WARNING: if you're looking for the minetest
namespace (e.g. minetest.something
),
it's now called core
due to the renaming of Luanti (formerly Minetest).
minetest
will keep existing as an alias, so that old code won't break.
Content and functionality can be added to Luanti using Lua scripting in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related things, which is loaded by and interfaces with Luanti.
Mods are contained and ran solely on the server side. Definitions and media files are automatically transferred to the client.
If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API, and to document it here.
If you have any difficulty in understanding this, please read Programming in Lua.
Mods are loaded during server startup from the mod load paths by running
the init.lua
scripts in a shared environment.
Luanti keeps and looks for files mostly in two paths. path_share
or path_user
.
path_share
contains possibly read-only content for the engine (incl. games and mods).
path_user
contains mods or games installed by the user but also the users
worlds or settings.
With a local build (RUN_IN_PLACE=1
) path_share
and path_user
both point to
the build directory. For system-wide builds on Linux the share path is usually at
/usr/share/minetest
while the user path resides in .minetest
in the home directory.
Paths on other operating systems will differ.
Games are looked up from:
$path_share/games/<gameid>/
$path_user/games/<gameid>/
Where <gameid>
is unique to each game.
The game directory can contain the following files:
game.conf
, with the following keys:
title
: Required, a human-readable title to address the game, e.g. title = Minetest Game
.name
: (Deprecated) same as title.description
: Short description to be shown in the content tab.
See Translating content meta.first_mod
: Use this to specify the mod that must be loaded before any other mod.last_mod
: Use this to specify the mod that must be loaded after all other modsallowed_mapgens = <comma-separated mapgens>
e.g. allowed_mapgens = v5,v6,flat
Mapgens not in this list are removed from the list of mapgens for the
game.
If not specified, all mapgens are allowed.disallowed_mapgens = <comma-separated mapgens>
e.g. disallowed_mapgens = v5,v6,flat
These mapgens are removed from the list of mapgens for the game.
When both allowed_mapgens
and disallowed_mapgens
are
specified, allowed_mapgens
is applied before
disallowed_mapgens
.disallowed_mapgen_settings= <comma-separated mapgen settings>
e.g. disallowed_mapgen_settings = mgv5_spflags
These mapgen settings are hidden for this game in the world creation
dialog and game start menu. Add seed
to hide the seed input field.disabled_settings = <comma-separated settings>
e.g. disabled_settings = enable_damage, creative_mode
These settings are hidden for this game in the "Start game" tab
and will be initialized as false
when the game is started.
Prepend a setting name with an exclamation mark to initialize it to true
(this does not work for enable_server
).
Only these settings are supported:
enable_damage
, creative_mode
, enable_server
.map_persistent
: Specifies whether newly created worlds should use
a persistent map backend. Defaults to true
(= "sqlite3")author
: The author's ContentDB username.release
: Ignore this: Should only ever be set by ContentDB, as it is
an internal ID used to track versions.textdomain
: Textdomain used to translate description. Defaults to game id.
See Translating content meta.minetest.conf
:
Used to set default settings when running this game.settingtypes.txt
:
In the same format as the one in builtin.
This settingtypes.txt will be parsed by the menu and the settings will be
displayed in the "Games" category in the advanced settings tab.textures
the server will load it as a
texturepack, overriding mod textures.
Any server texturepack will override mod textures and the game texturepack.Games can provide custom main menu images. They are put inside a menu
directory inside the game directory.
The images are named $identifier.png
, where $identifier
is one of
overlay
, background
, footer
, header
.
If you want to specify multiple images for one identifier, add additional
images named like $identifier.$n.png
, with an ascending number $n starting
with 1, and a random image will be chosen from the provided ones.
Games can provide custom main menu music. They are put inside a menu
directory inside the game directory.
The music files are named theme.ogg
.
If you want to specify multiple music files for one game, add additional
images named like theme.$n.ogg
, with an ascending number $n starting
with 1 (max 10), and a random music file will be chosen from the provided ones.
Paths are relative to the directories listed in the [Paths] section above.
games/<gameid>/mods/
mods/
worlds/<worldname>/worldmods/
It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else.
This is useful for e.g. adventure worlds and happens if the <worldname>/game/
directory exists.
Mods should then be placed in <worldname>/game/mods/
.
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named modpack.conf
.
The file is a key-value store of modpack details.
name
: The modpack name. Allows Luanti to determine the modpack name even
if the folder is wrongly named.title
: A human-readable title to address the modpack. See Translating content meta.description
: Description of mod to be shown in the Mods tab of the main
menu. See Translating content meta.author
: The author's ContentDB username.release
: Ignore this: Should only ever be set by ContentDB, as it is an
internal ID used to track versions.textdomain
: Textdomain used to translate title and description. Defaults to modpack name.
See Translating content meta.Note: to support 0.4.x, please also create an empty modpack.txt file.
mods
├── modname
│ ├── mod.conf
│ ├── screenshot.png
│ ├── settingtypes.txt
│ ├── init.lua
│ ├── models
│ ├── textures
│ │ ├── modname_stuff.png
│ │ ├── modname_stuff_normal.png
│ │ ├── modname_something_else.png
│ │ ├── subfolder_foo
│ │ │ ├── modname_more_stuff.png
│ │ │ └── another_subfolder
│ │ └── bar_subfolder
│ ├── sounds
│ ├── media
│ ├── locale
│ └── <custom data>
└── another
The location of this directory can be fetched by using
core.get_modpath(modname)
.
A Settings
file that provides meta information about the mod.
name
: The mod name. Allows Luanti to determine the mod name even if the
folder is wrongly named.title
: A human-readable title to address the mod. See Translating content meta.description
: Description of mod to be shown in the Mods tab of the main
menu. See Translating content meta.depends
: A comma separated list of dependencies. These are mods that must be
loaded before this mod.optional_depends
: A comma separated list of optional dependencies.
Like a dependency, but no error if the mod doesn't exist.author
: The author's ContentDB username.release
: Ignore this: Should only ever be set by ContentDB, as it is an
internal ID used to track versions.textdomain
: Textdomain used to translate title and description. Defaults to modname.
See Translating content meta.screenshot.png
A screenshot shown in the mod manager within the main menu. It should have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
depends.txt
Deprecated: you should use mod.conf instead.
This file is used if there are no dependencies in mod.conf.
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
Optional dependencies can be defined by appending a question mark to a single modname. This means that if the specified mod is missing, it does not prevent this mod from being loaded.
description.txt
Deprecated: you should use mod.conf instead.
This file is used if there is no description in mod.conf.
A file containing a description to be shown in the Mods tab of the main menu.
settingtypes.txt
The format is documented in builtin/settingtypes.txt
.
It is parsed by the main menu settings dialogue to list mod-specific
settings in the "Mods" category.
core.settings
can be used to read custom or engine settings.
See [Settings
].
init.lua
The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on Luanti calling the registered callbacks.
textures
, sounds
, media
, models
, locale
Media files (textures, sounds, whatever) that will be transferred to the client and will be available for use by the mod and translation files for the clients (see [Translations]). Accepted characters for names are:
a-zA-Z0-9_.-
Accepted formats are:
images: .png, .jpg, .tga
sounds: .ogg vorbis
models: .x, .b3d, .obj, (since version 5.10:) .gltf, .glb
Other formats won't be sent to the client (e.g. you can store .blend files in a folder for convenience, without the risk that such files are transferred)
It is suggested to use the folders for the purpose they are thought for,
eg. put textures into textures
, translation files into locale
,
models for entities or meshnodes into models
et cetera.
These folders and subfolders can contain subfolders.
Subfolders with names starting with _
or .
are ignored.
If a subfolder contains a media file with the same name as a media file
in one of its parents, the parent's file is used.
Although it is discouraged, a mod can overwrite a media file of any mod that it depends on by supplying a file with an equal name.
Only a subset of model file format features is supported:
Simple textured meshes (with multiple textures), optionally with normals. The .x, .b3d and .gltf formats additionally support (a single) animation.
The glTF model file format for now only serves as a more modern alternative to the other static model file formats; it unlocks no special rendering features.
Binary glTF (.glb
) files are supported and recommended over .gltf
files
due to their space savings.
This means that many glTF features are not supported yet, including:
Textures are supplied solely via the same means as for the other model file formats:
The textures
object property, the tiles
node definition field and
the list of textures used in the model[]
formspec element.
The order in which textures are to be supplied
is that in which they appear in the textures
array in the glTF file.
Do not rely on glTF features not being supported; they may be supported in the future. The backwards compatibility guarantee does not extend to ignoring unsupported features.
For example, if your model used an emissive material, you should expect that a future version of Luanti may respect this, and thus cause your model to render differently there.
Registered names should generally be in this format:
modname:<whatever>
<whatever>
can have these characters:
a-zA-Z0-9_
This is to prevent conflicting names from corrupting maps and is enforced by the mod loader.
Registered names can be overridden by prefixing the name with :
. This can
be used for overriding the registrations of some other mod.
The :
prefix can also be used for maintaining backwards compatibility.
In the mod experimental
, there is the ideal item/node/entity name tnt
.
So the name should be experimental:tnt
.
Any mod can redefine experimental:tnt
by using the name
:experimental:tnt
when registering it. For this to work correctly, that mod must have
experimental
as a dependency.
Aliases of itemnames can be added by using
core.register_alias(alias, original_name)
or
core.register_alias_force(alias, original_name)
.
This adds an alias alias
for the item called original_name
.
From now on, you can use alias
to refer to the item original_name
.
The only difference between core.register_alias
and
core.register_alias_force
is that if an item named alias
already exists,
core.register_alias
will do nothing while
core.register_alias_force
will unregister it.
This can be used for maintaining backwards compatibility.
This can also set quick access names for things, e.g. if
you have an item called epiclylongmodname:stuff
, you could do
core.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use /giveme stuff
.
In a game, a certain number of these must be set to tell core mapgens which of the game's nodes are to be used for core mapgen generation. For example:
core.register_alias("mapgen_stone", "default:stone")
mapgen_stone
mapgen_water_source
mapgen_river_water_source
mapgen_river_water_source
is required for mapgens with sloping rivers where
it is necessary to have a river liquid node with a short liquid_range
and
liquid_renewable = false
to avoid flooding.
mapgen_lava_source
Fallback lava node used if cave liquids are not defined in biome definitions. Deprecated, define cave liquids in biome definitions instead.
mapgen_cobble
Fallback node used if dungeon nodes are not defined in biome definitions. Deprecated, define dungeon nodes in biome definitions instead.
mapgen_stone
mapgen_water_source
mapgen_lava_source
mapgen_dirt
mapgen_dirt_with_grass
mapgen_sand
mapgen_tree
mapgen_leaves
mapgen_apple
mapgen_cobble
mapgen_gravel
(falls back to stone)mapgen_desert_stone
(falls back to stone)mapgen_desert_sand
(falls back to sand)mapgen_dirt_with_snow
(falls back to dirt_with_grass)mapgen_snowblock
(falls back to dirt_with_grass)mapgen_snow
(not placed if missing)mapgen_ice
(falls back to water_source)
mapgen_jungletree
(falls back to tree)
mapgen_jungleleaves
(falls back to leaves)
mapgen_junglegrass
(not placed if missing)
mapgen_pine_tree
(falls back to tree)
mapgen_pine_needles
(falls back to leaves)
mapgen_stair_cobble
(falls back to cobble)
mapgen_mossycobble
(falls back to cobble)
mapgen_stair_desert_stone
(falls back to desert_stone)
By default the world is filled with air nodes. To set a different node use e.g.:
core.register_alias("mapgen_singlenode", "default:stone")
Mods should generally prefix their textures with modname_
, e.g. given
the mod name foomod
, a texture could be called:
foomod_foothing.png
Textures are referred to by their complete name, or alternatively by stripping out the file extension:
foomod_foothing.png
foomod_foothing
Supported texture formats are PNG (.png
), JPEG (.jpg
) and Targa (.tga
).
There are various texture modifiers that can be used to let the client generate textures on-the-fly. The modifiers are applied directly in sRGB colorspace, i.e. without gamma-correction.
TEXMOD_UPSCALE
: The texture with the lower resolution will be automatically
upscaled to the higher resolution texture.Textures can be overlaid by putting a ^
between them.
Warning: If the lower and upper pixels are both semi-transparent, this operation does not do alpha blending, and it is not associative. Otherwise it does alpha blending in srgb color space.
Example:
default_dirt.png^default_grass_side.png
default_grass_side.png
is overlaid over default_dirt.png
.
See notes: TEXMOD_UPSCALE
Textures can be grouped together by enclosing them in (
and )
.
Example: cobble.png^(thing1.png^thing2.png)
A texture for thing1.png^thing2.png
is created and the resulting
texture is overlaid on top of cobble.png
.
Modifiers that accept texture names (e.g. [combine
) accept escaping to allow
passing complex texture names as arguments. Escaping is done with backslash and
is required for ^
, :
and \
.
Example: cobble.png^[lowpart:50:color.png\^[mask\:trans.png
Or as a Lua string: "cobble.png^[lowpart:50:color.png\\^[mask\\:trans.png"
The lower 50 percent of color.png^[mask:trans.png
are overlaid
on top of cobble.png
.
[crack:<n>:<p>
[cracko:<n>:<p>
[crack:<t>:<n>:<p>
[cracko:<t>:<n>:<p>
Parameters:
<t>
: tile count (in each direction)<n>
: animation frame count<p>
: current animation frameDraw a step of the crack animation on the texture.
crack
draws it normally, while cracko
lays it over, keeping transparent
pixels intact.
Example:
default_cobble.png^[crack:10:1
[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...
<w>
: width<h>
: height<x>
: x position, negative numbers allowed<y>
: y position, negative numbers allowed<file>
: texture to combineCreates a texture of size <w>
times <h>
and blits the listed files to their
specified coordinates.
Example:
[combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
[resize:<w>x<h>
Resizes the texture to the given dimensions.
Example:
default_sandstone.png^[resize:16x16
[opacity:<r>
Makes the base image transparent according to the given ratio.
r
must be between 0 (transparent) and 255 (opaque).
Example:
default_sandstone.png^[opacity:127
[invert:<mode>
Inverts the given channels of the base image. Mode may contain the characters "r", "g", "b", "a". Only the channels that are mentioned in the mode string will be inverted.
Example:
default_apple.png^[invert:rgb
[brighten
Brightens the texture.
Example:
tnt_tnt_side.png^[brighten
[noalpha
Makes the texture completely opaque.
Example:
default_leaves.png^[noalpha
[makealpha:<r>,<g>,<b>
Convert one color to transparency.
Example:
default_cobble.png^[makealpha:128,128,128
[transform<t>
<t>
: transformation(s) to applyRotates and/or flips the image.
<t>
can be a number (between 0 and 7) or a transform name.
Rotations are counter-clockwise.
0 I identity
1 R90 rotate by 90 degrees
2 R180 rotate by 180 degrees
3 R270 rotate by 270 degrees
4 FX flip X
5 FXR90 flip X then rotate by 90 degrees
6 FY flip Y
7 FYR90 flip Y then rotate by 90 degrees
Example:
default_stone.png^[transformFXR90
[inventorycube{<top>{<left>{<right>
Escaping does not apply here and ^
is replaced by &
in texture names
instead.
Create an inventory cube texture using the side textures.
Example:
[inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
Creates an inventorycube with grass.png
, dirt.png^grass_side.png
and
dirt.png^grass_side.png
textures
[fill:<w>x<h>:<x>,<y>:<color>
<w>
: width<h>
: height<x>
: x position<y>
: y position<color>
: a ColorString
.Creates a texture of the given size and color, optionally with an <x>,<y>
position. An alpha value may be specified in the Colorstring
.
The optional <x>,<y>
position is only used if the [fill
is being overlaid
onto another texture with '^'.
When [fill
is overlaid onto another texture it will not upscale or change
the resolution of the texture, the base texture will determine the output
resolution.
Examples:
[fill:16x16:#20F02080
texture.png^[fill:8x8:4,4:red
[lowpart:<percent>:<file>
Blit the lower <percent>
% part of <file>
on the texture.
Example:
base.png^[lowpart:25:overlay.png
[verticalframe:<t>:<n>
<t>
: animation frame count<n>
: current animation frameCrops the texture to a frame of a vertical animation.
Example:
default_torch_animated.png^[verticalframe:16:8
[mask:<file>
Apply a mask to the base image.
The mask is applied using binary AND.
See notes: TEXMOD_UPSCALE
[sheet:<w>x<h>:<x>,<y>
Retrieves a tile at position x, y (in tiles, 0-indexed) from the base image, which it assumes to be a tilesheet with dimensions w, h (in tiles).
[colorize:<color>:<ratio>
Colorize the textures with the given color.
<color>
is specified as a ColorString
.
<ratio>
is an int ranging from 0 to 255 or the word "alpha
". If
it is an int, then it specifies how far to interpolate between the
colors where 0 is only the texture color and 255 is only <color>
. If
omitted, the alpha of <color>
will be used as the ratio. If it is
the word "alpha
", then each texture pixel will contain the RGB of
<color>
and the alpha of <color>
multiplied by the alpha of the
texture pixel.
[colorizehsl:<hue>:<saturation>:<lightness>
Colorize the texture to the given hue. The texture will be converted into a greyscale image as seen through a colored glass, like "Colorize" in GIMP. Saturation and lightness can optionally be adjusted.
<hue>
should be from -180 to +180. The hue at 0° on an HSL color wheel is
red, 60° is yellow, 120° is green, and 180° is cyan, while -60° is magenta
and -120° is blue.
<saturation>
and <lightness>
are optional adjustments.
<lightness>
is from -100 to +100, with a default of 0
<saturation>
is from 0 to 100, with a default of 50
[multiply:<color>
Multiplies texture colors with the given color.
<color>
is specified as a ColorString
.
Result is more like what you'd expect if you put a color on top of another
color, meaning white surfaces get a lot of your new color while black parts
don't change very much.
A Multiply blend can be applied between two textures by using the overlay modifier with a brightness adjustment:
textureA.png^[contrast:0:-64^[overlay:textureB.png
[screen:<color>
Apply a Screen blend with the given color. A Screen blend is the inverse of a Multiply blend, lightening images instead of darkening them.
<color>
is specified as a ColorString
.
A Screen blend can be applied between two textures by using the overlay modifier with a brightness adjustment:
textureA.png^[contrast:0:64^[overlay:textureB.png
[hsl:<hue>:<saturation>:<lightness>
Adjust the hue, saturation, and lightness of the texture. Like "Hue-Saturation" in GIMP, but with 0 as the mid-point.
<hue>
should be from -180 to +180
<saturation>
and <lightness>
are optional, and both percentages.
<lightness>
is from -100 to +100.
<saturation>
goes down to -100 (fully desaturated) but may go above 100,
allowing for even muted colors to become highly saturated.
[contrast:<contrast>:<brightness>
Adjust the brightness and contrast of the texture. Conceptually like GIMP's "Brightness-Contrast" feature but allows brightness to be wound all the way up to white or down to black.
<contrast>
is a value from -127 to +127.
<brightness>
is an optional value, from -127 to +127.
If only a boost in contrast is required, an alternative technique is to hardlight blend the texture with itself, this increases contrast in the same way as an S-shaped color-curve, which avoids dark colors clipping to black and light colors clipping to white:
texture.png^[hardlight:texture.png
[overlay:<file>
Applies an Overlay blend with the two textures, like the Overlay layer mode
in GIMP. Overlay is the same as Hard light but with the role of the two
textures swapped, see the [hardlight
modifier description for more detail
about these blend modes.
See notes: TEXMOD_UPSCALE
[hardlight:<file>
Applies a Hard light blend with the two textures, like the Hard light layer mode in GIMP.
Hard light combines Multiply and Screen blend modes. Light parts of the
<file>
texture will lighten (screen) the base texture, and dark parts of the
<file>
texture will darken (multiply) the base texture. This can be useful
for applying embossing or chiselled effects to textures. A Hard light with the
same texture acts like applying an S-shaped color-curve, and can be used to
increase contrast without clipping.
Hard light is the same as Overlay but with the roles of the two textures
swapped, i.e. A.png^[hardlight:B.png
is the same as B.png^[overlay:A.png
See notes: TEXMOD_UPSCALE
[png:<base64>
Embed a base64 encoded PNG image in the texture string.
You can produce a valid string for this by calling
core.encode_base64(core.encode_png(tex))
,
where tex
is pixel data. Refer to the documentation of these
functions for details.
You can use this to send disposable images such as captchas
to individual clients, or render things that would be too
expensive to compose with [combine:
.
IMPORTANT: Avoid sending large images this way.
This is not a replacement for asset files, do not use it to do anything
that you could instead achieve by just using a file.
In particular consider core.dynamic_add_media
and test whether
using other texture modifiers could result in a shorter string than
embedding a whole image, this may vary by use case.
See notes: TEXMOD_UPSCALE
The goal of hardware coloring is to simplify the creation of colorful nodes. If your textures use the same pattern, and they only differ in their color (like colored wool blocks), you can use hardware coloring instead of creating and managing many texture files. All of these methods use color multiplication (so a white-black texture with red coloring will result in red-black color).
This method is useful if you wish to create nodes/items with the same texture, in different colors, each in a new node/item definition.
When you register an item or node, set its color
field (which accepts a
ColorSpec
) to the desired color.
An ItemStack
's static color can be overwritten by the color
metadata
field. If you set that field to a ColorString
, that color will be used.
Each tile may have an individual static color, which overwrites every
other coloring method. To disable the coloring of a face,
set its color to white (because multiplying with white does nothing).
