer random number [`0`...`32767`]
- * `next(min, max)`: return next integer random number [`min`...`max`]
- * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
- due to the simple implementation making bad distribution otherwise.
- `Raycast`
- ---------
- A raycast on the map. It works with selection boxes.
- Can be used as an iterator in a for loop as:
- local ray = Raycast(...)
- for pointed_thing in ray do
- ...
- end
- The map is loaded as the ray advances. If the map is modified after the
- `Raycast` is created, the changes may or may not have an effect on the object.
- It can be created via `Raycast(pos1, pos2, objects, liquids)` or
- `minetest.raycast(pos1, pos2, objects, liquids)` where:
- * `pos1`: start of the ray
- * `pos2`: end of the ray
- * `objects`: if false, only nodes will be returned. Default is true.
- * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
- returned. Default is false.
- ### Limitations
- Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
- **Rotated selectionboxes paired with `automatic_rotate` are not reliable** either since the server
- can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
- The server calculates the total rotation incurred through `automatic_rotate` as a "best guess"
- assuming the object was active & rotating on the client all the time since its creation.
- This may be significantly out of sync with what clients see.
- Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
- In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off;
- toggling automatic rotation may however cause errors to add up.
- In multiplayer mode, the error may be arbitrarily large.
- ### Methods
- * `next()`: returns a `pointed_thing` with exact pointing location
- * Returns the next thing pointed by the ray or nil.
- `SecureRandom`
- --------------
- Interface for the operating system's crypto-secure PRNG.
- It can be created via `SecureRandom()`. The constructor returns nil if a
- secure random device cannot be found on the system.
- ### Methods
- * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
- random bytes, as a string.
- `Settings`
- ----------
- An interface to read config files in the format of `minetest.conf`.
- It can be created via `Settings(filename)`.
- ### Methods
- * `get(key)`: returns a value
- * `get_bool(key, [default])`: returns a boolean
- * `default` is the value returned if `key` is not found.
- * Returns `nil` if `key` is not found and `default` not specified.
- * `get_np_group(key)`: returns a NoiseParams table
- * `get_flags(key)`:
- * Returns `{flag = true/false, ...}` according to the set flags.
- * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
- flags like `mgv5_spflags`.
- * `set(key, value)`
- * Setting names can't contain whitespace or any of `="{}#`.
- * Setting values can't contain the sequence `\n"""`.
- * Setting names starting with "secure." can't be set on the main settings
- object (`minetest.settings`).
- * `set_bool(key, value)`
- * See documentation for set() above.
- * `set_np_group(key, value)`
- * `value` is a NoiseParams table.
- * Also, see documentation for set() above.
- * `remove(key)`: returns a boolean (`true` for success)
- * `get_names()`: returns `{key1,...}`
- * `write()`: returns a boolean (`true` for success)
- * Writes changes to file.
- * `to_table()`: returns `{[key1]=value1,...}`
- ### Format
- The settings have the format `key = value`. Example:
- foo = example text
- bar = """
- Multiline
- value
- """
- `StorageRef`
- ------------
- Mod metadata: per mod metadata, saved automatically.
- Can be obtained via `minetest.get_mod_storage()` during load time.
- WARNING: This storage backend is incapable of saving raw binary data due
- to restrictions of JSON.
- ### Methods
- * All methods in MetaDataRef
- Definition tables
- =================
- Object properties
- -----------------
- Used by `ObjectRef` methods. Part of an Entity definition.
- These properties are not persistent, but are applied automatically to the
- corresponding Lua entity using the given registration fields.
- Player properties need to be saved manually.
- {
- hp_max = 10,
- -- Defines the maximum and default HP of the entity
- -- For Lua entities the maximum is not enforced.
- -- For players this defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
- breath_max = 0,
- -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
- zoom_fov = 0.0,
- -- For players only. Zoom FOV in degrees.
- -- Note that zoom loads and/or generates world beyond the server's
- -- maximum send and generate distances, so acts like a telescope.
- -- Smaller zoom_fov values increase the distance loaded/generated.
- -- Defaults to 15 in creative mode, 0 in survival mode.
- -- zoom_fov = 0 disables zooming for the player.
- eye_height = 1.625,
- -- For players only. Camera height above feet position in nodes.
- physical = false,
- -- Collide with `walkable` nodes.
- collide_with_objects = true,
- -- Collide with other objects if physical = true
- collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }, -- default
- selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
- -- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
- -- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
- -- If not set, the selection box copies the collision box, and will also not rotate.
- -- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
- -- If `rotate = true`, it will match the object's rotation and any attachment rotations.
- -- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
-
- pointable = true,
- -- Whether the object can be pointed at
- visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
- -- "cube" is a node-sized cube.
- -- "sprite" is a flat texture always facing the player.
- -- "upright_sprite" is a vertical flat texture.
- -- "mesh" uses the defined mesh model.
- -- "wielditem" is used for dropped items.
- -- (see builtin/game/item_entity.lua).
- -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
- -- If the item has a 'wield_image' the object will be an extrusion of
- -- that, otherwise:
- -- If 'itemname' is a cubic node or nodebox the object will appear
- -- identical to 'itemname'.
- -- If 'itemname' is a plantlike node the object will be an extrusion
- -- of its texture.
- -- Otherwise for non-node items, the object will be an extrusion of
- -- 'inventory_image'.
- -- If 'itemname' contains a ColorString or palette index (e.g. from
- -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
- -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
- visual_size = {x = 1, y = 1, z = 1},
- -- Multipliers for the visual size. If `z` is not specified, `x` will be used
- -- to scale the entity along both horizontal axes.
- mesh = "model.obj",
- -- File name of mesh when using "mesh" visual
- textures = {},
- -- Number of required textures depends on visual.
- -- "cube" uses 6 textures just like a node, but all 6 must be defined.
- -- "sprite" uses 1 texture.
- -- "upright_sprite" uses 2 textures: {front, back}.
- -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
- -- "mesh" requires one texture for each mesh buffer/material (in order)
- colors = {},
- -- Number of required colors depends on visual
- use_texture_alpha = false,
- -- Use texture's alpha channel.
- -- Excludes "upright_sprite" and "wielditem".
- -- Note: currently causes visual issues when viewed through other
- -- semi-transparent materials such as water.
- spritediv = {x = 1, y = 1},
- -- Used with spritesheet textures for animation and/or frame selection
- -- according to position relative to player.
- -- Defines the number of columns and rows in the spritesheet:
- -- {columns, rows}.
- initial_sprite_basepos = {x = 0, y = 0},
- -- Used with spritesheet textures.
- -- Defines the {column, row} position of the initially used frame in the
- -- spritesheet.
- is_visible = true,
- -- If false, object is invisible and can't be pointed.
- makes_footstep_sound = false,
- -- If true, is able to make footstep sounds of nodes
- -- (see node sound definition for details).
- automatic_rotate = 0,
- -- Set constant rotation in radians per second, positive or negative.
- -- Object rotates along the local Y-axis, and works with set_rotation.
- -- Set to 0 to disable constant rotation.
- stepheight = 0,
- -- If positive number, object will climb upwards when it moves
- -- horizontally against a `walkable` node, if the height difference
- -- is within `stepheight`.
- automatic_face_movement_dir = 0.0,
- -- Automatically set yaw to movement direction, offset in degrees.
- -- 'false' to disable.
- automatic_face_movement_max_rotation_per_sec = -1,
- -- Limit automatic rotation to this value in degrees per second.
- -- No limit if value <= 0.
- backface_culling = true,
- -- Set to false to disable backface_culling for model
- glow = 0,
- -- Add this much extra lighting when calculating texture color.
- -- Value < 0 disables light's effect on texture color.
- -- For faking self-lighting, UI style entities, or programmatic coloring
- -- in mods.
- nametag = "",
- -- The name to display on the head of the object. By default empty.
- -- If the object is a player, a nil or empty nametag is replaced by the player's name.
- -- For all other objects, a nil or empty string removes the nametag.
- -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
- nametag_color = <ColorSpec>,
- -- Sets text color of nametag
- nametag_bgcolor = <ColorSpec>,
- -- Sets background color of nametag
- -- `false` will cause the background to be set automatically based on user settings.
- -- Default: false
- infotext = "",
- -- Same as infotext for nodes. Empty by default
- static_save = true,
- -- If false, never save this object statically. It will simply be
- -- deleted when the block gets unloaded.
- -- The get_staticdata() callback is never called then.
- -- Defaults to 'true'.
- damage_texture_modifier = "^[brighten",
- -- Texture modifier to be applied for a short duration when object is hit
- shaded = true,
- -- Setting this to 'false' disables diffuse lighting of entity
- show_on_minimap = false,
- -- Defaults to true for players, false for other entities.
- -- If set to true the entity will show as a marker on the minimap.
- }
- Entity definition
- -----------------
- Used by `minetest.register_entity`.
- {
- initial_properties = {
- visual = "mesh",
- mesh = "boats_boat.obj",
- ...,
- },
- -- A table of object properties, see the `Object properties` section.
- -- The properties in this table are applied to the object
- -- once when it is spawned.
- -- Refer to the "Registered entities" section for explanations
- on_activate = function(self, staticdata, dtime_s),
- on_deactivate = function(self, removal),
- on_step = function(self, dtime, moveresult),
- on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage),
- on_death = function(self, killer),
- on_rightclick = function(self, clicker),
- on_attach_child = function(self, child),
- on_detach_child = function(self, child),
- on_detach = function(self, parent),
- get_staticdata = function(self),
- _custom_field = whatever,
- -- You can define arbitrary member variables here (see Item definition
- -- for more info) by using a '_' prefix
- }
- ABM (ActiveBlockModifier) definition
- ------------------------------------
- Used by `minetest.register_abm`.
