lua_api.txt 164 KB

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  1. Minetest Lua Modding API Reference 0.4.13
  2. =========================================
  3. * More information at <http://www.minetest.net/>
  4. * Developer Wiki: <http://dev.minetest.net/>
  5. Introduction
  6. ------------
  7. Content and functionality can be added to Minetest 0.4 by using Lua
  8. scripting in run-time loaded mods.
  9. A mod is a self-contained bunch of scripts, textures and other related
  10. things that is loaded by and interfaces with Minetest.
  11. Mods are contained and ran solely on the server side. Definitions and media
  12. files are automatically transferred to the client.
  13. If you see a deficiency in the API, feel free to attempt to add the
  14. functionality in the engine and API. You can send such improvements as
  15. source code patches to <celeron55@gmail.com>.
  16. Programming in Lua
  17. ------------------
  18. If you have any difficulty in understanding this, please read
  19. [Programming in Lua](http://www.lua.org/pil/).
  20. Startup
  21. -------
  22. Mods are loaded during server startup from the mod load paths by running
  23. the `init.lua` scripts in a shared environment.
  24. Paths
  25. -----
  26. * `RUN_IN_PLACE=1` (Windows release, local build)
  27. * `$path_user`:
  28. * Linux: `<build directory>`
  29. * Windows: `<build directory>`
  30. * `$path_share`
  31. * Linux: `<build directory>`
  32. * Windows: `<build directory>`
  33. * `RUN_IN_PLACE=0`: (Linux release)
  34. * `$path_share`
  35. * Linux: `/usr/share/minetest`
  36. * Windows: `<install directory>/minetest-0.4.x`
  37. * `$path_user`:
  38. * Linux: `$HOME/.minetest`
  39. * Windows: `C:/users/<user>/AppData/minetest` (maybe)
  40. Games
  41. -----
  42. Games are looked up from:
  43. * `$path_share/games/gameid/`
  44. * `$path_user/games/gameid/`
  45. where `gameid` is unique to each game.
  46. The game directory contains the file `game.conf`, which contains these fields:
  47. name = <Human-readable full name of the game>
  48. e.g.
  49. name = Minetest
  50. The game directory can contain the file minetest.conf, which will be used
  51. to set default settings when running the particular game.
  52. It can also contain a settingtypes.txt in the same format as the one in builtin.
  53. This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
  54. ### Menu images
  55. Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
  56. The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
  57. If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
  58. and a random image will be chosen from the provided ones.
  59. Mod load path
  60. -------------
  61. Generic:
  62. * `$path_share/games/gameid/mods/`
  63. * `$path_share/mods/`
  64. * `$path_user/games/gameid/mods/`
  65. * `$path_user/mods/` (User-installed mods)
  66. * `$worldpath/worldmods/`
  67. In a run-in-place version (e.g. the distributed windows version):
  68. * `minetest-0.4.x/games/gameid/mods/`
  69. * `minetest-0.4.x/mods/` (User-installed mods)
  70. * `minetest-0.4.x/worlds/worldname/worldmods/`
  71. On an installed version on Linux:
  72. * `/usr/share/minetest/games/gameid/mods/`
  73. * `$HOME/.minetest/mods/` (User-installed mods)
  74. * `$HOME/.minetest/worlds/worldname/worldmods`
  75. Mod load path for world-specific games
  76. --------------------------------------
  77. It is possible to include a game in a world; in this case, no mods or
  78. games are loaded or checked from anywhere else.
  79. This is useful for e.g. adventure worlds.
  80. This happens if the following directory exists:
  81. $world/game/
  82. Mods should be then be placed in:
  83. $world/game/mods/
  84. Modpack support
  85. ----------------
  86. Mods can be put in a subdirectory, if the parent directory, which otherwise
  87. should be a mod, contains a file named `modpack.txt`. This file shall be
  88. empty, except for lines starting with `#`, which are comments.
  89. Mod directory structure
  90. ------------------------
  91. mods
  92. |-- modname
  93. | |-- depends.txt
  94. | |-- screenshot.png
  95. | |-- description.txt
  96. | |-- settingtypes.txt
  97. | |-- init.lua
  98. | |-- models
  99. | |-- textures
  100. | | |-- modname_stuff.png
  101. | | `-- modname_something_else.png
  102. | |-- sounds
  103. | |-- media
  104. | `-- <custom data>
  105. `-- another
  106. ### modname
  107. The location of this directory can be fetched by using
  108. `minetest.get_modpath(modname)`.
  109. ### `depends.txt`
  110. List of mods that have to be loaded before loading this mod.
  111. A single line contains a single modname.
  112. Optional dependencies can be defined by appending a question mark
  113. to a single modname. Their meaning is that if the specified mod
  114. is missing, that does not prevent this mod from being loaded.
  115. ### `screenshot.png`
  116. A screenshot shown in modmanager within mainmenu.
  117. ### `description.txt`
  118. A File containing description to be shown within mainmenu.
  119. ### `settingtypes.txt`
  120. A file in the same format as the one in builtin. It will be parsed by the
  121. settings menu and the settings will be displayed in the "Mods" category.
  122. ### `init.lua`
  123. The main Lua script. Running this script should register everything it
  124. wants to register. Subsequent execution depends on minetest calling the
  125. registered callbacks.
  126. `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
  127. to read custom or existing settings at load time, if necessary.
  128. ### `models`
  129. Models for entities or meshnodes.
  130. ### `textures`, `sounds`, `media`
  131. Media files (textures, sounds, whatever) that will be transferred to the
  132. client and will be available for use by the mod.
  133. Naming convention for registered textual names
  134. ----------------------------------------------
  135. Registered names should generally be in this format:
  136. "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
  137. This is to prevent conflicting names from corrupting maps and is
  138. enforced by the mod loader.
  139. ### Example
  140. In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
  141. So the name should be `experimental:tnt`.
  142. Enforcement can be overridden by prefixing the name with `:`. This can
  143. be used for overriding the registrations of some other mod.
  144. Example: Any mod can redefine `experimental:tnt` by using the name
  145. :experimental:tnt
  146. when registering it.
  147. (also that mod is required to have `experimental` as a dependency)
  148. The `:` prefix can also be used for maintaining backwards compatibility.
  149. ### Aliases
  150. Aliases can be added by using `minetest.register_alias(name, convert_to)`.
  151. This will make Minetest to convert things called name to things called
  152. `convert_to`.
  153. This can be used for maintaining backwards compatibility.
  154. This can be also used for setting quick access names for things, e.g. if
  155. you have an item called `epiclylongmodname:stuff`, you could do
  156. minetest.register_alias("stuff", "epiclylongmodname:stuff")
  157. and be able to use `/giveme stuff`.
  158. Textures
  159. --------
  160. Mods should generally prefix their textures with `modname_`, e.g. given
  161. the mod name `foomod`, a texture could be called:
  162. foomod_foothing.png
  163. Textures are referred to by their complete name, or alternatively by
  164. stripping out the file extension:
  165. * e.g. `foomod_foothing.png`
  166. * e.g. `foomod_foothing`
  167. Texture modifiers
  168. -----------------
  169. There are various texture modifiers that can be used
  170. to generate textures on-the-fly.
  171. ### Texture overlaying
  172. Textures can be overlaid by putting a `^` between them.
  173. Example:
  174. default_dirt.png^default_grass_side.png
  175. `default_grass_side.png` is overlayed over `default_dirt.png`.
  176. ### Texture grouping
  177. Textures can be grouped together by enclosing them in `(` and `)`.
  178. Example: `cobble.png^(thing1.png^thing2.png)`
  179. A texture for `thing1.png^thing2.png` is created and the resulting
  180. texture is overlaid over `cobble.png`.
  181. ### Advanced texture modifiers
  182. #### `[crack:<n>:<p>`
  183. * `<n>` = animation frame count
  184. * `<p>` = current animation frame
  185. Draw a step of the crack animation on the texture.
  186. Example:
  187. default_cobble.png^[crack:10:1
  188. #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
  189. * `<w>` = width
  190. * `<h>` = height
  191. * `<x>` = x position
  192. * `<y>` = y position
  193. * `<file>` = texture to combine
  194. Creates a texture of size `<w>` times `<h>` and blits the listed files to their
  195. specified coordinates.
  196. Example:
  197. [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
  198. #### `[brighten`
  199. Brightens the texture.
  200. Example:
  201. tnt_tnt_side.png^[brighten
  202. #### `[noalpha`
  203. Makes the texture completely opaque.
  204. Example:
  205. default_leaves.png^[noalpha
  206. #### `[makealpha:<r>,<g>,<b>`
  207. Convert one color to transparency.
  208. Example:
  209. default_cobble.png^[makealpha:128,128,128
  210. #### `[transform<t>`
  211. * `<t>` = transformation(s) to apply
  212. Rotates and/or flips the image.
  213. `<t>` can be a number (between 0 and 7) or a transform name.
  214. Rotations are counter-clockwise.
  215. 0 I identity
  216. 1 R90 rotate by 90 degrees
  217. 2 R180 rotate by 180 degrees
  218. 3 R270 rotate by 270 degrees
  219. 4 FX flip X
  220. 5 FXR90 flip X then rotate by 90 degrees
  221. 6 FY flip Y
  222. 7 FYR90 flip Y then rotate by 90 degrees
  223. Example:
  224. default_stone.png^[transformFXR90
  225. #### `[inventorycube{<top>{<left>{<right>`
  226. `^` is replaced by `&` in texture names.
  227. Create an inventory cube texture using the side textures.
  228. Example:
  229. [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
  230. Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
  231. `dirt.png^grass_side.png` textures
  232. #### `[lowpart:<percent>:<file>`
  233. Blit the lower `<percent>`% part of `<file>` on the texture.
  234. Example:
  235. base.png^[lowpart:25:overlay.png
  236. #### `[verticalframe:<t>:<n>`
  237. * `<t>` = animation frame count
  238. * `<n>` = current animation frame
  239. Crops the texture to a frame of a vertical animation.
  240. Example:
  241. default_torch_animated.png^[verticalframe:16:8
  242. #### `[mask:<file>`
  243. Apply a mask to the base image.
  244. The mask is applied using binary AND.
  245. #### `[colorize:<color>:<ratio>`
  246. Colorize the textures with the given color.
  247. `<color>` is specified as a `ColorString`.
  248. `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
  249. color to apply. If ommitted, the alpha will be used.
  250. Sounds
  251. ------
  252. Only Ogg Vorbis files are supported.
  253. For positional playing of sounds, only single-channel (mono) files are
  254. supported. Otherwise OpenAL will play them non-positionally.
  255. Mods should generally prefix their sounds with `modname_`, e.g. given
  256. the mod name "`foomod`", a sound could be called:
  257. foomod_foosound.ogg
  258. Sounds are referred to by their name with a dot, a single digit and the
  259. file extension stripped out. When a sound is played, the actual sound file
  260. is chosen randomly from the matching sounds.
  261. When playing the sound `foomod_foosound`, the sound is chosen randomly
  262. from the available ones of the following files:
  263. * `foomod_foosound.ogg`
  264. * `foomod_foosound.0.ogg`
  265. * `foomod_foosound.1.ogg`
  266. * (...)
  267. * `foomod_foosound.9.ogg`
  268. Examples of sound parameter tables:
  269. -- Play location-less on all clients
  270. {
  271. gain = 1.0, -- default
  272. }
  273. -- Play location-less to a player
  274. {
  275. to_player = name,
  276. gain = 1.0, -- default
  277. }
  278. -- Play in a location
  279. {
  280. pos = {x=1,y=2,z=3},
  281. gain = 1.0, -- default
  282. max_hear_distance = 32, -- default, uses an euclidean metric
  283. }
  284. -- Play connected to an object, looped
  285. {
  286. object = <an ObjectRef>,
  287. gain = 1.0, -- default
  288. max_hear_distance = 32, -- default, uses an euclidean metric
  289. loop = true, -- only sounds connected to objects can be looped
  290. }
  291. ### `SimpleSoundSpec`
  292. * e.g. `""`
  293. * e.g. `"default_place_node"`
  294. * e.g. `{}`
  295. * e.g. `{name="default_place_node"}`
  296. * e.g. `{name="default_place_node", gain=1.0}`
  297. Registered definitions of stuff
  298. -------------------------------
  299. Anything added using certain `minetest.register_*` functions get added to
  300. the global `minetest.registered_*` tables.
  301. * `minetest.register_entity(name, prototype table)`
  302. * added to `minetest.registered_entities[name]`
  303. * `minetest.register_node(name, node definition)`
  304. * added to `minetest.registered_items[name]`
  305. * added to `minetest.registered_nodes[name]`
  306. * `minetest.register_tool(name, item definition)`
  307. * added to `minetest.registered_items[name]`
  308. * `minetest.register_craftitem(name, item definition)`
  309. * added to `minetest.registered_items[name]`
  310. * `minetest.register_biome(biome definition)`
  311. * returns an integer uniquely identifying the registered biome
  312. * added to `minetest.registered_biome` with the key of `biome.name`
  313. * if `biome.name` is nil, the key is the returned ID
  314. * `minetest.register_ore(ore definition)`
  315. * returns an integer uniquely identifying the registered ore
  316. * added to `minetest.registered_ores` with the key of `ore.name`
  317. * if `ore.name` is nil, the key is the returned ID
  318. * `minetest.register_decoration(decoration definition)`
  319. * returns an integer uniquely identifying the registered decoration
  320. * added to `minetest.registered_decorations` with the key of `decoration.name`
  321. * if `decoration.name` is nil, the key is the returned ID
  322. * `minetest.register_schematic(schematic definition)`
  323. * returns an integer uniquely identifying the registered schematic
  324. * added to `minetest.registered_schematic` with the key of `schematic.name`
  325. * if `schematic.name` is nil, the key is the returned ID
  326. * if the schematic is loaded from a file, schematic.name is set to the filename
  327. * if the function is called when loading the mod, and schematic.name is a relative path,
  328. * then the current mod path will be prepended to the schematic filename
  329. * `minetest.clear_registered_biomes()`
  330. * clears all biomes currently registered
  331. * `minetest.clear_registered_ores()`
  332. * clears all ores currently registered
  333. * `minetest.clear_registered_decorations()`
  334. * clears all decorations currently registered
  335. * `minetest.clear_registered_schematics()`
  336. * clears all schematics currently registered
  337. Note that in some cases you will stumble upon things that are not contained
  338. in these tables (e.g. when a mod has been removed). Always check for
  339. existence before trying to access the fields.
  340. Example: If you want to check the drawtype of a node, you could do:
  341. local function get_nodedef_field(nodename, fieldname)
  342. if not minetest.registered_nodes[nodename] then
  343. return nil
  344. end
  345. return minetest.registered_nodes[nodename][fieldname]
  346. end
  347. local drawtype = get_nodedef_field(nodename, "drawtype")
  348. Example: `minetest.get_item_group(name, group)` has been implemented as:
  349. function minetest.get_item_group(name, group)
  350. if not minetest.registered_items[name] or not
  351. minetest.registered_items[name].groups[group] then
  352. return 0
  353. end
  354. return minetest.registered_items[name].groups[group]
  355. end
  356. Nodes
  357. -----
  358. Nodes are the bulk data of the world: cubes and other things that take the
  359. space of a cube. Huge amounts of them are handled efficiently, but they
  360. are quite static.
  361. The definition of a node is stored and can be accessed by name in
  362. minetest.registered_nodes[node.name]
  363. See "Registered definitions of stuff".
  364. Nodes are passed by value between Lua and the engine.
  365. They are represented by a table:
  366. {name="name", param1=num, param2=num}
  367. `param1` and `param2` are 8-bit integers. The engine uses them for certain
  368. automated functions. If you don't use these functions, you can use them to
  369. store arbitrary values.
  370. The functions of `param1` and `param2` are determined by certain fields in the
  371. node definition:
  372. `param1` is reserved for the engine when `paramtype != "none"`:
  373. paramtype = "light"
  374. ^ The value stores light with and without sun in its upper and lower 4 bits
  375. respectively. Allows light to propagate from or through the node with
  376. light value falling by 1 per node. This is essential for a light source
  377. node to spread its light.
  378. `param2` is reserved for the engine when any of these are used:
  379. liquidtype == "flowing"
  380. ^ The level and some flags of the liquid is stored in param2
  381. drawtype == "flowingliquid"
  382. ^ The drawn liquid level is read from param2
  383. drawtype == "torchlike"
  384. drawtype == "signlike"
  385. paramtype2 == "wallmounted"
  386. ^ The rotation of the node is stored in param2. You can make this value
  387. by using minetest.dir_to_wallmounted().
  388. paramtype2 == "facedir"
  389. ^ The rotation of the node is stored in param2. Furnaces and chests are
  390. rotated this way. Can be made by using minetest.dir_to_facedir().
  391. Values range 0 - 23
  392. facedir modulo 4 = axisdir
  393. 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
  394. facedir's two less significant bits are rotation around the axis
  395. paramtype2 == "leveled"
  396. paramtype2 == "degrotate"
  397. ^ The rotation of this node is stored in param2. Plants are rotated this way.
  398. Values range 0 - 179. The value stored in param2 is multiplied by two to
  399. get the actual rotation of the node.
  400. collision_box = {
  401. type = "fixed",
  402. fixed = {
  403. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
  404. },
  405. },
  406. ^ defines list of collision boxes for the node. If empty, collision boxes
  407. will be the same as nodeboxes, in case of any other nodes will be full cube
  408. as in the example above.
  409. Nodes can also contain extra data. See "Node Metadata".
  410. Node drawtypes
  411. ---------------
  412. There are a bunch of different looking node types.
  413. Look for examples in `games/minimal` or `games/minetest_game`.
  414. * `normal`
  415. * `airlike`
  416. * `liquid`
  417. * `flowingliquid`
  418. * `glasslike`
  419. * `glasslike_framed`
  420. * `glasslike_framed_optional`
  421. * `allfaces`
  422. * `allfaces_optional`
  423. * `torchlike`
  424. * `signlike`
  425. * `plantlike`
  426. * `firelike`
  427. * `fencelike`
  428. * `raillike`
  429. * `nodebox` -- See below. (**Experimental!**)
  430. * `mesh` -- use models for nodes
  431. `*_optional` drawtypes need less rendering time if deactivated (always client side).