You can set the color
property of the tiles in the node's definition
if the tile is in table format.
For nodes and items which can have many colors, a palette is more suitable. A palette is a texture, which can contain up to 256 pixels. Each pixel is one possible color for the node/item. You can register one node/item, which can have up to 256 colors.
When using palettes, you always provide a pixel index for the given
node or ItemStack
. The palette is read from left to right and from
top to bottom. If the palette has less than 256 pixels, then it is
stretched to contain exactly 256 pixels (after arranging the pixels
to one line). The indexing starts from 0.
Examples:
When registering an item, set the item definition's palette
field to
a texture. You can also use texture modifiers.
The ItemStack
's color depends on the palette_index
field of the
stack's metadata. palette_index
is an integer, which specifies the
index of the pixel to use.
When registering a node, set the item definition's palette
field to
a texture. You can also use texture modifiers.
The node's color depends on its param2
, so you also must set an
appropriate paramtype2
:
paramtype2 = "color"
for nodes which use their full param2
for
palette indexing. These nodes can have 256 different colors.
The palette should contain 256 pixels.paramtype2 = "colorwallmounted"
for nodes which use the first
five bits (most significant) of param2
for palette indexing.
The remaining three bits are describing rotation, as in wallmounted
paramtype2. Division by 8 yields the palette index (without stretching the
palette). These nodes can have 32 different colors, and the palette
should contain 32 pixels.
Examples:
param2 = 17
is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
pixel will be picked from the palette.param2 = 35
is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
pixel will be picked from the palette.paramtype2 = "colorfacedir"
for nodes which use the first
three bits of param2
for palette indexing. The remaining
five bits are describing rotation, as in facedir
paramtype2.
Division by 32 yields the palette index (without stretching the
palette). These nodes can have 8 different colors, and the
palette should contain 8 pixels.
Examples:
param2 = 17
is 0 * 32 + 17, so the rotation is 17 and the
first (= 0 + 1) pixel will be picked from the palette.param2 = 35
is 1 * 32 + 3, so the rotation is 3 and the
second (= 1 + 1) pixel will be picked from the palette.paramtype2 = "color4dir"
for nodes which use the first
six bits of param2
for palette indexing. The remaining
two bits are describing rotation, as in 4dir
paramtype2.
Division by 4 yields the palette index (without stretching the
palette). These nodes can have 64 different colors, and the
palette should contain 64 pixels.
Examples:
param2 = 17
is 4 * 4 + 1, so the rotation is 1 and the
fifth (= 4 + 1) pixel will be picked from the palette.param2 = 35
is 8 * 4 + 3, so the rotation is 3 and the
ninth (= 8 + 1) pixel will be picked from the palette.To colorize a node on the map, set its param2
value (according
to the node's paramtype2).
Static coloring is the same for both cases, there is no need for conversion.
If the ItemStack
's metadata contains the color
field, it will be
lost on placement, because nodes on the map can only use palettes.
If the ItemStack
's metadata contains the palette_index
field, it is
automatically transferred between node and item forms by the engine,
when a player digs or places a colored node.
You can disable this feature by setting the drop
field of the node
to itself (without metadata).
To transfer the color to a special drop, you need a drop table.
Example:
core.register_node("mod:stone", {
description = "Stone",
tiles = {"default_stone.png"},
paramtype2 = "color",
palette = "palette.png",
drop = {
items = {
-- assume that mod:cobblestone also has the same palette
{items = {"mod:cobblestone"}, inherit_color = true },
}
}
})
Craft recipes only support item strings, but fortunately item strings can also contain metadata. Example craft recipe registration:
core.register_craft({
output = core.itemstring_with_palette("wool:block", 3),
type = "shapeless",
recipe = {
"wool:block",
"dye:red",
},
})
To set the color
field, you can use core.itemstring_with_color
.
Metadata field filtering in the recipe
field are not supported yet,
so the craft output is independent of the color of the ingredients.
Sometimes hardware coloring is not enough, because it affects the whole tile. Soft texture overlays were added to Luanti to allow the dynamic coloring of only specific parts of the node's texture. For example a grass block may have colored grass, while keeping the dirt brown.
These overlays are 'soft', because unlike texture modifiers, the layers are not merged in the memory, but they are simply drawn on top of each other. This allows different hardware coloring, but also means that tiles with overlays are drawn slower. Using too much overlays might cause FPS loss.
For inventory and wield images you can specify overlays which
hardware coloring does not modify. You have to set inventory_overlay
and wield_overlay
fields to an image name.
To define a node overlay, simply set the overlay_tiles
field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
Example (colored grass block):
core.register_node("default:dirt_with_grass", {
description = "Dirt with Grass",
-- Regular tiles, as usual
-- The dirt tile disables palette coloring
tiles = {{name = "default_grass.png"},
{name = "default_dirt.png", color = "white"}},
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
{name = "default_grass_side.png"}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
paramtype2 = "color",
palette = "default_foilage.png",
})
Only Ogg Vorbis files are supported.
For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally.
Mods should generally prefix their sound files with modname_
, e.g. given
the mod name "foomod
", a sound could be called:
foomod_foosound.ogg
A sound group is the set of all sound files, whose filenames are of the following
format:
<sound-group name>[.<single digit>].ogg
When a sound-group is played, one the files in the group is chosen at random.
Sound files can only be referred to by their sound-group name.
Example: When playing the sound foomod_foosound
, the sound is chosen randomly
from the available ones of the following files:
foomod_foosound.ogg
foomod_foosound.0.ogg
foomod_foosound.1.ogg
foomod_foosound.9.ogg
SimpleSoundSpec
Specifies a sound name, gain (=volume), pitch and fade. This is either a string or a table.
In string form, you just specify the sound name or the empty string for no sound.
Table form has the following fields:
name
:
Sound-group name.
If == ""
, no sound is played.gain
:
Volume (1.0
= 100%), must be non-negative.
At the end, OpenAL clamps sound gain to a maximum of 1.0
. By setting gain for
a positional sound higher than 1.0
, one can increase the radius inside which
maximal gain is reached.
Furthermore, gain of positional sounds doesn't increase inside a 1 node radius.
The gain given here describes the gain at a distance of 3 nodes.pitch
:
Applies a pitch-shift to the sound.
Each factor of 2.0
results in a pitch-shift of +12 semitones.
Must be positive.fade
:
If > 0.0
, the sound is faded in, with this value in gain per second, until
gain
is reached.gain
, pitch
and fade
are optional and default to 1.0
, 1.0
and 0.0
.
Examples:
""
: No sound{}
: No sound"default_place_node"
: Play e.g. default_place_node.ogg
{name = "default_place_node"}
: Same as above{name = "default_place_node", gain = 0.5}
: 50% volume{name = "default_place_node", gain = 0.9, pitch = 1.1}
: 90% volume, 110% pitchTable used to specify how a sound is played:
{
gain = 1.0,
-- Scales the gain specified in `SimpleSoundSpec`.
pitch = 1.0,
-- Overwrites the pitch specified in `SimpleSoundSpec`.
fade = 0.0,
-- Overwrites the fade specified in `SimpleSoundSpec`.
start_time = 0.0,
-- Start with a time-offset into the sound.
-- The behavior is as if the sound was already playing for this many seconds.
-- Negative values are relative to the sound's length, so the sound reaches
-- its end in `-start_time` seconds.
-- It is unspecified what happens if `loop` is false and `start_time` is
-- smaller than minus the sound's length.
-- Available since feature `sound_params_start_time`.
loop = false,
-- If true, sound is played in a loop.
pos = {x = 1, y = 2, z = 3},
-- Play sound at a position.
-- Can't be used together with `object`.
object = <an ObjectRef>,
-- Attach the sound to an object.
-- Can't be used together with `pos`.
to_player = name,
-- Only play for this player.
-- Can't be used together with `exclude_player`.
exclude_player = name,
-- Don't play sound for this player.
-- Can't be used together with `to_player`.
max_hear_distance = 32,
-- Only play for players that are at most this far away when the sound
-- starts playing.
-- Needs `pos` or `object` to be set.
-- `32` is the default.
}
Examples:
-- Play locationless on all clients
{
gain = 1.0, -- default
fade = 0.0, -- default
pitch = 1.0, -- default
}
-- Play locationless to one player
{
to_player = name,
gain = 1.0, -- default
fade = 0.0, -- default
pitch = 1.0, -- default
}
-- Play locationless to one player, looped
{
to_player = name,
gain = 1.0, -- default
loop = true,
}
-- Play at a location, start the sound at offset 5 seconds
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
max_hear_distance = 32, -- default
start_time = 5.0,
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default
loop = true,
}
-- Play at a location, heard by anyone *but* the given player
{
pos = {x = 32, y = 0, z = 100},
max_hear_distance = 40,
exclude_player = name,
}
These sound-groups are played back by the engine if provided.
player_damage
: Played when the local player takes damage (gain = 0.5)player_falling_damage
: Played when the local player takes
damage by falling (gain = 0.5)player_jump
: Played when the local player jumpsdefault_dig_<groupname>
: Default node digging sound (gain = 0.5)
(see node sound definition for details)Anything added using certain [Registration functions] gets added to one or more of the global [Registered definition tables].
Note that in some cases you will stumble upon things that are not contained in these tables (e.g. when a mod has been removed). Always check for existence before trying to access the fields.
Example:
All nodes registered with core.register_node
get added to the table
core.registered_nodes
.
If you want to check the drawtype of a node, you could do it like this:
local def = core.registered_nodes[nodename]
local drawtype = def and def.drawtype
Nodes are the bulk data of the world: cubes and other things that take the space of a cube. Huge amounts of them are handled efficiently, but they are quite static.
The definition of a node is stored and can be accessed by using
core.registered_nodes[node.name]
See [Registered definitions].
Nodes are passed by value between Lua and the engine. They are represented by a table:
{name="name", param1=num, param2=num}
param1
and param2
are 8-bit integers ranging from 0 to 255. The engine uses
them for certain automated functions. If you don't use these functions, you can
use them to store arbitrary values.
The functions of param1
and param2
are determined by certain fields in the
node definition.
The function of param1
is determined by paramtype
in node definition.
param1
is reserved for the engine when paramtype != "none"
.
paramtype = "light"
paramtype = "none"
param1
will not be used by the engine and can be used to store
an arbitrary valueThe function of param2
is determined by paramtype2
in node definition.
param2
is reserved for the engine when paramtype2 != "none"
.
paramtype2 = "flowingliquid"
drawtype = "flowingliquid"
and liquidtype = "flowing"
param2
core.get_node_level
, core.set_node_level
and core.add_node_level
to access/manipulate the content of this fieldparamtype2 = "wallmounted"
param2
core.dir_to_wallmounted()
wallmounted_rotate_vertical = true
,
the param2 values 6 and 7 might additionally be setparamtype2 = "facedir"
param2
.core.dir_to_facedir()
.paramtype2 = "4dir"
param2
.core.dir_to_fourdir()
.paramtype2 = "leveled"
param2
.param2
/ 64) nodes.param2
is 127.param2
.param2
/ 16) nodes.paramtype2 = "degrotate"
plantlike
and mesh
drawtypes. The rotation of the node is
stored in param2
.param2
is multiplied by 1.5 to
get the actual rotation in degrees of the node.paramtype2 = "meshoptions"
param2
encodes the shape and
optional modifiers of the "plant". param2
is a bitfield.param2
:
param2 = 0
selects a normal "x" shaped plantparam2 = 17
selects a "+" shaped plant, 1.4x larger (1+16)paramtype2 = "color"
param2
tells which color is picked from the palette.
The palette should have 256 pixels.paramtype2 = "colorfacedir"
facedir
, but with colors.param2
tells which color is picked from the
palette. The palette should have 8 pixels.facedir
value.paramtype2 = "color4dir"
4dir
, but with colors.param2
tells which color is picked from the
palette. The palette should have 64 pixels.4dir
rotation.paramtype2 = "colorwallmounted"
wallmounted
, but with colors.param2
tells which color is picked from the
palette. The palette should have 32 pixels.wallmounted
value.paramtype2 = "glasslikeliquidlevel"
param2
:
special_tiles = {"modname_tilename.png"}
paramtype2 = "colordegrotate"
degrotate
, but with colors.param2
tells which color is picked
from the palette. The palette should have 8 pixels.paramtype2 = "none"
param2
will not be used by the engine and can be used to store
an arbitrary valueNodes can also contain extra data. See [Node Metadata].
There are a bunch of different looking node types.
Look for examples in games/devtest
or games/minetest_game
.
normal
airlike
liquid
liquid_alternative_flowing
if specified.backface_culling = false
for the tiles you want to make
visible when inside the node.flowingliquid
liquid_alternative_source
.liquid_alternative_flowing
to the node's own name.special_tiles
where the first tile
is for the top and bottom faces and the second tile is for the side
faces.tiles
is used for the item/inventory/wield image rendering.backface_culling = false
for the special tiles you want to make
visible when inside the nodeglasslike
glasslike_framed
tiles
. The width of the edges used are 1/16th of texture
size: 1 pixel for 16x16, 2 pixels for 32x32 etc.tiles
.glasslike_framed_optional
allfaces
allfaces_optional
normal
, glasslike
and allfaces
according to
the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.special_tiles
is used instead, if present. This allows a visually thicker texture to be
used to compensate for how glasslike
reduces visual thickness.torchlike
paramtype2="[color]wallmounted"
:
tiles
.tiles
.tiles
and is perpendicular to that node.paramtype2="none"
:
signlike
paramtype2="[color]wallmounted"
, it rotates according to param2
paramtype2="none"
, it will always be on the floor.plantlike
paramtype2 = "meshoptions"
above for other options.firelike
plantlike
plus 4 more surrounding those.fencelike
raillike
tiles
, in order: Straight,
curved, t-junction, crossing.raillike
nodes, in order to create a
continuous track network.nodebox
mesh
plantlike_rooted
plantlike
without air bubbles around the nodes.plantlike
extension aboveparamtype2="leveled", the
plantlikeextension has a height
of
param2 / 16` nodes, otherwise it's the height of 1 nodeparamtype2="wallmounted"
, the plantlike
extension
will be at one of the corresponding 6 sides of the base cube.
Also, the base cube rotates like a normal
cube wouldplantlike
extension visually passes through any nodes above the
base cube without affecting them.plantlike
extension uses the defined special tile, for example:
special_tiles = {{name = "default_papyrus.png"}},
*_optional
drawtypes need less rendering time if deactivated
(always client-side).
Node selection boxes are defined using "node boxes".
A nodebox is defined as any of:
{
-- A normal cube; the default in most things
type = "regular"
}
{
-- A fixed box (or boxes) (facedir param2 is used, if applicable)
type = "fixed",
fixed = box OR {box1, box2, ...}
}
{
-- A variable height box (or boxes) with the top face position defined
-- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
-- by param2.
-- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
type = "leveled",
fixed = box OR {box1, box2, ...}
}
{
-- A box like the selection box for torches
-- (wallmounted param2 is used, if applicable)
type = "wallmounted",
wall_top = box,
wall_bottom = box,
wall_side = box
}
{
-- A node that has optional boxes depending on neighboring nodes'
-- presence and type. See also `connects_to`.
type = "connected",
fixed = box OR {box1, box2, ...}
connect_top = box OR {box1, box2, ...}
connect_bottom = box OR {box1, box2, ...}
connect_front = box OR {box1, box2, ...}
connect_left = box OR {box1, box2, ...}
connect_back = box OR {box1, box2, ...}
connect_right = box OR {box1, box2, ...}
-- The following `disconnected_*` boxes are the opposites of the
-- `connect_*` ones above, i.e. when a node has no suitable neighbor
-- on the respective side, the corresponding disconnected box is drawn.
disconnected_top = box OR {box1, box2, ...}
disconnected_bottom = box OR {box1, box2, ...}
disconnected_front = box OR {box1, box2, ...}
disconnected_left = box OR {box1, box2, ...}
disconnected_back = box OR {box1, box2, ...}
disconnected_right = box OR {box1, box2, ...}
disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
-- neighbors to the sides
}
A box
is defined as:
{x1, y1, z1, x2, y2, z2}
A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
To avoid collision issues, keep each value within the range of +/- 1.45. This also applies to leveled nodeboxes, where the final height shall not exceed this soft limit.
A 'node' is the fundamental cubic unit of a world and appears to a player as roughly 1x1x1 meters in size.
A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the fundamental region of a world that is stored in the world database, sent to clients and handled by many parts of the engine. 'mapblock' is preferred terminology to 'block' to help avoid confusion with 'node', however 'block' often appears in the API.
A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks (80x80x80 nodes) and is the volume of world generated in one operation by the map generator. The size in mapblocks has been chosen to optimize map generation.
For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
Almost all positions used in the API use node coordinates.
Occasionally the API uses 'blockpos' which refers to mapblock coordinates that specify a particular mapblock. For example blockpos (0,0,0) specifies the mapblock that extends from node position (0,0,0) to node position (15,15,15).
To calculate the blockpos of the mapblock that contains the node at 'nodepos', for each axis:
To calculate the min/max node positions contained in the mapblock at 'blockpos', for each axis:
The position
field is used for all element types.
To account for differing resolutions, the position coordinates are the
percentage of the screen, ranging in value from 0
to 1
.
The name
field is not yet used, but should contain a description of what the
HUD element represents.
The direction
field is the direction in which something is drawn.
0
draws from left to right, 1
draws from right to left, 2
draws from
top to bottom, and 3
draws from bottom to top.
The alignment
field specifies how the item will be aligned. It is a table
where x
and y
range from -1
to 1
, with 0
being central. -1
is
moved to the left/up, and 1
is to the right/down. Fractional values can be
used.
The offset
field specifies a pixel offset from the position. Contrary to
position, the offset is not scaled to screen size. This allows for some
precisely positioned items in the HUD.
Note: offset
will adapt to screen DPI as well as user defined scaling
factor!
The z_index
field specifies the order of HUD elements from back to front.
Lower z-index elements are displayed behind higher z-index elements. Elements
with same z-index are displayed in an arbitrary order. Default 0.
Supports negative values. By convention, the following values are recommended:
If your HUD element doesn't fit into any category, pick a number between the suggested values
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
image
Displays an image on the HUD.
scale
: The scale of the image, with {x = 1, y = 1}
being the original texture size.
The x
and y
fields apply to the respective axes.
Positive values scale the source image.
Negative values represent percentages relative to screen dimensions.
Example: {x = -20, y = 3}
means the image will be drawn 20% of screen width wide,
and 3 times as high as the source image is.text
: The name of the texture that is displayed.alignment
: The alignment of the image.offset
: offset in pixels from position.text
Displays text on the HUD.
scale
: Defines the bounding rectangle of the text.
A value such as {x=100, y=100}
should work.text
: The text to be displayed in the HUD element.
Supports core.translate
(always)
and core.colorize
(since protocol version 44)number
: An integer containing the RGB value of the color used to draw the
text. Specify 0xFFFFFF
for white text, 0xFF0000
for red, and so on.alignment
: The alignment of the text.offset
: offset in pixels from position.size
: size of the text.
The player-set font size is multiplied by size.x (y value isn't used).style
: determines font style
Bitfield with 1 = bold, 2 = italic, 4 = monospacestatbar
Displays a horizontal bar made up of half-images with an optional background.
text
: The name of the texture to use.text2
: Optional texture name to enable a background / "off state"
texture (useful to visualize the maximal value). Both textures
must have the same size.number
: The number of half-textures that are displayed.
If odd, will end with a vertically center-split texture.item
: Same as number
but for the "off state" texturedirection
: To which direction the images will extend tooffset
: offset in pixels from position.size
: If used, will force full-image size to this value (override texture
pack image size)inventory
text
: The name of the inventory list to be displayed.number
: Number of items in the inventory to be displayed.item
: Position of item that is selected.direction
: Direction the list will be displayed inoffset
: offset in pixels from position.alignment
: The alignment of the inventory. Aligned at the top left corner if not specified.hotbar
direction
: Direction the list will be displayed inoffset
: offset in pixels from position.alignment
: The alignment of the inventory.waypoint
Displays distance to selected world position.
name
: The name of the waypoint.text
: Distance suffix. Can be blank.precision
: Waypoint precision, integer >= 0. Defaults to 10.
If set to 0, distance is not shown. Shown value is floor(distance*precision)/precision
.
When the precision is an integer multiple of 10, there will be log_10(precision)
digits after the decimal point.
precision = 1000
, for example, will show 3 decimal places (eg: 0.999
).
precision = 2
will show multiples of 0.5
; precision = 5 will show multiples of 0.2
and so on:
precision = n
will show multiples of 1/n
number:
An integer containing the RGB value of the color used to draw the
text.world_pos
: World position of the waypoint.offset
: offset in pixels from position.alignment
: The alignment of the waypoint.image_waypoint
Same as image
, but does not accept a position
; the position is instead determined by world_pos
, the world position of the waypoint.
scale
: The scale of the image, with {x = 1, y = 1}
being the original texture size.
The x
and y
fields apply to the respective axes.
Positive values scale the source image.
Negative values represent percentages relative to screen dimensions.