- {
- label = "Lava cooling",
- -- Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
- nodenames = {"default:lava_source"},
- -- Apply `action` function to these nodes.
- -- `group:groupname` can also be used here.
- neighbors = {"default:water_source", "default:water_flowing"},
- -- Only apply `action` to nodes that have one of, or any
- -- combination of, these neighbors.
- -- If left out or empty, any neighbor will do.
- -- `group:groupname` can also be used here.
- interval = 1.0,
- -- Operation interval in seconds
- chance = 1,
- -- Chance of triggering `action` per-node per-interval is 1.0 / this
- -- value
- min_y = -32768,
- max_y = 32767,
- -- min and max height levels where ABM will be processed (inclusive)
- -- can be used to reduce CPU usage
- catch_up = true,
- -- If true, catch-up behavior is enabled: The `chance` value is
- -- temporarily reduced when returning to an area to simulate time lost
- -- by the area being unattended. Note that the `chance` value can often
- -- be reduced to 1.
- action = function(pos, node, active_object_count, active_object_count_wider),
- -- Function triggered for each qualifying node.
- -- `active_object_count` is number of active objects in the node's
- -- mapblock.
- -- `active_object_count_wider` is number of active objects in the node's
- -- mapblock plus all 26 neighboring mapblocks. If any neighboring
- -- mapblocks are unloaded an estimate is calculated for them based on
- -- loaded mapblocks.
- }
- LBM (LoadingBlockModifier) definition
- -------------------------------------
- Used by `minetest.register_lbm`.
- A loading block modifier (LBM) is used to define a function that is called for
- specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
- gets activated (not loaded!)
- {
- label = "Upgrade legacy doors",
- -- Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
- name = "modname:replace_legacy_door",
- -- Identifier of the LBM, should follow the modname:<whatever> convention
- nodenames = {"default:lava_source"},
- -- List of node names to trigger the LBM on.
- -- Names of non-registered nodes and groups (as group:groupname)
- -- will work as well.
- run_at_every_load = false,
- -- Whether to run the LBM's action every time a block gets activated,
- -- and not only the first time the block gets activated after the LBM
- -- was introduced.
- action = function(pos, node),
- -- Function triggered for each qualifying node.
- }
- Tile definition
- ---------------
- * `"image.png"`
- * `{name="image.png", animation={Tile Animation definition}}`
- * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
- * backface culling enabled by default for most nodes
- * align style determines whether the texture will be rotated with the node
- or kept aligned with its surroundings. "user" means that client
- setting will be used, similar to `glasslike_framed_optional`.
- Note: supported by solid nodes and nodeboxes only.
- * scale is used to make texture span several (exactly `scale`) nodes,
- instead of just one, in each direction. Works for world-aligned
- textures only.
- Note that as the effect is applied on per-mapblock basis, `16` should
- be equally divisible by `scale` or you may get wrong results.
- * `{name="image.png", color=ColorSpec}`
- * the texture's color will be multiplied with this color.
- * the tile's color overrides the owning node's color in all cases.
- * deprecated, yet still supported field names:
- * `image` (name)
- Tile animation definition
- -------------------------
- {
- type = "vertical_frames",
- aspect_w = 16,
- -- Width of a frame in pixels
- aspect_h = 16,
- -- Height of a frame in pixels
- length = 3.0,
- -- Full loop length
- }
- {
- type = "sheet_2d",
- frames_w = 5,
- -- Width in number of frames
- frames_h = 3,
- -- Height in number of frames
- frame_length = 0.5,
- -- Length of a single frame
- }
- Item definition
- ---------------
- Used by `minetest.register_node`, `minetest.register_craftitem`, and
- `minetest.register_tool`.
- {
- description = "",
- -- Can contain new lines. "\n" has to be used as new line character.
- -- See also: `get_description` in [`ItemStack`]
- short_description = "",
- -- Must not contain new lines.
- -- Defaults to nil.
- -- Use an [`ItemStack`] to get the short description, e.g.:
- -- ItemStack(itemname):get_short_description()
- groups = {},
- -- key = name, value = rating; rating = <number>.
- -- If rating not applicable, use 1.
- -- e.g. {wool = 1, fluffy = 3}
- -- {soil = 2, outerspace = 1, crumbly = 1}
- -- {bendy = 2, snappy = 1},
- -- {hard = 1, metal = 1, spikes = 1}
- inventory_image = "",
- -- Texture shown in the inventory GUI
- -- Defaults to a 3D rendering of the node if left empty.
- inventory_overlay = "",
- -- An overlay texture which is not affected by colorization
- wield_image = "",
- -- Texture shown when item is held in hand
- -- Defaults to a 3D rendering of the node if left empty.
- wield_overlay = "",
- -- Like inventory_overlay but only used in the same situation as wield_image
- wield_scale = {x = 1, y = 1, z = 1},
- -- Scale for the item when held in hand
- palette = "",
- -- An image file containing the palette of a node.
- -- You can set the currently used color as the "palette_index" field of
- -- the item stack metadata.
- -- The palette is always stretched to fit indices between 0 and 255, to
- -- ensure compatibility with "colorfacedir" (and similar) nodes.
- color = "#ffffffff",
- -- Color the item is colorized with. The palette overrides this.
- stack_max = 99,
- -- Maximum amount of items that can be in a single stack.
- -- The default can be changed by the setting `default_stack_max`
- range = 4.0,
- -- Range of node and object pointing that is possible with this item held
- liquids_pointable = false,
- -- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
- -- even those for which `pointable = false`
- light_source = 0,
- -- When used for nodes: Defines amount of light emitted by node.
- -- Otherwise: Defines texture glow when viewed as a dropped item
- -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
- -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
- -- behavior.
- -- See "Tool Capabilities" section for an example including explanation
- tool_capabilities = {
- full_punch_interval = 1.0,
- max_drop_level = 0,
- groupcaps = {
- -- For example:
- choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
- },
- damage_groups = {groupname = damage},
- -- Damage values must be between -32768 and 32767 (2^15)
- punch_attack_uses = nil,
- -- Amount of uses this tool has for attacking players and entities
- -- by punching them (0 = infinite uses).
- -- For compatibility, this is automatically set from the first
- -- suitable groupcap using the formula "uses * 3^(maxlevel - 1)".
- -- It is recommend to set this explicitly instead of relying on the
- -- fallback behavior.
- },
- node_placement_prediction = nil,
- -- If nil and item is node, prediction is made automatically.
- -- If nil and item is not a node, no prediction is made.
- -- If "" and item is anything, no prediction is made.
- -- Otherwise should be name of node which the client immediately places
- -- on ground when the player places the item. Server will always update
- -- with actual result shortly.
- node_dig_prediction = "air",
- -- if "", no prediction is made.
- -- if "air", node is removed.
- -- Otherwise should be name of node which the client immediately places
- -- upon digging. Server will always update with actual result shortly.
- sound = {
- -- Definition of item sounds to be played at various events.
- -- All fields in this table are optional.
- breaks = <SimpleSoundSpec>,
- -- When tool breaks due to wear. Ignored for non-tools
- eat = <SimpleSoundSpec>,
- -- When item is eaten with `minetest.do_item_eat`
- punch_use = <SimpleSoundSpec>,
- -- When item is used with the 'punch/mine' key pointing at a node or entity
- punch_use_air = <SimpleSoundSpec>,
- -- When item is used with the 'punch/mine' key pointing at nothing (air)
- },
- on_place = function(itemstack, placer, pointed_thing),
- -- When the 'place' key was pressed with the item in hand
- -- and a node was pointed at.
- -- Shall place item and return the leftover itemstack
- -- or nil to not modify the inventory.
- -- The placer may be any ObjectRef or nil.
- -- default: minetest.item_place
- on_secondary_use = function(itemstack, user, pointed_thing),
- -- Same as on_place but called when not pointing at a node.
- -- Function must return either nil if inventory shall not be modified,
- -- or an itemstack to replace the original itemstack.
- -- The user may be any ObjectRef or nil.
- -- default: nil
- on_drop = function(itemstack, dropper, pos),
- -- Shall drop item and return the leftover itemstack.
- -- The dropper may be any ObjectRef or nil.
- -- default: minetest.item_drop
- on_pickup = function(itemstack, picker, pointed_thing, time_from_last_punch, ...),
- -- Called when a dropped item is punched by a player.
- -- Shall pick-up the item and return the leftover itemstack or nil to not
- -- modify the dropped item.
- -- Parameters:
- -- * `itemstack`: The `ItemStack` to be picked up.
- -- * `picker`: Any `ObjectRef` or `nil`.
- -- * `pointed_thing` (optional): The dropped item (a `"__builtin:item"`
- -- luaentity) as `type="object"` `pointed_thing`.
- -- * `time_from_last_punch, ...` (optional): Other parameters from
- -- `luaentity:on_punch`.
- -- default: `minetest.item_pickup`
- on_use = function(itemstack, user, pointed_thing),
- -- default: nil
- -- When user pressed the 'punch/mine' key with the item in hand.
- -- Function must return either nil if inventory shall not be modified,
- -- or an itemstack to replace the original itemstack.
- -- e.g. itemstack:take_item(); return itemstack
- -- Otherwise, the function is free to do what it wants.
- -- The user may be any ObjectRef or nil.