  432. Node boxes
  433. -----------
  434. Node selection boxes are defined using "node boxes"
  435. The `nodebox` node drawtype allows defining visual of nodes consisting of
  436. arbitrary number of boxes. It allows defining stuff like stairs. Only the
  437. `fixed` and `leveled` box type is supported for these.
  438. Please note that this is still experimental, and may be incompatibly
  439. changed in the future.
  440. A nodebox is defined as any of:
  441. {
  442. -- A normal cube; the default in most things
  443. type = "regular"
  444. }
  445. {
  446. -- A fixed box (facedir param2 is used, if applicable)
  447. type = "fixed",
  448. fixed = box OR {box1, box2, ...}
  449. }
  450. {
  451. -- A box like the selection box for torches
  452. -- (wallmounted param2 is used, if applicable)
  453. type = "wallmounted",
  454. wall_top = box,
  455. wall_bottom = box,
  456. wall_side = box
  457. }
  458. A `box` is defined as:
  459. {x1, y1, z1, x2, y2, z2}
  460. A box of a regular node would look like:
  461. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
  462. `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
  463. set to level from `param2`.
  464. Meshes
  465. ------
  466. If drawtype `mesh` is used, tiles should hold model materials textures.
  467. Only static meshes are implemented.
  468. For supported model formats see Irrlicht engine documentation.
  469. Noise Parameters
  470. ----------------
  471. Noise Parameters, or commonly called "`NoiseParams`", define the properties of
  472. perlin noise.
  473. ### `offset`
  474. Offset that the noise is translated by (i.e. added) after calculation.
  475. ### `scale`
  476. Factor that the noise is scaled by (i.e. multiplied) after calculation.
  477. ### `spread`
  478. Vector containing values by which each coordinate is divided by before calculation.
  479. Higher spread values result in larger noise features.
  480. A value of `{x=250, y=250, z=250}` is common.
  481. ### `seed`
  482. Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
  483. In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
  484. ### `octaves`
  485. Number of times the noise gradient is accumulated into the noise.
  486. Increase this number to increase the amount of detail in the resulting noise.
  487. A value of `6` is common.
  488. ### `persistence`
  489. Factor by which the effect of the noise gradient function changes with each successive octave.
  490. Values less than `1` make the details of successive octaves' noise diminish, while values
  491. greater than `1` make successive octaves stronger.
  492. A value of `0.6` is common.
  493. ### `lacunarity`
  494. Factor by which the noise feature sizes change with each successive octave.
  495. A value of `2.0` is common.
  496. ### `flags`
  497. Leave this field unset for no special handling.
  498. Currently supported are `defaults`, `eased` and `absvalue`.
  499. #### `defaults`
  500. Specify this if you would like to keep auto-selection of eased/not-eased while specifying
  501. some other flags.
  502. #### `eased`
  503. Maps noise gradient values onto a quintic S-curve before performing interpolation.
  504. This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
  505. If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
  506. #### `absvalue`
  507. Accumulates the absolute value of each noise gradient result.
  508. Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
  509. np_terrain = {
  510. offset = 0,
  511. scale = 1,
  512. spread = {x=500, y=500, z=500},
  513. seed = 571347,
  514. octaves = 5,
  515. persist = 0.63,
  516. lacunarity = 2.0,
  517. flags = "defaults, absvalue"
  518. }
  519. ^ A single noise parameter table can be used to get 2D or 3D noise,
  520. when getting 2D noise spread.z is ignored.
  521. Ore types
  522. ---------
  523. These tell in what manner the ore is generated.
  524. All default ores are of the uniformly-distributed scatter type.
  525. ### `scatter`
  526. Randomly chooses a location and generates a cluster of ore.
  527. If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
  528. that point is greater than the `noise_threshold`, giving the ability to create
  529. a non-equal distribution of ore.
  530. ### `sheet`
  531. Creates a sheet of ore in a blob shape according to the 2D perlin noise
  532. described by `noise_params` and `noise_threshold`. This is essentially an
  533. improved version of the so-called "stratus" ore seen in some unofficial mods.
  534. This sheet consists of vertical columns of uniform randomly distributed height,
  535. varying between the inclusive range `column_height_min` and `column_height_max`.
  536. If `column_height_min` is not specified, this parameter defaults to 1.
  537. If `column_height_max` is not specified, this parameter defaults to `clust_size`
  538. for reverse compatibility. New code should prefer `column_height_max`.
  539. The `column_midpoint_factor` parameter controls the position of the column at which
  540. ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
  541. columns grow equally starting from each direction. `column_midpoint_factor` is a
  542. decimal number ranging in value from 0 to 1. If this parameter is not specified,
  543. the default is 0.5.
  544. The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
  545. ### `puff`
  546. Creates a sheet of ore in a cloud-like puff shape.
  547. As with the `sheet` ore type, the size and shape of puffs are described by
  548. `noise_params` and `noise_threshold` and are placed at random vertical positions
  549. within the currently generated chunk.
  550. The vertical top and bottom displacement of each puff are determined by the noise
  551. parameters `np_puff_top` and `np_puff_bottom`, respectively.
  552. ### `blob`
  553. Creates a deformed sphere of ore according to 3d perlin noise described by
  554. `noise_params`. The maximum size of the blob is `clust_size`, and
  555. `clust_scarcity` has the same meaning as with the `scatter` type.
  556. ### `vein`
  557. Creates veins of ore varying in density by according to the intersection of two
  558. instances of 3d perlin noise with diffferent seeds, both described by
  559. `noise_params`. `random_factor` varies the influence random chance has on
  560. placement of an ore inside the vein, which is `1` by default. Note that
  561. modifying this parameter may require adjusting `noise_threshold`.
  562. The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
  563. by this ore type. This ore type is difficult to control since it is sensitive
  564. to small changes. The following is a decent set of parameters to work from:
  565. noise_params = {
  566. offset = 0,
  567. scale = 3,
  568. spread = {x=200, y=200, z=200},
  569. seed = 5390,
  570. octaves = 4,
  571. persist = 0.5,
  572. flags = "eased",
  573. },
  574. noise_threshold = 1.6
  575. WARNING: Use this ore type *very* sparingly since it is ~200x more
  576. computationally expensive than any other ore.
  577. Ore attributes
  578. --------------
  579. See section "Flag Specifier Format".
  580. Currently supported flags: `absheight`
  581. ### `absheight`
  582. Also produce this same ore between the height range of `-y_max` and `-y_min`.
  583. Useful for having ore in sky realms without having to duplicate ore entries.
  584. ### `puff_cliffs`
  585. If set, puff ore generation will not taper down large differences in displacement
  586. when approaching the edge of a puff. This flag has no effect for ore types other
  587. than `puff`.
  588. ### `puff_additive_composition`
  589. By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
  590. negative displacement, the sub-column at that point is not generated. With this
  591. attribute set, puff ore generation will instead generate the absolute difference in
  592. noise displacement values. This flag has no effect for ore types other than `puff`.
  593. Decoration types
  594. ----------------
  595. The varying types of decorations that can be placed.
  596. ### `simple`
  597. Creates a 1 times `H` times 1 column of a specified node (or a random node from
  598. a list, if a decoration list is specified). Can specify a certain node it must
  599. spawn next to, such as water or lava, for example. Can also generate a
  600. decoration of random height between a specified lower and upper bound.
  601. This type of decoration is intended for placement of grass, flowers, cacti,
  602. papyri, waterlilies and so on.
  603. ### `schematic`
  604. Copies a box of `MapNodes` from a specified schematic file (or raw description).
  605. Can specify a probability of a node randomly appearing when placed.
  606. This decoration type is intended to be used for multi-node sized discrete
  607. structures, such as trees, cave spikes, rocks, and so on.
  608. Schematic specifier
  609. --------------------
  610. A schematic specifier identifies a schematic by either a filename to a
  611. Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
  612. in the form of a table. This table specifies the following fields:
  613. * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
  614. * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
  615. of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
  616. * The `data` field is a flat table of MapNode tables making up the schematic,
  617. in the order of `[z [y [x]]]`. (required)
  618. Each MapNode table contains:
  619. * `name`: the name of the map node to place (required)
  620. * `prob` (alias `param1`): the probability of this node being placed (default: 255)
  621. * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
  622. * `force_place`: boolean representing if the node should forcibly overwrite any
  623. previous contents (default: false)
  624. About probability values:
  625. * A probability value of `0` or `1` means that node will never appear (0% chance).
  626. * A probability value of `254` or `255` means the node will always appear (100% chance).
  627. * If the probability value `p` is greater than `1`, then there is a
  628. `(p / 256 * 100)` percent chance that node will appear when the schematic is
  629. placed on the map.
  630. Schematic attributes
  631. --------------------
  632. See section "Flag Specifier Format".
  633. Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
  634. `force_placement`.
  635. * `place_center_x`: Placement of this decoration is centered along the X axis.
  636. * `place_center_y`: Placement of this decoration is centered along the Y axis.
  637. * `place_center_z`: Placement of this decoration is centered along the Z axis.
  638. * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
  639. HUD element types
  640. -----------------
  641. The position field is used for all element types.
  642. To account for differing resolutions, the position coordinates are the percentage
  643. of the screen, ranging in value from `0` to `1`.
  644. The name field is not yet used, but should contain a description of what the
  645. HUD element represents. The direction field is the direction in which something
  646. is drawn.
  647. `0` draws from left to right, `1` draws from right to left, `2` draws from
  648. top to bottom, and `3` draws from bottom to top.
  649. The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
  650. with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
  651. Fractional values can be used.
  652. The `offset` field specifies a pixel offset from the position. Contrary to position,
  653. the offset is not scaled to screen size. This allows for some precisely-positioned
  654. items in the HUD.
  655. **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
  656. Below are the specific uses for fields in each type; fields not listed for that type are ignored.
  657. **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
  658. in the experimental stages.
  659. ### `image`
  660. Displays an image on the HUD.
  661. * `scale`: The scale of the image, with 1 being the original texture size.
  662. Only the X coordinate scale is used (positive values).
  663. Negative values represent that percentage of the screen it
  664. should take; e.g. `x=-100` means 100% (width).
  665. * `text`: The name of the texture that is displayed.
  666. * `alignment`: The alignment of the image.
  667. * `offset`: offset in pixels from position.
  668. ### `text`
  669. Displays text on the HUD.
  670. * `scale`: Defines the bounding rectangle of the text.
  671. A value such as `{x=100, y=100}` should work.
  672. * `text`: The text to be displayed in the HUD element.
  673. * `number`: An integer containing the RGB value of the color used to draw the text.
  674. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
  675. * `alignment`: The alignment of the text.
  676. * `offset`: offset in pixels from position.
  677. ### `statbar`
  678. Displays a horizontal bar made up of half-images.
  679. * `text`: The name of the texture that is used.
  680. * `number`: The number of half-textures that are displayed.
  681. If odd, will end with a vertically center-split texture.
  682. * `direction`
  683. * `offset`: offset in pixels from position.
  684. * `size`: If used, will force full-image size to this value (override texture pack image size)
  685. ### `inventory`
  686. * `text`: The name of the inventory list to be displayed.
  687. * `number`: Number of items in the inventory to be displayed.
  688. * `item`: Position of item that is selected.
  689. * `direction`
  690. ### `waypoint`
  691. Displays distance to selected world position.
  692. * `name`: The name of the waypoint.
  693. * `text`: Distance suffix. Can be blank.
  694. * `number:` An integer containing the RGB value of the color used to draw the text.
  695. * `world_pos`: World position of the waypoint.
  696. Representations of simple things
  697. --------------------------------
  698. ### Position/vector
  699. {x=num, y=num, z=num}
  700. For helper functions see "Vector helpers".
  701. ### `pointed_thing`
  702. * `{type="nothing"}`
  703. * `{type="node", under=pos, above=pos}`
  704. * `{type="object", ref=ObjectRef}`
  705. Flag Specifier Format
  706. ---------------------
  707. Flags using the standardized flag specifier format can be specified in either of
  708. two ways, by string or table.
  709. The string format is a comma-delimited set of flag names; whitespace and
  710. unrecognized flag fields are ignored. Specifying a flag in the string sets the
  711. flag, and specifying a flag prefixed by the string `"no"` explicitly
  712. clears the flag from whatever the default may be.
  713. In addition to the standard string flag format, the schematic flags field can
  714. also be a table of flag names to boolean values representing whether or not the
  715. flag is set. Additionally, if a field with the flag name prefixed with `"no"`
  716. is present, mapped to a boolean of any value, the specified flag is unset.
  717. E.g. A flag field of value
  718. {place_center_x = true, place_center_y=false, place_center_z=true}
  719. is equivalent to
  720. {place_center_x = true, noplace_center_y=true, place_center_z=true}
  721. which is equivalent to
  722. "place_center_x, noplace_center_y, place_center_z"
  723. or even
  724. "place_center_x, place_center_z"
  725. since, by default, no schematic attributes are set.
  726. Items
  727. -----
  728. ### Item types
  729. There are three kinds of items: nodes, tools and craftitems.
  730. * Node (`register_node`): A node from the world.
  731. * Tool (`register_tool`): A tool/weapon that can dig and damage
  732. things according to `tool_capabilities`.
  733. * Craftitem (`register_craftitem`): A miscellaneous item.
  734. ### Item formats
  735. Items and item stacks can exist in three formats: Serializes, table format
  736. and `ItemStack`.
  737. #### Serialized
  738. This is called "stackstring" or "itemstring":
  739. * e.g. `'default:dirt 5'`
  740. * e.g. `'default:pick_wood 21323'`
  741. * e.g. `'default:apple'`
  742. #### Table format
  743. Examples:
  744. 5 dirt nodes:
  745. {name="default:dirt", count=5, wear=0, metadata=""}
  746. A wooden pick about 1/3 worn out:
  747. {name="default:pick_wood", count=1, wear=21323, metadata=""}
  748. An apple:
  749. {name="default:apple", count=1, wear=0, metadata=""}
  750. #### `ItemStack`
  751. A native C++ format with many helper methods. Useful for converting
  752. between formats. See the Class reference section for details.
  753. When an item must be passed to a function, it can usually be in any of
  754. these formats.
  755. Groups
  756. ------
  757. In a number of places, there is a group table. Groups define the
  758. properties of a thing (item, node, armor of entity, capabilities of
  759. tool) in such a way that the engine and other mods can can interact with
  760. the thing without actually knowing what the thing is.
  761. ### Usage
  762. Groups are stored in a table, having the group names with keys and the
  763. group ratings as values. For example:
  764. groups = {crumbly=3, soil=1}
  765. -- ^ Default dirt
  766. groups = {crumbly=2, soil=1, level=2, outerspace=1}
  767. -- ^ A more special dirt-kind of thing
  768. Groups always have a rating associated with them. If there is no
  769. useful meaning for a rating for an enabled group, it shall be `1`.
  770. When not defined, the rating of a group defaults to `0`. Thus when you
  771. read groups, you must interpret `nil` and `0` as the same value, `0`.
  772. You can read the rating of a group for an item or a node by using
  773. minetest.get_item_group(itemname, groupname)
  774. ### Groups of items
  775. Groups of items can define what kind of an item it is (e.g. wool).
  776. ### Groups of nodes
  777. In addition to the general item things, groups are used to define whether
  778. a node is destroyable and how long it takes to destroy by a tool.
  779. ### Groups of entities
  780. For entities, groups are, as of now, used only for calculating damage.
  781. The rating is the percentage of damage caused by tools with this damage group.
  782. See "Entity damage mechanism".
  783. object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
  784. object.set_armor_groups({fleshy=30, cracky=80})
  785. ### Groups of tools
  786. Groups in tools define which groups of nodes and entities they are
  787. effective towards.
  788. ### Groups in crafting recipes
  789. An example: Make meat soup from any meat, any water and any bowl:
  790. {
  791. output = 'food:meat_soup_raw',
  792. recipe = {
  793. {'group:meat'},
  794. {'group:water'},
  795. {'group:bowl'},
  796. },
  797. -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
  798. }
  799. Another example: Make red wool from white wool and red dye:
  800. {
  801. type = 'shapeless',
  802. output = 'wool:red',
  803. recipe = {'wool:white', 'group:dye,basecolor_red'},
  804. }
  805. ### Special groups
  806. * `immortal`: Disables the group damage system for an entity
  807. * `level`: Can be used to give an additional sense of progression in the game.
  808. * A larger level will cause e.g. a weapon of a lower level make much less
  809. damage, and get worn out much faster, or not be able to get drops
  810. from destroyed nodes.
  811. * `0` is something that is directly accessible at the start of gameplay
  812. * There is no upper limit
  813. * `dig_immediate`: (player can always pick up node without tool wear)
  814. * `2`: node is removed without tool wear after 0.5 seconds or so
  815. (rail, sign)
  816. * `3`: node is removed without tool wear immediately (torch)
  817. * `disable_jump`: Player (and possibly other things) cannot jump from node
  818. * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
  819. * `bouncy`: value is bounce speed in percent
  820. * `falling_node`: if there is no walkable block under the node it will fall
  821. * `attached_node`: if the node under it is not a walkable block the node will be
  822. dropped as an item. If the node is wallmounted the wallmounted direction is
  823. checked.
  824. * `soil`: saplings will grow on nodes in this group
  825. * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
  826. connect to each other
  827. ### Known damage and digging time defining groups
  828. * `crumbly`: dirt, sand
  829. * `cracky`: tough but crackable stuff like stone.
  830. * `snappy`: something that can be cut using fine tools; e.g. leaves, small
  831. plants, wire, sheets of metal
  832. * `choppy`: something that can be cut using force; e.g. trees, wooden planks
  833. * `fleshy`: Living things like animals and the player. This could imply
  834. some blood effects when hitting.
  835. * `explody`: Especially prone to explosions
  836. * `oddly_breakable_by_hand`:
  837. Can be added to nodes that shouldn't logically be breakable by the
  838. hand but are. Somewhat similar to `dig_immediate`, but times are more
  839. like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
  840. speed of a tool if the tool can dig at a faster speed than this
  841. suggests for the hand.