Example: {x = -20, y = 3}
means the image will be drawn 20% of screen width wide,
and 3 times as high as the source image is.text
: The name of the texture that is displayed.alignment
: The alignment of the image.world_pos
: World position of the waypoint.offset
: offset in pixels from position.compass
Displays an image oriented or translated according to current heading direction.
size
: The size of this element. Negative values represent percentage
of the screen; e.g. x=-100
means 100% (width).scale
: Scale of the translated image (used only for dir = 2 or dir = 3).text
: The name of the texture to use.alignment
: The alignment of the image.offset
: Offset in pixels from position.direction
: How the image is rotated/translated:
If translation is chosen, texture is repeated horizontally to fill the whole element.
minimap
Displays a minimap on the HUD.
size
: Size of the minimap to display. Minimap should be a square to avoid
distortion.
x
or y
is specified as a percentage, the resulting pixel size will be used for
both x
and y
. Example: On a 1920x1080 screen, {x = 0, y = -25}
will
result in a 270x270 minimap.alignment
: The alignment of the minimap.offset
: offset in pixels from position.vector.new(x, y, z)
See [Spatial Vectors] for details.
pointed_thing
{type="nothing"}
{type="node", under=pos, above=pos}
under
refers to the node position behind the pointed face.above
refers to the node position in front of the pointed face.{type="object", ref=ObjectRef}
Exact pointing location (currently only Raycast
supports these fields):
pointed_thing.intersection_point
: The absolute world coordinates of the
point on the selection box which is pointed at. May be in the selection box
if the pointer is in the box too.pointed_thing.box_id
: The ID of the pointed selection box (counting starts
from 1).pointed_thing.intersection_normal
: Unit vector, points outwards of the
selected selection box. This specifies which face is pointed at.
Is a null vector vector.zero()
when the pointer is inside the selection box.
For entities with rotated selection boxes, this will be rotated properly
by the entity's rotation - it will always be in absolute world space.Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
The string format is a comma-delimited set of flag names; whitespace and
unrecognized flag fields are ignored. Specifying a flag in the string sets the
flag, and specifying a flag prefixed by the string "no"
explicitly
clears the flag from whatever the default may be.
In addition to the standard string flag format, the schematic flags field can
also be a table of flag names to boolean values representing whether or not the
flag is set. Additionally, if a field with the flag name prefixed with "no"
is present, mapped to a boolean of any value, the specified flag is unset.
E.g. A flag field of value
{place_center_x = true, place_center_y=false, place_center_z=true}
is equivalent to
{place_center_x = true, noplace_center_y=true, place_center_z=true}
which is equivalent to
"place_center_x, noplace_center_y, place_center_z"
or even
"place_center_x, place_center_z"
since, by default, no schematic attributes are set.
Items are things that can be held by players, dropped in the map and stored in inventories. Items come in the form of item stacks, which are collections of equal items that occupy a single inventory slot.
There are three kinds of items: nodes, tools and craftitems.
Every registered node (the voxel in the world) has a corresponding item form (the thing in your inventory) that comes along with it. This item form can be placed which will create a node in the world (by default). Both the 'actual' node and its item form share the same identifier. For all practical purposes, you can treat the node and its item form interchangeably. We usually just say 'node' to the item form of the node as well.
Note the definition of tools is purely technical. The only really unique thing about tools is their wear, and that's basically it. Beyond that, you can't make any gameplay-relevant assumptions about tools or non-tools. It is perfectly valid to register something that acts as tool in a gameplay sense as a craftitem, and vice-versa.
Craftitems can be used for items that neither need to be a node nor a tool.
All item stacks have an amount between 0 and 65535. It is 1 by default. Tool item stacks cannot have an amount greater than 1.
Tools use a wear (damage) value ranging from 0 to 65535. The value 0 is the default and is used for unworn tools. The values 1 to 65535 are used for worn tools, where a higher value stands for a higher wear. Non-tools technically also have a wear property, but it is always 0. There is also a special 'toolrepair' crafting recipe that is only available to tools.
Items and item stacks can exist in three formats: Serializes, table format
and ItemStack
.
When an item must be passed to a function, it can usually be in any of these formats.
This is called "stackstring" or "itemstring". It is a simple string with 1-4 components:
Syntax:
<identifier> [<amount>[ <wear>[ <metadata>]]]
Examples:
"default:apple"
: 1 apple"default:dirt 5"
: 5 dirt"default:pick_stone"
: a new stone pickaxe"default:pick_wood 1 21323"
: a wooden pickaxe, ca. 1/3 worn out[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]
:
default
mod,description
field set to "My worn out pick"
in its metadata[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]
:
0
as dirt is not a toolYou should ideally use the ItemStack
format to build complex item strings
(especially if they use item metadata)
without relying on the serialization format. Example:
local stack = ItemStack("default:pick_wood")
stack:set_wear(21323)
stack:get_meta():set_string("description", "My worn out pick")
local itemstring = stack:to_string()
Additionally the methods core.itemstring_with_palette(item, palette_index)
and core.itemstring_with_color(item, colorstring)
may be used to create
item strings encoding color information in their metadata.
Examples:
5 dirt nodes:
{name="default:dirt", count=5, wear=0, metadata=""}
A wooden pick about 1/3 worn out:
{name="default:pick_wood", count=1, wear=21323, metadata=""}
An apple:
{name="default:apple", count=1, wear=0, metadata=""}
ItemStack
A native C++ format with many helper methods. Useful for converting between formats. See the [Class reference] section for details.
In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, tool capabilities) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is.
Groups are stored in a table, having the group names with keys and the group ratings as values. Group ratings are integer values within the range [-32767, 32767]. For example:
-- Default dirt
groups = {crumbly=3, soil=1}
-- A more special dirt-kind of thing
groups = {crumbly=2, soil=1, level=2, outerspace=1}
Groups always have a rating associated with them. If there is no
useful meaning for a rating for an enabled group, it shall be 1
.
When not defined, the rating of a group defaults to 0
. Thus when you
read groups, you must interpret nil
and 0
as the same value, 0
.
You can read the rating of a group for an item or a node by using
core.get_item_group(itemname, groupname)
Groups of items can define what kind of an item it is (e.g. wool).
In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool.
For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by items with this damage group. See [Entity damage mechanism].
object:get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
object:set_armor_groups({fleshy=30, cracky=80})
Groups in tool capabilities define which groups of nodes and entities they are effective towards.
In crafting recipes, you can specify a group as an input item. This means that any item in that group will be accepted as input.
The basic syntax is:
"group:<group_name>"
For example, "group:meat"
will accept any item in the meat
group.
It is also possible to require an input item to be in multiple groups at once. The syntax for that is:
"group:<group_name_1>,<group_name_2>,(...),<group_name_n>"
For example, "group:leaves,birch,trimmed"
accepts any item which is member
of all the groups leaves
and birch
and trimmed
.
An example recipe: Craft a raw meat soup from any meat, any water and any bowl:
{
output = "food:meat_soup_raw",
recipe = {
{"group:meat"},
{"group:water"},
{"group:bowl"},
},
}
Another example: Craft red wool from white wool and red dye
(here, "red dye" is defined as any item which is member of
both the groups dye
and basecolor_red
).
{
type = "shapeless",
output = "wool:red",
recipe = {"wool:white", "group:dye,basecolor_red"},
}
The asterisk (*)
after a group name describes that there is no engine
functionality bound to it, and implementation is left up as a suggestion
to games.
not_in_creative_inventory
: (*) Special group for inventory mods to indicate
that the item should be hidden in item lists.attached_node
: the node is 'attached' to a neighboring node. It checks
whether the node it is attached to is walkable. If it
isn't, the node will drop as an item.
1
: if the node is wallmounted, the node is attached in the wallmounted
direction. Otherwise, the node is attached to the node below.2
: if the node is facedir or 4dir, the facedir or 4dir direction is checked.
No effect for other nodes.
Note: The "attaching face" of this node is tile no. 5 (back face).3
: the node is always attached to the node below.4
: the node is always attached to the node above.bouncy
: value is bounce speed in percent.
If positive, jump/sneak on floor impact will increase/decrease bounce height.
Negative value is the same bounciness, but non-controllable.connect_to_raillike
: makes nodes of raillike drawtype with same group value
connect to each otherdig_immediate
: Player can always pick up node without reducing tool wear
2
: the node always gets the digging time 0.5 seconds (rail, sign)3
: the node always gets the digging time 0 seconds (torch)disable_jump
: Player (and possibly other things) cannot jump from node
or if their feet are in the node. Note: not supported for new_move = false
disable_descend
: Player (and possibly other things) cannot actively
descend in node using Sneak or Aux1 key (for liquids and climbable nodes
only). Note: not supported for new_move = false
fall_damage_add_percent
: modifies the fall damage suffered when hitting
the top of this node. There's also an armor group with the same name.
The final player damage is determined by the following formula:
damage =
collision speed
* ((node_fall_damage_add_percent + 100) / 100) -- node group
* ((player_fall_damage_add_percent + 100) / 100) -- player armor group
- (14) -- constant tolerance
Negative damage values are discarded as no damage.
falling_node
: if there is no walkable block under the node it will fall
float
: the node will not fall through liquids (liquidtype ~= "none"
)
groups = {falling_node = 1, float = 1}
will fall through flowing liquids.level
: Can be used to give an additional sense of progression in the game.
0
is something that is directly accessible at the start of gameplayleveldiff
in [Tool Capabilities]slippery
: Players and items will slide on the node.
Slipperiness rises steadily with slippery
value, starting at 1.
disable_repair
: If set to 1 for a tool, it cannot be repaired using the
"toolrepair"
crafting recipeObjectRef
armor groupsimmortal
: Skips all damage and breath handling for an object. This group
will also hide the integrated HUD status bars for players. It is
automatically set to all players when damage is disabled on the server and
cannot be reset (subject to change).fall_damage_add_percent
: Modifies the fall damage suffered by players
when they hit the ground. It is analog to the node group with the same
name. See the node group above for the exact calculation.punch_operable
: For entities; disables the regular damage mechanism for
players punching it by hand or a non-tool item, so that it can do something
else than take damage.crumbly
: dirt, sandcracky
: tough but crackable stuff like stone.snappy
: something that can be cut using things like scissors, shears,
bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metalchoppy
: something that can be cut using force; e.g. trees, wooden planksfleshy
: Living things like animals and the player. This could imply
some blood effects when hitting.explody
: Especially prone to explosionsoddly_breakable_by_hand
:
Can be added to nodes that shouldn't logically be breakable by the
hand but are. Somewhat similar to dig_immediate
, but times are more
like {[1]=3.50,[2]=2.00,[3]=0.70}
and this does not override the
digging speed of an item if it can dig at a faster speed than this
suggests for the hand.Item groups are often used for defining, well, groups of items.
meat
: any meat-kind of a thing (rating might define the size or healing
ability or be irrelevant -- it is not defined as of yet)eatable
: anything that can be eaten. Rating might define HP gain in half
hearts.flammable
: can be set on fire. Rating might define the intensity of the
fire, affecting e.g. the speed of the spreading of an open fire.wool
: any wool (any origin, any color)metal
: any metalweapon
: any weaponheavy
: anything considerably heavyGroups such as crumbly
, cracky
and snappy
are used for this
purpose. Rating is 1
, 2
or 3
. A higher rating for such a group implies
faster digging time.
The level
group is used to limit the toughness of nodes an item capable
of digging can dig and to scale the digging times / damage to a greater extent.
Please do understand this, otherwise you cannot use the system to it's full potential.
Items define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with items.
'Tool capabilities' is a property of items that defines two things:
1) Which nodes it can dig and how fast 2) Which objects it can hurt by punching and by how much
Tool capabilities are available for all items, not just tools. But only tools can receive wear from digging and punching.
Missing or incomplete tool capabilities will default to the player's hand.
Tool capabilities define:
0
, 1
, 2
or 3
)full_punch_interval
When used as a weapon, the item will do full damage if this time is spent between punches. If e.g. half the time is spent, the item will do half damage.
max_drop_level
Suggests the maximum level of node, when dug with the item, that will drop its useful item. (e.g. iron ore to drop a lump of iron).
This value is not used in the engine; it is the responsibility of the game/mod code to implement this.
uses
(tools only)Determines how many uses the tool has when it is used for digging a node,
of this group, of the maximum level. The maximum supported number of
uses is 65535. The special number 0 is used for infinite uses.
For lower leveled nodes, the use count is multiplied by 3^leveldiff
.
leveldiff
is the difference of the tool's maxlevel
groupcaps
and the
node's level
group. The node cannot be dug if leveldiff
is less than zero.
uses=10, leveldiff=0
: actual uses: 10uses=10, leveldiff=1
: actual uses: 30uses=10, leveldiff=2
: actual uses: 90For non-tools, this has no effect.
maxlevel
Tells what is the maximum level of a node of this group that the item will be able to dig.
times
List of digging times for different ratings of the group, for nodes of the maximum level.
For example, as a Lua table, times={[2]=2.00, [3]=0.70}
. This would
result in the item to be able to dig nodes that have a rating of 2
or 3
for this group, and unable to dig the rating 1
, which is the toughest.
Unless there is a matching group that enables digging otherwise.
If the result digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the player releases LMB after digging, this delay is set to 0, i.e. players can more quickly click the nodes away instead of holding LMB.
This extra delay is not applied in case of a digging time between 0 and 0.15, so a digging time of 0.01 is actually faster than a digging time of 0.
List of damage for groups of entities. See [Entity damage mechanism].
Determines how many uses (before breaking) the tool has when dealing damage to an object, when the full punch interval (see above) was always waited out fully.
Wear received by the tool is proportional to the time spent, scaled by the full punch interval.
For non-tools, this has no effect.
tool_capabilities = {
groupcaps={
crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
},
}
This makes the item capable of digging nodes that fulfill both of these:
crumbly
grouplevel
group less or equal to 2
Table of resulting digging times:
crumbly 0 1 2 3 4 <- level
-> 0 - - - - -
1 0.80 1.60 1.60 - -
2 0.60 1.20 1.20 - -
3 0.40 0.80 0.80 - -
level diff: 2 1 0 -1 -2
Table of resulting tool uses:
-> 0 - - - - -
1 180 60 20 - -
2 180 60 20 - -
3 180 60 20 - -
Notes:
crumbly==0
, the node is not diggable.crumbly==3
, the level difference digging time divider kicks in and makes
easy nodes to be quickly breakable.level > 2
, the node is not diggable, because it's level > maxlevel
Damage calculation:
damage = 0
foreach group in cap.damage_groups:
damage += cap.damage_groups[group]
* limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
* (object.armor_groups[group] / 100.0)
-- Where object.armor_groups[group] is 0 for inexistent values
return damage
Client predicts damage based on damage groups. Because of this, it is able to give an immediate response when an entity is damaged or dies; the response is pre-defined somehow (e.g. by defining a sprite animation) (not implemented; TODO). Currently a smoke puff will appear when an entity dies.
The group immortal
completely disables normal damage.
Entities can define a special armor group, which is punch_operable
. This
group disables the regular damage mechanism for players punching it by hand or
a non-tool item, so that it can do something else than take damage.
On the Lua side, every punch calls:
entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
damage)
This should never be called directly, because damage is usually not handled by the entity itself.
puncher
is the object performing the punch. Can be nil
. Should never be
accessed unless absolutely required, to encourage interoperability.time_from_last_punch
is time from last punch (by puncher
) or nil
.tool_capabilities
can be nil
.direction
is a unit vector, pointing from the source of the punch to
the punched object.damage
damage that will be done to entity
Return value of this function will determine if damage is done by this function
(retval true) or shall be done by engine (retval false)To punch an entity/object in Lua, call:
object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
direction
equals nil
and puncher
does not equal nil
, direction
will be automatically filled in based on the location of puncher
.The instance of a node in the world normally only contains the three values
mentioned in [Nodes]. However, it is possible to insert extra data into a node.
It is called "node metadata"; See NodeMetaRef
.
Node metadata contains two things:
Some of the values in the key-value store are handled specially:
formspec
: Defines an inventory menu that is opened with the
'place/use' key. Only works if no on_rightclick
was
defined for the node. See also [Formspec].infotext
: Text shown on the screen when the node is pointed at.
Line-breaks will be applied automatically.
If the infotext is very long, it will be truncated.Example:
local meta = core.get_meta(pos)
-- Set node formspec and infotext
meta:set_string("formspec",
"size[8,9]"..
"list[context;main;0,0;8,4;]"..
"list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", "Chest");
-- Set inventory list size of `"main"` list to 32
local inv = meta:get_inventory()
inv:set_size("main", 32)
-- Dump node metadata
print(dump(meta:to_table()))
-- Set node metadata from a metadata table
meta:from_table({
inventory = {
-- Set items of inventory in all 32 slots of the `"main"` list
main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
[5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
[10] = "", [11] = "", [12] = "", [13] = "",
[14] = "default:cobble", [15] = "", [16] = "", [17] = "",
[18] = "", [19] = "", [20] = "default:cobble", [21] = "",
[22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
[27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
[32] = ""}
},
-- metadata fields
fields = {
formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
infotext = "Chest"
}
})
Item stacks can store metadata too. See [ItemStackMetaRef
].
Item metadata only contains a key-value store.
Some of the values in the key-value store are handled specially:
description
: Set the item stack's description.
See also: get_description
in [ItemStack
]short_description
: Set the item stack's short description.
See also: get_short_description
in [ItemStack
]inventory_image
: Override inventory_imageinventory_overlay
: Override inventory_overlaywield_image
: Override wield_imagewield_overlay
: Override wield_overlaywield_scale
: Override wield_scale, use vector.to_stringcolor
: A ColorString
, which sets the stack's color.palette_index
: If the item has a palette, this is used to get the
current color from the palette.count_meta
: Replace the displayed count with any string.count_alignment
: Set the alignment of the displayed count value. This is an
int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
4th bit specify the alignment in y-direction:
0 = default, 1 = left / up, 2 = middle, 3 = right / down
The default currently is the same as right/down.
Example: 6 = 2 + 1*4 = middle,uprange
: Overrides the pointing range
Example: meta:set_float("range", 4.2)
Example:
local meta = stack:get_meta()
meta:set_string("key", "value")
print(dump(meta:to_table()))
Example manipulations of "description" and expected output behaviors:
print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
print(ItemStack("foobar"):get_description()) --> Unknown Item
local stack = ItemStack("default:stone")
stack:get_meta():set_string("description", "Custom description\nAnother line")
print(stack:get_description()) --> Custom description\nAnother line
print(stack:get_short_description()) --> Custom description
stack:get_meta():set_string("short_description", "Short")
print(stack:get_description()) --> Custom description\nAnother line
print(stack:get_short_description()) --> Short
print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
Formspec defines a menu. This supports inventories and some of the typical widgets like buttons, checkboxes, text input fields, etc. It is a string, with a somewhat strange format.
A formspec is made out of formspec elements, which includes widgets like buttons but also can be used to set stuff like background color.
Many formspec elements have a name
, which is a unique identifier which
is used when the server receives user input. You must not use the name
"quit" for formspec elements.
Spaces and newlines can be inserted between the blocks, as is used in the examples.
Position and size units are inventory slots unless the new coordinate system
is enabled. X
and Y
position the formspec element relative to the top left
of the menu or container. W
and H
are its width and height values.
If the new system is enabled, all elements have unified coordinates for all
elements with no padding or spacing in between. This is highly recommended
for new forms. See real_coordinates[<bool>]
and Migrating to Real
Coordinates
.
Inventories with a player:<name>
inventory location are only sent to the
player named <name>
.
When displaying text which can contain formspec code, e.g. text set by a player,
use core.formspec_escape
.
For colored text you can use core.colorize
.
Since formspec version 3, elements drawn in the order they are defined. All background elements are drawn before all other elements.
WARNING: do not use an element name starting with key_
; those names are
reserved to pass key press events to formspec!
WARNING: names and values of elements cannot contain binary data such as ASCII control characters. For values, escape sequences used by the engine are an exception to this.
WARNING: Luanti allows you to add elements to every single formspec instance
using player:set_formspec_prepend()
, which may be the reason backgrounds are
appearing when you don't expect them to, or why things are styled differently
to normal. See [no_prepend[]
] and [Styling Formspecs].
size[8,9]
list[context;main;0,0;8,4;]
list[current_player;main;0,5;8,4;]
size[8,9]
list[context;fuel;2,3;1,1;]
list[context;src;2,1;1,1;]
list[context;dst;5,1;2,2;]
list[current_player;main;0,5;8,4;]
size[8,7.5]
image[1,0.6;1,2;player.png]
list[current_player;main;0,3.5;8,4;]
list[current_player;craft;3,0;3,3;]
list[current_player;craftpreview;7,1;1,1;]
formspec_version[<version>]
size
element.formspec_version_element
.size[<W>,<H>,<fixed_size>]
fixed_size
: true
/false
(optional)invsize[<W>,<H>;]
position[<X>,<Y>]
size
element.anchor
point.anchor[<X>,<Y>]
size
and position
(if present) elements.Defaults to the center of the formspec [0.5, 0.5].
position
and anchor
elements need suitable values to avoid a formspec
extending off the game window due to particular game window sizes.
padding[<X>,<Y>]
size
, position
, and anchor
elements (if present).no_prepend[]
size
, position
, anchor
, and padding
elements
(if present).real_coordinates[<bool>]
formspec_version
version 2 or newer.size
, position
, anchor
, and no_prepend
elements
(if present), the form size will use the new coordinate system.Migrating
to Real Coordinates
.container[<X>,<Y>]
container_end
container_end[]
scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>;<content padding>]
scrollbar name
times scroll factor
along the orientation orientation
andX
, Y
, W
and H
.orientation
: possible values are vertical
and horizontal
.scroll factor
: optional, defaults to 0.1
.content padding
: (optional), in formspec coordinate units
max
and thumbsize
are calculated automatically
based on the content size plus content padding
at the end of the container. min
is set to 0.scroll factor
is not supported.scrollbaroptions[]
has no effect on the affected properties.scroll_container_end[]
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
W
and H
are in inventory slots, not in coordinates.starting item index
(Optional): The index of the first (upper-left) item to draw.