- -- The default functions handle regular use cases.
- after_use = function(itemstack, user, node, digparams),
- -- default: nil
- -- If defined, should return an itemstack and will be called instead of
- -- wearing out the item (if tool). If returns nil, does nothing.
- -- If after_use doesn't exist, it is the same as:
- -- function(itemstack, user, node, digparams)
- -- itemstack:add_wear(digparams.wear)
- -- return itemstack
- -- end
- -- The user may be any ObjectRef or nil.
- _custom_field = whatever,
- -- Add your own custom fields. By convention, all custom field names
- -- should start with `_` to avoid naming collisions with future engine
- -- usage.
- }
- Node definition
- ---------------
- Used by `minetest.register_node`.
- {
- -- <all fields allowed in item definitions>
- drawtype = "normal", -- See "Node drawtypes"
- visual_scale = 1.0,
- -- Supported for drawtypes "plantlike", "signlike", "torchlike",
- -- "firelike", "mesh", "nodebox", "allfaces".
- -- For plantlike and firelike, the image will start at the bottom of the
- -- node. For torchlike, the image will start at the surface to which the
- -- node "attaches". For the other drawtypes the image will be centered
- -- on the node.
- tiles = {tile definition 1, def2, def3, def4, def5, def6},
- -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
- -- List can be shortened to needed length.
- overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
- -- Same as `tiles`, but these textures are drawn on top of the base
- -- tiles. You can use this to colorize only specific parts of your
- -- texture. If the texture name is an empty string, that overlay is not
- -- drawn. Since such tiles are drawn twice, it is not recommended to use
- -- overlays on very common nodes.
- special_tiles = {tile definition 1, Tile definition 2},
- -- Special textures of node; used rarely.
- -- List can be shortened to needed length.
- color = ColorSpec,
- -- The node's original color will be multiplied with this color.
- -- If the node has a palette, then this setting only has an effect in
- -- the inventory and on the wield item.
- use_texture_alpha = ...,
- -- Specifies how the texture's alpha channel will be used for rendering.
- -- possible values:
- -- * "opaque": Node is rendered opaque regardless of alpha channel
- -- * "clip": A given pixel is either fully see-through or opaque
- -- depending on the alpha channel being below/above 50% in value
- -- * "blend": The alpha channel specifies how transparent a given pixel
- -- of the rendered node is
- -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
- -- "clip" otherwise.
- -- If set to a boolean value (deprecated): true either sets it to blend
- -- or clip, false sets it to clip or opaque mode depending on the drawtype.
- palette = "",
- -- The node's `param2` is used to select a pixel from the image.
- -- Pixels are arranged from left to right and from top to bottom.
- -- The node's color will be multiplied with the selected pixel's color.
- -- Tiles can override this behavior.
- -- Only when `paramtype2` supports palettes.
- post_effect_color = "#00000000",
- -- Screen tint if player is inside node, see "ColorSpec"
- paramtype = "none", -- See "Nodes"
- paramtype2 = "none", -- See "Nodes"
- place_param2 = 0,
- -- Value for param2 that is set when player places node
- is_ground_content = true,
- -- If false, the cave generator and dungeon generator will not carve
- -- through this node.
- -- Specifically, this stops mod-added nodes being removed by caves and
- -- dungeons when those generate in a neighbor mapchunk and extend out
- -- beyond the edge of that mapchunk.
- sunlight_propagates = false,
- -- If true, sunlight will go infinitely through this node
- walkable = true, -- If true, objects collide with node
- pointable = true, -- If true, can be pointed at
- diggable = true, -- If false, can never be dug
- climbable = false, -- If true, can be climbed on like a ladder
- move_resistance = 0,
- -- Slows down movement of players through this node (max. 7).
- -- If this is nil, it will be equal to liquid_viscosity.
- -- Note: If liquid movement physics apply to the node
- -- (see `liquid_move_physics`), the movement speed will also be
- -- affected by the `movement_liquid_*` settings.
- buildable_to = false, -- If true, placed nodes can replace this node
- floodable = false,
- -- If true, liquids flow into and replace this node.
- -- Warning: making a liquid node 'floodable' will cause problems.
- liquidtype = "none", -- specifies liquid flowing physics
- -- * "none": no liquid flowing physics
- -- * "source": spawns flowing liquid nodes at all 4 sides and below;
- -- recommended drawtype: "liquid".
- -- * "flowing": spawned from source, spawns more flowing liquid nodes
- -- around it until `liquid_range` is reached;
- -- will drain out without a source;
- -- recommended drawtype: "flowingliquid".
- -- If it's "source" or "flowing", then the
- -- `liquid_alternative_*` fields _must_ be specified
- liquid_alternative_flowing = "",
- liquid_alternative_source = "",
- -- These fields may contain node names that represent the
- -- flowing version (`liquid_alternative_flowing`) and
- -- source version (`liquid_alternative_source`) of a liquid.
- --
- -- Specifically, these fields are required if any of these is true:
- -- * `liquidtype ~= "none" or
- -- * `drawtype == "liquid" or
- -- * `drawtype == "flowingliquid"
- --
- -- Liquids consist of up to two nodes: source and flowing.
- --
- -- There are two ways to define a liquid:
- -- 1) Source node and flowing node. This requires both fields to be
- -- specified for both nodes.
- -- 2) Standalone source node (cannot flow). `liquid_alternative_source`
- -- must be specified and `liquid_range` must be set to 0.
- --
- -- Example:
- -- liquid_alternative_flowing = "example:water_flowing",
- -- liquid_alternative_source = "example:water_source",
- liquid_viscosity = 0,
- -- Controls speed at which the liquid spreads/flows (max. 7).
- -- 0 is fastest, 7 is slowest.
- -- By default, this also slows down movement of players inside the node
- -- (can be overridden using `move_resistance`)
- liquid_renewable = true,
- -- If true, a new liquid source can be created by placing two or more
- -- sources nearby
- liquid_move_physics = nil, -- specifies movement physics if inside node
- -- * false: No liquid movement physics apply.
- -- * true: Enables liquid movement physics. Enables things like
- -- ability to "swim" up/down, sinking slowly if not moving,
- -- smoother speed change when falling into, etc. The `movement_liquid_*`
- -- settings apply.
- -- * nil: Will be treated as true if `liquidtype ~= "none"`
- -- and as false otherwise.
- leveled = 0,
- -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
- -- Allows defining the nodebox height without using param2.
- -- The nodebox height is 'leveled' / 64 nodes.
- -- The maximum value of 'leveled' is `leveled_max`.
- leveled_max = 127,
- -- Maximum value for `leveled` (0-127), enforced in
- -- `minetest.set_node_level` and `minetest.add_node_level`.
- -- Values above 124 might causes collision detection issues.
- liquid_range = 8,
- -- Maximum distance that flowing liquid nodes can spread around
- -- source on flat land;
- -- maximum = 8; set to 0 to disable liquid flow
- drowning = 0,
- -- Player will take this amount of damage if no bubbles are left
- damage_per_second = 0,
- -- If player is inside node, this damage is caused
- node_box = {type = "regular"}, -- See "Node boxes"
- connects_to = {},
- -- Used for nodebox nodes with the type == "connected".
- -- Specifies to what neighboring nodes connections will be drawn.
- -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
- connect_sides = {},
- -- Tells connected nodebox nodes to connect only to these sides of this
- -- node. possible: "top", "bottom", "front", "left", "back", "right"
- mesh = "",
- -- File name of mesh when using "mesh" drawtype
- selection_box = {
- -- see [Node boxes] for possibilities
- },
- -- Custom selection box definition. Multiple boxes can be defined.
- -- If "nodebox" drawtype is used and selection_box is nil, then node_box
- -- definition is used for the selection box.
- collision_box = {
- -- see [Node boxes] for possibilities
- },
- -- Custom collision box definition. Multiple boxes can be defined.
- -- If "nodebox" drawtype is used and collision_box is nil, then node_box
- -- definition is used for the collision box.
- -- Support maps made in and before January 2012
- legacy_facedir_simple = false,
- legacy_wallmounted = false,
- waving = 0,
- -- Valid for drawtypes:
- -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
- -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
- -- 2 - wave node like leaves (whole node moves side-to-side)
- -- 3 - wave node like liquids (whole node moves up and down)
- -- Not all models will properly wave.
- -- plantlike drawtype can only wave like plants.
- -- allfaces_optional drawtype can only wave like leaves.
- -- liquid, flowingliquid drawtypes can only wave like liquids.
- sounds = {
- -- Definition of node sounds to be played at various events.
- -- All fields in this table are optional.
- footstep = <SimpleSoundSpec>,
- -- If walkable, played when object walks on it. If node is
- -- climbable or a liquid, played when object moves through it
- dig = <SimpleSoundSpec> or "__group",
- -- While digging node.
- -- If `"__group"`, then the sound will be
- -- `default_dig_<groupname>`, where `<groupname>` is the
- -- name of the item's digging group with the fastest digging time.
- -- In case of a tie, one of the sounds will be played (but we
- -- cannot predict which one)
- -- Default value: `"__group"`
- dug = <SimpleSoundSpec>,
- -- Node was dug
- place = <SimpleSoundSpec>,
- -- Node was placed. Also played after falling
- place_failed = <SimpleSoundSpec>,
- -- When node placement failed.
- -- Note: This happens if the _built-in_ node placement failed.
- -- This sound will still be played if the node is placed in the
- -- `on_place` callback manually.