  842. ### Examples of custom groups
  843. Item groups are often used for defining, well, _groups of items_.
  844. * `meat`: any meat-kind of a thing (rating might define the size or healing
  845. ability or be irrelevant -- it is not defined as of yet)
  846. * `eatable`: anything that can be eaten. Rating might define HP gain in half
  847. hearts.
  848. * `flammable`: can be set on fire. Rating might define the intensity of the
  849. fire, affecting e.g. the speed of the spreading of an open fire.
  850. * `wool`: any wool (any origin, any color)
  851. * `metal`: any metal
  852. * `weapon`: any weapon
  853. * `heavy`: anything considerably heavy
  854. ### Digging time calculation specifics
  855. Groups such as `crumbly`, `cracky` and `snappy` are used for this
  856. purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
  857. faster digging time.
  858. The `level` group is used to limit the toughness of nodes a tool can dig
  859. and to scale the digging times / damage to a greater extent.
  860. **Please do understand this**, otherwise you cannot use the system to it's
  861. full potential.
  862. Tools define their properties by a list of parameters for groups. They
  863. cannot dig other groups; thus it is important to use a standard bunch of
  864. groups to enable interaction with tools.
  865. #### Tools definition
  866. Tools define:
  867. * Full punch interval
  868. * Maximum drop level
  869. * For an arbitrary list of groups:
  870. * Uses (until the tool breaks)
  871. * Maximum level (usually `0`, `1`, `2` or `3`)
  872. * Digging times
  873. * Damage groups
  874. #### Full punch interval
  875. When used as a weapon, the tool will do full damage if this time is spent
  876. between punches. If e.g. half the time is spent, the tool will do half
  877. damage.
  878. #### Maximum drop level
  879. Suggests the maximum level of node, when dug with the tool, that will drop
  880. it's useful item. (e.g. iron ore to drop a lump of iron).
  881. This is not automated; it is the responsibility of the node definition
  882. to implement this.
  883. #### Uses
  884. Determines how many uses the tool has when it is used for digging a node,
  885. of this group, of the maximum level. For lower leveled nodes, the use count
  886. is multiplied by `3^leveldiff`.
  887. * `uses=10, leveldiff=0`: actual uses: 10
  888. * `uses=10, leveldiff=1`: actual uses: 30
  889. * `uses=10, leveldiff=2`: actual uses: 90
  890. #### Maximum level
  891. Tells what is the maximum level of a node of this group that the tool will
  892. be able to dig.
  893. #### Digging times
  894. List of digging times for different ratings of the group, for nodes of the
  895. maximum level.
  896. For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
  897. result in the tool to be able to dig nodes that have a rating of `2` or `3`
  898. for this group, and unable to dig the rating `1`, which is the toughest.
  899. Unless there is a matching group that enables digging otherwise.
  900. #### Damage groups
  901. List of damage for groups of entities. See "Entity damage mechanism".
  902. #### Example definition of the capabilities of a tool
  903. tool_capabilities = {
  904. full_punch_interval=1.5,
  905. max_drop_level=1,
  906. groupcaps={
  907. crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
  908. }
  909. damage_groups = {fleshy=2},
  910. }
  911. This makes the tool be able to dig nodes that fulfil both of these:
  912. * Have the `crumbly` group
  913. * Have a `level` group less or equal to `2`
  914. Table of resulting digging times:
  915. crumbly 0 1 2 3 4 <- level
  916. -> 0 - - - - -
  917. 1 0.80 1.60 1.60 - -
  918. 2 0.60 1.20 1.20 - -
  919. 3 0.40 0.80 0.80 - -
  920. level diff: 2 1 0 -1 -2
  921. Table of resulting tool uses:
  922. -> 0 - - - - -
  923. 1 180 60 20 - -
  924. 2 180 60 20 - -
  925. 3 180 60 20 - -
  926. **Notes**:
  927. * At `crumbly==0`, the node is not diggable.
  928. * At `crumbly==3`, the level difference digging time divider kicks in and makes
  929. easy nodes to be quickly breakable.
  930. * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
  931. Entity damage mechanism
  932. -----------------------
  933. Damage calculation:
  934. damage = 0
  935. foreach group in cap.damage_groups:
  936. damage += cap.damage_groups[group] * limit(actual_interval /
  937. cap.full_punch_interval, 0.0, 1.0)
  938. * (object.armor_groups[group] / 100.0)
  939. -- Where object.armor_groups[group] is 0 for inexistent values
  940. return damage
  941. Client predicts damage based on damage groups. Because of this, it is able to
  942. give an immediate response when an entity is damaged or dies; the response is
  943. pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
  944. TODO).
  945. Currently a smoke puff will appear when an entity dies.
  946. The group `immortal` completely disables normal damage.
  947. Entities can define a special armor group, which is `punch_operable`. This
  948. group disables the regular damage mechanism for players punching it by hand or
  949. a non-tool item, so that it can do something else than take damage.
  950. On the Lua side, every punch calls:
  951. entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
  952. This should never be called directly, because damage is usually not handled by
  953. the entity itself.
  954. * `puncher` is the object performing the punch. Can be `nil`. Should never be
  955. accessed unless absolutely required, to encourage interoperability.
  956. * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
  957. * `tool_capabilities` can be `nil`.
  958. * `direction` is a unit vector, pointing from the source of the punch to
  959. the punched object.
  960. To punch an entity/object in Lua, call:
  961. object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
  962. * Return value is tool wear.
  963. * Parameters are equal to the above callback.
  964. * If `direction` equals `nil` and `puncher` does not equal `nil`,
  965. `direction` will be automatically filled in based on the location of `puncher`.
  966. Node Metadata
  967. -------------
  968. The instance of a node in the world normally only contains the three values
  969. mentioned in "Nodes". However, it is possible to insert extra data into a
  970. node. It is called "node metadata"; See "`NodeMetaRef`".
  971. Metadata contains two things:
  972. * A key-value store
  973. * An inventory
  974. Some of the values in the key-value store are handled specially:
  975. * `formspec`: Defines a right-click inventory menu. See "Formspec".
  976. * `infotext`: Text shown on the screen when the node is pointed at
  977. Example stuff:
  978. local meta = minetest.get_meta(pos)
  979. meta:set_string("formspec",
  980. "size[8,9]"..
  981. "list[context;main;0,0;8,4;]"..
  982. "list[current_player;main;0,5;8,4;]")
  983. meta:set_string("infotext", "Chest");
  984. local inv = meta:get_inventory()
  985. inv:set_size("main", 8*4)
  986. print(dump(meta:to_table()))
  987. meta:from_table({
  988. inventory = {
  989. main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
  990. [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
  991. [10] = "", [11] = "", [12] = "", [13] = "",
  992. [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
  993. [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
  994. [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
  995. [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
  996. [32] = ""}
  997. },
  998. fields = {
  999. formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
  1000. infotext = "Chest"
  1001. }
  1002. })
  1003. Formspec
  1004. --------
  1005. Formspec defines a menu. Currently not much else than inventories are
  1006. supported. It is a string, with a somewhat strange format.
  1007. Spaces and newlines can be inserted between the blocks, as is used in the
  1008. examples.
  1009. ### Examples
  1010. #### Chest
  1011. size[8,9]
  1012. list[context;main;0,0;8,4;]
  1013. list[current_player;main;0,5;8,4;]
  1014. #### Furnace
  1015. size[8,9]
  1016. list[context;fuel;2,3;1,1;]
  1017. list[context;src;2,1;1,1;]
  1018. list[context;dst;5,1;2,2;]
  1019. list[current_player;main;0,5;8,4;]
  1020. #### Minecraft-like player inventory
  1021. size[8,7.5]
  1022. image[1,0.6;1,2;player.png]
  1023. list[current_player;main;0,3.5;8,4;]
  1024. list[current_player;craft;3,0;3,3;]
  1025. list[current_player;craftpreview;7,1;1,1;]
  1026. ### Elements
  1027. #### `size[<W>,<H>,<fixed_size>]`
  1028. * Define the size of the menu in inventory slots
  1029. * `fixed_size`: `true`/`false` (optional)
  1030. * deprecated: `invsize[<W>,<H>;]`
  1031. #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
  1032. * Show an inventory list
  1033. #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
  1034. * Show an inventory list
  1035. #### `listring[<inventory location>;<list name>]`
  1036. * Allows to create a ring of inventory lists
  1037. * Shift-clicking on items in one element of the ring
  1038. * will send them to the next inventory list inside the ring
  1039. * The first occurrence of an element inside the ring will
  1040. * determine the inventory where items will be sent to
  1041. #### `listring[]`
  1042. * Shorthand for doing `listring[<inventory location>;<list name>]`
  1043. * for the last two inventory lists added by list[...]
  1044. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
  1045. * Sets background color of slots as `ColorString`
  1046. * Sets background color of slots on mouse hovering
  1047. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
  1048. * Sets background color of slots as `ColorString`
  1049. * Sets background color of slots on mouse hovering
  1050. * Sets color of slots border
  1051. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
  1052. * Sets background color of slots as `ColorString`
  1053. * Sets background color of slots on mouse hovering
  1054. * Sets color of slots border
  1055. * Sets default background color of tooltips
  1056. * Sets default font color of tooltips
  1057. #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
  1058. * Adds tooltip for an element
  1059. * `<bgcolor>` tooltip background color as `ColorString` (optional)
  1060. * `<fontcolor>` tooltip font color as `ColorString` (optional)
  1061. #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
  1062. * Show an image
  1063. * Position and size units are inventory slots
  1064. #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
  1065. * Show an inventory image of registered item/node
  1066. * Position and size units are inventory slots
  1067. #### `bgcolor[<color>;<fullscreen>]`
  1068. * Sets background color of formspec as `ColorString`
  1069. * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
  1070. #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
  1071. * Use a background. Inventory rectangles are not drawn then.
  1072. * Position and size units are inventory slots
  1073. * Example for formspec 8x4 in 16x resolution: image shall be sized
  1074. 8 times 16px times 4 times 16px.
  1075. #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
  1076. * Use a background. Inventory rectangles are not drawn then.
  1077. * Position and size units are inventory slots
  1078. * Example for formspec 8x4 in 16x resolution:
  1079. image shall be sized 8 times 16px times 4 times 16px
  1080. * If `true` the background is clipped to formspec size
  1081. (`x` and `y` are used as offset values, `w` and `h` are ignored)
  1082. #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1083. * Textual password style field; will be sent to server when a button is clicked
  1084. * `x` and `y` position the field relative to the top left of the menu
  1085. * `w` and `h` are the size of the field
  1086. * fields are a set height, but will be vertically centred on `h`
  1087. * Position and size units are inventory slots
  1088. * `name` is the name of the field as returned in fields to `on_receive_fields`
  1089. * `label`, if not blank, will be text printed on the top left above the field
  1090. #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
  1091. * Textual field; will be sent to server when a button is clicked
  1092. * `x` and `y` position the field relative to the top left of the menu
  1093. * `w` and `h` are the size of the field
  1094. * fields are a set height, but will be vertically centred on `h`
  1095. * Position and size units are inventory slots
  1096. * `name` is the name of the field as returned in fields to `on_receive_fields`
  1097. * `label`, if not blank, will be text printed on the top left above the field
  1098. * `default` is the default value of the field
  1099. * `default` may contain variable references such as `${text}'` which
  1100. will fill the value from the metadata value `text`
  1101. * **Note**: no extra text or more than a single variable is supported ATM.
  1102. #### `field[<name>;<label>;<default>]`
  1103. * as above, but without position/size units
  1104. * special field for creating simple forms, such as sign text input
  1105. * must be used without a `size[]` element
  1106. * a "Proceed" button will be added automatically
  1107. #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
  1108. * same as fields above, but with multi-line input
  1109. #### `label[<X>,<Y>;<label>]`
  1110. * `x` and `y` work as per field
  1111. * `label` is the text on the label
  1112. * Position and size units are inventory slots
  1113. #### `vertlabel[<X>,<Y>;<label>]`
  1114. * Textual label drawn vertically
  1115. * `x` and `y` work as per field
  1116. * `label` is the text on the label
  1117. * Position and size units are inventory slots
  1118. #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1119. * Clickable button. When clicked, fields will be sent.
  1120. * `x`, `y` and `name` work as per field
  1121. * `w` and `h` are the size of the button
  1122. * `label` is the text on the button
  1123. * Position and size units are inventory slots
  1124. #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
  1125. * `x`, `y`, `w`, `h`, and `name` work as per button
  1126. * `texture name` is the filename of an image
  1127. * Position and size units are inventory slots
  1128. #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
  1129. * `x`, `y`, `w`, `h`, and `name` work as per button
  1130. * `texture name` is the filename of an image
  1131. * Position and size units are inventory slots
  1132. * `noclip=true` means the image button doesn't need to be within specified formsize
  1133. * `drawborder`: draw button border or not
  1134. * `pressed texture name` is the filename of an image on pressed state
  1135. #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
  1136. * `x`, `y`, `w`, `h`, `name` and `label` work as per button
  1137. * `item name` is the registered name of an item/node,
  1138. tooltip will be made out of its description
  1139. to override it use tooltip element
  1140. * Position and size units are inventory slots
  1141. #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1142. * When clicked, fields will be sent and the form will quit.
  1143. #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
  1144. * When clicked, fields will be sent and the form will quit.
  1145. #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
  1146. * Scrollable item list showing arbitrary text elements
  1147. * `x` and `y` position the itemlist relative to the top left of the menu
  1148. * `w` and `h` are the size of the itemlist
  1149. * `name` fieldname sent to server on doubleclick value is current selected element
  1150. * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
  1151. * if you want a listelement to start with "#" write "##".
  1152. #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
  1153. * Scrollable itemlist showing arbitrary text elements
  1154. * `x` and `y` position the item list relative to the top left of the menu
  1155. * `w` and `h` are the size of the item list
  1156. * `name` fieldname sent to server on doubleclick value is current selected element
  1157. * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
  1158. * if you want a listelement to start with "#" write "##"
  1159. * index to be selected within textlist
  1160. * `true`/`false`: draw transparent background
  1161. * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
  1162. #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
  1163. * show a tab**header** at specific position (ignores formsize)
  1164. * `x` and `y` position the itemlist relative to the top left of the menu
  1165. * `name` fieldname data is transferred to Lua
  1166. * `caption 1`...: name shown on top of tab
  1167. * `current_tab`: index of selected tab 1...
  1168. * `transparent` (optional): show transparent
  1169. * `draw_border` (optional): draw border
  1170. #### `box[<X>,<Y>;<W>,<H>;<color>]`
  1171. * simple colored semitransparent box
  1172. * `x` and `y` position the box relative to the top left of the menu
  1173. * `w` and `h` are the size of box
  1174. * `color` is color specified as a `ColorString`
  1175. #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
  1176. * show a dropdown field
  1177. * **Important note**: There are two different operation modes:
  1178. 1. handle directly on change (only changed dropdown is submitted)
  1179. 2. read the value on pressing a button (all dropdown values are available)
  1180. * `x` and `y` position of dropdown
  1181. * width of dropdown
  1182. * fieldname data is transferred to Lua
  1183. * items to be shown in dropdown
  1184. * index of currently selected dropdown item
  1185. #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
  1186. * show a checkbox
  1187. * `x` and `y`: position of checkbox
  1188. * `name` fieldname data is transferred to Lua
  1189. * `label` to be shown left of checkbox
  1190. * `selected` (optional): `true`/`false`
  1191. * `tooltip` (optional)
  1192. #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
  1193. * show a scrollbar
  1194. * there are two ways to use it:
  1195. 1. handle the changed event (only changed scrollbar is available)
  1196. 2. read the value on pressing a button (all scrollbars are available)
  1197. * `x` and `y`: position of trackbar
  1198. * `w` and `h`: width and height
  1199. * `orientation`: `vertical`/`horizontal`
  1200. * fieldname data is transferred to Lua
  1201. * value this trackbar is set to (`0`-`1000`)
  1202. * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
  1203. #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
  1204. * show scrollable table using options defined by the previous `tableoptions[]`
  1205. * displays cells as defined by the previous `tablecolumns[]`
  1206. * `x` and `y`: position the itemlist relative to the top left of the menu
  1207. * `w` and `h` are the size of the itemlist
  1208. * `name`: fieldname sent to server on row select or doubleclick
  1209. * `cell 1`...`cell n`: cell contents given in row-major order
  1210. * `selected idx`: index of row to be selected within table (first row = `1`)
  1211. * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
  1212. #### `tableoptions[<opt 1>;<opt 2>;...]`
  1213. * sets options for `table[]`
  1214. * `color=#RRGGBB`
  1215. * default text color (`ColorString`), defaults to `#FFFFFF`
  1216. * `background=#RRGGBB`
  1217. * table background color (`ColorString`), defaults to `#000000`
  1218. * `border=<true/false>`
  1219. * should the table be drawn with a border? (default: `true`)
  1220. * `highlight=#RRGGBB`
  1221. * highlight background color (`ColorString`), defaults to `#466432`
  1222. * `highlight_text=#RRGGBB`
  1223. * highlight text color (`ColorString`), defaults to `#FFFFFF`
  1224. * `opendepth=<value>`
  1225. * all subtrees up to `depth < value` are open (default value = `0`)
  1226. * only useful when there is a column of type "tree"
  1227. #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
  1228. * sets columns for `table[]`
  1229. * types: `text`, `image`, `color`, `indent`, `tree`
  1230. * `text`: show cell contents as text
  1231. * `image`: cell contents are an image index, use column options to define images
  1232. * `color`: cell contents are a ColorString and define color of following cell
  1233. * `indent`: cell contents are a number and define indentation of following cell
  1234. * `tree`: same as indent, but user can open and close subtrees (treeview-like)
  1235. * column options:
  1236. * `align=<value>`
  1237. * for `text` and `image`: content alignment within cells.
  1238. Available values: `left` (default), `center`, `right`, `inline`
  1239. * `width=<value>`
  1240. * for `text` and `image`: minimum width in em (default: `0`)
  1241. * for `indent` and `tree`: indent width in em (default: `1.5`)
  1242. * `padding=<value>`: padding left of the column, in em (default `0.5`).