Indices start at 0
. Default is 0
.W*H
and the inventory list's size minus
starting item index
.listring[<inventory location>;<list name>]
listring[]
listring[<inventory location>;<list name>]
for the last two inventory lists added by list[...]listcolors[<slot_bg_normal>;<slot_bg_hover>]
ColorString
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
ColorString
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
ColorString
tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]
bgcolor
tooltip background color as ColorString
(optional)fontcolor
tooltip font color as ColorString
(optional)tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]
bgcolor
tooltip background color as ColorString
(optional)fontcolor
tooltip font color as ColorString
(optional)image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]
middle
(optional): Makes the image render in 9-sliced mode and defines the middle rect.
background9[]
documentation for more information.animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]
name
: Element name to send when an event occurs. The event value is the index of the current frame.texture name
: The image to use.frame count
: The number of frames animating the image.frame duration
: Milliseconds between each frame. 0
means the frames don't advance.frame start
(optional): The index of the frame to start on. Default 1
.middle
(optional): Makes the image render in 9-sliced mode and defines the middle rect.
background9[]
documentation for more information.model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]
name
: Element name that can be used for stylingmesh
: The mesh model to use.textures
: The mesh textures to use according to the mesh materials.
Texture names must be separated by commas.rotation
(Optional): Initial rotation of the camera, format x,y
.
The axes are euler angles in degrees.continuous
(Optional): Whether the rotation is continuous. Default false
.mouse control
(Optional): Whether the model can be controlled with the mouse. Default true
.frame loop range
(Optional): Range of the animation frames.
<begin>,<end>
animation speed
(Optional): Sets the animation speed. Default 0 FPS.item_image[<X>,<Y>;<W>,<H>;<item name>]
bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]
bgcolor
and fbgcolor
(optional) are ColorString
s, they define the color
of the non-fullscreen and the fullscreen background.fullscreen
(optional) can be one of the following:
false
: Only the non-fullscreen background color is drawn. (default)true
: Only the fullscreen background color is drawn.both
: The non-fullscreen and the fullscreen background color are drawn.neither
: No background color is drawn.fbgcolor
, leaving parameters empty and values for fullscreen
that
are not bools are only available since formspec version 3.background[<X>,<Y>;<W>,<H>;<texture name>]
background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
auto_clip
is true
, the background is clipped to the formspec size
(x
and y
are used as offset values, w
and h
are ignored)background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]
x
- The middle will be x pixels from all sides.x,y
- The middle will be x pixels from the horizontal and y from the vertical.x,y,x2,y2
- The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
will be added to the width and height of the texture, allowing it to be used as the
distance from the far end.auto_clip
is true
, the background is clipped to the formspec size
(x
and y
are used as offset values, w
and h
are ignored)pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
fields.key_enter_field
will be sent with the
name of this field.H
. With the new coordinate system, H
will modify the height.name
is the name of the field as returned in fields to on_receive_fields
label
, if not blank, will be text printed on the top left above the fieldfield_close_on_enter
to stop enter closing the formspecfield[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
fields.key_enter_field
will be sent with
the name of this field.H
. With the new coordinate system, H
will modify the height.name
is the name of the field as returned in fields to on_receive_fields
label
, if not blank, will be text printed on the top left above the fielddefault
is the default value of the field
default
may contain variable references such as ${text}
which
will fill the value from the metadata value text
field_close_on_enter
to stop enter closing the formspecfield[<name>;<label>;<default>]
fields.key_enter_field
will be sent with
the name of this field.size[]
elementfield_close_on_enter
to stop enter closing the formspecfield_enter_after_edit[<name>;<enter_after_edit>]
<name>
is the name of the field.<enter_after_edit>
is true, pressing the "Done" button in the Android
text input dialog will simulate an Enter keypress.field_close_on_enter[<name>;<close_on_enter>]
<name>
is the name of the field.<close_on_enter>
is false, pressing Enter in the field will
submit the form but not close it.textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
label[<X>,<Y>;<label>]
label
at the specified position.hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]
x
, y
, w
and h
work as per fieldname
is the name of the field as returned in fields to on_receive_fields
in case of action in text.text
is the formatted text using Markup Language
described below.vertlabel[<X>,<Y>;<label>]
label
is the text on the labelbutton[<X>,<Y>;<W>,<H>;<name>;<label>]
H
. With the new coordinate system, H
will modify the height.label
is the text on the buttonbutton_url[<X>,<Y>;<W>,<H>;<name>;<label>;<url>]
H
. With the new coordinate system, H
will modify the height.image_button
, you can use formspec styling.label
is the text on the button.url
must be a valid web URL, starting with http://
or https://
.image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
texture name
is the filename of an imageimage_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
texture name
is the filename of an imagenoclip=true
means the image button doesn't need to be within specified
formsize.drawborder
: draw button border or notpressed texture name
is the filename of an image on pressed stateitem_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
item name
is the registered name of an item/nodename
is non-optional and must be unique, or else tooltips are broken.button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
button
in all other respects.button_url_exit[<X>,<Y>;<W>,<H>;<name>;<label>;<url>]
button_url
in all other respects.image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
image_button
in all other respects.textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
name
fieldname sent to server on double-click value is current selected
element.listelements
can be prepended by #color in hexadecimal format RRGGBB
(only).
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
name
fieldname sent to server on double-click value is current selected
element.listelements
can be prepended by #RRGGBB (only) in hexadecimal format
true
/false
: draw transparent backgroundcore.explode_textlist_event
tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
X
and Y
: position of the tabheadername
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): if true, tabs are semi-transparentdraw_border
(optional): if true, draw a thin line at tab basetabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
X
and Y
: position of the tabheaderH
: height of the tabheader. Width is automatically determined with this syntax.name
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): show transparentdraw_border
(optional): draw bordertabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
X
and Y
: position of the tabheaderW
and H
: width and height of the tabheadername
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): show transparentdraw_border
(optional): draw borderbox[<X>,<Y>;<W>,<H>;<color>]
color
is color specified as a ColorString
.
If the alpha component is left blank, the box will be semitransparent.
If the color is not specified, the box will use the options specified by
its style. If the color is specified, all styling options will be ignored.dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]
X
and Y
: position of the dropdownW
: width of the dropdown. Height is automatically chosen with this syntax.index event
(optional, allowed parameter since formspec version 4): Specifies the
event field value for selected items.
true
: Selected item indexfalse
(default): Selected item valuedropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]
X
and Y
: position of the dropdownW
and H
: width and height of the dropdownindex event
(optional, allowed parameter since formspec version 4): Specifies the
event field value for selected items.
true
: Selected item indexfalse
(default): Selected item valuecheckbox[<X>,<Y>;<name>;<label>;<selected>]
name
fieldname data is transferred to Lualabel
to be shown left of checkboxselected
(optional): true
/false
scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
scrollbaroptions[]
orientation
: vertical
/horizontal
. Default horizontal.0
-1000
) by defaultcore.explode_scrollbar_event
scrollbaroptions[opt1;opt2;...]
scrollbar[]
elementsmin=<int>
0
.max=<int>
1000
.
If the max is equal to the min, the scrollbar will be disabled.smallstep=<int>
10
.largestep=<int>
100
.thumbsize=<int>
min
of 1 and a max
of 100, a thumbsize of 10
would span a tenth of the scrollbar space.1
.arrows=<show/hide/default>
default
hides the arrows
when the scrollbar gets too small, but shows them otherwise.table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
tableoptions[]
tablecolumns[]
name
: fieldname sent to server on row select or double-clickcell 1
...cell n
: cell contents given in row-major orderselected idx
: index of row to be selected within table (first row = 1
)core.explode_table_event
tableoptions[<opt 1>;<opt 2>;...]
table[]
color=#RRGGBB
ColorString
), defaults to #FFFFFF
background=#RRGGBB
ColorString
), defaults to #000000
border=<true/false>
true
)highlight=#RRGGBB
ColorString
), defaults to #466432
highlight_text=#RRGGBB
ColorString
), defaults to #FFFFFF
opendepth=<value>
depth < value
are open (default value = 0
)tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
table[]
text
, image
, color
, indent
, tree
text
: show cell contents as textimage
: cell contents are an image index, use column options to define
images. images are scaled down to fit the row height if necessary.color
: cell contents are a ColorString and define color of following
cell.indent
: cell contents are a number and define indentation of following
cell.tree
: same as indent, but user can open and close subtrees
(treeview-like).align=<value>
text
and image
: content alignment within cells.
Available values: left
(default), center
, right
, inline
width=<value>
text
and image
: minimum width in em (default: 0
)indent
and tree
: indent width in em (default: 1.5
)padding=<value>
: padding left of the column, in em (default 0.5
).
Exception: defaults to 0 for indent columnstooltip=<value>
: tooltip text (default: empty)image
column options:
0=<value>
sets image for image index 01=<value>
sets image for image index 12=<value>
sets image for image index 20
.color
column options:
span=<value>
: number of following columns to affect
(default: infinite).style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]
selector
by name.selector
can be one of:
<name>
- An element name. Includes *
, which represents every element.<name>:<state>
- An element name, a colon, and one or more states.state
is a list of states separated by the +
character.
style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]
selector
by type.selector
can be one of:
<type>
- An element type. Includes *
, which represents every element.<type>:<state>
- An element type, a colon, and one or more states.state
is a list of states separated by the +
character.
set_focus[<name>;<force>]
name
parameter.force
(optional, default false
): By default, focus is not applied for
re-sent formspecs with the same name so that player-set focus is kept.
true
sets the focus to the specified element for every sent formspec.In the old system, positions included padding and spacing. Padding is a gap between
the formspec window edges and content, and spacing is the gaps between items. For
example, two 1x1
elements at 0,0
and 1,1
would have a spacing of 5/4
between them,
and a padding of 3/8
from the formspec edge. It may be easiest to recreate old layouts
in the new coordinate system from scratch.
To recreate an old layout with padding, you'll need to pass the positions and sizes through the following formula to re-introduce padding:
pos = (oldpos + 1)*spacing + padding
where
padding = 3/8
spacing = 5/4
You'll need to change the size[]
tag like this:
size = (oldsize-1)*spacing + padding*2 + 1
A few elements had random offsets in the old system. Here is a table which shows these offsets when migrating:
Element | Position | Size | Notes |
---|---|---|---|
box | +0.3, +0.1 | 0, -0.4 | |
button | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before | ||
list | Spacing is now 0.25 for both directions, meaning lists will be taller in height | ||
label | 0, +0.3 | The first line of text is now positioned centered exactly at the position specified |
Formspec elements can be themed using the style elements:
style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
Where a prop is:
property_name=property_value
For example:
style_type[button;bgcolor=#006699]
style[world_delete;bgcolor=red;textcolor=yellow]
button[4,3.95;2.6,1;world_delete;Delete]
A name/type can optionally be a comma separated list of names/types, like so:
world_delete,world_create,world_configure
button,image_button
A *
type can be used to select every element in the formspec.
Any name/type in the list can also be accompanied by a +
-separated list of states, like so:
world_delete:hovered+pressed
button:pressed
States allow you to apply styles in response to changes in the element, instead of applying at all times.
Setting a property to nothing will reset it to the default value. For example:
style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
Some types may inherit styles from parent types.
colors
, bordercolors
, and borderwidths
accept multiple input types:
#FF0
): All corners/borders.red,#FFAAFF
): top-left and bottom-right,top-right and bottom-left/
top and bottom,left and right.blue,#A0F,green,#FFFA
): top-left/top and rotates clockwise.ColorString
. Sets the color(s) of the box corners. Default black
.ColorString
. Sets the color(s) of the borders. Default black
.normal
: Default fontmono
: Monospaced fontnormal
is used:bold
: Makes font bold.italic
: Makes font italic.
Default normal
.<number>
: Sets absolute font size to number
.+<number>
/-<number>
: Offsets default font size by number
points.*<number>
: Multiplies default font size by number
, similar to CSS em
.font
property for more information.font_size
property for more information.font
property for more information.font_size
property for more information.font
property for more information.font_size
property for more information.Markup language used in hypertext[]
elements uses tags that look like HTML tags.
The markup language is currently unstable and subject to change. Use with caution.
Some tags can enclose text, they open with <tagname>
and close with </tagname>
.
Tags can have attributes, in that case, attributes are in the opening tag in
form of a key/value separated with equal signs.
Attribute values should be quoted using either " or '.
If you want to insert a literal greater-than, less-than, or a backslash into the text, you must escape it by preceding it with a backslash. In a quoted attribute value, you can insert a literal quote mark by preceding it with a backslash.
These are the technically basic tags but see below for usual tags. Base tags are:
<style color=... font=... size=...>...</style>
Changes the style of the text.
color
: Text color. Given color is a colorspec
.size
: Text size.font
: Text font (mono
or normal
).<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >
Sets global style.
Global only styles:
background
: Text background, a colorspec
or none
.margin
: Page margins in pixel.valign
: Text vertical alignment (top
, middle
, bottom
).Inheriting styles (affects child elements):
color
: Default text color. Given color is a colorspec
.hovercolor
: Color of tags when mouse is over.
size
: Default text size.font
: Default text font (mono
or normal
).halign
: Default text horizontal alignment (left
, right
, center
, justify
).This tag needs to be placed only once as it changes the global settings of the text. Anyway, if several tags are placed, each changed will be made in the order tags appear.
<tag name=... color=... hovercolor=... font=... size=...>
Defines or redefines tag style. This can be used to define new tags.
name
: Name of the tag to define or change.color
: Text color. Given color is a colorspec
.hovercolor
: Text color when element hovered (only for action
tags). Given color is a colorspec
.size
: Text size.font
: Text font (mono
or normal
).Following tags are the usual tags for text layout. They are defined by default.
Other tags can be added using <tag ...>
tag.
<normal>...</normal>
: Normal size text
<big>...</big>
: Big text
<bigger>...</bigger>
: Bigger text
<center>...</center>
: Centered text
<left>...</left>
: Left-aligned text
<right>...</right>
: Right-aligned text
<justify>...</justify>
: Justified text
<mono>...</mono>
: Monospaced font
<b>...</b>
, <i>...</i>
, <u>...</u>
: Bold, italic, underline styles.
<action name=...>...</action>
Make that text a clickable text triggering an action.
name
: Name of the action (mandatory).url
: URL to open when the action is triggered (optional).When clicked, the formspec is send to the server. The value of the text field
sent to on_player_receive_fields
will be "action:" concatenated to the action
name.
<img name=... float=... width=... height=...>
Draws an image which is present in the client media cache.
name
: Name of the texture (mandatory).float
: If present, makes the image floating (left
or right
).width
: Force image width instead of taking texture width.height
: Force image height instead of taking texture height.If only width or height given, texture aspect is kept.
<item name=... float=... width=... height=... rotate=...>
Draws an item image.
name
: Item string of the item to draw (mandatory).float
: If present, makes the image floating (left
or right
).width
: Item image width.height
: Item image height.rotate
: Rotate item image if set to yes
or X,Y,Z
. X, Y and Z being
rotation speeds in percent of standard speed (-1000 to 1000). Works only if
inventory_items_animations
is set to true.angle
: Angle in which the item image is shown. Value has X,Y,Z
form.
X, Y and Z being angles around each three axes. Works only if
inventory_items_animations
is set to true."context"
: Selected node metadata (deprecated: "current_name"
)"current_player"
: Player to whom the menu is shown"player:<name>"
: Any player"nodemeta:<X>,<Y>,<Z>"
: Any node metadata"detached:<name>"
: A detached inventorymain
: list containing the default inventorycraft
: list containing the craft inputcraftpreview
: list containing the craft predictioncraftresult
: list containing the crafted outputhand
: list containing an override for the empty hand
InvRef:set_size
Custom lists can be added and deleted with InvRef:set_size(name, size)
like
any other inventory.
This list describes the situation for non-empty ItemStacks in both slots that cannot be stacked at all, hence triggering an ItemStack swap operation. Put/take callbacks on empty ItemStack are not executed.
ColorString
#RGB
defines a color in hexadecimal format.
#RGBA
defines a color in hexadecimal format and alpha channel.
#RRGGBB
defines a color in hexadecimal format.
#RRGGBBAA
defines a color in hexadecimal format and alpha channel.
Named colors are also supported and are equivalent to
CSS Color Module Level 4.
To specify the value of the alpha channel, append #A
or #AA
to the end of
the color name (e.g. colorname#08
).
ColorSpec
A ColorSpec specifies a 32-bit color. It can be written in any of the following forms:
colorspec = {a=255, r=0, g=255, b=0}
colorspec = 0xFF00FF00
colorspec = "green"
Most text can contain escape sequences, that can for example color the text. There are a few exceptions: tab headers, dropdowns and vertical labels can't. The following functions provide escape sequences:
core.get_color_escape_sequence(color)
:
color
is a ColorStringcolor
core.colorize(color, message)
:
core.get_color_escape_sequence(color) ..
message ..
core.get_color_escape_sequence("#ffffff")
core.get_background_escape_sequence(color)
color
is a ColorStringcolor
. Only defined for item descriptions and tooltips.core.strip_foreground_colors(str)
get_color_escape_sequence
.core.strip_background_colors(str)
get_background_escape_sequence
.core.strip_colors(str)
Luanti stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
and has a class to represent them (vector.*
), which this chapter is about.
For details on what a spatial vectors is, please refer to Wikipedia:
https://en.wikipedia.org/wiki/Euclidean_vector.
Spatial vectors are used for various things, including, but not limited to:
Note that they are not used for:
{num, num, num}
The API documentation may refer to spatial vectors, as produced by vector.new
,
by any of the following notations:
(x, y, z)
(Used rarely, and only if it's clear that it's a vector.)vector.new(x, y, z)
{x=num, y=num, z=num}
(Even here you are still supposed to use vector.new
.)Vectors used to be defined as tables of the form {x = num, y = num, z = num}
.
Since version 5.5.0, vectors additionally have a metatable to enable easier use.
Note: Those old-style vectors can still be found in old mod code. Hence, mod and
engine APIs still need to be able to cope with them in many places.
Manually constructed tables are deprecated and highly discouraged. This interface should be used to ensure seamless compatibility between mods and the Luanti API. This is especially important to callback function parameters and functions overwritten by mods. Also, though not likely, the internal implementation of a vector might change in the future. In your own code, or if you define your own API, you can, of course, still use other representations of vectors.
Vectors provided by API functions will provide an instance of this class if not stated otherwise. Mods should adapt this for convenience reasons.
Vectors can be indexed with numbers and allow method and operator syntax.
All these forms of addressing a vector v
are valid:
v[1]
, v[3]
, v.x
, v[1] = 42
, v.y = 13
Note: Prefer letter over number indexing for performance and compatibility reasons.
Where v
is a vector and foo
stands for any function name, v:foo(...)
does
the same as vector.foo(v, ...)
, apart from deprecated functionality.
tostring
is defined for vectors, see vector.to_string
.
The metatable that is used for vectors can be accessed via vector.metatable
.
Do not modify it!
All vector.*
functions allow vectors {x = X, y = Y, z = Z}
without metatables.
Returned vectors always have a metatable set.
For the following functions (and subchapters),
v
, v1
, v2
are vectors,
p1
, p2
are position vectors,
s
is a scalar (a number),
vectors are written like this: (x, y, z)
:
vector.new([a[, b, c]])
:
(a, b, c)
.vector.new()
does the same as vector.zero()
and
vector.new(v)
does the same as vector.copy(v)
vector.zero()
:
(0, 0, 0)
.vector.random_direction()
:
vector.copy(v)
:
v
.vector.from_string(s[, init])
:
v, np
, where v
is a vector read from the given string s
and
np
is the next position in the string after the vector.nil
on failure.s
: Has to begin with a substring of the form "(x, y, z)"
. Additional
spaces, leaving away commas and adding an additional comma to the end
is allowed.init
: If given starts looking for the vector at this string index.vector.to_string(v)
:
"(x, y, z)"
.tostring(v)
does the same.vector.direction(p1, p2)
:
p1
to p2
.p1
and p2
are identical, returns (0, 0, 0)
.vector.distance(p1, p2)
:
p1
and p2
.vector.length(v)
:
v
.vector.normalize(v)
:
v
.v
has zero length, returns (0, 0, 0)
.vector.floor(v)
:
vector.ceil(v)
:
vector.round(v)
:
vector.sign(v, tolerance)
:
math.sign
was called for each component.vector.abs(v)
:
vector.apply(v, func, ...)