- fall = <SimpleSoundSpec>,
- -- When node starts to fall or is detached
- },
- drop = "",
- -- Name of dropped item when dug.
- -- Default dropped item is the node itself.
- -- Using a table allows multiple items, drop chances and item filtering:
- drop = {
- max_items = 1,
- -- Maximum number of item lists to drop.
- -- The entries in 'items' are processed in order. For each:
- -- Item filtering is applied, chance of drop is applied, if both are
- -- successful the entire item list is dropped.
- -- Entry processing continues until the number of dropped item lists
- -- equals 'max_items'.
- -- Therefore, entries should progress from low to high drop chance.
- items = {
- -- Examples:
- {
- -- 1 in 1000 chance of dropping a diamond.
- -- Default rarity is '1'.
- rarity = 1000,
- items = {"default:diamond"},
- },
- {
- -- Only drop if using an item whose name is identical to one
- -- of these.
- tools = {"default:shovel_mese", "default:shovel_diamond"},
- rarity = 5,
- items = {"default:dirt"},
- -- Whether all items in the dropped item list inherit the
- -- hardware coloring palette color from the dug node.
- -- Default is 'false'.
- inherit_color = true,
- },
- {
- -- Only drop if using an item whose name contains
- -- "default:shovel_" (this item filtering by string matching
- -- is deprecated, use tool_groups instead).
- tools = {"~default:shovel_"},
- rarity = 2,
- -- The item list dropped.
- items = {"default:sand", "default:desert_sand"},
- },
- {
- -- Only drop if using an item in the "magicwand" group, or
- -- an item that is in both the "pickaxe" and the "lucky"
- -- groups.
- tool_groups = {
- "magicwand",
- {"pickaxe", "lucky"}
- },
- items = {"default:coal_lump"},
- },
- },
- },
- on_construct = function(pos),
- -- Node constructor; called after adding node.
- -- Can set up metadata and stuff like that.
- -- Not called for bulk node placement (i.e. schematics and VoxelManip).
- -- default: nil
- on_destruct = function(pos),
- -- Node destructor; called before removing node.
- -- Not called for bulk node placement.
- -- default: nil
- after_destruct = function(pos, oldnode),
- -- Node destructor; called after removing node.
- -- Not called for bulk node placement.
- -- default: nil
- on_flood = function(pos, oldnode, newnode),
- -- Called when a liquid (newnode) is about to flood oldnode, if it has
- -- `floodable = true` in the nodedef. Not called for bulk node placement
- -- (i.e. schematics and VoxelManip) or air nodes. If return true the
- -- node is not flooded, but on_flood callback will most likely be called
- -- over and over again every liquid update interval.
- -- Default: nil
- -- Warning: making a liquid node 'floodable' will cause problems.
- preserve_metadata = function(pos, oldnode, oldmeta, drops),
- -- Called when oldnode is about be converted to an item, but before the
- -- node is deleted from the world or the drops are added. This is
- -- generally the result of either the node being dug or an attached node
- -- becoming detached.
- -- oldmeta are the metadata fields (table) of the node before deletion.
- -- drops is a table of ItemStacks, so any metadata to be preserved can
- -- be added directly to one or more of the dropped items. See
- -- "ItemStackMetaRef".
- -- default: nil
- after_place_node = function(pos, placer, itemstack, pointed_thing),
- -- Called after constructing node when node was placed using
- -- minetest.item_place_node / minetest.place_node.
- -- If return true no item is taken from itemstack.
- -- `placer` may be any valid ObjectRef or nil.
- -- default: nil
- after_dig_node = function(pos, oldnode, oldmetadata, digger),
- -- oldmetadata is in table format.
- -- Called after destructing node when node was dug using
- -- minetest.node_dig / minetest.dig_node.
- -- default: nil
- can_dig = function(pos, [player]),
- -- Returns true if node can be dug, or false if not.
- -- default: nil
- on_punch = function(pos, node, puncher, pointed_thing),
- -- default: minetest.node_punch
- -- Called when puncher (an ObjectRef) punches the node at pos.
- -- By default calls minetest.register_on_punchnode callbacks.
- on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
- -- default: nil
- -- Called when clicker (an ObjectRef) used the 'place/build' key
- -- (not necessarily an actual rightclick)
- -- while pointing at the node at pos with 'node' being the node table.
- -- itemstack will hold clicker's wielded item.
- -- Shall return the leftover itemstack.
- -- Note: pointed_thing can be nil, if a mod calls this function.
- -- This function does not get triggered by clients <=0.4.16 if the
- -- "formspec" node metadata field is set.
- on_dig = function(pos, node, digger),
- -- default: minetest.node_dig
- -- By default checks privileges, wears out item (if tool) and removes node.
- -- return true if the node was dug successfully, false otherwise.
- -- Deprecated: returning nil is the same as returning true.
- on_timer = function(pos, elapsed),
- -- default: nil
- -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
- -- elapsed is the total time passed since the timer was started.
- -- return true to run the timer for another cycle with the same timeout
- -- value.
- on_receive_fields = function(pos, formname, fields, sender),
- -- fields = {name1 = value1, name2 = value2, ...}
- -- Called when an UI form (e.g. sign text input) returns data.
- -- See minetest.register_on_player_receive_fields for more info.
- -- default: nil
- allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
- -- Called when a player wants to move items inside the inventory.
- -- Return value: number of items allowed to move.
- allow_metadata_inventory_put = function(pos, listname, index, stack, player),
- -- Called when a player wants to put something into the inventory.
- -- Return value: number of items allowed to put.
- -- Return value -1: Allow and don't modify item count in inventory.
- allow_metadata_inventory_take = function(pos, listname, index, stack, player),
- -- Called when a player wants to take something out of the inventory.
- -- Return value: number of items allowed to take.
- -- Return value -1: Allow and don't modify item count in inventory.
- on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
- on_metadata_inventory_put = function(pos, listname, index, stack, player),
- on_metadata_inventory_take = function(pos, listname, index, stack, player),
- -- Called after the actual action has happened, according to what was
- -- allowed.
- -- No return value.
- on_blast = function(pos, intensity),
- -- intensity: 1.0 = mid range of regular TNT.
- -- If defined, called when an explosion touches the node, instead of
- -- removing the node.
- mod_origin = "modname",
- -- stores which mod actually registered a node
- -- If the source could not be determined it contains "??"
- -- Useful for getting which mod truly registered something
- -- example: if a node is registered as ":othermodname:nodename",
- -- nodename will show "othermodname", but mod_origin will say "modname"
- }
- Crafting recipes
- ----------------
- Crafting converts one or more inputs to one output itemstack of arbitrary
- count (except for fuels, which don't have an output). The conversion reduces
- each input ItemStack by 1.
- Craft recipes are registered by `minetest.register_craft` and use a
- table format. The accepted parameters are listed below.
- Recipe input items can either be specified by item name (item count = 1)
- or by group (see "Groups in crafting recipes" for details).
- The following sections describe the types and syntaxes of recipes.
- ### Shaped
- This is the default recipe type (when no `type` is specified).
- A shaped recipe takes one or multiple items as input and has
- a single item stack as output. The input items must be specified
- in a 2-dimensional matrix (see parameters below) to specify the
- exact arrangement (the "shape") in which the player must place them
- in the crafting grid.
- For example, for a 3x3 recipe, the `recipes` table must have
- 3 rows and 3 columns.
- In order to craft the recipe, the players' crafting grid must
- have equal or larger dimensions (both width and height).
- Parameters:
- * `type = "shaped"`: (optional) specifies recipe type as shaped
- * `output`: Itemstring of output itemstack (item counts >= 1 are allowed)
- * `recipe`: A 2-dimensional matrix of items, with a width *w* and height *h*.
- * *w* and *h* are chosen by you, they don't have to be equal but must be at least 1
- * The matrix is specified as a table containing tables containing itemnames
- * The inner tables are the rows. There must be *h* tables, specified from the top to the bottom row
- * Values inside of the inner table are the columns.
- Each inner table must contain a list of *w* items, specified from left to right
- * Empty slots *must* be filled with the empty string
- * `replacements`: (optional) Allows you to replace input items with some other items
- when something is crafted
- * Provided as a list of item pairs of the form `{ old_item, new_item }` where
- `old_item` is the input item to replace (same syntax as for a regular input
- slot; groups are allowed) and `new_item` is an itemstring for the item stack
- it will become
- * When the output is crafted, Minetest iterates through the list
- of input items if the crafting grid. For each input item stack, it checks if
- it matches with an `old_item` in the item pair list.
- * If it matches, the item will be replaced. Also, this item pair
- will *not* be applied again for the remaining items
- * If it does not match, the item is consumed (reduced by 1) normally
- * The `new_item` will appear in one of 3 places:
- * Crafting grid, if the input stack size was exactly 1
- * Player inventory, if input stack size was larger
- * Drops as item entity, if it fits neither in craft grid or inventory
- #### Examples
- A typical shaped recipe:
- -- Stone pickaxe
- {
- output = "example:stone_pickaxe",
- -- A 3x3 recipe which needs 3 stone in the 1st row,
- -- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
- -- The 4 remaining slots have to be empty.
- recipe = {
- {"example:stone", "example:stone", "example:stone"}, -- row 1
- {"", "example:stick", "" }, -- row 2
- {"", "example:stick", "" }, -- row 3
- -- ^ column 1 ^ column 2 ^ column 3
- },
- -- There is no replacements table, so every input item
- -- will be consumed.