  1243. Exception: defaults to 0 for indent columns
  1244. * `tooltip=<value>`: tooltip text (default: empty)
  1245. * `image` column options:
  1246. * `0=<value>` sets image for image index 0
  1247. * `1=<value>` sets image for image index 1
  1248. * `2=<value>` sets image for image index 2
  1249. * and so on; defined indices need not be contiguous empty or
  1250. non-numeric cells are treated as `0`.
  1251. * `color` column options:
  1252. * `span=<value>`: number of following columns to affect (default: infinite)
  1253. **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
  1254. pass key press events to formspec!
  1255. Inventory locations
  1256. -------------------
  1257. * `"context"`: Selected node metadata (deprecated: `"current_name"`)
  1258. * `"current_player"`: Player to whom the menu is shown
  1259. * `"player:<name>"`: Any player
  1260. * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
  1261. * `"detached:<name>"`: A detached inventory
  1262. `ColorString`
  1263. -------------
  1264. `#RGB` defines a color in hexadecimal format.
  1265. `#RGBA` defines a color in hexadecimal format and alpha channel.
  1266. `#RRGGBB` defines a color in hexadecimal format.
  1267. `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
  1268. Named colors are also supported and are equivalent to
  1269. [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
  1270. To specify the value of the alpha channel, append `#AA` to the end of the color name
  1271. (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
  1272. value must (always) be two hexadecimal digits.
  1273. `ColorSpec`
  1274. -----------
  1275. A ColorSpec specifies a 32-bit color. It can be written in either:
  1276. table form, each element ranging from 0..255 (a, if absent, defaults to 255):
  1277. `colorspec = {a=255, r=0, g=255, b=0}`
  1278. numerical form, the raw integer value of an ARGB8 quad:
  1279. `colorspec = 0xFF00FF00`
  1280. or string form, a ColorString (defined above):
  1281. `colorspec = "green"`
  1282. Spatial Vectors
  1283. --------------
  1284. * `vector.new([x[, y, z]])`: returns a vector.
  1285. * `x` is a table or the `x` position.
  1286. * `vector.direction(p1, p2)`: returns a vector
  1287. * `vector.distance(p1, p2)`: returns a number
  1288. * `vector.length(v)`: returns a number
  1289. * `vector.normalize(v)`: returns a vector
  1290. * `vector.round(v)`: returns a vector
  1291. * `vector.apply(v, func)`: returns a vector
  1292. * `vector.equals(v1, v2)`: returns a boolean
  1293. For the following functions `x` can be either a vector or a number:
  1294. * `vector.add(v, x)`: returns a vector
  1295. * `vector.subtract(v, x)`: returns a vector
  1296. * `vector.multiply(v, x)`: returns a scaled vector or Schur product
  1297. * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
  1298. Helper functions
  1299. -----------------
  1300. * `dump2(obj, name="_", dumped={})`
  1301. * Return object serialized as a string, handles reference loops
  1302. * `dump(obj, dumped={})`
  1303. * Return object serialized as a string
  1304. * `math.hypot(x, y)`
  1305. * Get the hypotenuse of a triangle with legs x and y.
  1306. Useful for distance calculation.
  1307. * `math.sign(x, tolerance)`
  1308. * Get the sign of a number.
  1309. Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
  1310. * `string.split(str, separator=",", include_empty=false, max_splits=-1,
  1311. * sep_is_pattern=false)`
  1312. * If `max_splits` is negative, do not limit splits.
  1313. * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
  1314. * e.g. `string:split("a,b", ",") == {"a","b"}`
  1315. * `string:trim()`
  1316. * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
  1317. * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
  1318. * Convert position to a printable string
  1319. Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
  1320. * `minetest.string_to_pos(string)`: returns a position
  1321. * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
  1322. * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
  1323. * Converts a string representing an area box into two positions
  1324. * `minetest.formspec_escape(string)`: returns a string
  1325. * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
  1326. * `minetest.is_yes(arg)`
  1327. * returns whether `arg` can be interpreted as yes
  1328. * `minetest.get_us_time()`
  1329. * returns time with microsecond precision. May not return wall time.
  1330. * `table.copy(table)`: returns a table
  1331. * returns a deep copy of `table`
  1332. `minetest` namespace reference
  1333. ------------------------------
  1334. ### Utilities
  1335. * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
  1336. * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
  1337. * Useful for loading additional `.lua` modules or static data from mod
  1338. * `minetest.get_modnames()`: returns a list of installed mods
  1339. * Return a list of installed mods, sorted alphabetically
  1340. * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
  1341. * Useful for storing custom data
  1342. * `minetest.is_singleplayer()`
  1343. * `minetest.features`
  1344. * Table containing API feature flags: `{foo=true, bar=true}`
  1345. * `minetest.has_feature(arg)`: returns `boolean, missing_features`
  1346. * `arg`: string or table in format `{foo=true, bar=true}`
  1347. * `missing_features`: `{foo=true, bar=true}`
  1348. * `minetest.get_player_information(player_name)`: returns a table containing
  1349. information about player. Example return value:
  1350. {
  1351. address = "127.0.0.1", -- IP address of client
  1352. ip_version = 4, -- IPv4 / IPv6
  1353. min_rtt = 0.01, -- minimum round trip time
  1354. max_rtt = 0.2, -- maximum round trip time
  1355. avg_rtt = 0.02, -- average round trip time
  1356. min_jitter = 0.01, -- minimum packet time jitter
  1357. max_jitter = 0.5, -- maximum packet time jitter
  1358. avg_jitter = 0.03, -- average packet time jitter
  1359. connection_uptime = 200, -- seconds since client connected
  1360. -- following information is available on debug build only!!!
  1361. -- DO NOT USE IN MODS
  1362. --ser_vers = 26, -- serialization version used by client
  1363. --prot_vers = 23, -- protocol version used by client
  1364. --major = 0, -- major version number
  1365. --minor = 4, -- minor version number
  1366. --patch = 10, -- patch version number
  1367. --vers_string = "0.4.9-git", -- full version string
  1368. --state = "Active" -- current client state
  1369. }
  1370. * `minetest.mkdir(path)`: returns success.
  1371. * Creates a directory specified by `path`, creating parent directories
  1372. if they don't exist.
  1373. * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
  1374. * is_dir is one of:
  1375. * nil: return all entries,
  1376. * true: return only subdirectory names, or
  1377. * false: return only file names.
  1378. ### Logging
  1379. * `minetest.debug(...)`
  1380. * Equivalent to `minetest.log(table.concat({...}, "\t"))`
  1381. * `minetest.log([level,] text)`
  1382. * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
  1383. `"info"`, or `"verbose"`. Default is `"none"`.
  1384. ### Registration functions
  1385. Call these functions only at load time!
  1386. * `minetest.register_entity(name, prototype table)`
  1387. * `minetest.register_abm(abm definition)`
  1388. * `minetest.register_node(name, node definition)`
  1389. * `minetest.register_tool(name, item definition)`
  1390. * `minetest.register_craftitem(name, item definition)`
  1391. * `minetest.register_alias(name, convert_to)`
  1392. * `minetest.register_craft(recipe)`
  1393. * `minetest.register_ore(ore definition)`
  1394. * `minetest.register_decoration(decoration definition)`
  1395. * `minetest.override_item(name, redefinition)`
  1396. * Overrides fields of an item registered with register_node/tool/craftitem.
  1397. * Note: Item must already be defined, (opt)depend on the mod defining it.
  1398. * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
  1399. * `minetest.clear_registered_ores()`
  1400. * `minetest.clear_registered_decorations()`
  1401. ### Global callback registration functions
  1402. Call these functions only at load time!
  1403. * `minetest.register_globalstep(func(dtime))`
  1404. * Called every server step, usually interval of 0.1s
  1405. * `minetest.register_on_shutdown(func())`
  1406. * Called before server shutdown
  1407. * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
  1408. callbacks **will likely not be run**. Data should be saved at
  1409. semi-frequent intervals as well as on server shutdown.
  1410. * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
  1411. * Called when a node has been placed
  1412. * If return `true` no item is taken from `itemstack`
  1413. * **Not recommended**; use `on_construct` or `after_place_node` in node definition
  1414. whenever possible
  1415. * `minetest.register_on_dignode(func(pos, oldnode, digger))`
  1416. * Called when a node has been dug.
  1417. * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
  1418. whenever possible
  1419. * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
  1420. * Called when a node is punched
  1421. * `minetest.register_on_generated(func(minp, maxp, blockseed))`
  1422. * Called after generating a piece of world. Modifying nodes inside the area
  1423. is a bit faster than usually.
  1424. * `minetest.register_on_newplayer(func(ObjectRef))`
  1425. * Called after a new player has been created
  1426. * `minetest.register_on_dieplayer(func(ObjectRef))`
  1427. * Called when a player dies
  1428. * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
  1429. * Called when a player is punched
  1430. * `player` - ObjectRef - Player that was punched
  1431. * `hitter` - ObjectRef - Player that hit
  1432. * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
  1433. * `tool_capabilities`: capability table of used tool (can be nil)
  1434. * `dir`: unit vector of direction of punch. Always defined. Points from
  1435. the puncher to the punched.
  1436. * `damage` - number that represents the damage calculated by the engine
  1437. * should return `true` to prevent the default damage mechanism
  1438. * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
  1439. * Called when the player gets damaged or healed
  1440. * `player`: ObjectRef of the player
  1441. * `hp_change`: the amount of change. Negative when it is damage.
  1442. * `modifier`: when true, the function should return the actual hp_change.
  1443. Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
  1444. modifiers can return true as a second argument to stop the execution of further functions.
  1445. * `minetest.register_on_respawnplayer(func(ObjectRef))`
  1446. * Called when player is to be respawned
  1447. * Called _before_ repositioning of player occurs
  1448. * return true in func to disable regular player placement
  1449. * `minetest.register_on_prejoinplayer(func(name, ip))`
  1450. * Called before a player joins the game
  1451. * If it returns a string, the player is disconnected with that string as reason
  1452. * `minetest.register_on_joinplayer(func(ObjectRef))`
  1453. * Called when a player joins the game
  1454. * `minetest.register_on_leaveplayer(func(ObjectRef))`
  1455. * Called when a player leaves the game
  1456. * `minetest.register_on_cheat(func(ObjectRef, cheat))`
  1457. * Called when a player cheats
  1458. * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
  1459. * `"moved_too_fast"`
  1460. * `"interacted_too_far"`
  1461. * `"finished_unknown_dig"`
  1462. * `dug_unbreakable`
  1463. * `dug_too_fast`
  1464. * `minetest.register_on_chat_message(func(name, message))`
  1465. * Called always when a player says something
  1466. * Return `true` to mark the message as handled, which means that it will not be sent to other players
  1467. * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
  1468. * Called when a button is pressed in player's inventory form
  1469. * Newest functions are called first
  1470. * If function returns `true`, remaining functions are not called
  1471. * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
  1472. * Called when `player` crafts something
  1473. * `itemstack` is the output
  1474. * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
  1475. * `craft_inv` is the inventory with the crafting grid
  1476. * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
  1477. * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
  1478. * The same as before, except that it is called before the player crafts, to make
  1479. craft prediction, and it should not change anything.
  1480. * `minetest.register_on_protection_violation(func(pos, name))`
  1481. * Called by `builtin` and mods when a player violates protection at a position
  1482. (eg, digs a node or punches a protected entity).
  1483. * The registered functions can be called using `minetest.record_protection_violation`
  1484. * The provided function should check that the position is protected by the mod
  1485. calling this function before it prints a message, if it does, to allow for
  1486. multiple protection mods.
  1487. * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
  1488. * Called when an item is eaten, by `minetest.item_eat`
  1489. * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
  1490. ### Other registration functions
  1491. * `minetest.register_chatcommand(cmd, chatcommand definition)`
  1492. * `minetest.register_privilege(name, definition)`
  1493. * `definition`: `"description text"`
  1494. * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
  1495. * `minetest.register_authentication_handler(handler)`
  1496. * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
  1497. ### Setting-related
  1498. * `minetest.setting_set(name, value)`
  1499. * Setting names can't contain whitespace or any of `="{}#`.
  1500. * Setting values can't contain the sequence `\n"""`.
  1501. * Setting names starting with "secure." can't be set.
  1502. * `minetest.setting_get(name)`: returns string or `nil`
  1503. * `minetest.setting_setbool(name, value)`
  1504. * See documentation on `setting_set` for restrictions.
  1505. * `minetest.setting_getbool(name)`: returns boolean or `nil`
  1506. * `minetest.setting_get_pos(name)`: returns position or nil
  1507. * `minetest.setting_save()`, returns `nil`, save all settings to config file
  1508. ### Authentication
  1509. * `minetest.notify_authentication_modified(name)`
  1510. * Should be called by the authentication handler if privileges changes.
  1511. * To report everybody, set `name=nil`.
  1512. * `minetest.get_password_hash(name, raw_password)`
  1513. * Convert a name-password pair to a password hash that Minetest can use.
  1514. * The returned value alone is not a good basis for password checks based
  1515. * on comparing the password hash in the database with the password hash
  1516. * from the function, with an externally provided password, as the hash
  1517. * in the db might use the new SRP verifier format.
  1518. * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
  1519. * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
  1520. * Convert between two privilege representations
  1521. * `minetest.set_player_password(name, password_hash)`
  1522. * `minetest.set_player_privs(name, {priv1=true,...})`
  1523. * `minetest.get_player_privs(name) -> {priv1=true,...}`
  1524. * `minetest.auth_reload()`
  1525. * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
  1526. * A quickhand for checking privileges.
  1527. * `player_or_name`: Either a Player object or the name of a player.
  1528. * `...` is either a list of strings, e.g. `"priva", "privb"` or
  1529. a table, e.g. `{ priva = true, privb = true }`.
  1530. * `minetest.get_player_ip(name)`: returns an IP address string
  1531. `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
  1532. and `minetest.auth_reload` call the authetification handler.
  1533. ### Chat
  1534. * `minetest.chat_send_all(text)`
  1535. * `minetest.chat_send_player(name, text)`
  1536. ### Environment access
  1537. * `minetest.set_node(pos, node)`
  1538. * `minetest.add_node(pos, node): alias set_node(pos, node)`
  1539. * Set node at position (`node = {name="foo", param1=0, param2=0}`)
  1540. * `minetest.swap_node(pos, node`
  1541. * Set node at position, but don't remove metadata
  1542. * `minetest.remove_node(pos)`
  1543. * Equivalent to `set_node(pos, "air")`
  1544. * `minetest.get_node(pos)`
  1545. * Returns the node at the given position as table in the format
  1546. `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
  1547. for unloaded areas.
  1548. * `minetest.get_node_or_nil(pos)`
  1549. * Same as `get_node` but returns `nil` for unloaded areas.
  1550. * `minetest.get_node_light(pos, timeofday)`
  1551. * Gets the light value at the given position. Note that the light value
  1552. "inside" the node at the given position is returned, so you usually want
  1553. to get the light value of a neighbor.
  1554. * `pos`: The position where to measure the light.
  1555. * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
  1556. * Returns a number between `0` and `15` or `nil`
  1557. * `minetest.place_node(pos, node)`
  1558. * Place node with the same effects that a player would cause
  1559. * `minetest.dig_node(pos)`
  1560. * Dig node with the same effects that a player would cause
  1561. * Returns `true` if successful, `false` on failure (e.g. protected location)
  1562. * `minetest.punch_node(pos)`
  1563. * Punch node with the same effects that a player would cause
  1564. * `minetest.find_nodes_with_meta(pos1, pos2)`
  1565. * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
  1566. * `minetest.get_meta(pos)`
  1567. * Get a `NodeMetaRef` at that position
  1568. * `minetest.get_node_timer(pos)`
  1569. * Get `NodeTimerRef`
  1570. * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
  1571. * Returns `ObjectRef`, or `nil` if failed
  1572. * `minetest.add_item(pos, item)`: Spawn item
  1573. * Returns `ObjectRef`, or `nil` if failed
  1574. * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
  1575. * `minetest.get_objects_inside_radius(pos, radius)`
  1576. * `radius`: using an euclidean metric
  1577. * `minetest.set_timeofday(val)`
  1578. * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
  1579. * `minetest.get_timeofday()`
  1580. * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
  1581. * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
  1582. * `radius`: using a maximum metric
  1583. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  1584. * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
  1585. * returns as second value a table with the count of the individual nodes found
  1586. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  1587. * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
  1588. * returned positions are nodes with a node air above
  1589. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  1590. * `minetest.get_perlin(noiseparams)`
  1591. * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
  1592. * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
  1593. * `minetest.get_voxel_manip([pos1, pos2])`
  1594. * Return voxel manipulator object.
  1595. * Loads the manipulator from the map if positions are passed.
  1596. * `minetest.set_gen_notify(flags, {deco_ids})`
  1597. * Set the types of on-generate notifications that should be collected
  1598. * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
  1599. `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
  1600. * The second parameter is a list of IDS of decorations which notification is requested for
  1601. * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
  1602. * `minetest.get_mapgen_object(objectname)`
  1603. * Return requested mapgen object if available (see "Mapgen objects")
  1604. * `minetest.get_biome_id(biome_name)`
  1605. * Returns the biome id, as used in the biomemap Mapgen object, for a
  1606. given biome_name string.
  1607. * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
  1608. `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
  1609. * `minetest.set_mapgen_params(MapgenParams)`
  1610. * Set map generation parameters
  1611. * Function cannot be called after the registration period; only initialization
  1612. and `on_mapgen_init`
  1613. * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
  1614. and `flags`.
  1615. * Leave field unset to leave that parameter unchanged
  1616. * `flags` contains a comma-delimited string of flags to set,
  1617. or if the prefix `"no"` is attached, clears instead.
  1618. * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
  1619. * `minetest.set_noiseparams(name, noiseparams, set_default)`
  1620. * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
  1621. * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
  1622. should be applied to the default config or current active config
  1623. * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
  1624. * `minetest.generate_ores(vm, pos1, pos2)`
  1625. * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
  1626. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
  1627. * `minetest.generate_decorations(vm, pos1, pos2)`
  1628. * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
  1629. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
  1630. * `minetest.clear_objects([options])`
  1631. * Clear all objects in the environment
  1632. * Takes an optional table as an argument with the field `mode`.
  1633. * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
  1634. * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
  1635. clear objects in unloaded mapblocks only when the mapblocks are next activated.