:
func
has been applied to each
component....
are optional arguments passed to func
.vector.combine(v, w, func)
:
func
has combined both components of v
and w
for each componentvector.equals(v1, v2)
:
true
if the vectors are identical.vector.sort(v1, v2)
:
v1
, v2
.vector.angle(v1, v2)
:
v1
and v2
in radians.vector.dot(v1, v2)
:
v1
and v2
.vector.cross(v1, v2)
:
v1
and v2
.vector.offset(v, x, y, z)
:
v
and (x, y, z)
.vector.check(v)
:
v
is a real vector, eg. created
by a vector.*
function.false
for anything else, including tables like {x=3,y=1,z=4}
.vector.in_area(pos, min, max)
:
pos
is inside area formed by min
and max
.min
and max
are inclusive.min
is bigger than max
on some axis, function always returns false.vector.sort
if you have two vectors and don't know which are the minimum and the maximum.vector.random_in_area(min, max)
:
min
and max
min
and max
are inclusive.vector.sort
if you have two vectors and don't know which are the minimum and the maximum.For the following functions x
can be either a vector or a number:
vector.add(v, x)
:
x
is a vector: Returns the sum of v
and x
.x
is a number: Adds x
to each component of v
.vector.subtract(v, x)
:
x
is a vector: Returns the difference of v
subtracted by x
.x
is a number: Subtracts x
from each component of v
.vector.multiply(v, s)
:
s
is a vector: Returns the Schur product.vector.divide(v, s)
:
s
is a vector: Returns the Schur quotient.Operators can be used if all of the involved vectors have metatables:
v1 == v2
:
v1
and v2
are identical.-v
:
v1 + v2
:
+
cannot be used together with scalars.v1 - v2
:
v1
subtracted by v2
.-
cannot be used together with scalars.v * s
or s * v
:
v
scaled by s
.v / s
:
v
scaled by 1 / s
.For the following functions a
is an angle in radians and r
is a rotation
vector ({x = <pitch>, y = <yaw>, z = <roll>}
) where pitch, yaw and roll are
angles in radians.
vector.rotate(v, r)
:
r
to v
and returns the result.vector.rotate(vector.new(0, 0, 1), r)
and
vector.rotate(vector.new(0, 1, 0), r)
return vectors pointing
forward and up relative to an entity's rotation r
.vector.rotate_around_axis(v1, v2, a)
:
v1
rotated around axis v2
by a
radians according to
the right hand rule.vector.dir_to_rotation(direction[, up])
:
direction
pointing forward using up
as the up vector.up
is omitted, the roll of the returned vector defaults to zero.direction
and up
need to be vectors in a 90 degree angle to each other.There are more helper functions involving vectors, but they are listed elsewhere because they only work on specific sorts of vectors or involve things that are not vectors.
For example:
core.hash_node_position
(Only works on node positions.)core.dir_to_wallmounted
(Involves wallmounted param2 values.)dump2(obj, name, dumped)
: returns a string which makes obj
human-readable, handles reference loops.
obj
: arbitrary variablename
: string, default: "_"
dumped
: table, default: {}
dump(obj, dumped)
: returns a string which makes obj
human-readable
obj
: arbitrary variabledumped
: table, default: {}
math.hypot(x, y)
math.sign(x, tolerance)
: returns -1
, 0
or 1
0.0
x
is within the tolerance
or x
is NaN,
0
is returned.math.factorial(x)
: returns the factorial of x
math.round(x)
: Returns x
rounded to the nearest integer.
string.split(str, separator, include_empty, max_splits, sep_is_pattern)
separator
: string, cannot be empty, default: ","
include_empty
: boolean, default: false
max_splits
: number, if it's negative, splits aren't limited,
default: -1
sep_is_pattern
: boolean, it specifies whether separator is a plain
string or a pattern (regex), default: false
"a,b":split","
returns {"a","b"}
string:trim()
: returns the string without whitespace pre- and suffixes
"\n \t\tfoo bar\t ":trim()
returns "foo bar"
core.wrap_text(str, limit, as_table)
: returns a string or table
limit
: number, maximal amount of characters in one lineas_table
: boolean, if set to true, a table of lines instead of a string
is returned, default: false
core.pos_to_string(pos, decimal_places)
: returns string "(X,Y,Z)"
pos
: table {x=X, y=Y, z=Z}pos
to a human-readable, printable stringdecimal_places
: number, if specified, the x, y and z values of
the position are rounded to the given decimal place.core.string_to_pos(string)
: returns a position or nil
core.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)
:
relative_to
: Optional. If set to a position, each coordinate
can use the tilde notation for relative positions"~"
: Relative coordinate"~<number>"
: Relative coordinate plus <number>
core.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})
returns {x=1,y=2,z=3}, {x=15,y=5,z=10}
core.formspec_escape(string)
: returns a string
core.is_yes(arg)
core.is_nan(arg)
core.get_us_time()
table.copy(table)
: returns a table
table
table.indexof(list, val)
: returns the smallest numerical index containing
the value val
in the table list
. Non-numerical indices are ignored.
If val
could not be found, -1
is returned. list
must not have
negative indices.table.keyof(table, val)
: returns the key containing
the value val
in the table table
. If multiple keys contain val
,
it is unspecified which key will be returned.
If val
could not be found, nil
is returned.table.insert_all(table, other_table)
:
other_table
to table
- uses #table + 1
to
find new indices.table.key_value_swap(t)
: returns a table with keys and values swapped
t
map to the same value, it is unspecified which
value maps to that key.table.shuffle(table, [from], [to], [random_func])
:
from
to to
in table
in placefrom
defaults to 1
to
defaults to #table
random_func
defaults to math.random
. This function receives two
integers as arguments and should return a random integer inclusively
between them.core.pointed_thing_to_face_pos(placer, pointed_thing)
: returns a
position.
core.get_tool_wear_after_use(uses [, initial_wear])
uses
times of usesuses
: Number of times the tool can be usedinitial_wear
: The initial wear the tool starts with (default: 0)core.get_dig_params(groups, tool_capabilities [, wear])
:
Simulates an item that digs a node.
Returns a table with the following fields:
diggable
: true
if node can be dug, false
otherwise.time
: Time it would take to dig the node.wear
: How much wear would be added to the tool (ignored for non-tools).
time
and wear
are meaningless if node's not diggable
Parameters:groups
: Table of the node groups of the node that would be dugtool_capabilities
: Tool capabilities table of the itemwear
: Amount of wear the tool starts with (default: 0)core.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])
:
Simulates an item that punches an object.
Returns a table with the following fields:
hp
: How much damage the punch would cause (between -65535 and 65535).wear
: How much wear would be added to the tool (ignored for non-tools).
Parameters:groups
: Damage groups of the objecttool_capabilities
: Tool capabilities table of the itemtime_from_last_punch
: time in seconds since last punch actionwear
: Amount of wear the item starts with (default: 0)Texts can be translated client-side with the help of core.translate
and
translation files.
Two functions are provided to translate strings: core.translate
and
core.get_translator
.
core.get_translator(textdomain)
is a simple wrapper around
core.translate
and core.translate_n
.
After local S, NS = core.get_translator(textdomain)
, we have
S(str, ...)
equivalent to core.translate(textdomain, str, ...)
, and
NS(str, str_plural, n, ...)
to core.translate_n(textdomain, str, str_plural, n, ...)
.
It is intended to be used in the following way, so that it avoids verbose
repetitions of core.translate
:
local S, NS = core.get_translator(textdomain)
S(str, ...)
As an extra commodity, if textdomain
is nil, it is assumed to be "" instead.
core.translate(textdomain, str, ...)
translates the string str
with
the given textdomain
for disambiguation. The textdomain must match the
textdomain specified in the translation file in order to get the string
translated. This can be used so that a string is translated differently in
different contexts.
It is advised to use the name of the mod as textdomain whenever possible, to
avoid clashes with other mods.
This function must be given a number of arguments equal to the number of
arguments the translated string expects.
Arguments are literal strings -- they will not be translated.
core.translate_n(textdomain, str, str_plural, n, ...)
translates the
string str
with the given textdomain
for disambiguaion. The value of
n
, which must be a nonnegative integer, is used to decide whether to use
the singular or the plural version of the string. Depending on the locale of
the client, the choice between singular and plural might be more complicated,
but the choice will be done automatically using the value of n
.
You can read https://www.gnu.org/software/gettext/manual/html_node/Plural-forms.html for more details on the differences of plurals between languages.
Also note that plurals are only handled in .po or .mo files, and not in .tr files.
For instance, suppose we want to greet players when they join and provide a command that shows the amount of time since the player joined. We can do the following:
local S, NS = core.get_translator("hello")
core.register_on_joinplayer(function(player)
local name = player:get_player_name()
core.chat_send_player(name, S("Hello @1, how are you today?", name))
end)
core.register_chatcommand("playtime", {
func = function(name)
local last_login = core.get_auth_handler().get_auth(name).last_login
local playtime = math.floor((last_login-os.time())/60)
return true, NS(
"You have been playing for @1 minute.",
"You have been playing for @1 minutes.",
minutes, tostring(minutes))
end,
})
When someone called "CoolGuy" joins the game with an old client or a client
that does not have localization enabled, they will see Hello CoolGuy, how are
you today?
. If they use the /playtime
command, they will see You have been
playing for 1 minute
or (for example) You have been playing for 4 minutes.
However, if we have for instance a translation file named hello.de.po
containing the following:
msgid ""
msgstr ""
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
msgid "Hello @1, how are you today?"
msgstr "Hallo @1, wie geht es dir heute?"
msgid "You have been playing for @1 minute."
msgid_plural "You have been playing for @1 minutes."
msgstr[0] "Du spielst seit @1 Minute."
msgstr[1] "Du spielst seit @1 Minuten."
and CoolGuy has set a German locale, they will see Hallo CoolGuy, wie geht es
dir heute?
when they join, and the /playtime
command will show them Du
spielst seit 1 Minute.
or (for example) Du spielst seit 4 Minuten.
As an alternative to writing translation files by hand (as shown in the above example), it is also possible to generate translation files based on the source code.
It is recommended to first generate a translation template. The translation
template includes translatable strings that translators can directly work on.
After creating the locale
directory, a translation template for the above
example using the following command:
xgettext -L lua -kS -kNS:1,2 -kcore.translate:1c,2 -kcore.translate_n:1c,2,3 \
-d hello -o locale/hello.pot *.lua
The above command can also be used to update the translation template when new translatable strings are added.
The German translator can then create the translation file with
msginit -l de -i locale/hello.pot -o locale/hello.de.po
and provide the translations by editing locale/hello.de.po
.
The translation file can be updated using
msgmerge -U locale/hello.de.po locale/hello.pot
Refer to the Gettext manual for further information on creating and updating translation files.
The output of core.translate
is a string, with escape sequences adding
additional information to that string so that it can be translated on the
different clients. In particular, you can't expect operations like string.length
to work on them like you would expect them to, or string.gsub to work in the
expected manner. However, string concatenation will still work as expected
(note that you should only use this for things like formspecs; do not translate
sentences by breaking them into parts; arguments should be used instead), and
operations such as core.colorize
which are also concatenation.
A translation file has the suffix .[lang].tr
, where [lang]
is the language
it corresponds to. It must be put into the locale
subdirectory of the mod.
The file should be a text file, with the following format:
# textdomain:
(the space is significant) can be used
to specify the text domain of all following translations in the file.#
are ignored.original=translated
. Both original
and translated
can contain escape sequences beginning with @
to insert
arguments, literal @
, =
or newline (See [Escapes] below).
There must be no extraneous whitespace around the =
or at the beginning or
the end of the line.Using the earlier example of greeting the player, the translation file would be
# textdomain: hello
Hello @1, how are you today?=Hallo @1, wie geht es dir heute?
For old translation files, consider using the script mod_translation_updater.py
in the Luanti modtools repository to
generate and update translation files automatically from the Lua sources.
Gettext files can also be used as translations. A translation file has the suffix
.[lang].po
or .[lang].mo
, depending on whether it is compiled or not, and must
also be placed in the locale
subdirectory of the mod. The value of textdomain
is msgctxt
in the gettext files. If msgctxt
is not provided, the name of the
translation file is used instead.
A typical entry in a .po
file would look like:
msgctxt "textdomain"
msgid "Hello world!"
msgstr "Bonjour le monde!"
Strings that need to be translated can contain several escapes, preceded by @
.
@@
acts as a literal @
.@n
, where n
is a digit between 1 and 9, is an argument for the translated
string that will be inlined when translated. Due to how translations are
implemented, the original translation string must have its arguments in
increasing order, without gaps or repetitions, starting from 1.@=
acts as a literal =
. It is not required in strings given to
core.translate
, but is in translation files to avoid being confused
with the =
separating the original from the translation.@\n
(where the \n
is a literal newline) acts as a literal newline.
As with @=
, this escape is not required in strings given to
core.translate
, but is in translation files.@n
acts as a literal newline as well.On some specific cases, server translation could be useful. For example, filter a list on labels and send results to client. A method is supplied to achieve that:
core.get_translated_string(lang_code, string)
: resolves translations in
the given string just like the client would, using the translation files for
lang_code
. For this to have any effect, the string needs to contain translation
markup, e.g. core.get_translated_string("fr", S("Hello"))
.
The lang_code
to use for a given player can be retrieved from
the table returned by core.get_player_information(name)
.
IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes. You do not need to use this to get translated strings to show up on the client.
You can translate content meta, such as title
and description
, by placing
translations in a locale/DOMAIN.LANG.tr
file. The textdomain defaults to the
content name, but can be customised using textdomain
in the content's .conf.
Say you have a mod called mymod
with a short description in mod.conf:
description = This is the short description
Luanti will look for translations in the mymod
textdomain as there's no
textdomain specified in mod.conf. For example, mymod/locale/mymod.fr.tr
:
# textdomain:mymod
This is the short description=Voici la description succincte
For games and modpacks, Luanti will look for the textdomain in all mods.
Say you have a game called mygame
with the following game.conf:
description = This is the game's short description
textdomain = mygame
Luanti will then look for the textdomain mygame
in all mods, for example,
mygame/mods/anymod/locale/mygame.fr.tr
. Note that it is still recommended that your
textdomain match the mod name, but this isn't required.
Perlin noise creates a continuously-varying value depending on the input values. Usually in Luanti the input values are either 2D or 3D coordinates in nodes. The result is used during map generation to create the terrain shape, vary heat and humidity to distribute biomes, vary the density of decorations or vary the structure of ores.
An 'octave' is a simple noise generator that outputs a value between -1 and 1. The smooth wavy noise it generates has a single characteristic scale, almost like a 'wavelength', so on its own does not create fine detail. Due to this perlin noise combines several octaves to create variation on multiple scales. Each additional octave has a smaller 'wavelength' than the previous.
This combination results in noise varying very roughly between -2.0 and 2.0 and
with an average value of 0.0, so scale
and offset
are then used to multiply
and offset the noise variation.
The final perlin noise variation is created as follows:
noise = offset + scale * (octave1 +
octave2 * persistence +
octave3 * persistence ^ 2 +
octave4 * persistence ^ 3 +
...)
Noise Parameters are commonly called NoiseParams
.
offset
After the multiplication by scale
this is added to the result and is the final
step in creating the noise value.
Can be positive or negative.
scale
Once all octaves have been combined, the result is multiplied by this. Can be positive or negative.
spread
For octave1, this is roughly the change of input value needed for a very large
variation in the noise value generated by octave1. It is almost like a
'wavelength' for the wavy noise variation.
Each additional octave has a 'wavelength' that is smaller than the previous
octave, to create finer detail. spread
will therefore roughly be the typical
size of the largest structures in the final noise variation.
spread
is a vector with values for x, y, z to allow the noise variation to be
stretched or compressed in the desired axes.
Values are positive numbers.
seed
This is a whole number that determines the entire pattern of the noise variation. Altering it enables different noise patterns to be created. With other parameters equal, different seeds produce different noise patterns and identical seeds produce identical noise patterns.
For this parameter you can randomly choose any whole number. Usually it is preferable for this to be different from other seeds, but sometimes it is useful to be able to create identical noise patterns.
In some noise APIs the world seed is added to the seed specified in noise parameters. This is done to make the resulting noise pattern vary in different worlds, and be 'world-specific'.
octaves
The number of simple noise generators that are combined. A whole number, 1 or more. Each additional octave adds finer detail to the noise but also increases the noise calculation load. 3 is a typical minimum for a high quality, complex and natural-looking noise variation. 1 octave has a slight 'gridlike' appearance.
Choose the number of octaves according to the spread
and lacunarity
, and the
size of the finest detail you require. For example:
if spread
is 512 nodes, lacunarity
is 2.0 and finest detail required is 16
nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
512, 256, 128, 64, 32, 16 nodes.
Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
persistence
Each additional octave has an amplitude that is the amplitude of the previous
octave multiplied by persistence
, to reduce the amplitude of finer details,
as is often helpful and natural to do so.
Since this controls the balance of fine detail to large-scale detail
persistence
can be thought of as the 'roughness' of the noise.
A positive or negative non-zero number, often between 0.3 and 1.0.
A common medium value is 0.5, such that each octave has half the amplitude of
the previous octave.
This may need to be tuned when altering lacunarity
; when doing so consider
that a common medium value is 1 / lacunarity.
Instead of persistence
, the key persist
may be used to the same effect.
lacunarity
Each additional octave has a 'wavelength' that is the 'wavelength' of the previous octave multiplied by 1 / lacunarity, to create finer detail. 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
A positive number no smaller than 1.0. Values below 2.0 create higher quality noise at the expense of requiring more octaves to cover a particular range of 'wavelengths'.
flags
Leave this field unset for no special handling.
Currently supported are defaults
, eased
and absvalue
:
defaults
Specify this if you would like to keep auto-selection of eased/not-eased while specifying some other flags.
eased
Maps noise gradient values onto a quintic S-curve before performing
interpolation. This results in smooth, rolling noise.
Disable this (noeased
) for sharp-looking noise with a slightly gridded
appearance.
If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
not eased.
Easing a 3D noise significantly increases the noise calculation load, so use
with restraint.
absvalue
The absolute value of each octave's noise variation is used when combining the octaves. The final perlin noise variation is created as follows:
noise = offset + scale * (abs(octave1) +
abs(octave2) * persistence +
abs(octave3) * persistence ^ 2 +
abs(octave4) * persistence ^ 3 +
...)
For 2D or 3D perlin noise or perlin noise maps:
np_terrain = {
offset = 0,
scale = 1,
spread = {x = 500, y = 500, z = 500},
seed = 571347,
octaves = 5,
persistence = 0.63,
lacunarity = 2.0,
flags = "defaults, absvalue",
}
For 2D noise the Z component of spread
is still defined but is ignored.
A single noise parameter table can be used for 2D or 3D noise.
These tell in what manner the ore is generated.
All default ores are of the uniformly-distributed scatter type.
scatter
Randomly chooses a location and generates a cluster of ore.
If noise_params
is specified, the ore will be placed if the 3D perlin noise
at that point is greater than the noise_threshold
, giving the ability to
create a non-equal distribution of ore.
sheet
Creates a sheet of ore in a blob shape according to the 2D perlin noise
described by noise_params
and noise_threshold
. This is essentially an
improved version of the so-called "stratus" ore seen in some unofficial mods.
This sheet consists of vertical columns of uniform randomly distributed height,
varying between the inclusive range column_height_min
and column_height_max
.
If column_height_min
is not specified, this parameter defaults to 1.
If column_height_max
is not specified, this parameter defaults to clust_size
for reverse compatibility. New code should prefer column_height_max
.
The column_midpoint_factor
parameter controls the position of the column at
which ore emanates from.
If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
equally starting from each direction.
column_midpoint_factor
is a decimal number ranging in value from 0 to 1. If
this parameter is not specified, the default is 0.5.
The ore parameters clust_scarcity
and clust_num_ores
are ignored for this
ore type.
puff
Creates a sheet of ore in a cloud-like puff shape.
As with the sheet
ore type, the size and shape of puffs are described by
noise_params
and noise_threshold
and are placed at random vertical
positions within the currently generated chunk.
The vertical top and bottom displacement of each puff are determined by the
noise parameters np_puff_top
and np_puff_bottom
, respectively.
blob
Creates a deformed sphere of ore according to 3d perlin noise described by
noise_params
. The maximum size of the blob is clust_size
, and
clust_scarcity
has the same meaning as with the scatter
type.
vein
Creates veins of ore varying in density by according to the intersection of two
instances of 3d perlin noise with different seeds, both described by
noise_params
.
random_factor
varies the influence random chance has on placement of an ore
inside the vein, which is 1
by default. Note that modifying this parameter
may require adjusting noise_threshold
.
The parameters clust_scarcity
, clust_num_ores
, and clust_size
are ignored
by this ore type.
This ore type is difficult to control since it is sensitive to small changes. The following is a decent set of parameters to work from:
noise_params = {
offset = 0,
scale = 3,
spread = {x=200, y=200, z=200},
seed = 5390,
octaves = 4,
persistence = 0.5,
lacunarity = 2.0,
flags = "eased",
},
noise_threshold = 1.6
WARNING: Use this ore type very sparingly since it is ~200x more computationally expensive than any other ore.
stratum
Creates a single undulating ore stratum that is continuous across mapchunk borders and horizontally spans the world.
The 2D perlin noise described by noise_params
defines the Y coordinate of
the stratum midpoint. The 2D perlin noise described by np_stratum_thickness
defines the stratum's vertical thickness (in units of nodes). Due to being
continuous across mapchunk borders the stratum's vertical thickness is
unlimited.
If the noise parameter noise_params
is omitted the ore will occur from y_min
to y_max in a simple horizontal stratum.
A parameter stratum_thickness
can be provided instead of the noise parameter
np_stratum_thickness
, to create a constant thickness.
Leaving out one or both noise parameters makes the ore generation less intensive, useful when adding multiple strata.
y_min
and y_max
define the limits of the ore generation and for performance
reasons should be set as close together as possible but without clipping the
stratum's Y variation.
Each node in the stratum has a 1-in-clust_scarcity
chance of being ore, so a
solid-ore stratum would require a clust_scarcity
of 1.
The parameters clust_num_ores
, clust_size
, noise_threshold
and
random_factor
are ignored by this ore type.
See section [Flag Specifier Format].