- }
- Simple replacement example:
- -- Wet sponge
- {
- output = "example:wet_sponge",
- -- 1x2 recipe with a water bucket above a dry sponge
- recipe = {
- {"example:water_bucket"},
- {"example:dry_sponge"},
- },
- -- When the wet sponge is crafted, the water bucket
- -- in the input slot is replaced with an empty
- -- bucket
- replacements = {
- {"example:water_bucket", "example:empty_bucket"},
- },
- }
- Complex replacement example 1:
- -- Very wet sponge
- {
- output = "example:very_wet_sponge",
- -- 3x3 recipe with a wet sponge in the center
- -- and 4 water buckets around it
- recipe = {
- {"","example:water_bucket",""},
- {"example:water_bucket","example:wet_sponge","example:water_bucket"},
- {"","example:water_bucket",""},
- },
- -- When the wet sponge is crafted, all water buckets
- -- in the input slot become empty
- replacements = {
- -- Without these repetitions, only the first
- -- water bucket would be replaced.
- {"example:water_bucket", "example:empty_bucket"},
- {"example:water_bucket", "example:empty_bucket"},
- {"example:water_bucket", "example:empty_bucket"},
- {"example:water_bucket", "example:empty_bucket"},
- },
- }
- Complex replacement example 2:
- -- Magic book:
- -- 3 magic orbs + 1 book crafts a magic book,
- -- and the orbs will be replaced with 3 different runes.
- {
- output = "example:magic_book",
- -- 3x2 recipe
- recipe = {
- -- 3 items in the group `magic_orb` on top of a book in the middle
- {"group:magic_orb", "group:magic_orb", "group:magic_orb"},
- {"", "example:book", ""},
- },
- -- When the book is crafted, the 3 magic orbs will be turned into
- -- 3 runes: ice rune, earth rune and fire rune (from left to right)
- replacements = {
- {"group:magic_orb", "example:ice_rune"},
- {"group:magic_orb", "example:earth_rune"},
- {"group:magic_orb", "example:fire_rune"},
- },
- }
- ### Shapeless
- Takes a list of input items (at least 1). The order or arrangement
- of input items does not matter.
- In order to craft the recipe, the players' crafting grid must have matching or
- larger *count* of slots. The grid dimensions do not matter.
- Parameters:
- * `type = "shapeless"`: Mandatory
- * `output`: Same as for shaped recipe
- * `recipe`: List of item names
- * `replacements`: Same as for shaped recipe
- #### Example
- {
- -- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
- -- (no matter where in the input grid the items are placed)
- type = "shapeless",
- output = "example:mushroom_stew",
- recipe = {
- "example:bowl",
- "example:mushroom_brown",
- "example:mushroom_red",
- },
- }
- ### Tool repair
- Syntax:
- {
- type = "toolrepair",
- additional_wear = -0.02, -- multiplier of 65536
- }
- Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
- group. If this recipe is used, repairing is possible with any crafting grid
- with at least 2 slots.
- The player can put 2 equal tools in the craft grid to get one "repaired" tool
- back.
- The wear of the output is determined by the wear of both tools, plus a
- 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
- you want `additional_wear` to be negative.
- The formula used to calculate the resulting wear is:
- 65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear))
- The result is rounded and can't be lower than 0. If the result is 65536 or higher,
- no crafting is possible.
- ### Cooking
- A cooking recipe has a single input item, a single output item stack
- and a cooking time. It represents cooking/baking/smelting/etc. items in
- an oven, furnace, or something similar; the exact meaning is up for games
- to decide, if they choose to use cooking at all.
- The engine does not implement anything specific to cooking recipes, but
- the recipes can be retrieved later using `minetest.get_craft_result` to
- have a consistent interface across different games/mods.
- Parameters:
- * `type = "cooking"`: Mandatory
- * `output`: Same as for shaped recipe
- * `recipe`: An itemname of the single input item
- * `cooktime`: (optional) Time it takes to cook this item, in seconds.
- A floating-point number. (default: 3.0)
- * `replacements`: Same meaning as for shaped recipes, but the mods
- that utilize cooking recipes (e.g. for adding a furnace
- node) need to implement replacements on their own
- Note: Games and mods are free to re-interpret the cooktime in special
- cases, e.g. for a super furnace that cooks items twice as fast.
- #### Example
- Cooking sand to glass in 3 seconds:
- {
- type = "cooking",
- output = "example:glass",
- recipe = "example:sand",
- cooktime = 3.0,
- }
- ### Fuel
- A fuel recipe is an item associated with a "burning time" and an optional
- item replacement. There is no output. This is usually used as fuel for
- furnaces, ovens, stoves, etc.
- Like with cooking recipes, the engine does not do anything specific with
- fuel recipes and it's up to games and mods to use them by retrieving
- them via `minetest.get_craft_result`.
- Parameters:
- * `type = "fuel"`: Mandatory
- * `recipe`: Itemname of the item to be used as fuel
- * `burntime`: (optional) Burning time this item provides, in seconds.
- A floating-point number. (default: 1.0)
- * `replacements`: Same meaning as for shaped recipes, but the mods
- that utilize fuels need to implement replacements
- on their own
- Note: Games and mods are free to re-interpret the burntime in special
- cases, e.g. for an efficient furnace in which fuels burn twice as
- long.
- #### Examples
- Coal lump with a burntime of 20 seconds. Will be consumed when used.
- {
- type = "fuel",
- recipe = "example:coal_lump",
- burntime = 20.0,
- }
- Lava bucket with a burn time of 60 seconds. Will become an empty bucket
- if used:
- {
- type = "fuel",
- recipe = "example:lava_bucket",
- burntime = 60.0,
- replacements = {{"example:lava_bucket", "example:empty_bucket"}},
- }
- Ore definition
- --------------
- Used by `minetest.register_ore`.
- See [Ores] section above for essential information.
- {
- ore_type = "",
- -- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
- ore = "",
- -- Ore node to place
- ore_param2 = 0,
- -- Param2 to set for ore (e.g. facedir rotation)
- wherein = "",
- -- Node to place ore in. Multiple are possible by passing a list.
- clust_scarcity = 8 * 8 * 8,
- -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
- -- If the desired average distance between ores is 'd', set this to
- -- d * d * d.
- clust_num_ores = 8,
- -- Number of ores in a cluster
- clust_size = 3,
- -- Size of the bounding box of the cluster.
- -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
- -- nodes are coal ore.
- y_min = -31000,
- y_max = 31000,
- -- Lower and upper limits for ore (inclusive)
- flags = "",
- -- Attributes for the ore generation, see 'Ore attributes' section above
- noise_threshold = 0,
- -- If noise is above this threshold, ore is placed. Not needed for a
- -- uniform distribution.
- noise_params = {
- offset = 0,
- scale = 1,
- spread = {x = 100, y = 100, z = 100},
- seed = 23,
- octaves = 3,
- persistence = 0.7
- },
- -- NoiseParams structure describing one of the perlin noises used for
- -- ore distribution.
- -- Needed by "sheet", "puff", "blob" and "vein" ores.
- -- Omit from "scatter" ore for a uniform ore distribution.
- -- Omit from "stratum" ore for a simple horizontal strata from y_min to
- -- y_max.
- biomes = {"desert", "rainforest"},
- -- List of biomes in which this ore occurs.
- -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
- -- being used does not support biomes.
- -- Can be a list of (or a single) biome names, IDs, or definitions.
- -- Type-specific parameters
- -- "sheet"
- column_height_min = 1,
- column_height_max = 16,
- column_midpoint_factor = 0.5,
- -- "puff"
- np_puff_top = {
- offset = 4,
- scale = 2,
- spread = {x = 100, y = 100, z = 100},
- seed = 47,
- octaves = 3,
- persistence = 0.7
- },
- np_puff_bottom = {
- offset = 4,
- scale = 2,
- spread = {x = 100, y = 100, z = 100},
- seed = 11,
- octaves = 3,
- persistence = 0.7
- },
- -- "vein"
- random_factor = 1.0,
- -- "stratum"
- np_stratum_thickness = {
- offset = 8,
- scale = 4,
- spread = {x = 100, y = 100, z = 100},
- seed = 17,
- octaves = 3,
- persistence = 0.7
- },
- stratum_thickness = 8, -- only used if no noise defined
- }
- Biome definition
- ----------------
- Used by `minetest.register_biome`.
- The maximum number of biomes that can be used is 65535. However, using an
- excessive number of biomes will slow down map generation. Depending on desired
- performance and computing power the practical limit is much lower.
- {
- name = "tundra",
- node_dust = "default:snow",
- -- Node dropped onto upper surface after all else is generated
- node_top = "default:dirt_with_snow",
- depth_top = 1,
- -- Node forming surface layer of biome and thickness of this layer
- node_filler = "default:permafrost",
- depth_filler = 3,
- -- Node forming lower layer of biome and thickness of this layer
- node_stone = "default:bluestone",
- -- Node that replaces all stone nodes between roughly y_min and y_max.
- node_water_top = "default:ice",
- depth_water_top = 10,
- -- Node forming a surface layer in seawater with the defined thickness
- node_water = "",
- -- Node that replaces all seawater nodes not in the surface layer
- node_river_water = "default:ice",
- -- Node that replaces river water in mapgens that use
- -- default:river_water
- node_riverbed = "default:gravel",
- depth_riverbed = 2,
- -- Node placed under river water and thickness of this layer
- node_cave_liquid = "default:lava_source",
- node_cave_liquid = {"default:water_source", "default:lava_source"},
- -- Nodes placed inside 50% of the medium size caves.