  1636. * `minetest.emerge_area(pos1, pos2, [callback], [param])`
  1637. * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
  1638. * fetched from memory, loaded from disk, or if inexistent, generates them.
  1639. * If `callback` is a valid Lua function, this will be called for each block emerged.
  1640. * The function signature of callback is:
  1641. * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
  1642. * - `blockpos` is the *block* coordinates of the block that had been emerged
  1643. * - `action` could be one of the following constant values:
  1644. * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
  1645. * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
  1646. * - `calls_remaining` is the number of callbacks to be expected after this one
  1647. * - `param` is the user-defined parameter passed to emerge_area (or nil if the
  1648. * parameter was absent)
  1649. * `minetest.delete_area(pos1, pos2)`
  1650. * delete all mapblocks in the area from pos1 to pos2, inclusive
  1651. * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
  1652. * Check if there is a direct line of sight between `pos1` and `pos2`
  1653. * Returns the position of the blocking node when `false`
  1654. * `pos1`: First position
  1655. * `pos2`: Second position
  1656. * `stepsize`: smaller gives more accurate results but requires more computing
  1657. time. Default is `1`.
  1658. * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
  1659. * returns table containing path
  1660. * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
  1661. * `pos1`: start position
  1662. * `pos2`: end position
  1663. * `searchdistance`: number of blocks to search in each direction using a maximum metric
  1664. * `max_jump`: maximum height difference to consider walkable
  1665. * `max_drop`: maximum height difference to consider droppable
  1666. * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
  1667. * `minetest.spawn_tree (pos, {treedef})`
  1668. * spawns L-System tree at given `pos` with definition in `treedef` table
  1669. * `minetest.transforming_liquid_add(pos)`
  1670. * add node to liquid update queue
  1671. * `minetest.get_node_max_level(pos)`
  1672. * get max available level for leveled node
  1673. * `minetest.get_node_level(pos)`
  1674. * get level of leveled node (water, snow)
  1675. * `minetest.set_node_level(pos, level)`
  1676. * set level of leveled node, default `level` equals `1`
  1677. * if `totallevel > maxlevel`, returns rest (`total-max`).
  1678. * `minetest.add_node_level(pos, level)`
  1679. * increase level of leveled node by level, default `level` equals `1`
  1680. * if `totallevel > maxlevel`, returns rest (`total-max`)
  1681. * can be negative for decreasing
  1682. ### Inventory
  1683. `minetest.get_inventory(location)`: returns an `InvRef`
  1684. * `location` = e.g.
  1685. * `{type="player", name="celeron55"}`
  1686. * `{type="node", pos={x=, y=, z=}}`
  1687. * `{type="detached", name="creative"}`
  1688. * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
  1689. * callbacks: See "Detached inventory callbacks"
  1690. * Creates a detached inventory. If it already exists, it is cleared.
  1691. * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
  1692. returns left over ItemStack
  1693. * See `minetest.item_eat` and `minetest.register_on_item_eat`
  1694. ### Formspec
  1695. * `minetest.show_formspec(playername, formname, formspec)`
  1696. * `playername`: name of player to show formspec
  1697. * `formname`: name passed to `on_player_receive_fields` callbacks.
  1698. It should follow the `"modname:<whatever>"` naming convention
  1699. * `formspec`: formspec to display
  1700. * `minetest.formspec_escape(string)`: returns a string
  1701. * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
  1702. * `minetest.explode_table_event(string)`: returns a table
  1703. * returns e.g. `{type="CHG", row=1, column=2}`
  1704. * `type` is one of:
  1705. * `"INV"`: no row selected)
  1706. * `"CHG"`: selected)
  1707. * `"DCL"`: double-click
  1708. * `minetest.explode_textlist_event(string)`: returns a table
  1709. * returns e.g. `{type="CHG", index=1}`
  1710. * `type` is one of:
  1711. * `"INV"`: no row selected)
  1712. * `"CHG"`: selected)
  1713. * `"DCL"`: double-click
  1714. * `minetest.explode_scrollbar_event(string)`: returns a table
  1715. * returns e.g. `{type="CHG", value=500}`
  1716. * `type` is one of:
  1717. * `"INV"`: something failed
  1718. * `"CHG"`: has been changed
  1719. * `"VAL"`: not changed
  1720. ### Item handling
  1721. * `minetest.inventorycube(img1, img2, img3)`
  1722. * Returns a string for making an image of a cube (useful as an item image)
  1723. * `minetest.get_pointed_thing_position(pointed_thing, above)`
  1724. * Get position of a `pointed_thing` (that you can get from somewhere)
  1725. * `minetest.dir_to_facedir(dir, is6d)`
  1726. * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
  1727. * passing something non-`nil`/`false` for the optional second parameter causes it to
  1728. take the y component into account
  1729. * `minetest.facedir_to_dir(facedir)`
  1730. * Convert a facedir back into a vector aimed directly out the "back" of a node
  1731. * `minetest.dir_to_wallmounted(dir)`
  1732. * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
  1733. * `minetest.wallmounted_to_dir(wallmounted)`
  1734. * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
  1735. * `minetest.get_node_drops(nodename, toolname)`
  1736. * Returns list of item names.
  1737. * **Note**: This will be removed or modified in a future version.
  1738. * `minetest.get_craft_result(input)`: returns `output, decremented_input`
  1739. * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
  1740. * `input.width` = for example `3`
  1741. * `input.items` = for example
  1742. `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
  1743. * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
  1744. * `output.time` = a number, if unsuccessful: `0`
  1745. * `output.replacements` = list of `ItemStack`s that couldn't be placed in
  1746. `decremented_input.items`
  1747. * `decremented_input` = like `input`
  1748. * `minetest.get_craft_recipe(output)`: returns input
  1749. * returns last registered recipe for output item (node)
  1750. * `output` is a node or item type such as `"default:torch"`
  1751. * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
  1752. * `input.width` = for example `3`
  1753. * `input.items` = for example
  1754. `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
  1755. * `input.items` = `nil` if no recipe found
  1756. * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
  1757. * returns indexed table with all registered recipes for query item (node)
  1758. or `nil` if no recipe was found
  1759. * recipe entry table:
  1760. {
  1761. method = 'normal' or 'cooking' or 'fuel'
  1762. width = 0-3, 0 means shapeless recipe
  1763. items = indexed [1-9] table with recipe items
  1764. output = string with item name and quantity
  1765. }
  1766. * Example query for `"default:gold_ingot"` will return table:
  1767. {
  1768. [1]={type = "cooking", width = 3, output = "default:gold_ingot",
  1769. items = {1 = "default:gold_lump"}},
  1770. [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
  1771. items = {1 = "default:goldblock"}}
  1772. }
  1773. * `minetest.handle_node_drops(pos, drops, digger)`
  1774. * `drops`: list of itemstrings
  1775. * Handles drops from nodes after digging: Default action is to put them into
  1776. digger's inventory
  1777. * Can be overridden to get different functionality (e.g. dropping items on
  1778. ground)
  1779. ### Rollback
  1780. * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
  1781. returns `{{actor, pos, time, oldnode, newnode}, ...}`
  1782. * Find who has done something to a node, or near a node
  1783. * `actor`: `"player:<name>"`, also `"liquid"`.
  1784. * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
  1785. * Revert latest actions of someone
  1786. * `actor`: `"player:<name>"`, also `"liquid"`.
  1787. ### Defaults for the `on_*` item definition functions
  1788. These functions return the leftover itemstack.
  1789. * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
  1790. * Place item as a node
  1791. * `param2` overrides `facedir` and wallmounted `param2`
  1792. * returns `itemstack, success`
  1793. * `minetest.item_place_object(itemstack, placer, pointed_thing)`
  1794. * Place item as-is
  1795. * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
  1796. * Use one of the above based on what the item is.
  1797. * Calls `on_rightclick` of `pointed_thing.under` if defined instead
  1798. * **Note**: is not called when wielded item overrides `on_place`
  1799. * `param2` overrides `facedir` and wallmounted `param2`
  1800. * returns `itemstack, success`
  1801. * `minetest.item_drop(itemstack, dropper, pos)`
  1802. * Drop the item
  1803. * `minetest.item_eat(hp_change, replace_with_item)`
  1804. * Eat the item.
  1805. * `replace_with_item` is the itemstring which is added to the inventory.
  1806. If the player is eating a stack, then replace_with_item goes to a
  1807. different spot. Can be `nil`
  1808. * See `minetest.do_item_eat`
  1809. ### Defaults for the `on_punch` and `on_dig` node definition callbacks
  1810. * `minetest.node_punch(pos, node, puncher, pointed_thing)`
  1811. * Calls functions registered by `minetest.register_on_punchnode()`
  1812. * `minetest.node_dig(pos, node, digger)`
  1813. * Checks if node can be dug, puts item into inventory, removes node
  1814. * Calls functions registered by `minetest.registered_on_dignodes()`
  1815. ### Sounds
  1816. * `minetest.sound_play(spec, parameters)`: returns a handle
  1817. * `spec` is a `SimpleSoundSpec`
  1818. * `parameters` is a sound parameter table
  1819. * `minetest.sound_stop(handle)`
  1820. ### Timing
  1821. * `minetest.after(time, func, ...)`
  1822. * Call the function `func` after `time` seconds, may be fractional
  1823. * Optional: Variable number of arguments that are passed to `func`
  1824. ### Server
  1825. * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
  1826. and `reconnect` == true displays a reconnect button.
  1827. * `minetest.get_server_status()`: returns server status string
  1828. ### Bans
  1829. * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
  1830. * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
  1831. * `minetest.ban_player(name)`: ban a player
  1832. * `minetest.unban_player_or_ip(name)`: unban player or IP address
  1833. * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
  1834. ### Particles
  1835. * `minetest.add_particle(particle definition)`
  1836. * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
  1837. size, collisiondetection, texture, playername)`
  1838. * `minetest.add_particlespawner(particlespawner definition)`
  1839. * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
  1840. * Returns an `id`, and -1 if adding didn't succeed
  1841. * `Deprecated: minetest.add_particlespawner(amount, time,
  1842. minpos, maxpos,
  1843. minvel, maxvel,
  1844. minacc, maxacc,
  1845. minexptime, maxexptime,
  1846. minsize, maxsize,
  1847. collisiondetection, texture, playername)`
  1848. * `minetest.delete_particlespawner(id, player)``
  1849. * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
  1850. * If playername is specified, only deletes on the player's client,
  1851. * otherwise on all clients
  1852. ### Schematics
  1853. * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
  1854. * Create a schematic from the volume of map specified by the box formed by p1 and p2.
  1855. * Apply the specified probability values to the specified nodes in `probability_list`.
  1856. * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
  1857. * `pos` is the 3D vector specifying the absolute coordinates of the
  1858. node being modified,
  1859. * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
  1860. * If there are two or more entries with the same pos value, the
  1861. last entry is used.
  1862. * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
  1863. * If `probability_list` equals `nil`, no probabilities are applied.
  1864. * Slice probability works in the same manner, except takes a field
  1865. called `ypos` instead which
  1866. indicates the y position of the slice with a probability applied.
  1867. * If slice probability list equals `nil`, no slice probabilities are applied.
  1868. * Saves schematic in the Minetest Schematic format to filename.
  1869. * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
  1870. * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
  1871. * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
  1872. * If the `rotation` parameter is omitted, the schematic is not rotated.
  1873. * `replacements` = `{["old_name"] = "convert_to", ...}`
  1874. * `force_placement` is a boolean indicating whether nodes other than `air` and
  1875. `ignore` are replaced by the schematic
  1876. * Returns nil if the schematic could not be loaded.
  1877. * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
  1878. * This function is analagous to minetest.place_schematic, but places a schematic onto the
  1879. specified VoxelManip object `vmanip` instead of the whole map.
  1880. * Returns false if any part of the schematic was cut-off due to the VoxelManip not
  1881. containing the full area required, and true if the whole schematic was able to fit.
  1882. * Returns nil if the schematic could not be loaded.
  1883. * After execution, any external copies of the VoxelManip contents are invalidated.
  1884. * `minetest.serialize_schematic(schematic, format, options)`
  1885. * Return the serialized schematic specified by schematic (see: Schematic specifier)
  1886. * in the `format` of either "mts" or "lua".
  1887. * "mts" - a string containing the binary MTS data used in the MTS file format
  1888. * "lua" - a string containing Lua code representing the schematic in table format
  1889. * `options` is a table containing the following optional parameters:
  1890. * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
  1891. * position comments for every X row generated in the schematic data for easier reading.
  1892. * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
  1893. * will use that number of spaces as indentation instead of a tab character.
  1894. ### Misc.
  1895. * `minetest.get_connected_players()`: returns list of `ObjectRefs`
  1896. * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
  1897. * Gives a unique hash number for a node position (16+16+16=48bit)
  1898. * `minetest.get_position_from_hash(hash)`: returns a position
  1899. * Inverse transform of `minetest.hash_node_position`
  1900. * `minetest.get_item_group(name, group)`: returns a rating
  1901. * Get rating of a group of an item. (`0` means: not in group)
  1902. * `minetest.get_node_group(name, group)`: returns a rating
  1903. * Deprecated: An alias for the former.
  1904. * `minetest.raillike_group(name)`: returns a rating
  1905. * Returns rating of the connect_to_raillike group corresponding to name
  1906. * If name is not yet the name of a connect_to_raillike group, a new group id
  1907. * is created, with that name
  1908. * `minetest.get_content_id(name)`: returns an integer
  1909. * Gets the internal content ID of `name`
  1910. * `minetest.get_name_from_content_id(content_id)`: returns a string
  1911. * Gets the name of the content with that content ID
  1912. * `minetest.parse_json(string[, nullvalue])`: returns something
  1913. * Convert a string containing JSON data into the Lua equivalent
  1914. * `nullvalue`: returned in place of the JSON null; defaults to `nil`
  1915. * On success returns a table, a string, a number, a boolean or `nullvalue`
  1916. * On failure outputs an error message and returns `nil`
  1917. * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
  1918. * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
  1919. * Convert a Lua table into a JSON string
  1920. * styled: Outputs in a human-readable format if this is set, defaults to false
  1921. * Unserializable things like functions and userdata are saved as null.
  1922. * **Warning**: JSON is more strict than the Lua table format.
  1923. 1. You can only use strings and positive integers of at least one as keys.
  1924. 2. You can not mix string and integer keys.
  1925. This is due to the fact that JSON has two distinct array and object values.
  1926. * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
  1927. * `minetest.serialize(table)`: returns a string
  1928. * Convert a table containing tables, strings, numbers, booleans and `nil`s
  1929. into string form readable by `minetest.deserialize`
  1930. * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
  1931. * `minetest.deserialize(string)`: returns a table
  1932. * Convert a string returned by `minetest.deserialize` into a table
  1933. * `string` is loaded in an empty sandbox environment.
  1934. * Will load functions, but they cannot access the global environment.
  1935. * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
  1936. * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
  1937. * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
  1938. * `minetest.compress(data, method, ...)`: returns `compressed_data`
  1939. * Compress a string of data.
  1940. * `method` is a string identifying the compression method to be used.
  1941. * Supported compression methods:
  1942. * Deflate (zlib): `"deflate"`
  1943. * `...` indicates method-specific arguments. Currently defined arguments are:
  1944. * Deflate: `level` - Compression level, `0`-`9` or `nil`.
  1945. * `minetest.decompress(compressed_data, method, ...)`: returns data
  1946. * Decompress a string of data (using ZLib).
  1947. * See documentation on `minetest.compress()` for supported compression methods.
  1948. * currently supported.
  1949. * `...` indicates method-specific arguments. Currently, no methods use this.
  1950. * `minetest.is_protected(pos, name)`: returns boolean
  1951. * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
  1952. actions, defineable by mods, due to some mod-defined ownership-like concept.
  1953. Returns false or nil, if the player is allowed to do such actions.
  1954. * This function should be overridden by protection mods and should be used to
  1955. check if a player can interact at a position.
  1956. * This function should call the old version of itself if the position is not
  1957. protected by the mod.
  1958. * Example:
  1959. local old_is_protected = minetest.is_protected
  1960. function minetest.is_protected(pos, name)
  1961. if mymod:position_protected_from(pos, name) then
  1962. return true
  1963. end
  1964. return old_is_protected(pos, name)
  1965. end
  1966. * `minetest.record_protection_violation(pos, name)`
  1967. * This function calls functions registered with
  1968. `minetest.register_on_protection_violation`.
  1969. * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
  1970. * Attempt to predict the desired orientation of the facedir-capable node
  1971. defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
  1972. hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
  1973. field is false or omitted (else, the itemstack is not changed). `orient_flags`
  1974. is an optional table containing extra tweaks to the placement code:
  1975. * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
  1976. orientation on the wall.
  1977. * `force_wall` : if `true`, always place the node in wall orientation.
  1978. * `force_ceiling`: if `true`, always place on the ceiling.
  1979. * `force_floor`: if `true`, always place the node on the floor.
  1980. * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
  1981. the floor or ceiling
  1982. * The first four options are mutually-exclusive; the last in the list takes
  1983. precedence over the first.
  1984. * `minetest.rotate_node(itemstack, placer, pointed_thing)`
  1985. * calls `rotate_and_place()` with infinitestacks set according to the state of
  1986. the creative mode setting, and checks for "sneak" to set the `invert_wall`
  1987. parameter.
  1988. * `minetest.forceload_block(pos)`
  1989. * forceloads the position `pos`.
  1990. * returns `true` if area could be forceloaded
  1991. * Please note that forceloaded areas are saved when the server restarts.
  1992. * `minetest.forceload_free_block(pos)`
  1993. * stops forceloading the position `pos`
  1994. * `minetest.request_insecure_environment()`: returns an environment containing
  1995. insecure functions if the calling mod has been listed as trusted in the
  1996. `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
  1997. * Only works at init time.
  1998. * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
  1999. A LOCAL VARIABLE!**
  2000. * `minetest.global_exists(name)`
  2001. * Checks if a global variable has been set, without triggering a warning.
  2002. ### Global objects
  2003. * `minetest.env`: `EnvRef` of the server environment and world.