Currently supported flags:
puff_cliffs
, puff_additive_composition
.
puff_cliffs
If set, puff ore generation will not taper down large differences in
displacement when approaching the edge of a puff. This flag has no effect for
ore types other than puff
.
puff_additive_composition
By default, when noise described by np_puff_top
or np_puff_bottom
results
in a negative displacement, the sub-column at that point is not generated. With
this attribute set, puff ore generation will instead generate the absolute
difference in noise displacement values. This flag has no effect for ore types
other than puff
.
The varying types of decorations that can be placed.
simple
Creates a 1 times H
times 1 column of a specified node (or a random node from
a list, if a decoration list is specified). Can specify a certain node it must
spawn next to, such as water or lava, for example. Can also generate a
decoration of random height between a specified lower and upper bound.
This type of decoration is intended for placement of grass, flowers, cacti,
papyri, waterlilies and so on.
schematic
Copies a box of MapNodes
from a specified schematic file (or raw description).
Can specify a probability of a node randomly appearing when placed.
This decoration type is intended to be used for multi-node sized discrete
structures, such as trees, cave spikes, rocks, and so on.
lsystem
Generates a L-system tree at the position where the decoration is placed.
Uses the same L-system as core.spawn_tree
, but is faster than using it manually.
The treedef
field in the decoration definition is used for the tree definition.
A schematic specifier identifies a schematic by either a filename to a
Luanti Schematic file (.mts
) or through raw data supplied through Lua,
in the form of a table. This table specifies the following fields:
size
field is a 3D vector containing the dimensions of the provided
schematic. (required field)yslice_prob
field is a table of {ypos, prob} slice tables. A slice table
sets the probability of a particular horizontal slice of the schematic being
placed. (optional field)
ypos
= 0 for the lowest horizontal slice of a schematic.
The default of prob
is 255.data
field is a flat table of MapNode tables making up the schematic,
in the order of [z [y [x]]]
. (required field)
Each MapNode table contains:
name
: the name of the map node to place (required)prob
(alias param1
): the probability of this node being placed
(default: 255)param2
: the raw param2 value of the node being placed onto the map
(default: 0)force_place
: boolean representing if the node should forcibly overwrite
any previous contents (default: false)About probability values:
0
or 1
means that node will never appear
(0% chance).254
or 255
means the node will always appear
(100% chance).p
is greater than 1
, then there is a
(p / 256 * 100)
percent chance that node will appear when the schematic is
placed on the map.See section [Flag Specifier Format].
Currently supported flags: place_center_x
, place_center_y
, place_center_z
,
`force_placement`.
place_center_x
: Placement of this decoration is centered along the X axis.place_center_y
: Placement of this decoration is centered along the Y axis.place_center_z
: Placement of this decoration is centered along the Z axis.force_placement
: Schematic nodes other than "ignore" will replace existing
nodes.VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting map nodes through VoxelManip will lack many of the higher level features and concepts you may be used to with other methods of setting nodes. For example, nodes will not have their construction and destruction callbacks run, and no rollback information is logged.
It is important to note that VoxelManip is designed for speed, and not ease
of use or flexibility. If your mod requires a map manipulation facility that
will handle 100% of all edge cases, or the use of high level node placement
features, perhaps core.set_node()
is better suited for the job.
In addition, VoxelManip might not be faster, or could even be slower, for your
specific use case. VoxelManip is most effective when setting large areas of map
at once - for example, if only setting a 3x3x3 node area, a
core.set_node()
loop may be more optimal. Always profile code using both
methods of map manipulation to determine which is most appropriate for your
usage.
A recent simple test of setting cubic areas showed that core.set_node()
is faster than a VoxelManip for a 3x3x3 node cube or smaller.
A VoxelManip object can be created any time using either:
VoxelManip([p1, p2])
, or core.get_voxel_manip([p1, p2])
.
If the optional position parameters are present for either of these routines,
the specified region will be pre-loaded into the VoxelManip object on creation.
Otherwise, the area of map you wish to manipulate must first be loaded into the
VoxelManip object using VoxelManip:read_from_map()
.
Note that VoxelManip:read_from_map()
returns two position vectors. The region
formed by these positions indicate the minimum and maximum (respectively)
positions of the area actually loaded in the VoxelManip, which may be larger
than the area requested. For convenience, the loaded area coordinates can also
be queried any time after loading map data with VoxelManip:get_emerged_area()
.
Now that the VoxelManip object is populated with map data, your mod can fetch a
copy of this data using either of two methods. VoxelManip:get_node_at()
,
which retrieves an individual node in a MapNode formatted table at the position
requested is the simplest method to use, but also the slowest.
Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
VoxelManip:get_data()
for node content (in Content ID form, see section
[Content IDs]),VoxelManip:get_light_data()
for node light levels, andVoxelManip:get_param2_data()
for the node type-dependent "param2" values.See section [Flat array format] for more details.
It is very important to understand that the tables returned by any of the above three functions represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the data will not magically update itself if another function modifies the internal VoxelManip state. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless otherwise explicitly stated.
Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
VoxelManip:set_data()
for node content (in Content ID form, see section
[Content IDs]),VoxelManip:set_light_data()
for node light levels, andVoxelManip:set_param2_data()
for the node type-dependent param2
values.The parameter to each of the above three functions can use any table at all in
the same flat array format as produced by get_data()
etc. and is not required
to be a table retrieved from get_data()
.
Once the internal VoxelManip state has been modified to your liking, the
changes can be committed back to the map by calling VoxelManip:write_to_map()
Let
`Nx = p2.X - p1.X + 1`,
`Ny = p2.Y - p1.Y + 1`, and
`Nz = p2.Z - p1.Z + 1`.
Then, for a loaded region of p1..p2, this array ranges from 1
up to and
including the value of the expression Nx * Ny * Nz
.
Positions offset from p1 are present in the array with the format of:
[
(0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
(0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
...
(0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
(0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
...
(0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
...
(0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
]
and the array index for a position p contained completely in p1..p2 is:
(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1
Note that this is the same "flat 3D array" format as
PerlinNoiseMap:get3dMap_flat()
.
VoxelArea objects (see section [VoxelArea
]) can be used to simplify calculation
of the index for a single point in a flat VoxelManip array.
A Content ID is a unique integer identifier for a specific node type.
These IDs are used by VoxelManip in place of the node name string for
VoxelManip:get_data()
and VoxelManip:set_data()
. You can use
core.get_content_id()
to look up the Content ID for the specified node
name, and core.get_name_from_content_id()
to look up the node name string
for a given Content ID.
After registration of a node, its Content ID will remain the same throughout
execution of the mod.
Note that the node being queried needs to have already been been registered.
The following builtin node types have their Content IDs defined as constants:
core.CONTENT_UNKNOWN
: ID for "unknown" nodescore.CONTENT_AIR
: ID for "air" nodescore.CONTENT_IGNORE
: ID for "ignore" nodesInside of on_generated()
callbacks, it is possible to retrieve the same
VoxelManip object used by the core's Map Generator (commonly abbreviated
Mapgen). Most of the rules previously described still apply but with a few
differences:
The Mapgen VoxelManip object is retrieved using:
core.get_mapgen_object("voxelmanip")
This VoxelManip object already has the region of map just generated loaded
into it; it's not necessary to call VoxelManip:read_from_map()
.
Note that the region of map it has loaded is NOT THE SAME as the minp
, maxp
parameters of on_generated()
. Refer to core.get_mapgen_object
docs.
Once you're done you still need to call VoxelManip:write_to_map()
The on_generated()
callbacks of some mods may place individual nodes in the
generated area using non-VoxelManip map modification methods. Because the
same Mapgen VoxelManip object is passed through each on_generated()
callback, it becomes necessary for the Mapgen VoxelManip object to maintain
consistency with the current map state. For this reason, calling any of
core.add_node()
, core.set_node()
or core.swap_node()
will also update the Mapgen VoxelManip object's internal state active on the
current thread.
After modifying the Mapgen VoxelManip object's internal buffer, it may be
necessary to update lighting information using either:
VoxelManip:calc_lighting()
or VoxelManip:set_lighting()
.
If any VoxelManip contents were set to a liquid node (liquidtype ~= "none"
),
VoxelManip:update_liquids()
must be called for these liquid nodes to begin
flowing. It is recommended to call this function only after having written all
buffered data back to the VoxelManip object, save for special situations where
the modder desires to only have certain liquid nodes begin flowing.
The functions core.generate_ores()
and core.generate_decorations()
will generate all registered decorations and ores throughout the full area
inside of the specified VoxelManip object.
core.place_schematic_on_vmanip()
is otherwise identical to
core.place_schematic()
, except instead of placing the specified schematic
directly on the map at the specified position, it will place the schematic
inside the VoxelManip.
Attempting to read data from a VoxelManip object before map is read will
result in a zero-length array table for VoxelManip:get_data()
, and an
"ignore" node at any position for VoxelManip:get_node_at()
.
If you attempt to use a VoxelManip to read a region of the map that has
already been generated, but is not currently loaded, that region will be
loaded from disk. This means that reading a region of the map with a
VoxelManip has a similar effect as calling core.load_area
on that
region.
If a region of the map has either not yet been generated or is outside the
map boundaries, it is filled with "ignore" nodes. Writing to regions of the
map that are not yet generated may result in unexpected behavior. You
can use core.emerge_area
to make sure that the area you want to
read/write is already generated.
Other mods, or the core itself, could possibly modify the area of the map currently loaded into a VoxelManip object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip object in the same callback it had been created.
If a VoxelManip object will be used often, such as in an on_generated()
callback, consider passing a file-scoped table as the optional parameter to
VoxelManip:get_data()
, which serves as a static buffer the function can use
to write map data to instead of returning a new table each call. This greatly
enhances performance by avoiding unnecessary memory allocations.
read_from_map(p1, p2)
: Loads a chunk of map into the VoxelManip object
containing the region formed by p1
and p2
.
pmin
, actual emerged pmax
write_to_map([light])
: Writes the data loaded from the VoxelManip
back to
the map.
VoxelManip:set_data()
before
calling this.light
is true, then lighting is automatically recalculated.
The default value is true.
If light
is false, no light calculations happen, and you should correct
all modified blocks with core.fix_light()
as soon as possible.
Keep in mind that modifying the map where light is incorrect can cause
more lighting bugs.get_node_at(pos)
: Returns a MapNode
table of the node currently loaded in
the VoxelManip
at that positionset_node_at(pos, node)
: Sets a specific MapNode
in the VoxelManip
at
that position.get_data([buffer])
: Retrieves the node content data loaded into the
VoxelManip
object.
buffer
is present, this table will be used to store the
result instead.set_data(data)
: Sets the data contents of the VoxelManip
objectupdate_map()
: Does nothing, kept for compatibility.set_lighting(light, [p1, p2])
: Set the lighting within the VoxelManip
to
a uniform value.
light
is a table, {day=<0...15>, night=<0...15>}
VoxelManip
object from
core.get_mapgen_object
.p1
, p2
) is the area in which lighting is set, defaults to the whole
area if left out.get_light_data([buffer])
: Gets the light data read into the
VoxelManip
object
0
to
255
.0
to 15
each).light = day + (night * 16)
buffer
is present, this table will be used to store the
result instead.set_light_data(light_data)
: Sets the param1
(light) contents of each node
in the VoxelManip
.
get_light_data()
returnsget_param2_data([buffer])
: Gets the raw param2
data read into the
VoxelManip
object.
0
to
255
.buffer
is present, this table will be used to store the
result instead.set_param2_data(param2_data)
: Sets the param2
contents of each node in
the VoxelManip
.calc_lighting([p1, p2], [propagate_shadow])
: Calculate lighting within the
VoxelManip
.
VoxelManip
object from core.get_mapgen_object
.p1
, p2
) is the area in which lighting is set, defaults to the whole
area if left out or nil. For almost all uses these should be left out
or nil to use the default.propagate_shadow
is an optional boolean deciding whether shadows in a
generated mapchunk above are propagated down into the mapchunk, defaults
to true
if left out.update_liquids()
: Update liquid flowwas_modified()
: Returns true
if the data in the voxel manipulator has been modified
since it was last read from the map. This means you have to call get_data
again.
This only applies to a VoxelManip
object from core.get_mapgen_object
,
where the engine will keep the map and the VM in sync automatically.
get_emerged_area()
: Returns actual emerged minimum and maximum positions.VoxelArea
A helper class for voxel areas.
It can be created via VoxelArea(pmin, pmax)
or
VoxelArea:new({MinEdge = pmin, MaxEdge = pmax})
.
The coordinates are inclusive, like most other things in Luanti.
getExtent()
: returns a 3D vector containing the size of the area formed by
MinEdge
and MaxEdge
.getVolume()
: returns the volume of the area formed by MinEdge
and
MaxEdge
.index(x, y, z)
: returns the index of an absolute position in a flat array
starting at 1
.
x
, y
and z
must be integers to avoid an incorrect index result.VoxelManip
, raw Schematic specifiers,
PerlinNoiseMap:get2d
/3dMap
, and so on.indexp(p)
: same functionality as index(x, y, z)
but takes a vector.
index(x, y, z)
, the components of p
must be integers, and p
is not checked for being inside the area volume.position(i)
: returns the absolute position vector corresponding to index
i
.contains(x, y, z)
: check if (x
,y
,z
) is inside area formed by
MinEdge
and MaxEdge
.containsp(p)
: same as above, except takes a vectorcontainsi(i)
: same as above, except takes an index i
iter(minx, miny, minz, maxx, maxy, maxz)
: returns an iterator that returns
indices.
minx
,miny
,minz
) to (maxx
,maxy
,maxz
) in the order of
[z [y [x]]]
.iterp(minp, maxp)
: same as above, except takes a vectorFor a particular position in a voxel area, whose flat array index is known, it is often useful to know the index of a neighboring or nearby position. The table below shows the changes of index required for 1 node movements along the axes in a voxel area:
Movement Change of index
+x +1
-x -1
+y +ystride
-y -ystride
+z +zstride
-z -zstride
If, for example:
local area = VoxelArea(emin, emax)
The values of ystride
and zstride
can be obtained using area.ystride
and
area.zstride
.
A mapgen object is a construct used in map generation. Mapgen objects can be
used by an on_generated
callback to speed up operations by avoiding
unnecessary recalculations, these can be retrieved using the
core.get_mapgen_object()
function. If the requested Mapgen object is
unavailable, or get_mapgen_object()
was called outside of an on_generated
callback, nil
is returned.
The following Mapgen objects are currently available:
voxelmanip
This returns three values; the VoxelManip
object to be used, minimum and
maximum emerged position, in that order. All mapgens support this object.
heightmap
Returns an array containing the y coordinates of the ground levels of nodes in the most recently generated chunk by the current mapgen.
biomemap
Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen.
heatmap
Returns an array containing the temperature values of nodes in the most recently generated chunk by the current mapgen.
humiditymap
Returns an array containing the humidity values of nodes in the most recently generated chunk by the current mapgen.
gennotify
Returns a table. You need to announce your interest in a specific
field by calling core.set_gen_notify()
before map generation happens.
Available generation notification types:
dungeon
: bottom center position of dungeon roomstemple
: as above but for desert temples (mgv6 only)cave_begin
cave_end
large_cave_begin
large_cave_end
custom
: data originating from Mapgen environment
decoration#id
: decorations
Decorations have a key in the format of "decoration#id"
, where id
is the
numeric unique decoration ID as returned by core.get_decoration_id()
.
For example, decoration#123
.
The returned positions are the ground surface 'place_on' nodes, not the decorations themselves. A 'simple' type decoration is often 1 node above the returned position and possibly displaced by 'place_offset_y'.
Functions receive a "luaentity" table as self
:
name
, which is the registered name ("mod:thing")
object
, which is an ObjectRef
pointing to the objectCallbacks:
on_activate(self, staticdata, dtime_s)
dtime_s
is the time passed since the object was unloaded, which can be
used for updating the entity state.on_deactivate(self, removal)
removal
: boolean indicating whether the object is about to get removed.
Calling object:remove()
on an active object will call this with removal=true
.
The mapblock the entity resides in being unloaded will call this with removal=false
.core.clear_objects({mode = "full"})
won't call this,
whereas core.clear_objects({mode = "quick"})
might call this.on_step(self, dtime, moveresult)
dtime
: elapsed time since last callmoveresult
: table with collision info (only available if physical=true)on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
puncher
: an ObjectRef
(can be nil
)time_from_last_punch
: Meant for disallowing spamming of clicks
(can be nil
).tool_capabilities
: capability table of used item (can be nil
)dir
: unit vector of direction of punch. Always defined. Points from the
puncher to the punched.damage
: damage that will be done to entity.true
to prevent the default damage mechanism.on_death(self, killer)
killer
: an ObjectRef
(can be nil
)on_rightclick(self, clicker)
clicker
pressed the 'place/use' key while pointing
to the object (not necessarily an actual rightclick)clicker
: an ObjectRef
(may or may not be a player)on_attach_child(self, child)
child
: an ObjectRef
of the childon_detach_child(self, child)
child
: an ObjectRef
of the childon_detach(self, parent)
parent
: an ObjectRef
from where it got detachedget_staticdata(self)
on_activate
when the
object is instantiated the next time.Collision info passed to on_step
(moveresult
argument):
{
touching_ground = boolean,
-- Note that touching_ground is only true if the entity was moving and
-- collided with ground.
collides = boolean,
standing_on_object = boolean,
collisions = {
{
type = string, -- "node" or "object",
axis = string, -- "x", "y" or "z"
node_pos = vector, -- if type is "node"
object = ObjectRef, -- if type is "object"
-- The position of the entity when the collision occurred.
-- Available since feature "moveresult_new_pos".
new_pos = vector,
old_velocity = vector,
new_velocity = vector,
},
...
}
-- `collisions` does not contain data of unloaded mapblock collisions
-- or when the velocity changes are negligibly small
}
treedef={
axiom, --string initial tree axiom
rules_a, --string rules set A
rules_b, --string rules set B
rules_c, --string rules set C
rules_d, --string rules set D
trunk, --string trunk node name
leaves, --string leaves node name
leaves2, --string secondary leaves node name
leaves2_chance,--num chance (0-100) to replace leaves with leaves2
angle, --num angle in deg
iterations, --num max # of iterations, usually 2 -5
random_level, --num factor to lower number of iterations, usually 0 - 3
trunk_type, --string single/double/crossed) type of trunk: 1 node,
-- 2x2 nodes or 3x3 in cross shape
thin_branches, --boolean true -> use thin (1 node) branches
fruit, --string fruit node name
fruit_chance, --num chance (0-100) to replace leaves with fruit node
seed, --num random seed, if no seed is provided, the engine will create one.
}
G
: move forward one unit with the pen upF
: move forward one unit with the pen down drawing trunks and branchesf
: move forward one unit with the pen down drawing leaves (100% chance)T
: move forward one unit with the pen down drawing trunks onlyR
: move forward one unit with the pen down placing fruitA
: replace with rules set AB
: replace with rules set BC
: replace with rules set CD
: replace with rules set Da
: replace with rules set A, chance 90%b
: replace with rules set B, chance 80%c
: replace with rules set C, chance 70%d
: replace with rules set D, chance 60%+
: yaw the turtle right by angle
parameter-
: yaw the turtle left by angle
parameter&
: pitch the turtle down by angle
parameter^
: pitch the turtle up by angle
parameter/
: roll the turtle to the right by angle
parameter*
: roll the turtle to the left by angle
parameter[
: save in stack current state info]
: recover from stack state infoSpawn a small apple tree:
pos = {x=230,y=20,z=4}
apple_tree={
axiom="FFFFFAFFBF",
rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
trunk="default:tree",
leaves="default:leaves",
angle=30,
iterations=2,
random_level=0,
trunk_type="single",
thin_branches=true,
fruit_chance=10,
fruit="default:apple"
}
core.spawn_tree(pos,apple_tree)
Privileges provide a means for server administrators to give certain players
access to special abilities in the engine, games or mods.
For example, game moderators may need to travel instantly to any place in the world,
this ability is implemented in /teleport
command which requires teleport
privilege.
A mod can register a custom privilege using core.register_privilege
function
to give server administrators fine-grained access control over mod functionality.
For consistency and practical reasons, privileges should strictly increase the abilities of the user. Do not register custom privileges that e.g. restrict the player from certain in-game actions.
A mod can call core.check_player_privs
to test whether a player has privileges
to perform an operation.
Also, when registering a chat command with core.register_chatcommand
a mod can
declare privileges that the command requires using the privs
field of the command
definition.
A mod can update player privileges using core.set_player_privs
function.
Players holding the privs
privilege can see and manage privileges for all
players on the server.
A mod can subscribe to changes in player privileges using core.register_on_priv_grant
and core.register_on_priv_revoke
functions.
Luanti includes a set of built-in privileges that control capabilities provided by the Luanti engine and can be used by mods:
Basic privileges are normally granted to all players:
shout
: can communicate using the in-game chat.interact
: can modify the world by digging, building and interacting
with the nodes, entities and other players. Players without the interact
privilege can only travel and observe the world.Advanced privileges allow bypassing certain aspects of the gameplay:
fast
: can use "fast mode" to move with maximum speed.fly
: can use "fly mode" to move freely above the ground without falling.noclip
: can use "noclip mode" to fly through solid nodes (e.g. walls).teleport
: can use /teleport
command to move to any point in the world.creative
: can access creative inventory.bring
: can teleport other players to oneself.give
: can use /give
and /giveme
commands to give any item
in the game to oneself or others.settime
: can use /time
command to change current in-game time.debug
: can enable wireframe rendering mode.Security-related privileges:
privs
: can modify privileges of the players using /grant[me]
and
/revoke[me]
commands.basic_privs
: can grant and revoke basic privileges as defined by
the basic_privs
setting.kick
: can kick other players from the server using /kick
command.ban
: can ban other players using /ban
command.password
: can use /setpassword
and /clearpassword
commands
to manage players' passwords.protection_bypass
: can bypass node protection. Note that the engine does not act upon this privilege,
it is only an implementation suggestion for games.Administrative privileges:
server
: can use /fixlight
, /deleteblocks
and /deleteobjects
commands. Can clear inventory of other players using /clearinv
command.rollback
: can use /rollback_check
and /rollback
commands.Luanti includes the following settings to control behavior of privileges:
default_privs
: defines privileges granted to new players.basic_privs
: defines privileges that can be granted/revoked by players having
the basic_privs
privilege. This can be used, for example, to give
limited moderation powers to selected users.core.get_current_modname()
: returns the currently loading mod's name,
when loading a mod.core.get_modpath(modname)
: returns the directory path for a mod,
e.g. "/home/user/.minetest/usermods/modname"
.