- -- Multiple nodes can be specified, each cave will use a randomly
- -- chosen node from the list.
- -- If this field is left out or 'nil', cave liquids fall back to
- -- classic behavior of lava and water distributed using 3D noise.
- -- For no cave liquid, specify "air".
- node_dungeon = "default:cobble",
- -- Node used for primary dungeon structure.
- -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
- -- alias, if that is also absent, dungeon nodes fall back to the biome
- -- 'node_stone'.
- -- If present, the following two nodes are also used.
- node_dungeon_alt = "default:mossycobble",
- -- Node used for randomly-distributed alternative structure nodes.
- -- If alternative structure nodes are not wanted leave this absent.
- node_dungeon_stair = "stairs:stair_cobble",
- -- Node used for dungeon stairs.
- -- If absent, stairs fall back to 'node_dungeon'.
- y_max = 31000,
- y_min = 1,
- -- Upper and lower limits for biome.
- -- Alternatively you can use xyz limits as shown below.
- max_pos = {x = 31000, y = 128, z = 31000},
- min_pos = {x = -31000, y = 9, z = -31000},
- -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
- -- Biome is limited to a cuboid defined by these positions.
- -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
- -- 31000 in 'max_pos'.
- vertical_blend = 8,
- -- Vertical distance in nodes above 'y_max' over which the biome will
- -- blend with the biome above.
- -- Set to 0 for no vertical blend. Defaults to 0.
- heat_point = 0,
- humidity_point = 50,
- -- Characteristic temperature and humidity for the biome.
- -- These values create 'biome points' on a voronoi diagram with heat and
- -- humidity as axes. The resulting voronoi cells determine the
- -- distribution of the biomes.
- -- Heat and humidity have average values of 50, vary mostly between
- -- 0 and 100 but can exceed these values.
- }
- Decoration definition
- ---------------------
- See [Decoration types]. Used by `minetest.register_decoration`.
- {
- deco_type = "simple",
- -- Type. "simple" or "schematic" supported
- place_on = "default:dirt_with_grass",
- -- Node (or list of nodes) that the decoration can be placed on
- sidelen = 8,
- -- Size of the square (X / Z) divisions of the mapchunk being generated.
- -- Determines the resolution of noise variation if used.
- -- If the chunk size is not evenly divisible by sidelen, sidelen is made
- -- equal to the chunk size.
- fill_ratio = 0.02,
- -- The value determines 'decorations per surface node'.
- -- Used only if noise_params is not specified.
- -- If >= 10.0 complete coverage is enabled and decoration placement uses
- -- a different and much faster method.
- noise_params = {
- offset = 0,
- scale = 0.45,
- spread = {x = 100, y = 100, z = 100},
- seed = 354,
- octaves = 3,
- persistence = 0.7,
- lacunarity = 2.0,
- flags = "absvalue"
- },
- -- NoiseParams structure describing the perlin noise used for decoration
- -- distribution.
- -- A noise value is calculated for each square division and determines
- -- 'decorations per surface node' within each division.
- -- If the noise value >= 10.0 complete coverage is enabled and
- -- decoration placement uses a different and much faster method.
- biomes = {"Oceanside", "Hills", "Plains"},
- -- List of biomes in which this decoration occurs. Occurs in all biomes
- -- if this is omitted, and ignored if the Mapgen being used does not
- -- support biomes.
- -- Can be a list of (or a single) biome names, IDs, or definitions.
- y_min = -31000,
- y_max = 31000,
- -- Lower and upper limits for decoration (inclusive).
- -- These parameters refer to the Y co-ordinate of the 'place_on' node.
- spawn_by = "default:water",
- -- Node (or list of nodes) that the decoration only spawns next to.
- -- Checks the 8 neighboring nodes on the same Y, and also the ones
- -- at Y+1, excluding both center nodes.
- num_spawn_by = 1,
- -- Number of spawn_by nodes that must be surrounding the decoration
- -- position to occur.
- -- If absent or -1, decorations occur next to any nodes.
- flags = "liquid_surface, force_placement, all_floors, all_ceilings",
- -- Flags for all decoration types.
- -- "liquid_surface": Instead of placement on the highest solid surface
- -- in a mapchunk column, placement is on the highest liquid surface.
- -- Placement is disabled if solid nodes are found above the liquid
- -- surface.
- -- "force_placement": Nodes other than "air" and "ignore" are replaced
- -- by the decoration.
- -- "all_floors", "all_ceilings": Instead of placement on the highest
- -- surface in a mapchunk the decoration is placed on all floor and/or
- -- ceiling surfaces, for example in caves and dungeons.
- -- Ceiling decorations act as an inversion of floor decorations so the
- -- effect of 'place_offset_y' is inverted.
- -- Y-slice probabilities do not function correctly for ceiling
- -- schematic decorations as the behavior is unchanged.
- -- If a single decoration registration has both flags the floor and
- -- ceiling decorations will be aligned vertically.
- ----- Simple-type parameters
- decoration = "default:grass",
- -- The node name used as the decoration.
- -- If instead a list of strings, a randomly selected node from the list
- -- is placed as the decoration.
- height = 1,
- -- Decoration height in nodes.
- -- If height_max is not 0, this is the lower limit of a randomly
- -- selected height.
- height_max = 0,
- -- Upper limit of the randomly selected height.
- -- If absent, the parameter 'height' is used as a constant.
- param2 = 0,
- -- Param2 value of decoration nodes.
- -- If param2_max is not 0, this is the lower limit of a randomly
- -- selected param2.
- param2_max = 0,
- -- Upper limit of the randomly selected param2.
- -- If absent, the parameter 'param2' is used as a constant.
- place_offset_y = 0,
- -- Y offset of the decoration base node relative to the standard base
- -- node position.
- -- Can be positive or negative. Default is 0.
- -- Effect is inverted for "all_ceilings" decorations.
- -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
- -- to the 'place_on' node.
- ----- Schematic-type parameters
- schematic = "foobar.mts",
- -- If schematic is a string, it is the filepath relative to the current
- -- working directory of the specified Minetest schematic file.
- -- Could also be the ID of a previously registered schematic.
- schematic = {
- size = {x = 4, y = 6, z = 4},
- data = {
- {name = "default:cobble", param1 = 255, param2 = 0},
- {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
- {name = "air", param1 = 255, param2 = 0},
- ...
- },
- yslice_prob = {
- {ypos = 2, prob = 128},
- {ypos = 5, prob = 64},
- ...
- },
- },
- -- Alternative schematic specification by supplying a table. The fields
- -- size and data are mandatory whereas yslice_prob is optional.
- -- See 'Schematic specifier' for details.
- replacements = {["oldname"] = "convert_to", ...},
- -- Map of node names to replace in the schematic after reading it.
- flags = "place_center_x, place_center_y, place_center_z",
- -- Flags for schematic decorations. See 'Schematic attributes'.
- rotation = "90",
- -- Rotation can be "0", "90", "180", "270", or "random"
- place_offset_y = 0,
- -- If the flag 'place_center_y' is set this parameter is ignored.
- -- Y offset of the schematic base node layer relative to the 'place_on'
- -- node.
- -- Can be positive or negative. Default is 0.
- -- Effect is inverted for "all_ceilings" decorations.
- -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
- -- to the 'place_on' node.
- }
- Chat command definition
- -----------------------
- Used by `minetest.register_chatcommand`.
- {
- params = "<name> <privilege>", -- Short parameter description
- description = "Remove privilege from player", -- Full description
- privs = {privs=true}, -- Require the "privs" privilege to run
- func = function(name, param),
- -- Called when command is run. Returns boolean success and text output.
- -- Special case: The help message is shown to the player if `func`
- -- returns false without a text output.
- }
- Note that in params, use of symbols is as follows:
- * `<>` signifies a placeholder to be replaced when the command is used. For
- example, when a player name is needed: `<name>`
- * `[]` signifies param is optional and not required when the command is used.
- For example, if you require param1 but param2 is optional:
- `<param1> [<param2>]`
- * `|` signifies exclusive or. The command requires one param from the options
- provided. For example: `<param1> | <param2>`
- * `()` signifies grouping. For example, when param1 and param2 are both
- required, or only param3 is required: `(<param1> <param2>) | <param3>`
- Privilege definition
- --------------------
- Used by `minetest.register_privilege`.
- {
- description = "",
- -- Privilege description
- give_to_singleplayer = true,
- -- Whether to grant the privilege to singleplayer.
- give_to_admin = true,
- -- Whether to grant the privilege to the server admin.
- -- Uses value of 'give_to_singleplayer' by default.
- on_grant = function(name, granter_name),
- -- Called when given to player 'name' by 'granter_name'.
- -- 'granter_name' will be nil if the priv was granted by a mod.
- on_revoke = function(name, revoker_name),
- -- Called when taken from player 'name' by 'revoker_name'.
- -- 'revoker_name' will be nil if the priv was revoked by a mod.
- -- Note that the above two callbacks will be called twice if a player is
- -- responsible, once with the player name, and then with a nil player
- -- name.
- -- Return true in the above callbacks to stop register_on_priv_grant or
- -- revoke being called.
- }
- Detached inventory callbacks
- ----------------------------
- Used by `minetest.create_detached_inventory`.
- {
- allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
- -- Called when a player wants to move items inside the inventory.
- -- Return value: number of items allowed to move.
- allow_put = function(inv, listname, index, stack, player),
- -- Called when a player wants to put something into the inventory.
- -- Return value: number of items allowed to put.