  2004. * Any function in the minetest namespace can be called using the syntax
  2005. `minetest.env:somefunction(somearguments)`
  2006. instead of `minetest.somefunction(somearguments)`
  2007. * Deprecated, but support is not to be dropped soon
  2008. ### Global tables
  2009. * `minetest.registered_items`
  2010. * Map of registered items, indexed by name
  2011. * `minetest.registered_nodes`
  2012. * Map of registered node definitions, indexed by name
  2013. * `minetest.registered_craftitems`
  2014. * Map of registered craft item definitions, indexed by name
  2015. * `minetest.registered_tools`
  2016. * Map of registered tool definitions, indexed by name
  2017. * `minetest.registered_entities`
  2018. * Map of registered entity prototypes, indexed by name
  2019. * `minetest.object_refs`
  2020. * Map of object references, indexed by active object id
  2021. * `minetest.luaentities`
  2022. * Map of Lua entities, indexed by active object id
  2023. * `minetest.registered_ores`
  2024. * List of registered ore definitions.
  2025. * `minetest.registered_biomes`
  2026. * List of registered biome definitions.
  2027. * `minetest.registered_decorations`
  2028. * List of registered decoration definitions.
  2029. Class reference
  2030. ---------------
  2031. ### `NodeMetaRef`
  2032. Node metadata: reference extra data and functionality stored in a node.
  2033. Can be gotten via `minetest.get_meta(pos)`.
  2034. #### Methods
  2035. * `set_string(name, value)`
  2036. * `get_string(name)`
  2037. * `set_int(name, value)`
  2038. * `get_int(name)`
  2039. * `set_float(name, value)`
  2040. * `get_float(name)`
  2041. * `get_inventory()`: returns `InvRef`
  2042. * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
  2043. * `from_table(nil or {})`
  2044. * See "Node Metadata"
  2045. ### `NodeTimerRef`
  2046. Node Timers: a high resolution persistent per-node timer.
  2047. Can be gotten via `minetest.get_node_timer(pos)`.
  2048. #### Methods
  2049. * `set(timeout,elapsed)`
  2050. * set a timer's state
  2051. * `timeout` is in seconds, and supports fractional values (0.1 etc)
  2052. * `elapsed` is in seconds, and supports fractional values (0.1 etc)
  2053. * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
  2054. * `start(timeout)`
  2055. * start a timer
  2056. * equivalent to `set(timeout,0)`
  2057. * `stop()`
  2058. * stops the timer
  2059. * `get_timeout()`: returns current timeout in seconds
  2060. * if `timeout` equals `0`, timer is inactive
  2061. * `get_elapsed()`: returns current elapsed time in seconds
  2062. * the node's `on_timer` function will be called after `timeout`-elapsed seconds
  2063. * `is_started()`: returns boolean state of timer
  2064. * returns `true` if timer is started, otherwise `false`
  2065. ### `ObjectRef`
  2066. Moving things in the game are generally these.
  2067. This is basically a reference to a C++ `ServerActiveObject`
  2068. #### Methods
  2069. * `remove()`: remove object (after returning from Lua)
  2070. * Note: Doesn't work on players, use minetest.kick_player instead
  2071. * `getpos()`: returns `{x=num, y=num, z=num}`
  2072. * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
  2073. * `moveto(pos, continuous=false)`: interpolated move
  2074. * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
  2075. * `puncher` = another `ObjectRef`,
  2076. * `time_from_last_punch` = time since last punch action of the puncher
  2077. * `direction`: can be `nil`
  2078. * `right_click(clicker)`; `clicker` is another `ObjectRef`
  2079. * `get_hp()`: returns number of hitpoints (2 * number of hearts)
  2080. * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
  2081. * `get_inventory()`: returns an `InvRef`
  2082. * `get_wield_list()`: returns the name of the inventory list the wielded item is in
  2083. * `get_wield_index()`: returns the index of the wielded item
  2084. * `get_wielded_item()`: returns an `ItemStack`
  2085. * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
  2086. * `set_armor_groups({group1=rating, group2=rating, ...})`
  2087. * `get_armor_groups()`: returns a table with the armor group ratings
  2088. * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
  2089. * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
  2090. * `set_attach(parent, bone, position, rotation)`
  2091. * `bone`: string
  2092. * `position`: `{x=num, y=num, z=num}` (relative)
  2093. * `rotation`: `{x=num, y=num, z=num}`
  2094. * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
  2095. * `set_detach()`
  2096. * `set_bone_position(bone, position, rotation)`
  2097. * `bone`: string
  2098. * `position`: `{x=num, y=num, z=num}` (relative)
  2099. * `rotation`: `{x=num, y=num, z=num}`
  2100. * `get_bone_position(bone)`: returns position and rotation of the bone
  2101. * `set_properties(object property table)`
  2102. * `get_properties()`: returns object property table
  2103. * `is_player()`: returns true for players, false otherwise
  2104. * `get_nametag_attributes()`
  2105. * returns a table with the attributes of the nametag of an object
  2106. * {
  2107. color = {a=0..255, r=0..255, g=0..255, b=0..255},
  2108. text = "",
  2109. }
  2110. * `set_nametag_attributes(attributes)`
  2111. * sets the attributes of the nametag of an object
  2112. * `attributes`:
  2113. {
  2114. color = ColorSpec,
  2115. text = "My Nametag",
  2116. }
  2117. ##### LuaEntitySAO-only (no-op for other objects)
  2118. * `setvelocity({x=num, y=num, z=num})`
  2119. * `getvelocity()`: returns `{x=num, y=num, z=num}`
  2120. * `setacceleration({x=num, y=num, z=num})`
  2121. * `getacceleration()`: returns `{x=num, y=num, z=num}`
  2122. * `setyaw(radians)`
  2123. * `getyaw()`: returns number in radians
  2124. * `settexturemod(mod)`
  2125. * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
  2126. select_horiz_by_yawpitch=false)`
  2127. * Select sprite from spritesheet with optional animation and DM-style
  2128. texture selection based on yaw relative to camera
  2129. * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
  2130. * `get_luaentity()`
  2131. ##### Player-only (no-op for other objects)
  2132. * `get_player_name()`: returns `""` if is not a player
  2133. * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
  2134. * `get_look_dir()`: get camera direction as a unit vector
  2135. * `get_look_pitch()`: pitch in radians
  2136. * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
  2137. * `set_look_pitch(radians)`: sets look pitch
  2138. * `set_look_yaw(radians)`: sets look yaw
  2139. * `get_breath()`: returns players breath
  2140. * `set_breath(value)`: sets players breath
  2141. * values:
  2142. * `0`: player is drowning,
  2143. * `1`-`10`: remaining number of bubbles
  2144. * `11`: bubbles bar is not shown
  2145. * `set_inventory_formspec(formspec)`
  2146. * Redefine player's inventory form
  2147. * Should usually be called in on_joinplayer
  2148. * `get_inventory_formspec()`: returns a formspec string
  2149. * `get_player_control()`: returns table with player pressed keys
  2150. * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
  2151. * `get_player_control_bits()`: returns integer with bit packed player pressed keys
  2152. * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
  2153. * `set_physics_override(override_table)`
  2154. * `override_table` is a table with the following fields:
  2155. * `speed`: multiplier to default walking speed value (default: `1`)
  2156. * `jump`: multiplier to default jump value (default: `1`)
  2157. * `gravity`: multiplier to default gravity value (default: `1`)
  2158. * `sneak`: whether player can sneak (default: `true`)
  2159. * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
  2160. * `get_physics_override()`: returns the table given to set_physics_override
  2161. * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
  2162. number on success
  2163. * `hud_remove(id)`: remove the HUD element of the specified id
  2164. * `hud_change(id, stat, value)`: change a value of a previously added HUD element
  2165. * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
  2166. * `hud_get(id)`: gets the HUD element definition structure of the specified ID
  2167. * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
  2168. * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
  2169. * pass a table containing a `true`/`false` value of each flag to be set or unset
  2170. * if a flag equals `nil`, the flag is not modified
  2171. * note that setting `minimap` modifies the client's permission to view the minimap -
  2172. * the client may locally elect to not view the minimap
  2173. * `hud_get_flags()`: returns a table containing status of hud flags
  2174. * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
  2175. * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
  2176. * `count`: number of items, must be between `1` and `23`
  2177. * `hud_get_hotbar_itemcount`: returns number of visible items
  2178. * `hud_set_hotbar_image(texturename)`
  2179. * sets background image for hotbar
  2180. * `hud_get_hotbar_image`: returns texturename
  2181. * `hud_set_hotbar_selected_image(texturename)`
  2182. * sets image for selected item of hotbar
  2183. * `hud_get_hotbar_selected_image`: returns texturename
  2184. * `hud_replace_builtin(name, hud_definition)`
  2185. * replace definition of a builtin hud element
  2186. * `name`: `"breath"` or `"health"`
  2187. * `hud_definition`: definition to replace builtin definition
  2188. * `set_sky(bgcolor, type, {texture names})`
  2189. * `bgcolor`: ColorSpec, defaults to white
  2190. * Available types:
  2191. * `"regular"`: Uses 0 textures, `bgcolor` ignored
  2192. * `"skybox"`: Uses 6 textures, `bgcolor` used
  2193. * `"plain"`: Uses 0 textures, `bgcolor` used
  2194. * `get_sky()`: returns bgcolor, type and a table with the textures
  2195. * `override_day_night_ratio(ratio or nil)`
  2196. * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
  2197. * `nil`: Disables override, defaulting to sunlight based on day-night cycle
  2198. * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
  2199. * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
  2200. set animation for player model in third person view
  2201. set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
  2202. {x=168, y=187}, -- < walk animation key frames
  2203. {x=189, y=198}, -- < dig animation key frames
  2204. {x=200, y=219}, -- < walk+dig animation key frames
  2205. frame_speed=30): -- < animation frame speed
  2206. * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
  2207. * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
  2208. * in first person view
  2209. * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
  2210. * `get_eye_offset()`: returns offset_first and offset_third
  2211. ### `InvRef`
  2212. An `InvRef` is a reference to an inventory.
  2213. #### Methods
  2214. * `is_empty(listname)`: return `true` if list is empty
  2215. * `get_size(listname)`: get size of a list
  2216. * `set_size(listname, size)`: set size of a list
  2217. * returns `false` on error (e.g. invalid `listname` or `size`)
  2218. * `get_width(listname)`: get width of a list
  2219. * `set_width(listname, width)`: set width of list; currently used for crafting
  2220. * `get_stack(listname, i)`: get a copy of stack index `i` in list
  2221. * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
  2222. * `get_list(listname)`: return full list
  2223. * `set_list(listname, list)`: set full list (size will not change)
  2224. * `get_lists()`: returns list of inventory lists
  2225. * `set_lists(lists)`: sets inventory lists (size will not change)
  2226. * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
  2227. * `room_for_item(listname, stack):` returns `true` if the stack of items
  2228. can be fully added to the list
  2229. * `contains_item(listname, stack)`: returns `true` if the stack of items
  2230. can be fully taken from the list
  2231. * `remove_item(listname, stack)`: take as many items as specified from the list,
  2232. returns the items that were actually removed (as an `ItemStack`) -- note that
  2233. any item metadata is ignored, so attempting to remove a specific unique
  2234. item this way will likely remove the wrong one -- to do that use `set_stack`
  2235. with an empty `ItemStack`
  2236. * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
  2237. * returns `{type="undefined"}` in case location is not known
  2238. ### `AreaStore`
  2239. A fast access data structure to store areas, and find areas near a given position or area.
  2240. Every area has a `data` string attribute to store additional information.
  2241. You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
  2242. If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
  2243. #### Methods
  2244. * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
  2245. * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
  2246. * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
  2247. * `insert_area(edge1, edge2, data)`: inserts an area into the store. Returns the id if successful, nil otherwise. The (inclusive) positions `edge1` and `edge2` describe the area, `data`
  2248. is a string stored with the area.
  2249. * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
  2250. * `remove_area(id)`: removes the area with the given id from the store, returns success.
  2251. * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
  2252. * `params`:
  2253. {
  2254. enabled = boolean, -- whether to enable, default true
  2255. block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
  2256. limit = number, -- the cache's size, minimum 20, default 1000
  2257. }
  2258. ### `ItemStack`
  2259. An `ItemStack` is a stack of items.
  2260. It can be created via `ItemStack(x)`, where x is an `ItemStack`,
  2261. an itemstring, a table or `nil`.
  2262. #### Methods
  2263. * `is_empty()`: Returns `true` if stack is empty.
  2264. * `get_name()`: Returns item name (e.g. `"default:stone"`).
  2265. * `set_name(item_name)`: Returns boolean success.
  2266. Clears item on failure.
  2267. * `get_count()`: Returns number of items on the stack.
  2268. * `set_count(count)`
  2269. * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
  2270. * `set_wear(wear)`: Returns boolean success.
  2271. Clears item on failure.
  2272. * `get_metadata()`: Returns metadata (a string attached to an item stack).
  2273. * `set_metadata(metadata)`: Returns true.
  2274. * `clear()`: removes all items from the stack, making it empty.
  2275. * `replace(item)`: replace the contents of this stack.
  2276. * `item` can also be an itemstring or table.
  2277. * `to_string()`: Returns the stack in itemstring form.
  2278. * `to_table()`: Returns the stack in Lua table form.
  2279. * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
  2280. * `get_free_space()`: Returns `get_stack_max() - get_count()`.
  2281. * `is_known()`: Returns `true` if the item name refers to a defined item type.
  2282. * `get_definition()`: Returns the item definition table.
  2283. * `get_tool_capabilities()`: Returns the digging properties of the item,
  2284. or those of the hand if none are defined for this item type
  2285. * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
  2286. * `add_item(item)`: Put some item or stack onto this stack.
  2287. Returns leftover `ItemStack`.
  2288. * `item_fits(item)`: Returns `true` if item or stack can be fully added to
  2289. this one.
  2290. * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
  2291. Returns taken `ItemStack`.
  2292. * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
  2293. Returns taken `ItemStack`.
  2294. ### `PseudoRandom`
  2295. A 16-bit pseudorandom number generator.
  2296. Uses a well-known LCG algorithm introduced by K&R.
  2297. It can be created via `PseudoRandom(seed)`.
  2298. #### Methods
  2299. * `next()`: return next integer random number [`0`...`32767`]
  2300. * `next(min, max)`: return next integer random number [`min`...`max`]
  2301. * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
  2302. due to the simple implementation making bad distribution otherwise.
  2303. ### `PcgRandom`
  2304. A 32-bit pseudorandom number generator.
  2305. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
  2306. It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
  2307. #### Methods
  2308. * `next()`: return next integer random number [`-2147483648`...`2147483647`]
  2309. * `next(min, max)`: return next integer random number [`min`...`max`]
  2310. * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
  2311. * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
  2312. * Increasing num_trials improves accuracy of the approximation
  2313. ### `SecureRandom`
  2314. Interface for the operating system's crypto-secure PRNG.
  2315. It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
  2316. be found on the system.
  2317. #### Methods
  2318. * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
  2319. ### `PerlinNoise`
  2320. A perlin noise generator.
  2321. It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
  2322. or `PerlinNoise(noiseparams)`.
  2323. Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
  2324. or `minetest.get_perlin(noiseparams)`.
  2325. #### Methods
  2326. * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
  2327. * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
  2328. ### `PerlinNoiseMap`
  2329. A fast, bulk perlin noise generator.
  2330. It can be created via `PerlinNoiseMap(noiseparams, size)` or
  2331. `minetest.get_perlin_map(noiseparams, size)`.
  2332. Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
  2333. for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
  2334. `nil` is returned).
  2335. For each of the functions with an optional `buffer` parameter: If `buffer` is not
  2336. nil, this table will be used to store the result instead of creating a new table.
  2337. #### Methods
  2338. * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
  2339. with values starting at `pos={x=,y=}`
  2340. * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
  2341. of 3D noise with values starting at `pos={x=,y=,z=}`
  2342. * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
  2343. with values starting at `pos={x=,y=}`
  2344. * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
  2345. * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
  2346. * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
  2347. * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
  2348. most recently computed noise results. The result slice begins at coordinates `slice_offset` and
  2349. takes a chunk of `slice_size`.
  2350. E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
  2351. `noisevals = noise:getMapSlice({y=20}, {y=2})`
  2352. It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
  2353. the starting position of the most recently calculated noise.
  2354. To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
  2355. `noise:calc3dMap({x=1000, y=1000, z=1000})`
  2356. `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
  2357. ### `VoxelManip`
  2358. #### About VoxelManip
  2359. VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
  2360. this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
  2361. map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
  2362. to with other methods of setting nodes. For example, nodes will not have their construction and
  2363. destruction callbacks run, and no rollback information is logged.
  2364. It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
  2365. If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
  2366. of high level node placement features, perhaps minetest.set_node() is better suited for the job.
  2367. In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
  2368. VoxelManip is most effective when setting very large areas of map at once - for example, if only
  2369. setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
  2370. using both methods of map manipulation to determine which is most appropriate for your usage.
  2371. #### Using VoxelManip
  2372. A VoxelManip object can be created any time using either:
  2373. `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
  2374. If the optional position parameters are present for either of these routines, the specified region
  2375. will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
  2376. manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
  2377. Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
  2378. positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
  2379. the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
  2380. coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
  2381. Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
  2382. using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
  2383. MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
  2384. Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
  2385. `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
  2386. `VoxelManip:get_light_data()` for node light levels, and
  2387. `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
  2388. See section 'Flat array format' for more details.
  2389. It is very important to understand that the tables returned by any of the above three functions
  2390. represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
  2391. data will *not* magically update itself if another function modifies the internal VoxelManip state.
  2392. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
  2393. otherwise explicitly stated.
  2394. Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
  2395. `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
  2396. `VoxelManip:set_light_data()` for node light levels, and
  2397. `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
  2398. The parameter to each of the above three functions can use any table at all in the same flat array
  2399. format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
  2400. Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
  2401. to the map by calling `VoxelManip:write_to_map()`.
  2402. Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
  2403. as being modified so that connected clients are sent the updated parts of map.
  2404. ##### Flat array format
  2405. Let
  2406. `Nx = p2.X - p1.X + 1`,
  2407. `Ny = p2.Y - p1.Y + 1`, and
  2408. `Nz = p2.Z - p1.Z + 1`.