.lua
modules or static data from a mod,
or checking if a mod is enabled.core.get_modnames()
: returns a list of enabled mods, sorted alphabetically.
core.get_game_info()
: returns a table containing information about the
current game. Note that other meta information (e.g. version/release number)
can be manually read from game.conf
in the game's root directory.
{
id = string,
title = string,
author = string,
-- The root directory of the game
path = string,
}
core.get_worldpath()
: returns e.g. "/home/user/.minetest/world"
core.get_mod_data_path()
: returns e.g. "/home/user/.minetest/mod_data/mymod"
core.is_singleplayer()
core.features
: Table containing API feature flags
{
glasslike_framed = true, -- 0.4.7
nodebox_as_selectionbox = true, -- 0.4.7
get_all_craft_recipes_works = true, -- 0.4.7
-- The transparency channel of textures can optionally be used on
-- nodes (0.4.7)
use_texture_alpha = true,
-- Tree and grass ABMs are no longer done from C++ (0.4.8)
no_legacy_abms = true,
-- Texture grouping is possible using parentheses (0.4.11)
texture_names_parens = true,
-- Unique Area ID for AreaStore:insert_area (0.4.14)
area_store_custom_ids = true,
-- add_entity supports passing initial staticdata to on_activate
-- (0.4.16)
add_entity_with_staticdata = true,
-- Chat messages are no longer predicted (0.4.16)
no_chat_message_prediction = true,
-- The transparency channel of textures can optionally be used on
-- objects (ie: players and lua entities) (5.0.0)
object_use_texture_alpha = true,
-- Object selectionbox is settable independently from collisionbox
-- (5.0.0)
object_independent_selectionbox = true,
-- Specifies whether binary data can be uploaded or downloaded using
-- the HTTP API (5.1.0)
httpfetch_binary_data = true,
-- Whether formspec_version[<version>] may be used (5.1.0)
formspec_version_element = true,
-- Whether AreaStore's IDs are kept on save/load (5.1.0)
area_store_persistent_ids = true,
-- Whether core.find_path is functional (5.2.0)
pathfinder_works = true,
-- Whether Collision info is available to an objects' on_step (5.3.0)
object_step_has_moveresult = true,
-- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
direct_velocity_on_players = true,
-- nodedef's use_texture_alpha accepts new string modes (5.4.0)
use_texture_alpha_string_modes = true,
-- degrotate param2 rotates in units of 1.5° instead of 2°
-- thus changing the range of values from 0-179 to 0-240 (5.5.0)
degrotate_240_steps = true,
-- ABM supports min_y and max_y fields in definition (5.5.0)
abm_min_max_y = true,
-- dynamic_add_media supports passing a table with options (5.5.0)
dynamic_add_media_table = true,
-- particlespawners support texpools and animation of properties,
-- particle textures support smooth fade and scale animations, and
-- sprite-sheet particle animations can by synced to the lifetime
-- of individual particles (5.6.0)
particlespawner_tweenable = true,
-- allows get_sky to return a table instead of separate values (5.6.0)
get_sky_as_table = true,
-- VoxelManip:get_light_data accepts an optional buffer argument (5.7.0)
get_light_data_buffer = true,
-- When using a mod storage backend that is not "files" or "dummy",
-- the amount of data in mod storage is not constrained by
-- the amount of RAM available. (5.7.0)
mod_storage_on_disk = true,
-- "zstd" method for compress/decompress (5.7.0)
compress_zstd = true,
-- Sound parameter tables support start_time (5.8.0)
sound_params_start_time = true,
-- New fields for set_physics_override: speed_climb, speed_crouch,
-- liquid_fluidity, liquid_fluidity_smooth, liquid_sink,
-- acceleration_default, acceleration_air (5.8.0)
physics_overrides_v2 = true,
-- In HUD definitions the field `type` is used and `hud_elem_type` is deprecated (5.9.0)
hud_def_type_field = true,
-- PseudoRandom and PcgRandom state is restorable
-- PseudoRandom has get_state method
-- PcgRandom has get_state and set_state methods (5.9.0)
random_state_restore = true,
-- core.after guarantees that coexisting jobs are executed primarily
-- in order of expiry and secondarily in order of registration (5.9.0)
after_order_expiry_registration = true,
-- wallmounted nodes mounted at floor or ceiling may additionally
-- be rotated by 90° with special param2 values (5.9.0)
wallmounted_rotate = true,
-- Availability of the `pointabilities` property in the item definition (5.9.0)
item_specific_pointabilities = true,
-- Nodes `pointable` property can be `"blocking"` (5.9.0)
blocking_pointability_type = true,
-- dynamic_add_media can be called at startup when leaving callback as `nil` (5.9.0)
dynamic_add_media_startup = true,
-- dynamic_add_media supports `filename` and `filedata` parameters (5.9.0)
dynamic_add_media_filepath = true,
-- L-system decoration type (5.9.0)
lsystem_decoration_type = true,
-- Overridable pointing range using the itemstack meta key `"range"` (5.9.0)
item_meta_range = true,
-- Allow passing an optional "actor" ObjectRef to the following functions:
-- core.place_node, core.dig_node, core.punch_node (5.9.0)
node_interaction_actor = true,
-- "new_pos" field in entity moveresult (5.9.0)
moveresult_new_pos = true,
-- Allow removing definition fields in `core.override_item` (5.9.0)
override_item_remove_fields = true,
-- The predefined hotbar is a Lua HUD element of type `hotbar` (5.10.0)
hotbar_hud_element = true,
-- Bulk LBM support (5.10.0)
bulk_lbms = true,
-- ABM supports field without_neighbors (5.10.0)
abm_without_neighbors = true,
-- biomes have a weight parameter (5.11.0)
biome_weights = true,
-- Particles can specify a "clip" blend mode (5.11.0)
particle_blend_clip = true,
}
core.has_feature(arg)
: returns boolean, missing_features
arg
: string or table in format {foo=true, bar=true}
missing_features
: {foo=true, bar=true}
core.get_player_information(player_name)
: Table containing information
about a player. Example return value:
{
address = "127.0.0.1", -- IP address of client
ip_version = 4, -- IPv4 / IPv6
connection_uptime = 200, -- seconds since client connected
protocol_version = 32, -- protocol version used by client
formspec_version = 2, -- supported formspec version
lang_code = "fr", -- Language code used for translation
-- the following keys can be missing if no stats have been collected yet
min_rtt = 0.01, -- minimum round trip time
max_rtt = 0.2, -- maximum round trip time
avg_rtt = 0.02, -- average round trip time
min_jitter = 0.01, -- minimum packet time jitter
max_jitter = 0.5, -- maximum packet time jitter
avg_jitter = 0.03, -- average packet time jitter
-- the following information is available in a debug build only!!!
-- DO NOT USE IN MODS
--ser_vers = 26, -- serialization version used by client
--major = 0, -- major version number
--minor = 4, -- minor version number
--patch = 10, -- patch version number
--vers_string = "0.4.9-git", -- full version string
--state = "Active" -- current client state
}
core.get_player_window_information(player_name)
:
-- Will only be present if the client sent this information (requires v5.7+)
--
-- Note that none of these things are constant, they are likely to change during a client
-- connection as the player resizes the window and moves it between monitors
--
-- real_gui_scaling and real_hud_scaling can be used instead of DPI.
-- OSes don't necessarily give the physical DPI, as they may allow user configuration.
-- real_*_scaling is just OS DPI / 96 but with another level of user configuration.
{
-- Current size of the in-game render target (pixels).
--
-- This is usually the window size, but may be smaller in certain situations,
-- such as side-by-side mode.
size = {
x = 1308,
y = 577,
},
-- Estimated maximum formspec size before Luanti will start shrinking the
-- formspec to fit. For a fullscreen formspec, use this formspec size and
-- `padding[0,0]`. `bgcolor[;true]` is also recommended.
max_formspec_size = {
x = 20,
y = 11.25
},
-- GUI Scaling multiplier
-- Equal to the setting `gui_scaling` multiplied by `dpi / 96`
real_gui_scaling = 1,
-- HUD Scaling multiplier
-- Equal to the setting `hud_scaling` multiplied by `dpi / 96`
real_hud_scaling = 1,
-- Whether the touchscreen controls are enabled.
-- Usually (but not always) `true` on Android.
-- Requires at least version 5.9.0 on the client. For older clients, it
-- is always set to `false`.
touch_controls = false,
}
core.mkdir(path)
: returns success.
path
, creating parent directories
if they don't exist.core.rmdir(path, recursive)
: returns success.
path
.recursive
is set to true
, the directory is recursively removed.
Otherwise, the directory will only be removed if it is empty.core.cpdir(source, destination)
: returns success.
path
to destination
destination
will be overwritten if they already exist.core.mvdir(source, destination)
: returns success.
path
to destination
.destination
is a non-empty directory, then the move will fail.core.get_dir_list(path, [is_dir])
: returns list of entry names
core.safe_file_write(path, content)
: returns boolean indicating success
local f = io.open(path, "wb"); f:write(content); f:close()
core.get_version()
: returns a table containing components of the
engine version. Components:
project
: Name of the project, eg, "Luanti"string
: Simple version, eg, "1.2.3-dev"proto_min
: The minimum supported protocol versionproto_max
: The maximum supported protocol versionhash
: Full git version (only set if available),
eg, "1.2.3-dev-01234567-dirty".is_dev
: Boolean value indicating whether it's a development build
Use this for informational purposes only. The information in the returned
table does not represent the capabilities of the engine, nor is it
reliable or verifiable. Compatible forks will have a different name and
version entirely. To check for the presence of engine features, test
whether the functions exported by the wanted features exist. For example:
if core.check_for_falling then ... end
.core.sha1(data, [raw])
: returns the sha1 hash of data
data
: string of data to hashraw
: return raw bytes instead of hex digits, default: falsecore.sha256(data, [raw])
: returns the sha256 hash of data
data
: string of data to hashraw
: return raw bytes instead of hex digits, default: falsecore.colorspec_to_colorstring(colorspec)
: Converts a ColorSpec to a
ColorString. If the ColorSpec is invalid, returns nil
.
colorspec
: The ColorSpec to convertcore.colorspec_to_bytes(colorspec)
: Converts a ColorSpec to a raw
string of four bytes in an RGBA layout, returned as a string.
colorspec
: The ColorSpec to convertcore.colorspec_to_table(colorspec)
: Converts a ColorSpec into RGBA table
form. If the ColorSpec is invalid, returns nil
. You can use this to parse
ColorStrings.
colorspec
: The ColorSpec to convertcore.time_to_day_night_ratio(time_of_day)
: Returns a "day-night ratio" value
(as accepted by ObjectRef:override_day_night_ratio
) that is equivalent to
the given "time of day" value (as returned by core.get_timeofday
).
core.encode_png(width, height, data, [compression])
: Encode a PNG
image and return it in string form.
width
: Width of the imageheight
: Height of the imagedata
: Image data, one of:
compression
: Optional zlib compression level, number in range 0 to 9.
The data is one-dimensional, starting in the upper left corner of the image
and laid out in scanlines going from left to right, then top to bottom.
You can use colorspec_to_bytes
to generate raw RGBA values.
Palettes are not supported at the moment.
You may use this to procedurally generate textures during server init.core.urlencode(str)
: Encodes reserved URI characters by a
percent sign followed by two hex digits. See
RFC 3986, section 2.3.
core.debug(...)
core.log(table.concat({...}, "\t"))
core.log([level,] text)
level
is one of "none"
, "error"
, "warning"
, "action"
,
"info"
, or "verbose"
. Default is "none"
.Call these functions only at load time!
core.register_node(name, node definition)
core.register_craftitem(name, item definition)
core.register_tool(name, item definition)
core.override_item(name, redefinition, del_fields)
redefinition
is a table of fields [name] = new_value
,
overwriting fields of or adding fields to the existing definition.del_fields
is a list of field names to be set
to nil
("deleted from") the original definition.core.override_item("default:mese",
{light_source=core.LIGHT_MAX}, {"sounds"})
:
Overwrites the light_source
field,
removes the sounds from the definition of the mese block.core.unregister_item(name)
name
from core.registered_items
and from the associated item table
according to its nature: core.registered_nodes
, etc.core.register_entity(name, entity definition)
core.register_abm(abm definition)
core.register_lbm(lbm definition)
core.register_alias(alias, original_name)
core.register_alias_force(alias, original_name)
core.register_ore(ore definition)
core.register_biome(biome definition)
core.get_biome_id
.core.unregister_biome(name)
name
from core.registered_biomes
.core.register_decoration(decoration definition)
core.get_decoration_id
.core.register_schematic(schematic definition)
name
field is set to the
filename.name
is a relative
path, then the current mod path will be prepended to the schematic
filename.core.clear_registered_biomes()
core.clear_registered_decorations()
core.clear_registered_ores()
core.clear_registered_schematics()
core.register_craft(recipe)
core.clear_craft(recipe)
core.register_craft(recipe)
. For output specify only the item,
without a quantity.core.register_chatcommand(cmd, chatcommand definition)
core.override_chatcommand(name, redefinition)
register_chatcommand
.core.unregister_chatcommand(name)
register_chatcommand
.core.register_privilege(name, definition)
definition
can be a description or a definition table (see [Privilege
definition]).basic_privs
to grant, see the basic_privs
minetest.conf setting.core.register_authentication_handler(authentication handler definition)
Call these functions only at load time!
core.register_globalstep(function(dtime))
dtime
is the time since last execution in seconds.core.register_on_mods_loaded(function())
core.register_on_shutdown(function())
core.get_connected_players()
.core.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))
true
no item is taken from itemstack
placer
may be any valid ObjectRef or nil.on_construct
or after_place_node
in node
definition whenever possible.core.register_on_dignode(function(pos, oldnode, digger))
on_destruct
or after_dig_node
in node
definition whenever possible.core.register_on_punchnode(function(pos, node, puncher, pointed_thing))
core.register_on_generated(function(minp, maxp, blockseed))
minp
and maxp
.core.register_on_newplayer(function(ObjectRef))
core.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))
player
: ObjectRef - Player that was punchedhitter
: ObjectRef - Player that hit. Can be nil.time_from_last_punch
: Meant for disallowing spamming of clicks
(can be nil).tool_capabilities
: Capability table of used item (can be nil)dir
: Unit vector of direction of punch. Always defined. Points from
the puncher to the punched.damage
: Number that represents the damage calculated by the enginetrue
to prevent the default damage mechanismcore.register_on_rightclickplayer(function(player, clicker))
player
: ObjectRef - Player that is acted uponclicker
: ObjectRef - Object that acted upon player
, may or may not be a playercore.register_on_player_hpchange(function(player, hp_change, reason), modifier)
hp == 0
, damage doesn't trigger this callback.hp == hp_max
, healing does still trigger this callback.player
: ObjectRef of the playerhp_change
: the amount of change. Negative when it is damage.
reason
: a PlayerHPChangeReason table.
type
field will have one of the following values:
set_hp
: A mod or the engine called set_hp
without
giving a type - use this for custom damage types.punch
: Was punched. reason.object
will hold the puncher, or nil if none.fall
node_damage
: damage_per_second
from a neighboring node.
reason.node
will hold the node name or nil.
reason.node_pos
will hold the position of the nodedrown
respawn
reason.from
will be mod
or engine
.modifier
: when true, the function should return the actual hp_change
.
Note: modifiers only get a temporary hp_change
that can be modified by later modifiers.
Modifiers can return true as a second argument to stop the execution of further functions.
Non-modifiers receive the final HP change calculated by the modifiers.core.register_on_dieplayer(function(ObjectRef, reason))
reason
: a PlayerHPChangeReason table, see register_on_player_hpchangecore.show_death_screen
.core.register_on_respawnplayer(function(ObjectRef))
core.register_on_prejoinplayer(function(name, ip))
core.register_on_joinplayer(function(ObjectRef, last_login))
last_login
: The timestamp of the previous login, or nil if player is newcore.register_on_leaveplayer(function(ObjectRef, timed_out))
timed_out
: True for timeout, false for other reasons.core.register_on_authplayer(function(name, ip, is_success))
name
: The name of the account being authenticated.ip
: The IP address of the clientis_success
: Whether the client was successfully authenticatedis_success
will always be truecore.register_on_auth_fail(function(name, ip))
core.register_on_authplayer(name, ip, is_success)
instead.core.register_on_cheat(function(ObjectRef, cheat))
cheat
: {type=<cheat_type>}
, where <cheat_type>
is one of:
moved_too_fast
interacted_too_far
interacted_with_self
interacted_while_dead
finished_unknown_dig
dug_unbreakable
dug_too_fast
core.register_on_chat_message(function(name, message))
true
to mark the message as handled, which means that it will
not be sent to other players.core.register_on_chatcommand(function(name, command, params))
core.registered_chatcommands
is checked to see if the command exists, but after the input is parsed.true
to mark the command as handled, which means that the default
handlers will be prevented.core.register_on_player_receive_fields(function(player, formname, fields))
player
.
Specifically, this is called on any of the
following events:
formname
is the name passed to core.show_formspec
.
Special case: The empty string refers to the player inventory
(the formspec set by the set_inventory_formspec
player method).fields
is a table containing each formspecs element value (as string), with
the name
parameter as index for each. The value depends on the
formspec element type:
animated_image
: Returns the index of the current frame.button
and variants: If pressed, contains the user-facing button
text as value. If not pressed, is nil
field
, textarea
and variants: Text in the fielddropdown
: Either the index or value, depending on the index event
dropdown argument.tabheader
: Tab index, starting with "1"
(only if tab changed)checkbox
: "true"
if checked, "false"
if uncheckedtextlist
: See core.explode_textlist_event
table
: See core.explode_table_event
scrollbar
: See core.explode_scrollbar_event
["quit"]="true"
is sent when the user actively
closed the form by mouse click, keypress or through a button_exit[]
element.["key_enter"]="true"
is sent when the user pressed
the Enter key and the focus was either nowhere (causing the formspec
to be closed) or on a button. If the focus was on a text field,
additionally, the index key_enter_field
contains the name of the
text field. See also: field_close_on_enter
.true
, remaining functions are not calledcore.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))
player
crafts somethingitemstack
is the outputold_craft_grid
contains the recipe (Note: the one in the inventory is
cleared).craft_inv
is the inventory with the crafting gridItemStack
, to replace the output, or nil
, to not
modify it.core.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))
core.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))
core.register_on_player_inventory_action
-1
for take
will make the source stack infinite.core.register_on_player_inventory_action(function(player, action, inventory, inventory_info))
player
(type ObjectRef
) is the player who modified the inventory
inventory
(type InvRef
).action
(string) values and their
inventory_info
(table) contents:
move
: {from_list=string, to_list=string, from_index=number, to_index=number, count=number}
put
: {listname=string, index=number, stack=ItemStack}
take
: Same as put
core.register_on_protection_violation(function(pos, name))
builtin
and mods when a player violates protection at a
position (eg, digs a node or punches a protected entity).core.record_protection_violation
.core.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))
core.item_eat
itemstack
to cancel the default item eat response (i.e.: hp increase).core.register_on_item_pickup(function(itemstack, picker, pointed_thing, time_from_last_punch, ...))
core.item_pickup
before an item is picked up.core.registered_on_item_pickups
.on_pickup
callback.core.register_on_priv_grant(function(name, granter, priv))
granter
grants the priv priv
to name
.core.register_on_priv_revoke(function(name, revoker, priv))
revoker
revokes the priv priv
from name
.core.register_can_bypass_userlimit(function(name, ip))
name
user connects with ip
.true
to by pass the player limitcore.register_on_modchannel_message(function(channel_name, sender, message))
sender
field is an empty string.core.register_on_liquid_transformed(function(pos_list, node_list))
liquidtype ~= "none"
) are modified by the
engine's liquid transformation process.pos_list
is an array of all modified positions.node_list
is an array of the old node that was previously at the position
with the corresponding index in pos_list.core.register_on_mapblocks_changed(function(modified_blocks, modified_block_count))
modified_blocks
is the set of modified mapblock position hashes. These
are in the same format as those produced by core.hash_node_position
,
and can be converted to positions with core.get_position_from_hash
.
The set is a table where the keys are hashes and the values are true
.modified_block_count
is the number of entries in the set.core.settings
: Settings object containing all of the settings from the
main config file (minetest.conf
). See [Settings
].core.setting_get_pos(name)
: Loads a setting from the main settings and
parses it as a position (in the format (1,2,3)
). Returns a position or nil.core.string_to_privs(str[, delim])
:
delim
: String separating the privs. Defaults to ","
.{ priv1 = true, ... }
core.privs_to_string(privs[, delim])
:
privs
delim
: String to delimit privs. Defaults to ","
.core.get_player_privs(name) -> {priv1=true,...}
core.check_player_privs(player_or_name, ...)