- -- Return value -1: Allow and don't modify item count in inventory.
- allow_take = function(inv, listname, index, stack, player),
- -- Called when a player wants to take something out of the inventory.
- -- Return value: number of items allowed to take.
- -- Return value -1: Allow and don't modify item count in inventory.
- on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
- on_put = function(inv, listname, index, stack, player),
- on_take = function(inv, listname, index, stack, player),
- -- Called after the actual action has happened, according to what was
- -- allowed.
- -- No return value.
- }
- HUD Definition
- --------------
- Since most values have multiple different functions, please see the
- documentation in [HUD] section.
- Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
- {
- hud_elem_type = "image",
- -- Type of element, can be "image", "text", "statbar", "inventory",
- -- "waypoint", "image_waypoint", "compass" or "minimap"
- position = {x=0.5, y=0.5},
- -- Top left corner position of element
- name = "<name>",
- scale = {x = 1, y = 1},
- text = "<text>",
- text2 = "<text>",
- number = 0,
- item = 0,
- direction = 0,
- -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
- alignment = {x=0, y=0},
- offset = {x=0, y=0},
- world_pos = {x=0, y=0, z=0},
- size = {x=0, y=0},
- z_index = 0,
- -- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
- style = 0,
- }
- Particle definition
- -------------------
- Used by `minetest.add_particle`.
- {
- pos = {x=0, y=0, z=0},
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- -- Spawn particle at pos with velocity and acceleration
- expirationtime = 1,
- -- Disappears after expirationtime seconds
- size = 1,
- -- Scales the visual size of the particle texture.
- -- If `node` is set, size can be set to 0 to spawn a randomly-sized
- -- particle (just like actual node dig particles).
- collisiondetection = false,
- -- If true collides with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
- collision_removal = false,
- -- If true particle is removed when it collides.
- -- Requires collisiondetection = true to have any effect.
- object_collision = false,
- -- If true particle collides with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
- vertical = false,
- -- If true faces player using y axis only
- texture = "image.png",
- -- The texture of the particle
- -- v5.6.0 and later: also supports the table format described in the
- -- following section
- playername = "singleplayer",
- -- Optional, if specified spawns particle only on the player's client
- animation = {Tile Animation definition},
- -- Optional, specifies how to animate the particle texture
- glow = 0
- -- Optional, specify particle self-luminescence in darkness.
- -- Values 0-14.
- node = {name = "ignore", param2 = 0},
- -- Optional, if specified the particle will have the same appearance as
- -- node dig particles for the given node.
- -- `texture` and `animation` will be ignored if this is set.
- node_tile = 0,
- -- Optional, only valid in combination with `node`
- -- If set to a valid number 1-6, specifies the tile from which the
- -- particle texture is picked.
- -- Otherwise, the default behavior is used. (currently: any random tile)
- drag = {x=0, y=0, z=0},
- -- v5.6.0 and later: Optional drag value, consult the following section
- bounce = {min = ..., max = ..., bias = 0},
- -- v5.6.0 and later: Optional bounce range, consult the following section
- }
- `ParticleSpawner` definition
- ----------------------------
- Used by `minetest.add_particlespawner`.
- Before v5.6.0, particlespawners used a different syntax and had a more limited set
- of features. Definition fields that are the same in both legacy and modern versions
- are shown in the next listing, and the fields that are used by legacy versions are
- shown separated by a comment; the modern fields are too complex to compactly
- describe in this manner and are documented after the listing.
- The older syntax can be used in combination with the newer syntax (e.g. having
- `minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers,
- the new syntax will override the older syntax; on older servers, the newer syntax
- will be ignored.
- {
- -- Common fields (same name and meaning in both new and legacy syntax)
- amount = 1,
- -- Number of particles spawned over the time period `time`.
- time = 1,
- -- Lifespan of spawner in seconds.
- -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
- -- a per-second basis.
- collisiondetection = false,
- -- If true collide with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
- collision_removal = false,
- -- If true particles are removed when they collide.
- -- Requires collisiondetection = true to have any effect.
- object_collision = false,
- -- If true particles collide with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
- attached = ObjectRef,
- -- If defined, particle positions, velocities and accelerations are
- -- relative to this object's position and yaw
- vertical = false,
- -- If true face player using y axis only
- texture = "image.png",
- -- The texture of the particle
- playername = "singleplayer",
- -- Optional, if specified spawns particles only on the player's client
- animation = {Tile Animation definition},
- -- Optional, specifies how to animate the particles' texture
- -- v5.6.0 and later: set length to -1 to synchronize the length
- -- of the animation with the expiration time of individual particles.
- -- (-2 causes the animation to be played twice, and so on)
- glow = 0,
- -- Optional, specify particle self-luminescence in darkness.
- -- Values 0-14.
- node = {name = "ignore", param2 = 0},
- -- Optional, if specified the particles will have the same appearance as
- -- node dig particles for the given node.
- -- `texture` and `animation` will be ignored if this is set.
- node_tile = 0,
- -- Optional, only valid in combination with `node`
- -- If set to a valid number 1-6, specifies the tile from which the
- -- particle texture is picked.
- -- Otherwise, the default behavior is used. (currently: any random tile)
- -- Legacy definition fields
- minpos = {x=0, y=0, z=0},
- maxpos = {x=0, y=0, z=0},
- minvel = {x=0, y=0, z=0},
- maxvel = {x=0, y=0, z=0},
- minacc = {x=0, y=0, z=0},
- maxacc = {x=0, y=0, z=0},
- minexptime = 1,
- maxexptime = 1,
- minsize = 1,
- maxsize = 1,
- -- The particles' properties are random values between the min and max
- -- values.
- -- applies to: pos, velocity, acceleration, expirationtime, size
- -- If `node` is set, min and maxsize can be set to 0 to spawn
- -- randomly-sized particles (just like actual node dig particles).
- }
- ### Modern definition fields
- After v5.6.0, spawner properties can be defined in several different ways depending
- on the level of control you need. `pos` for instance can be set as a single vector,
- in which case all particles will appear at that exact point throughout the lifetime
- of the spawner. Alternately, it can be specified as a min-max pair, specifying a
- cubic range the particles can appear randomly within. Finally, some properties can
- be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying
- a tween table.
- The following definitions are all equivalent, listed in order of precedence from
- lowest (the legacy syntax) to highest (tween tables). If multiple forms of a
- property definition are present, the highest-precedence form will be selected
- and all lower-precedence fields will be ignored, allowing for graceful
- degradation in older clients).
- {
- -- old syntax
- maxpos = {x = 0, y = 0, z = 0},
- minpos = {x = 0, y = 0, z = 0},
- -- absolute value
- pos = 0,
- -- all components of every particle's position vector will be set to this
- -- value
- -- vec3
- pos = vector.new(0,0,0),
- -- all particles will appear at this exact position throughout the lifetime
- -- of the particlespawner
- -- vec3 range
- pos = {
- -- the particle will appear at a position that is picked at random from
- -- within a cubic range
- min = vector.new(0,0,0),
- -- `min` is the minimum value this property will be set to in particles
- -- spawned by the generator
- max = vector.new(0,0,0),
- -- `max` is the minimum value this property will be set to in particles
- -- spawned by the generator
- bias = 0,
- -- when `bias` is 0, all random values are exactly as likely as any
- -- other. when it is positive, the higher it is, the more likely values
- -- will appear towards the minimum end of the allowed spectrum. when
- -- it is negative, the lower it is, the more likely values will appear
- -- towards the maximum end of the allowed spectrum. the curve is
- -- exponential and there is no particular maximum or minimum value
- },
- -- tween table
- pos_tween = {...},
- -- a tween table should consist of a list of frames in the same form as the
- -- untweened pos property above, which the engine will interpolate between,
- -- and optionally a number of properties that control how the interpolation
- -- takes place. currently **only two frames**, the first and the last, are
- -- used, but extra frames are accepted for the sake of forward compatibility.
- -- any of the above definition styles can be used here as well in any combination
- -- supported by the property type
- pos_tween = {
- style = "fwd",
- -- linear animation from first to last frame (default)
- style = "rev",
- -- linear animation from last to first frame
- style = "pulse",
- -- linear animation from first to last then back to first again
- style = "flicker",
- -- like "pulse", but slightly randomized to add a bit of stutter
- reps = 1,
- -- number of times the animation is played over the particle's lifespan
- start = 0.0,
- -- point in the spawner's lifespan at which the animation begins. 0 is
- -- the very beginning, 1 is the very end
- -- frames can be defined in a number of different ways, depending on the
- -- underlying type of the property. for now, all but the first and last
- -- frame are ignored
- -- frames
- -- floats
- 0, 0,
- -- vec3s
- vector.new(0,0,0),
- vector.new(0,0,0),
- -- vec3 ranges
- { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
- { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
- -- mixed
- 0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
- },
- }
- All of the properties that can be defined in this way are listed in the next
- section, along with the datatypes they accept.
- #### List of particlespawner properties
- All of the properties in this list can be animated with `*_tween` tables
- unless otherwise specified. For example, `jitter` can be tweened by setting
- a `jitter_tween` table instead of (or in addition to) a `jitter` table/value.
- Types used are defined in the previous section.
- * vec3 range `pos`: the position at which particles can appear
- * vec3 range `vel`: the initial velocity of the particle
- * vec3 range `acc`: the direction and speed with which the particle
- accelerates
- * vec3 range `jitter`: offsets the velocity of each particle by a random
- amount within the specified range each frame. used to create Brownian motion.