  2409. Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
  2410. the expression `Nx * Ny * Nz`.
  2411. Positions offset from p1 are present in the array with the format of:
  2412. ```
  2413. [
  2414. (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
  2415. (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
  2416. ...
  2417. (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
  2418. (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
  2419. ...
  2420. (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
  2421. ...
  2422. (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
  2423. ]
  2424. ```
  2425. and the array index for a position p contained completely in p1..p2 is:
  2426. `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
  2427. Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
  2428. VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
  2429. for a single point in a flat VoxelManip array.
  2430. ##### Content IDs
  2431. A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
  2432. in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
  2433. `minetest.get_content_id()` to look up the Content ID for the specified node name, and
  2434. `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
  2435. After registration of a node, its Content ID will remain the same throughout execution of the mod.
  2436. Note that the node being queried needs to have already been been registered.
  2437. The following builtin node types have their Content IDs defined as constants:
  2438. ```
  2439. core.CONTENT_UNKNOWN (ID for "unknown" nodes)
  2440. core.CONTENT_AIR (ID for "air" nodes)
  2441. core.CONTENT_IGNORE (ID for "ignore" nodes)
  2442. ```
  2443. ##### Mapgen VoxelManip objects
  2444. Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
  2445. core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
  2446. but with a few differences:
  2447. * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
  2448. * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
  2449. to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
  2450. * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
  2451. non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
  2452. each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
  2453. consistency with the current map state. For this reason, calling any of the following functions:
  2454. `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
  2455. will also update the Mapgen VoxelManip object's internal state active on the current thread.
  2456. * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
  2457. information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
  2458. * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
  2459. automatically after all on_generated callbacks have been run for that generated block.
  2460. ##### Other API functions operating on a VoxelManip
  2461. If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
  2462. for these liquid nodes to begin flowing. It is recommended to call this function only after having
  2463. written all buffered data back to the VoxelManip object, save for special situations where the modder
  2464. desires to only have certain liquid nodes begin flowing.
  2465. The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
  2466. registered decorations and ores throughout the full area inside of the specified VoxelManip object.
  2467. `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
  2468. except instead of placing the specified schematic directly on the map at the specified position, it
  2469. will place the schematic inside of the VoxelManip.
  2470. ##### Notes
  2471. * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
  2472. array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
  2473. `VoxelManip:get_node_at()`.
  2474. * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
  2475. filled with "ignore" nodes.
  2476. * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
  2477. object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
  2478. updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
  2479. object in the same callback it had been created.
  2480. * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
  2481. a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
  2482. buffer the function can use to write map data to instead of returning a new table each call. This
  2483. greatly enhances performance by avoiding unnecessary memory allocations.
  2484. #### Methods
  2485. * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
  2486. the region formed by `p1` and `p2`.
  2487. * returns actual emerged `pmin`, actual emerged `pmax`
  2488. * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
  2489. * **important**: data must be set using `VoxelManip:set_data()` before calling this
  2490. * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
  2491. the `VoxelManip` at that position
  2492. * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
  2493. * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
  2494. * returns raw node data in the form of an array of node content IDs
  2495. * if the param `buffer` is present, this table will be used to store the result instead
  2496. * `set_data(data)`: Sets the data contents of the `VoxelManip` object
  2497. * `update_map()`: Update map after writing chunk back to map.
  2498. * To be used only by `VoxelManip` objects created by the mod itself;
  2499. not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
  2500. * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
  2501. * `light` is a table, `{day=<0...15>, night=<0...15>}`
  2502. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
  2503. * (`p1`, `p2`) is the area in which lighting is set;
  2504. defaults to the whole area if left out
  2505. * `get_light_data()`: Gets the light data read into the `VoxelManip` object
  2506. * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
  2507. * Each value is the bitwise combination of day and night light values (`0` to `15` each)
  2508. * `light = day + (night * 16)`
  2509. * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
  2510. in the `VoxelManip`
  2511. * expects lighting data in the same format that `get_light_data()` returns
  2512. * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
  2513. * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
  2514. * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
  2515. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
  2516. * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
  2517. if left out or nil
  2518. * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
  2519. mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
  2520. * `update_liquids()`: Update liquid flow
  2521. * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
  2522. had been modified since the last read from map, due to a call to
  2523. `minetest.set_data()` on the loaded area elsewhere
  2524. * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
  2525. ### `VoxelArea`
  2526. A helper class for voxel areas.
  2527. It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
  2528. The coordinates are *inclusive*, like most other things in Minetest.
  2529. #### Methods
  2530. * `getExtent()`: returns a 3D vector containing the size of the area formed by
  2531. `MinEdge` and `MaxEdge`
  2532. * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
  2533. * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
  2534. * useful for things like `VoxelManip`, raw Schematic specifiers,
  2535. `PerlinNoiseMap:get2d`/`3dMap`, and so on
  2536. * `indexp(p)`: same as above, except takes a vector
  2537. * `position(i)`: returns the absolute position vector corresponding to index `i`
  2538. * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
  2539. * `containsp(p)`: same as above, except takes a vector
  2540. * `containsi(i)`: same as above, except takes an index `i`
  2541. * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
  2542. * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
  2543. * `iterp(minp, maxp)`: same as above, except takes a vector
  2544. ### `Settings`
  2545. An interface to read config files in the format of `minetest.conf`.
  2546. It can be created via `Settings(filename)`.
  2547. #### Methods
  2548. * `get(key)`: returns a value
  2549. * `get_bool(key)`: returns a boolean
  2550. * `set(key, value)`
  2551. * `remove(key)`: returns a boolean (`true` for success)
  2552. * `get_names()`: returns `{key1,...}`
  2553. * `write()`: returns a boolean (`true` for success)
  2554. * write changes to file
  2555. * `to_table()`: returns `{[key1]=value1,...}`
  2556. Mapgen objects
  2557. --------------
  2558. A mapgen object is a construct used in map generation. Mapgen objects can be used
  2559. by an `on_generate` callback to speed up operations by avoiding unnecessary
  2560. recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
  2561. function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
  2562. was called outside of an `on_generate()` callback, `nil` is returned.
  2563. The following Mapgen objects are currently available:
  2564. ### `voxelmanip`
  2565. This returns three values; the `VoxelManip` object to be used, minimum and maximum
  2566. emerged position, in that order. All mapgens support this object.
  2567. ### `heightmap`
  2568. Returns an array containing the y coordinates of the ground levels of nodes in
  2569. the most recently generated chunk by the current mapgen.
  2570. ### `biomemap`
  2571. Returns an array containing the biome IDs of nodes in the most recently
  2572. generated chunk by the current mapgen.
  2573. ### `heatmap`
  2574. Returns an array containing the temperature values of nodes in the most
  2575. recently generated chunk by the current mapgen.
  2576. ### `humiditymap`
  2577. Returns an array containing the humidity values of nodes in the most recently
  2578. generated chunk by the current mapgen.
  2579. ### `gennotify`
  2580. Returns a table mapping requested generation notification types to arrays of
  2581. positions at which the corresponding generated structures are located at within
  2582. the current chunk. To set the capture of positions of interest to be recorded
  2583. on generate, use `minetest.set_gen_notify()`.
  2584. Possible fields of the table returned are:
  2585. * `dungeon`
  2586. * `temple`
  2587. * `cave_begin`
  2588. * `cave_end`
  2589. * `large_cave_begin`
  2590. * `large_cave_end`
  2591. * `decoration`
  2592. Decorations have a key in the format of `"decoration#id"`, where `id` is the
  2593. numeric unique decoration ID.
  2594. Registered entities
  2595. -------------------
  2596. * Functions receive a "luaentity" as `self`:
  2597. * It has the member `.name`, which is the registered name `("mod:thing")`
  2598. * It has the member `.object`, which is an `ObjectRef` pointing to the object
  2599. * The original prototype stuff is visible directly via a metatable
  2600. * Callbacks:
  2601. * `on_activate(self, staticdata)`
  2602. * Called when the object is instantiated.
  2603. * `on_step(self, dtime)`
  2604. * Called on every server tick, after movement and collision processing.
  2605. `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
  2606. `in minetest.conf`.
  2607. * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
  2608. * Called when somebody punches the object.
  2609. * Note that you probably want to handle most punches using the
  2610. automatic armor group system.
  2611. * `puncher`: an `ObjectRef` (can be `nil`)
  2612. * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
  2613. * `tool_capabilities`: capability table of used tool (can be `nil`)
  2614. * `dir`: unit vector of direction of punch. Always defined. Points from
  2615. the puncher to the punched.
  2616. * `on_rightclick(self, clicker)`
  2617. * `get_staticdata(self)`
  2618. * Should return a string that will be passed to `on_activate` when
  2619. the object is instantiated the next time.
  2620. L-system trees
  2621. --------------
  2622. ### Tree definition
  2623. treedef={
  2624. axiom, --string initial tree axiom
  2625. rules_a, --string rules set A
  2626. rules_b, --string rules set B
  2627. rules_c, --string rules set C
  2628. rules_d, --string rules set D
  2629. trunk, --string trunk node name
  2630. leaves, --string leaves node name
  2631. leaves2, --string secondary leaves node name
  2632. leaves2_chance,--num chance (0-100) to replace leaves with leaves2
  2633. angle, --num angle in deg
  2634. iterations, --num max # of iterations, usually 2 -5
  2635. random_level, --num factor to lower nr of iterations, usually 0 - 3
  2636. trunk_type, --string single/double/crossed) type of trunk: 1 node,
  2637. -- 2x2 nodes or 3x3 in cross shape
  2638. thin_branches, --boolean true -> use thin (1 node) branches
  2639. fruit, --string fruit node name
  2640. fruit_chance, --num chance (0-100) to replace leaves with fruit node
  2641. seed, --num random seed; if no seed is provided, the engine will create one
  2642. }
  2643. ### Key for Special L-System Symbols used in Axioms
  2644. * `G`: move forward one unit with the pen up
  2645. * `F`: move forward one unit with the pen down drawing trunks and branches
  2646. * `f`: move forward one unit with the pen down drawing leaves (100% chance)
  2647. * `T`: move forward one unit with the pen down drawing trunks only
  2648. * `R`: move forward one unit with the pen down placing fruit
  2649. * `A`: replace with rules set A
  2650. * `B`: replace with rules set B
  2651. * `C`: replace with rules set C
  2652. * `D`: replace with rules set D
  2653. * `a`: replace with rules set A, chance 90%
  2654. * `b`: replace with rules set B, chance 80%
  2655. * `c`: replace with rules set C, chance 70%
  2656. * `d`: replace with rules set D, chance 60%
  2657. * `+`: yaw the turtle right by `angle` parameter
  2658. * `-`: yaw the turtle left by `angle` parameter
  2659. * `&`: pitch the turtle down by `angle` parameter
  2660. * `^`: pitch the turtle up by `angle` parameter
  2661. * `/`: roll the turtle to the right by `angle` parameter
  2662. * `*`: roll the turtle to the left by `angle` parameter
  2663. * `[`: save in stack current state info
  2664. * `]`: recover from stack state info
  2665. ### Example
  2666. Spawn a small apple tree:
  2667. pos = {x=230,y=20,z=4}
  2668. apple_tree={
  2669. axiom="FFFFFAFFBF",
  2670. rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
  2671. rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
  2672. trunk="default:tree",
  2673. leaves="default:leaves",
  2674. angle=30,
  2675. iterations=2,
  2676. random_level=0,
  2677. trunk_type="single",
  2678. thin_branches=true,
  2679. fruit_chance=10,
  2680. fruit="default:apple"
  2681. }
  2682. minetest.spawn_tree(pos,apple_tree)
  2683. Definition tables
  2684. -----------------
  2685. ### Object Properties
  2686. {
  2687. hp_max = 1,
  2688. physical = true,
  2689. collide_with_objects = true, -- collide with other objects if physical=true
  2690. weight = 5,
  2691. collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
  2692. visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
  2693. visual_size = {x=1, y=1},
  2694. mesh = "model",
  2695. textures = {}, -- number of required textures depends on visual
  2696. colors = {}, -- number of required colors depends on visual
  2697. spritediv = {x=1, y=1},
  2698. initial_sprite_basepos = {x=0, y=0},
  2699. is_visible = true,
  2700. makes_footstep_sound = false,
  2701. automatic_rotate = false,
  2702. stepheight = 0,
  2703. automatic_face_movement_dir = 0.0,
  2704. -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
  2705. automatic_face_movement_max_rotation_per_sec = -1,
  2706. -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
  2707. backface_culling = true, -- false to disable backface_culling for model
  2708. nametag = "", -- by default empty, for players their name is shown if empty
  2709. nametag_color = <color>, -- sets color of nametag as ColorSpec
  2710. infotext = "", -- by default empty, text to be shown when pointed at object
  2711. }
  2712. ### Entity definition (`register_entity`)
  2713. {
  2714. -- Deprecated: Everything in object properties is read directly from here
  2715. initial_properties = --[[<initial object properties>]],
  2716. on_activate = function(self, staticdata, dtime_s),
  2717. on_step = function(self, dtime),
  2718. on_punch = function(self, hitter),
  2719. on_rightclick = function(self, clicker),
  2720. get_staticdata = function(self),
  2721. -- ^ Called sometimes; the string returned is passed to on_activate when
  2722. -- the entity is re-activated from static state
  2723. -- Also you can define arbitrary member variables here
  2724. myvariable = whatever,
  2725. }
  2726. ### ABM (ActiveBlockModifier) definition (`register_abm`)
  2727. {
  2728. -- In the following two fields, also group:groupname will work.
  2729. nodenames = {"default:lava_source"},
  2730. neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
  2731. ^ If left out or empty, any neighbor will do ]]
  2732. interval = 1.0, -- Operation interval in seconds
  2733. chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
  2734. catch_up = true, -- If true, catch-up behaviour is enabled --[[
  2735. ^ The chance value is temporarily reduced when returning to
  2736. an area to simulate time lost by the area being unattended.
  2737. ^ Note chance value can often be reduced to 1 ]]
  2738. action = func(pos, node, active_object_count, active_object_count_wider),
  2739. }
  2740. ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
  2741. {
  2742. description = "Steel Axe",
  2743. groups = {}, -- key=name, value=rating; rating=1..3.
  2744. if rating not applicable, use 1.
  2745. e.g. {wool=1, fluffy=3}
  2746. {soil=2, outerspace=1, crumbly=1}
  2747. {bendy=2, snappy=1},
  2748. {hard=1, metal=1, spikes=1}
  2749. inventory_image = "default_tool_steelaxe.png",
  2750. wield_image = "",
  2751. wield_scale = {x=1,y=1,z=1},
  2752. stack_max = 99,
  2753. range = 4.0,
  2754. liquids_pointable = false,
  2755. tool_capabilities = {
  2756. full_punch_interval = 1.0,
  2757. max_drop_level=0,
  2758. groupcaps={
  2759. -- For example:
  2760. snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
  2761. choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
  2762. },
  2763. damage_groups = {groupname=damage},
  2764. },
  2765. node_placement_prediction = nil,
  2766. --[[
  2767. ^ If nil and item is node, prediction is made automatically
  2768. ^ If nil and item is not a node, no prediction is made
  2769. ^ If "" and item is anything, no prediction is made
  2770. ^ Otherwise should be name of node which the client immediately places
  2771. on ground when the player places the item. Server will always update
  2772. actual result to client in a short moment.
  2773. ]]
  2774. sound = {
  2775. place = --[[<SimpleSoundSpec>]],
  2776. },
  2777. on_place = func(itemstack, placer, pointed_thing),
  2778. --[[
  2779. ^ Shall place item and return the leftover itemstack
  2780. ^ default: minetest.item_place ]]
  2781. on_secondary_use = func(itemstack, user, pointed_thing),
  2782. --[[
  2783. ^ Same as on_place but called when pointing at nothing.
  2784. ^ pointed_thing : always { type = "nothing" }
  2785. ]]
  2786. on_drop = func(itemstack, dropper, pos),
  2787. --[[
  2788. ^ Shall drop item and return the leftover itemstack
  2789. ^ default: minetest.item_drop ]]
  2790. on_use = func(itemstack, user, pointed_thing),
  2791. --[[
  2792. ^ default: nil
  2793. ^ Function must return either nil if no item shall be removed from
  2794. inventory, or an itemstack to replace the original itemstack.
  2795. e.g. itemstack:take_item(); return itemstack
  2796. ^ Otherwise, the function is free to do what it wants.
  2797. ^ The default functions handle regular use cases.
  2798. ]]
  2799. after_use = func(itemstack, user, node, digparams),
  2800. --[[
  2801. ^ default: nil
  2802. ^ If defined, should return an itemstack and will be called instead of
  2803. wearing out the tool. If returns nil, does nothing.
  2804. If after_use doesn't exist, it is the same as:
  2805. function(itemstack, user, node, digparams)
  2806. itemstack:add_wear(digparams.wear)
  2807. return itemstack
  2808. end
  2809. ]]
  2810. }
  2811. ### Tile definition
  2812. * `"image.png"`
  2813. * `{name="image.png", animation={Tile Animation definition}}`
  2814. * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
  2815. tileable_horizontal=bool}`
  2816. * backface culling enabled by default for most nodes
  2817. * tileable flags are info for shaders, how they should treat texture
  2818. when displacement mapping is used
  2819. Directions are from the point of view of the tile texture,
  2820. not the node it's on
  2821. * deprecated, yet still supported field names:
  2822. * `image` (name)
  2823. ### Tile animation definition
  2824. * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
  2825. ### Node definition (`register_node`)
  2826. {
  2827. -- <all fields allowed in item definitions>,
  2828. drawtype = "normal", -- See "Node drawtypes"
  2829. visual_scale = 1.0, --[[
  2830. ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
  2831. ^ For plantlike, the image will start at the bottom of the node; for the
  2832. ^ other drawtypes, the image will be centered on the node.
  2833. ^ Note that positioning for "torchlike" may still change. ]]
  2834. tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
  2835. ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
  2836. ^ List can be shortened to needed length ]]
  2837. special_tiles = {tile definition 1, Tile definition 2}, --[[
  2838. ^ Special textures of node; used rarely (old field name: special_materials)
  2839. ^ List can be shortened to needed length ]]
  2840. alpha = 255,
  2841. use_texture_alpha = false, -- Use texture's alpha channel
  2842. post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
  2843. paramtype = "none", -- See "Nodes" --[[
  2844. ^ paramtype = "light" allows light to propagate from or through the node with light value
  2845. ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
  2846. paramtype2 = "none", -- See "Nodes"
  2847. is_ground_content = true, -- If false, the cave generator will not carve through this
  2848. sunlight_propagates = false, -- If true, sunlight will go infinitely through this
  2849. walkable = true, -- If true, objects collide with node
  2850. pointable = true, -- If true, can be pointed at
  2851. diggable = true, -- If false, can never be dug
  2852. climbable = false, -- If true, can be climbed on (ladder)
  2853. buildable_to = false, -- If true, placed nodes can replace this node
  2854. floodable = false, -- If true, liquids flow into and replace this node
  2855. liquidtype = "none", -- "none"/"source"/"flowing"
  2856. liquid_alternative_flowing = "", -- Flowing version of source liquid
  2857. liquid_alternative_source = "", -- Source version of flowing liquid
  2858. liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
  2859. liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
  2860. leveled = 0, --[[
  2861. ^ Block contains level in param2. Value is default level, used for snow.
  2862. ^ Don't forget to use "leveled" type nodebox. ]]
  2863. liquid_range = 8, -- number of flowing nodes around source (max. 8)
  2864. drowning = 0, -- Player will take this amount of damage if no bubbles are left
  2865. light_source = 0, -- Amount of light emitted by node
  2866. damage_per_second = 0, -- If player is inside node, this damage is caused
  2867. node_box = {type="regular"}, -- See "Node boxes"
  2868. mesh = "model",
  2869. selection_box = {type="regular"}, -- See "Node boxes" --[[
  2870. ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
  2871. legacy_facedir_simple = false, -- Support maps made in and before January 2012
  2872. legacy_wallmounted = false, -- Support maps made in and before January 2012
  2873. sounds = {
  2874. footstep = <SimpleSoundSpec>,
  2875. dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
  2876. dug = <SimpleSoundSpec>,
  2877. place = <SimpleSoundSpec>,
  2878. place_failed = <SimpleSoundSpec>,
  2879. },
  2880. drop = "", -- Name of dropped node when dug. Default is the node itself.
  2881. -- Alternatively:
  2882. drop = {
  2883. max_items = 1, -- Maximum number of items to drop.
  2884. items = { -- Choose max_items randomly from this list.
  2885. {
  2886. items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
  2887. rarity = 1, -- Probability of getting is 1 / rarity.
  2888. },
  2889. },
  2890. },
  2891. on_construct = func(pos), --[[
  2892. ^ Node constructor; called after adding node
  2893. ^ Can set up metadata and stuff like that
  2894. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  2895. ^ default: nil ]]
  2896. on_destruct = func(pos), --[[
  2897. ^ Node destructor; called before removing node
  2898. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  2899. ^ default: nil ]]
  2900. after_destruct = func(pos, oldnode), --[[
  2901. ^ Node destructor; called after removing node
  2902. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  2903. ^ default: nil ]]
  2904. after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
  2905. ^ Called after constructing node when node was placed using
  2906. minetest.item_place_node / minetest.place_node
  2907. ^ If return true no item is taken from itemstack
  2908. ^ default: nil ]]
  2909. after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
  2910. ^ oldmetadata is in table format
  2911. ^ Called after destructing node when node was dug using
  2912. minetest.node_dig / minetest.dig_node
  2913. ^ default: nil ]]
  2914. can_dig = function(pos, [player]) --[[
  2915. ^ returns true if node can be dug, or false if not
  2916. ^ default: nil ]]
  2917. on_punch = func(pos, node, puncher, pointed_thing), --[[
  2918. ^ default: minetest.node_punch
  2919. ^ By default: Calls minetest.register_on_punchnode callbacks ]]
  2920. on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
  2921. ^ default: nil
  2922. ^ if defined, itemstack will hold clicker's wielded item
  2923. ^ Shall return the leftover itemstack
  2924. ^ Note: pointed_thing can be nil, if a mod calls this function ]]
  2925. on_dig = func(pos, node, digger), --[[
  2926. ^ default: minetest.node_dig
  2927. ^ By default: checks privileges, wears out tool and removes node ]]
  2928. on_timer = function(pos,elapsed), --[[
  2929. ^ default: nil
  2930. ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
  2931. ^ elapsed is the total time passed since the timer was started
  2932. ^ return true to run the timer for another cycle with the same timeout value ]]
  2933. on_receive_fields = func(pos, formname, fields, sender), --[[
  2934. ^ fields = {name1 = value1, name2 = value2, ...}
  2935. ^ Called when an UI form (e.g. sign text input) returns data
  2936. ^ default: nil ]]
  2937. allow_metadata_inventory_move = func(pos, from_list, from_index,
  2938. to_list, to_index, count, player), --[[
  2939. ^ Called when a player wants to move items inside the inventory
  2940. ^ Return value: number of items allowed to move ]]
  2941. allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
  2942. ^ Called when a player wants to put something into the inventory
  2943. ^ Return value: number of items allowed to put
  2944. ^ Return value: -1: Allow and don't modify item count in inventory ]]
  2945. allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
  2946. ^ Called when a player wants to take something out of the inventory
  2947. ^ Return value: number of items allowed to take
  2948. ^ Return value: -1: Allow and don't modify item count in inventory ]]
  2949. on_metadata_inventory_move = func(pos, from_list, from_index,
  2950. to_list, to_index, count, player),
  2951. on_metadata_inventory_put = func(pos, listname, index, stack, player),
  2952. on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
  2953. ^ Called after the actual action has happened, according to what was allowed.
  2954. ^ No return value ]]
  2955. on_blast = func(pos, intensity), --[[
  2956. ^ intensity: 1.0 = mid range of regular TNT
  2957. ^ If defined, called when an explosion touches the node, instead of
  2958. removing the node ]]
  2959. }
  2960. ### Recipe for `register_craft` (shaped)
  2961. {
  2962. output = 'default:pick_stone',
  2963. recipe = {
  2964. {'default:cobble', 'default:cobble', 'default:cobble'},
  2965. {'', 'default:stick', ''},
  2966. {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
  2967. },
  2968. replacements = --[[<optional list of item pairs,
  2969. replace one input item with another item on crafting>]]
  2970. }
  2971. ### Recipe for `register_craft` (shapeless)
  2972. {
  2973. type = "shapeless",
  2974. output = 'mushrooms:mushroom_stew',
  2975. recipe = {
  2976. "mushrooms:bowl",
  2977. "mushrooms:mushroom_brown",
  2978. "mushrooms:mushroom_red",
  2979. },
  2980. replacements = --[[<optional list of item pairs,
  2981. replace one input item with another item on crafting>]]
  2982. }
  2983. ### Recipe for `register_craft` (tool repair)
  2984. {
  2985. type = "toolrepair",
  2986. additional_wear = -0.02,
  2987. }
  2988. ### Recipe for `register_craft` (cooking)
  2989. {
  2990. type = "cooking",
  2991. output = "default:glass",
  2992. recipe = "default:sand",
  2993. cooktime = 3,
  2994. }
  2995. ### Recipe for `register_craft` (furnace fuel)
  2996. {
  2997. type = "fuel",
  2998. recipe = "default:leaves",
  2999. burntime = 1,
  3000. }
  3001. ### Ore definition (`register_ore`)
  3002. {
  3003. ore_type = "scatter", -- See "Ore types"
  3004. ore = "default:stone_with_coal",
  3005. wherein = "default:stone",
  3006. -- ^ a list of nodenames is supported too
  3007. clust_scarcity = 8*8*8,
  3008. -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
  3009. -- ^ This value should be *MUCH* higher than your intuition might tell you!
  3010. clust_num_ores = 8,
  3011. -- ^ Number of ores in a cluster
  3012. clust_size = 3,
  3013. -- ^ Size of the bounding box of the cluster
  3014. -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
  3015. y_min = -31000,
  3016. y_max = 64,
  3017. flags = "",
  3018. -- ^ Attributes for this ore generation
  3019. noise_threshold = 0.5,
  3020. -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
  3021. noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
  3022. -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
  3023. -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
  3024. random_factor = 1.0,
  3025. -- ^ Multiplier of the randomness contribution to the noise value at any
  3026. -- given point to decide if ore should be placed. Set to 0 for solid veins.
  3027. -- ^ This parameter is only valid for ore_type == "vein".
  3028. biomes = {"desert", "rainforest"}
  3029. -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
  3030. -- ^ and ignored if the Mapgen being used does not support biomes.
  3031. -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
  3032. }
  3033. ### Biome definition (`register_biome`)
  3034. {
  3035. name = "tundra",
  3036. node_dust = "default:snow",
  3037. -- ^ Node dropped onto upper surface after all else is generated.
  3038. node_top = "default:dirt_with_snow",
  3039. depth_top = 1,
  3040. -- ^ Node forming surface layer of biome and thickness of this layer.
  3041. node_filler = "default:permafrost",
  3042. depth_filler = 3,
  3043. -- ^ Node forming lower layer of biome and thickness of this layer.
  3044. node_stone = "default:bluestone",
  3045. -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
  3046. node_water_top = "default:ice",
  3047. depth_water_top = 10,
  3048. -- ^ Node forming a surface layer in seawater with the defined thickness.
  3049. node_water = "",
  3050. -- ^ Node that replaces all seawater nodes not in the defined surface layer.
  3051. node_river_water = "default:ice",
  3052. -- ^ Node that replaces river water in mapgens that use default:river_water.
  3053. y_min = 1,
  3054. y_max = 31000,
  3055. -- ^ Lower and upper limits for biome.
  3056. -- ^ Because biome is not recalculated for every node in a node column
  3057. -- ^ some biome materials can exceed their limits, especially stone.
  3058. -- ^ For each node column in a mapchunk, biome is only recalculated at column
  3059. -- ^ top and at each of these surfaces:
  3060. -- ^ Ground below air, water below air, ground below water.
  3061. -- ^ The selected biome then stays in effect for all nodes below until
  3062. -- ^ column base or the next biome recalculation.
  3063. heat_point = 0,
  3064. humidity_point = 50,
  3065. -- ^ Characteristic average temperature and humidity for the biome.
  3066. -- ^ These values create 'biome points' on a voronoi diagram that has heat
  3067. -- ^ and humidity as axes. The resulting voronoi cells determine which
  3068. -- ^ heat/humidity points belong to which biome, and therefore determine
  3069. -- ^ the area and location of each biome in the world.
  3070. -- ^ The biome points need to be carefully and evenly spaced on the voronoi
  3071. -- ^ diagram to result in roughly equal size biomes.
  3072. -- ^ Heat and humidity have average values of 50, vary mostly between
  3073. -- ^ 0 and 100 but also often exceed these values.
  3074. -- ^ Heat is not in degrees celcius, both values are abstract.
  3075. }
  3076. ### Decoration definition (`register_decoration`)
  3077. {
  3078. deco_type = "simple", -- See "Decoration types"
  3079. place_on = "default:dirt_with_grass",
  3080. -- ^ Node that decoration can be placed on
  3081. sidelen = 8,
  3082. -- ^ Size of divisions made in the chunk being generated.
  3083. -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
  3084. fill_ratio = 0.02,
  3085. -- ^ Ratio of the area to be uniformly filled by the decoration.
  3086. -- ^ Used only if noise_params is not specified.
  3087. noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
  3088. -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
  3089. -- ^ The result of this is multiplied by the 2d area of the division being decorated.
  3090. biomes = {"Oceanside", "Hills", "Plains"},
  3091. -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
  3092. -- ^ and ignored if the Mapgen being used does not support biomes.
  3093. -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
  3094. y_min = -31000
  3095. y_max = 31000
  3096. -- ^ Minimum and maximum `y` positions these decorations can be generated at.
  3097. -- ^ This parameter refers to the `y` position of the decoration base, so
  3098. -- the actual maximum height would be `height_max + size.Y`.
  3099. flags = "liquid_surface",
  3100. -- ^ Flags for all decoration types.
  3101. -- ^ "liquid_surface": Instead of placement on the highest solid surface
  3102. -- ^ in a mapchunk column, placement is on the highest liquid surface.
  3103. -- ^ Placement is disabled if solid nodes are found above the liquid surface.
  3104. ----- Simple-type parameters
  3105. decoration = "default:grass",
  3106. -- ^ The node name used as the decoration.
  3107. -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
  3108. height = 1,
  3109. -- ^ Number of nodes high the decoration is made.
  3110. -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
  3111. height_max = 0,
  3112. -- ^ Number of nodes the decoration can be at maximum.
  3113. -- ^ If absent, the parameter 'height' is used as a constant.
  3114. spawn_by = "default:water",
  3115. -- ^ Node that the decoration only spawns next to.
  3116. -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
  3117. -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
  3118. num_spawn_by = 1,
  3119. -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
  3120. -- ^ If absent or -1, decorations occur next to any nodes.
  3121. ----- Schematic-type parameters
  3122. schematic = "foobar.mts",
  3123. -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
  3124. -- ^ specified Minetest schematic file.
  3125. -- ^ - OR -, could be the ID of a previously registered schematic
  3126. -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
  3127. -- ^ and an optional table yslice_prob:
  3128. schematic = {
  3129. size = {x=4, y=6, z=4},
  3130. data = {
  3131. {name="default:cobble", param1=255, param2=0},
  3132. {name="default:dirt_with_grass", param1=255, param2=0},
  3133. {name="ignore", param1=255, param2=0},
  3134. {name="air", param1=255, param2=0},
  3135. ...
  3136. },
  3137. yslice_prob = {
  3138. {ypos=2, prob=128},
  3139. {ypos=5, prob=64},
  3140. ...
  3141. },
  3142. },
  3143. -- ^ See 'Schematic specifier' for details.
  3144. replacements = {["oldname"] = "convert_to", ...},
  3145. flags = "place_center_x, place_center_y, place_center_z, force_placement",
  3146. -- ^ Flags for schematic decorations. See 'Schematic attributes'.
  3147. rotation = "90" -- rotate schematic 90 degrees on placement
  3148. -- ^ Rotation can be "0", "90", "180", "270", or "random".
  3149. }
  3150. ### Chat command definition (`register_chatcommand`)
  3151. {
  3152. params = "<name> <privilege>", -- Short parameter description
  3153. description = "Remove privilege from player", -- Full description
  3154. privs = {privs=true}, -- Require the "privs" privilege to run
  3155. func = function(name, param), -- Called when command is run.
  3156. -- Returns boolean success and text output.
  3157. }
  3158. ### Detached inventory callbacks
  3159. {
  3160. allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
  3161. -- ^ Called when a player wants to move items inside the inventory
  3162. -- ^ Return value: number of items allowed to move
  3163. allow_put = func(inv, listname, index, stack, player),
  3164. -- ^ Called when a player wants to put something into the inventory
  3165. -- ^ Return value: number of items allowed to put
  3166. -- ^ Return value: -1: Allow and don't modify item count in inventory
  3167. allow_take = func(inv, listname, index, stack, player),
  3168. -- ^ Called when a player wants to take something out of the inventory
  3169. -- ^ Return value: number of items allowed to take
  3170. -- ^ Return value: -1: Allow and don't modify item count in inventory
  3171. on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
  3172. on_put = func(inv, listname, index, stack, player),
  3173. on_take = func(inv, listname, index, stack, player),
  3174. -- ^ Called after the actual action has happened, according to what was allowed.
  3175. -- ^ No return value
  3176. }
  3177. ### HUD Definition (`hud_add`, `hud_get`)
  3178. {
  3179. hud_elem_type = "image", -- see HUD element types
  3180. -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
  3181. position = {x=0.5, y=0.5},
  3182. -- ^ Left corner position of element
  3183. name = "<name>",
  3184. scale = {x=2, y=2},
  3185. text = "<text>",
  3186. number = 2,
  3187. item = 3,
  3188. -- ^ Selected item in inventory. 0 for no item selected.
  3189. direction = 0,
  3190. -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
  3191. alignment = {x=0, y=0},
  3192. -- ^ See "HUD Element Types"
  3193. offset = {x=0, y=0},
  3194. -- ^ See "HUD Element Types"
  3195. size = { x=100, y=100 },
  3196. -- ^ Size of element in pixels
  3197. }
  3198. ### Particle definition (`add_particle`)
  3199. {
  3200. pos = {x=0, y=0, z=0},
  3201. velocity = {x=0, y=0, z=0},
  3202. acceleration = {x=0, y=0, z=0},
  3203. -- ^ Spawn particle at pos with velocity and acceleration
  3204. expirationtime = 1,
  3205. -- ^ Disappears after expirationtime seconds
  3206. size = 1,
  3207. collisiondetection = false,
  3208. -- ^ collisiondetection: if true collides with physical objects
  3209. vertical = false,
  3210. -- ^ vertical: if true faces player using y axis only
  3211. texture = "image.png",
  3212. -- ^ Uses texture (string)
  3213. playername = "singleplayer"
  3214. -- ^ optional, if specified spawns particle only on the player's client
  3215. }
  3216. ### `ParticleSpawner` definition (`add_particlespawner`)
  3217. {
  3218. amount = 1,
  3219. time = 1,
  3220. -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
  3221. minpos = {x=0, y=0, z=0},
  3222. maxpos = {x=0, y=0, z=0},
  3223. minvel = {x=0, y=0, z=0},
  3224. maxvel = {x=0, y=0, z=0},
  3225. minacc = {x=0, y=0, z=0},
  3226. maxacc = {x=0, y=0, z=0},
  3227. minexptime = 1,
  3228. maxexptime = 1,
  3229. minsize = 1,
  3230. maxsize = 1,
  3231. -- ^ The particle's properties are random values in between the bounds:
  3232. -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
  3233. -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
  3234. collisiondetection = false,
  3235. -- ^ collisiondetection: if true uses collision detection
  3236. vertical = false,
  3237. -- ^ vertical: if true faces player using y axis only
  3238. texture = "image.png",
  3239. -- ^ Uses texture (string)
  3240. playername = "singleplayer"
  3241. -- ^ Playername is optional, if specified spawns particle only on the player's client
  3242. }