- * vec3 range `drag`: the amount by which absolute particle velocity along
- each axis is decreased per second. a value of 1.0 means that the particle
- will be slowed to a stop over the space of a second; a value of -1.0 means
- that the particle speed will be doubled every second. to avoid interfering
- with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can
- be used instead of a uniform value.
- * float range `bounce`: how bouncy the particles are when `collisiondetection`
- is turned on. values less than or equal to `0` turn off particle bounce;
- `1` makes the particles bounce without losing any velocity, and `2` makes
- them double their velocity with every bounce. `bounce` is not bounded but
- values much larger than `1.0` probably aren't very useful.
- * float range `exptime`: the number of seconds after which the particle
- disappears.
- * table `attract`: sets the birth orientation of particles relative to various
- shapes defined in world coordinate space. this is an alternative means of
- setting the velocity which allows particles to emerge from or enter into
- some entity or node on the map, rather than simply being assigned random
- velocity values within a range. the velocity calculated by this method will
- be **added** to that specified by `vel` if `vel` is also set, so in most
- cases **`vel` should be set to 0**. `attract` has the fields:
- * string `kind`: selects the kind of shape towards which the particles will
- be oriented. it must have one of the following values:
- * `"none"`: no attractor is set and the `attractor` table is ignored
- * `"point"`: the particles are attracted to a specific point in space.
- use this also if you want a sphere-like effect, in combination with
- the `radius` property.
- * `"line"`: the particles are attracted to an (infinite) line passing
- through the points `origin` and `angle`. use this for e.g. beacon
- effects, energy beam effects, etc.
- * `"plane"`: the particles are attracted to an (infinite) plane on whose
- surface `origin` designates a point in world coordinate space. use this
- for e.g. particles entering or emerging from a portal.
- * float range `strength`: the speed with which particles will move towards
- `attractor`. If negative, the particles will instead move away from that
- point.
- * vec3 `origin`: the origin point of the shape towards which particles will
- initially be oriented. functions as an offset if `origin_attached` is also
- set.
- * vec3 `direction`: sets the direction in which the attractor shape faces. for
- lines, this sets the angle of the line; e.g. a vector of (0,1,0) will
- create a vertical line that passes through `origin`. for planes, `direction`
- is the surface normal of an infinite plane on whose surface `origin` is
- a point. functions as an offset if `direction_attached` is also set.
- * entity `origin_attached`: allows the origin to be specified as an offset
- from the position of an entity rather than a coordinate in world space.
- * entity `direction_attached`: allows the direction to be specified as an offset
- from the position of an entity rather than a coordinate in world space.
- * bool `die_on_contact`: if true, the particles' lifetimes are adjusted so
- that they will die as they cross the attractor threshold. this behavior
- is the default but is undesirable for some kinds of animations; set it to
- false to allow particles to live out their natural lives.
- * vec3 range `radius`: if set, particles will be arranged in a sphere around
- `pos`. A constant can be used to create a spherical shell of particles, a
- vector to create an ovoid shell, and a range to create a volume; e.g.
- `{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5
- and 1 nodes away from `pos` but will cluster them towards the center of the
- sphere. Usually if `radius` is used, `pos` should be a single point, but it
- can still be a range if you really know what you're doing (e.g. to create a
- "roundcube" emitter volume).
- ### Textures
- In versions before v5.6.0, particlespawner textures could only be specified as a single
- texture string. After v5.6.0, textures can now be specified as a table as well. This
- table contains options that allow simple animations to be applied to the texture.
- texture = {
- name = "mymod_particle_texture.png",
- -- the texture specification string
- alpha = 1.0,
- -- controls how visible the particle is; at 1.0 the particle is fully
- -- visible, at 0, it is completely invisible.
- alpha_tween = {1, 0},
- -- can be used instead of `alpha` to animate the alpha value over the
- -- particle's lifetime. these tween tables work identically to the tween
- -- tables used in particlespawner properties, except that time references
- -- are understood with respect to the particle's lifetime, not the
- -- spawner's. {1,0} fades the particle out over its lifetime.
- scale = 1,
- scale = {x = 1, y = 1},
- -- scales the texture onscreen
- scale_tween = {
- {x = 1, y = 1},
- {x = 0, y = 1},
- },
- -- animates the scale over the particle's lifetime. works like the
- -- alpha_tween table, but can accept two-dimensional vectors as well as
- -- integer values. the example value would cause the particle to shrink
- -- in one dimension over the course of its life until it disappears
- blend = "alpha",
- -- (default) blends transparent pixels with those they are drawn atop
- -- according to the alpha channel of the source texture. useful for
- -- e.g. material objects like rocks, dirt, smoke, or node chunks
- blend = "add",
- -- adds the value of pixels to those underneath them, modulo the sources
- -- alpha channel. useful for e.g. bright light effects like sparks or fire
- blend = "screen",
- -- like "add" but less bright. useful for subtler light effects. note that
- -- this is NOT formally equivalent to the "screen" effect used in image
- -- editors and compositors, as it does not respect the alpha channel of
- -- of the image being blended
- blend = "sub",
- -- the inverse of "add"; the value of the source pixel is subtracted from
- -- the pixel underneath it. a white pixel will turn whatever is underneath
- -- it black; a black pixel will be "transparent". useful for creating
- -- darkening effects
- animation = {Tile Animation definition},
- -- overrides the particlespawner's global animation property for a single
- -- specific texture
- }
- Instead of setting a single texture definition, it is also possible to set a
- `texpool` property. A `texpool` consists of a list of possible particle textures.
- Every time a particle is spawned, the engine will pick a texture at random from
- the `texpool` and assign it as that particle's texture. You can also specify a
- `texture` in addition to a `texpool`; the `texture` value will be ignored on newer
- clients but will be sent to older (pre-v5.6.0) clients that do not implement
- texpools.
- texpool = {
- "mymod_particle_texture.png";
- { name = "mymod_spark.png", fade = "out" },
- {
- name = "mymod_dust.png",
- alpha = 0.3,
- scale = 1.5,
- animation = {
- type = "vertical_frames",
- aspect_w = 16, aspect_h = 16,
- length = 3,
- -- the animation lasts for 3s and then repeats
- length = -3,
- -- repeat the animation three times over the particle's lifetime
- -- (post-v5.6.0 clients only)
- },
- },
- }
- #### List of animatable texture properties
- While animated particlespawner values vary over the course of the particlespawner's
- lifetime, animated texture properties vary over the lifespans of the individual
- particles spawned with that texture. So a particle with the texture property
- alpha_tween = {
- 0.0, 1.0,
- style = "pulse",
- reps = 4,
- }
- would be invisible at its spawning, pulse visible four times throughout its
- lifespan, and then vanish again before expiring.
- * float `alpha` (0.0 - 1.0): controls the visibility of the texture
- * vec2 `scale`: controls the size of the displayed billboard onscreen. Its units
- are multiples of the parent particle's assigned size (see the `size` property above)
- `HTTPRequest` definition
- ------------------------
- Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
- {
- url = "http://example.org",
- timeout = 10,
- -- Timeout for request to be completed in seconds. Default depends on engine settings.
- method = "GET", "POST", "PUT" or "DELETE"
- -- The http method to use. Defaults to "GET".
- data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
- -- Data for the POST, PUT or DELETE request.
- -- Accepts both a string and a table. If a table is specified, encodes
- -- table as x-www-form-urlencoded key-value pairs.
- user_agent = "ExampleUserAgent",
- -- Optional, if specified replaces the default minetest user agent with
- -- given string
- extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
- -- Optional, if specified adds additional headers to the HTTP request.
- -- You must make sure that the header strings follow HTTP specification
- -- ("Key: Value").
- multipart = boolean
- -- Optional, if true performs a multipart HTTP request.
- -- Default is false.
- -- Post only, data must be array
- post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
- -- Deprecated, use `data` instead. Forces `method = "POST"`.
- }
- `HTTPRequestResult` definition
- ------------------------------
- Passed to `HTTPApiTable.fetch` callback. Returned by
- `HTTPApiTable.fetch_async_get`.
- {
- completed = true,
- -- If true, the request has finished (either succeeded, failed or timed
- -- out)
- succeeded = true,
- -- If true, the request was successful
- timeout = false,
- -- If true, the request timed out
- code = 200,
- -- HTTP status code
- data = "response"
- }
- Authentication handler definition
- ---------------------------------
- Used by `minetest.register_authentication_handler`.
- {
- get_auth = function(name),
- -- Get authentication data for existing player `name` (`nil` if player
- -- doesn't exist).
- -- Returns following structure:
- -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
- create_auth = function(name, password),
- -- Create new auth data for player `name`.
- -- Note that `password` is not plain-text but an arbitrary
- -- representation decided by the engine.
- delete_auth = function(name),
- -- Delete auth data of player `name`.
- -- Returns boolean indicating success (false if player is nonexistent).
- set_password = function(name, password),
- -- Set password of player `name` to `password`.
- -- Auth data should be created if not present.
- set_privileges = function(name, privileges),
- -- Set privileges of player `name`.
- -- `privileges` is in table form, auth data should be created if not
- -- present.
- reload = function(),
- -- Reload authentication data from the storage location.
- -- Returns boolean indicating success.
- record_login = function(name),
- -- Called when player joins, used for keeping track of last_login
- iterate = function(),
- -- Returns an iterator (use with `for` loops) for all player names
- -- currently in the auth database
- }
- Bit Library
- -----------
- Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
- See http://bitop.luajit.org/ for advanced information.
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