:
returns bool, missing_privs
player_or_name
: Either a Player object or the name of a player....
is either a list of strings, e.g. "priva", "privb"
or
a table, e.g. { priva = true, privb = true }
.core.check_password_entry(name, entry, password)
get_auth()
call on the auth handler.core.get_password_hash(name, raw_password)
core.check_password_entry
instead.core.get_player_ip(name)
: returns an IP address string for the player
name
.
core.get_auth_handler()
: Return the currently active auth handler
local auth_data = core.get_auth_handler().get_auth(playername)
core.notify_authentication_modified(name)
name
: string; if omitted, all auth data should be considered modifiedcore.set_player_password(name, password_hash)
: Set password hash of
player name
.
core.set_player_privs(name, privs)
: Set privileges of player name
.
privs
is a set of privileges:
A table where the keys are names of privileges and the values are true
.core.set_player_privs("singleplayer", {interact = true, fly = true})
.
This sets the player privileges to interact
and fly
;
singleplayer
will only have these two privileges afterwards.core.change_player_privs(name, changes)
: Helper to grant or revoke privileges.
changes
: Table of changes to make.
A field [privname] = true
grants a privilege,
whereas [privname] = false
revokes a privilege.core.change_player_privs("singleplayer", {interact = true, fly = false})
will grant singleplayer the interact
privilege
and revoke singleplayer's fly
privilege.
All other privileges will remain unchanged.core.auth_reload()
reload()
in authentication handler definitioncore.set_player_password
, core.set_player_privs
,
core.get_player_privs
and core.auth_reload
call the authentication
handler.
core.chat_send_all(text)
: send chat message to all playerscore.chat_send_player(name, text)
: send chat message to specific player
name
: Name of the playercore.format_chat_message(name, message)
chat_message_format
.
Refer to the documentation of the setting for a list of valid placeholders.core.set_node(pos, node)
pos
.node
: table {name=string, param1=number, param2=number}
If param1 or param2 is omitted, it's set to 0
.core.set_node({x=0, y=10, z=0}, {name="default:wood"})
core.add_node(pos, node)
: alias to core.set_node
core.bulk_set_node({pos1, pos2, pos3, ...}, node)
core.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})
core.set_node
callcore.swap_node(pos, node)
core.bulk_swap_node({pos1, pos2, pos3, ...}, node)
core.swap_node
but in bulk.core.remove_node(pos)
: Remove a node
core.set_node(pos, {name="air"})
, but a bit faster.core.get_node(pos)
set_node
.nil
and instead returns
{name="ignore", param1=0, param2=0}
for unloaded areas.core.get_node_or_nil(pos)
get_node
but returns nil
for unloaded areas.core.get_node_light(pos[, timeofday])
pos
: The position where to measure the light.timeofday
: nil
for current time, 0
for night, 0.5
for day0
and 15
or nil
nil
is returned e.g. when the map isn't loaded at pos
core.get_natural_light(pos[, timeofday])
pos
: The position of the nodetimeofday
: nil
for current time, 0
for night, 0.5
for day0
and 15
or nil
core.get_artificial_light(param1)
param1
value.param1
: The param1 value of a paramtype = "light"
node.0
and 15
math.floor(param1 / 16)
, except that it
ensures compatibility.core.place_node(pos, node[, placer])
placer
: The ObjectRef that places the node (optional)core.dig_node(pos[, digger])
digger
: The ObjectRef that digs the node (optional)true
if successful, false
on failure (e.g. protected location)core.punch_node(pos[, puncher])
puncher
: The ObjectRef that punches the node (optional)core.spawn_falling_node(pos)
true
and the ObjectRef of the spawned entity if successful, false
on failurecore.find_nodes_with_meta(pos1, pos2)
core.get_meta(pos)
NodeMetaRef
at that positioncore.get_node_timer(pos)
NodeTimerRef
core.add_entity(pos, name, [staticdata])
: Spawn Lua-defined entity at
position.
ObjectRef
, or nil
if failedstatic_save = true
can be added also
to unloaded and non-generated blocks.core.add_item(pos, item)
: Spawn item
ObjectRef
, or nil
if failedcore.get_player_by_name(name)
: Get an ObjectRef
to a player
core.get_objects_inside_radius(center, radius)
radius
: using a Euclidean metriccore.objects_inside_radius
instead, which
transparently takes care of this possibility.core.objects_inside_radius(center, radius)
for obj in core.objects_inside_radius(center, radius) do obj:punch(...) end
core.get_objects_in_area(min_pos, max_pos)
min_pos
and max_pos
are the min and max positions of the area to searchcore.get_objects_inside_radius
applies.
Use core.objects_in_area
instead to iterate only valid objects.core.objects_in_area(min_pos, max_pos)
core.set_timeofday(val)
: set time of day
val
is between 0
and 1
; 0
for midnight, 0.5
for middaycore.get_timeofday()
: get time of day
core.get_gametime()
: returns the time, in seconds, since the world was
created. The time is not available (nil
) before the first server step.
core.get_day_count()
: returns number days elapsed since world was
created.
core.find_node_near(pos, radius, nodenames, [search_center])
: returns
pos or nil
.
radius
: using a maximum metricnodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
search_center
is an optional boolean (default: false
)
If true pos
is also checked for the nodescore.find_nodes_in_area(pos1, pos2, nodenames, [grouped])
pos1
and pos2
are the min and max positions of the area to search.nodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
grouped
is true the return value is a table indexed by node name
which contains lists of positions.grouped
is false or absent the return values are as follows:
first value: Table with all node positions
second value: Table with the count of each node with the node name
as indexcore.find_nodes_in_area_under_air(pos1, pos2, nodenames)
: returns a
list of positions.
nodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
core.get_perlin(noiseparams)
core.get_perlin(seeddiff, octaves, persistence, spread)
core.get_perlin(noiseparams)
instead.core.get_voxel_manip([pos1, pos2])
core.set_gen_notify(flags, [deco_ids], [custom_ids])
flags
: flag field, see [gennotify
] for available generation notification types.deco_ids
is a list of IDs of decorations which notification
is requested for.custom_ids
is a list of user-defined IDs (strings) which are
requested. By convention these should be the mod name with an optional
colon and specifier added, e.g. "default"
or "default:dungeon_loot"
core.get_gen_notify()
deco_id
s and a table with
user-defined IDs.core.get_decoration_id(decoration_name)
nil
on failure.core.get_mapgen_object(objectname)
core.get_heat(pos)
nil
on failure.core.get_humidity(pos)
nil
on failure.core.get_biome_data(pos)
biome
the biome id of the biome at that positionheat
the heat at the positionhumidity
the humidity at the positionnil
on failure.core.get_biome_id(biome_name)
core.get_biome_data(pos)
, for a given biome_name string.core.get_biome_name(biome_id)
nil
on
failure.default
.core.get_mapgen_params()
core.get_mapgen_setting(name)
instead.mgname
seed
chunksize
water_level
flags
core.set_mapgen_params(MapgenParams)
core.set_mapgen_setting(name, value, override)
instead.mgname
seed
chunksize
water_level
flags
flags
contains a comma-delimited string of flags to set, or if the
prefix "no"
is attached, clears instead.flags
is in the same format and has the same options as mg_flags
in
minetest.conf
.core.get_mapgen_edges([mapgen_limit[, chunksize]])
mapgen_limit
is an optional number. If it is absent, its value is that
of the active mapgen setting "mapgen_limit"
.chunksize
is an optional number. If it is absent, its value is that
of the active mapgen setting "chunksize"
.core.get_mapgen_setting(name)
core.get_mapgen_setting_noiseparams(name)
name
exists and is a valid NoiseParams.core.set_mapgen_setting(name, value, [override_meta])
value
, and will take effect if the corresponding
mapgen setting is not already present in map_meta.txt.override_meta
is an optional boolean (default: false
). If this is set
to true, the setting will become the active setting regardless of the map
metafile contents."seed"
, not "fixed_map_seed"
.core.set_mapgen_setting_noiseparams(name, value, [override_meta])
core.set_noiseparams(name, noiseparams, set_default)
name
to the noiseparams table specified
in noiseparams
.set_default
is an optional boolean (default: true
) that specifies
whether the setting should be applied to the default config or current
active config.core.get_noiseparams(name)
core.generate_ores(vm, pos1, pos2)
vm
and in the area
from pos1
to pos2
.pos1
and pos2
are optional and default to mapchunk minp and maxp.core.generate_decorations(vm, pos1, pos2)
vm
and in the
area from pos1
to pos2
.pos1
and pos2
are optional and default to mapchunk minp and maxp.core.clear_objects([options])
mode
.
"full"
: Load and go through every mapblock, clearing
objects (default)."quick"
: Clear objects immediately in loaded mapblocks,
clear objects in unloaded mapblocks only when the
mapblocks are next activated.core.load_area(pos1[, pos2])
pos1
to pos2
.
pos2
defaults to pos1
if not specified.core.emerge_area(pos1, pos2, [callback], [param])
pos1
to pos2
, inclusive, to be
asynchronously fetched from memory, loaded from disk, or if inexistent,
generates them.callback
is a valid Lua function, this will be called for each block
emerged.function EmergeAreaCallback(blockpos, action, calls_remaining, param)
blockpos
is the block coordinates of the block that had been
emerged.action
could be one of the following constant values:
core.EMERGE_CANCELLED
core.EMERGE_ERRORED
core.EMERGE_FROM_MEMORY
core.EMERGE_FROM_DISK
core.EMERGE_GENERATED
calls_remaining
is the number of callbacks to be expected after
this one.param
is the user-defined parameter passed to emerge_area (or
nil if the parameter was absent).core.delete_area(pos1, pos2)
core.line_of_sight(pos1, pos2)
: returns boolean, pos
false
pos1
: First positionpos2
: Second positioncore.raycast(pos1, pos2, objects, liquids, pointabilities)
: returns Raycast
Raycast
object.pos1
: start of the raypos2
: end of the rayobjects
: if false, only nodes will be returned. Default is true
.liquids
: if false, liquid nodes (liquidtype ~= "none"
) won't be
returned. Default is false
.pointabilities
: Allows overriding the pointable
property of
nodes and objects. Uses the same format as the pointabilities
property
of item definitions. Default is nil
.core.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
pos1
to pos2
or
nil
on failure.searchdistance
(see below)pos1
: start positionpos2
: end positionsearchdistance
: maximum distance from the search positions to search in.
In detail: Path must be completely inside a cuboid. The minimum
searchdistance
of 1 will confine search between pos1
and pos2
.
Larger values will increase the size of this cuboid in all directionsmax_jump
: maximum height difference to consider walkablemax_drop
: maximum height difference to consider droppablealgorithm
: One of "A*_noprefetch"
(default), "A*"
, "Dijkstra"
.
Difference between "A*"
and "A*_noprefetch"
is that
"A*"
will pre-calculate the cost-data, the other will calculate it
on-the-flycore.spawn_tree (pos, {treedef})
pos
with definition in treedef
tablecore.transforming_liquid_add(pos)
core.get_node_max_level(pos)
core.get_node_level(pos)
core.set_node_level(pos, level)
level
equals 1
totallevel > maxlevel
, returns rest (total-max
).core.add_node_level(pos, level)
level
equals 1
totallevel > maxlevel
, returns rest (total-max
)level
must be between -127 and 127core.get_node_boxes(box_type, pos, [node])
box_type
must be "node_box"
, "collision_box"
or "selection_box"
.pos
must be a node position.node
can be a table in the form {name=string, param1=number, param2=number}
.
If node
is nil
, the actual node at pos
is used instead.{{x1, y1, z1, x2, y2, z2}, {x1, y1, z1, x2, y2, z2}, ...}
. Coordinates
are relative to pos
.core.fix_light(pos1, pos2)
: returns true
/false
pos1
is the corner of the cuboid with the least coordinates
(in node coordinates), inclusive.pos2
is the opposite corner of the cuboid, inclusive.false
if the area is not fully generated,
true
otherwisecore.check_single_for_falling(pos)
group:falling_node
node to fall and causes an
unattached group:attached_node
node to fall.core.check_for_falling(pos)
group:falling_node
node to fall and causes an
unattached group:attached_node
node to fall.core.get_spawn_level(x, z)
nil
for an unsuitable spawn point.water_level
and water_level + 16
, and in mgv7 well away from rivers,
so nil
will be returned for many (x, z) coordinates.You can find mod channels communication scheme in doc/mod_channels.png
.
core.mod_channel_join(channel_name)
channel_name
, and creates it if necessary. You
should listen for incoming messages with
core.register_on_modchannel_message
core.get_inventory(location)
: returns an InvRef
location
= e.g.
{type="player", name="celeron55"}
{type="node", pos={x=, y=, z=}}
{type="detached", name="creative"}
core.create_detached_inventory(name, callbacks, [player_name])
: returns
an InvRef
.
callbacks
: See [Detached inventory callbacks]player_name
: Make detached inventory available to one player
exclusively, by default they will be sent to every player (even if not
used).
Note that this parameter is mostly just a workaround and will be removed
in future releases.core.remove_detached_inventory(name)
boolean
indicating whether the removal succeeded.core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
:
returns leftover ItemStack or nil to indicate no inventory change
core.item_eat
and core.register_on_item_eat
core.show_formspec(playername, formname, formspec)
playername
: name of player to show formspecformname
: name passed to on_player_receive_fields
callbacks.
It should follow the "modname:<whatever>"
naming convention.formname
must not be empty, unless you want to reshow
the inventory formspec without updating it for future opens.formspec
: formspec to displaycore.close_formspec(playername, formname)
playername
: name of player to close formspecformname
: has to exactly match the one given in show_formspec
, or the
formspec will not close.show_formspec(playername, formname, "")
is equal to this
expression.core.close_formspec(playername, "")
.
USE THIS ONLY WHEN ABSOLUTELY NECESSARY!core.formspec_escape(string)
: returns a string
core.hypertext_escape(string)
: returns a string
core.explode_table_event(string)
: returns a table
{type="CHG", row=1, column=2}
type
is one of:
"INV"
: no row selected"CHG"
: selected"DCL"
: double-clickcore.explode_textlist_event(string)
: returns a table
{type="CHG", index=1}
type
is one of:
"INV"
: no row selected"CHG"
: selected"DCL"
: double-clickcore.explode_scrollbar_event(string)
: returns a table
{type="CHG", value=500}
type
is one of:
"INV"
: something failed"CHG"
: has been changed"VAL"
: not changedcore.show_death_screen(player, reason)
player
is an ObjectRef, reason
is a PlayerHPChangeReason table or nil.ObjectRef:respawn
.core.register_on_dieplayer
instead.core.inventorycube(img1, img2, img3)
core.get_pointed_thing_position(pointed_thing, above)
pointed_thing
or nil
if the pointed_thing
does not refer to a node or entity.above
parameter is true and the pointed_thing
refers
to a node, then it will return the above
position of the pointed_thing
.core.dir_to_facedir(dir, is6d)
param2
for
paramtype2="facedir"
.nil
/false
for the optional second parameter
causes it to take the y component into account.core.facedir_to_dir(facedir)
core.dir_to_fourdir(dir)
param2
for
paramtype2="4dir"
.core.fourdir_to_dir(fourdir)
core.dir_to_wallmounted(dir)
paramtype2="wallmounted"
.core.wallmounted_to_dir(wallmounted)
core.dir_to_yaw(dir)
core.yaw_to_dir(yaw)
core.is_colored_paramtype(ptype)
true
if the given paramtype2
contains
color information (color
, colorwallmounted
, colorfacedir
, etc.).core.strip_param2_color(param2, paramtype2)
param2
value.nil
if the given paramtype2
does not contain color
information.core.get_node_drops(node, toolname)
node
when dug
with the item toolname
(not limited to tools).node
: node as table or node nametoolname
: name of the item used to dig (can be nil
)core.get_craft_result(input)
: returns output, decremented_input
input.method
= "normal"
or "cooking"
or "fuel"
input.width
= for example 3
input.items
= for example
{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}
output.item
= ItemStack
, if unsuccessful: empty ItemStack
output.time
= a number, if unsuccessful: 0
output.replacements
= List of replacement ItemStack
s that couldn't be
placed in decremented_input.items
. Replacements can be placed in
decremented_input
if the stack of the replaced item has a count of 1.decremented_input
= like input
core.get_craft_recipe(output)
: returns input
output
is a node or item type such as "default:torch"
input.method
= "normal"
or "cooking"
or "fuel"
input.width
= for example 3
input.items
= for example
{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}
input.items
= nil
if no recipe foundcore.get_all_craft_recipes(query item)
: returns a table or nil
nil
if no recipe was found.method
: 'normal' or 'cooking' or 'fuel'width
: 0-3, 0 means shapeless recipeitems
: indexed [1-9] table with recipe itemsoutput
: string with item name and quantityExample result for "default:gold_ingot"
with two recipes:
{
{
method = "cooking", width = 3,
output = "default:gold_ingot", items = {"default:gold_lump"}
},
{
method = "normal", width = 1,
output = "default:gold_ingot 9", items = {"default:goldblock"}
}
}
core.handle_node_drops(pos, drops, digger)
drops
: list of itemstringscore.itemstring_with_palette(item, palette_index)
: returns an item
string.
item
: the item stack which becomes colored. Can be in string,
table and native form.palette_index
: this index is added to the item stackcore.itemstring_with_color(item, colorstring)
: returns an item string
item
: the item stack which becomes colored. Can be in string,
table and native form.colorstring
: the new color of the item stackcore.rollback_get_node_actions(pos, range, seconds, limit)
:
returns {{actor, pos, time, oldnode, newnode}, ...}
actor
: "player:<name>"
, also "liquid"
.core.rollback_revert_actions_by(actor, seconds)
: returns
boolean, log_messages
.
actor
: "player:<name>"
, also "liquid"
.on_place
and on_drop
item definition functionscore.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])
param2
overrides facedir
and wallmounted param2
prevent_after_place
: if set to true
, after_place_node
is not called
for the newly placed node to prevent a callback and placement loopitemstack, position
position
: the location the node was placed to. nil
if nothing was placed.core.item_place_object(itemstack, placer, pointed_thing)
core.item_place(itemstack, placer, pointed_thing[, param2])
core.item_place_node
if appropriateon_rightclick
of pointed_thing.under
if defined insteadon_place
param2
overrides facedir and wallmounted param2
itemstack, position
position
: the location the node was placed to. nil
if nothing was placed.core.item_pickup(itemstack, picker, pointed_thing, time_from_last_punch, ...)
core.register_on_item_pickup
and adds
the item to the picker's "main"
inventory list.on_pickup
.core.item_drop(itemstack, dropper, pos)
core.item_eat(hp_change[, replace_with_item])
function(itemstack, user, pointed_thing)
as a
function wrapper for core.do_item_eat
.replace_with_item
is the itemstring which is added to the inventory.
If the player is eating a stack and replace_with_item
doesn't fit onto
the eaten stack, then the remainings go to a different spot, or are dropped.on_punch
and on_dig
node definition callbackscore.node_punch(pos, node, puncher, pointed_thing)
core.register_on_punchnode()
core.node_dig(pos, node, digger)
core.registered_on_dignodes()
core.sound_play(spec, parameters, [ephemeral])
: returns a handle
spec
is a SimpleSoundSpec
parameters
is a sound parameter tableephemeral
is a boolean (default: false)
Ephemeral sounds will not return a handle and can't be stopped or faded.
It is recommend to use this for short sounds that happen in response to
player actions (e.g. door closing).core.sound_stop(handle)
handle
is a handle returned by core.sound_play
core.sound_fade(handle, step, gain)
handle
is a handle returned by core.sound_play
step
determines how fast a sound will fade.
The gain will change by this much per second,
until it reaches the target gain.
Note: Older versions used a signed step. This is deprecated, but old
code will still work. (the client uses abs(step) to correct it)gain
the target gain for the fade.
Fading to zero will delete the sound.core.after(time, func, ...)
: returns job table to use as below.
func
after time
seconds, may be fractionalfunc
time
is a lower bound. The job is executed in the first server-step that
started at least time
seconds after the last time a server-step started,
measured with globalstep dtime.time
is 0
, the job is executed in the next step.job:cancel()
The engine allows you to submit jobs to be ran in an isolated environment concurrently with normal server operation. A job consists of a function to be ran in the async environment, any amount of arguments (will be serialized) and a callback that will be called with the return value of the job function once it is finished.
The async environment does not have access to the map, entities, players or any
globals defined in the 'usual' environment. Consequently, functions like
core.get_node()
or core.get_player_by_name()
simply do not exist in it.
Arguments and return values passed through this can contain certain userdata objects that will be seamlessly copied (not shared) to the async environment. This allows you easy interoperability for delegating work to jobs.
core.handle_async(func, callback, ...)
:
func
to be ran in an async environment.
Note that there are multiple persistent workers and any of them may
end up running a given job. The engine will scale the amount of
worker threads automatically.func
returns the callback is called (in the normal environment)
with all of the return values as arguments.func
core.register_async_dofile(path)
:
core.handle_async()
.Classes:
AreaStore
ItemStack
PerlinNoise
PerlinNoiseMap
PseudoRandom
PcgRandom
SecureRandom
VoxelArea
VoxelManip
Settings
Class instances that can be transferred between environments:
ItemStack
PerlinNoise
PerlinNoiseMap
VoxelManip
Functions:
core.register_portable_metatable
Variables:
core.settings
core.registered_items
, registered_nodes
, registered_tools
,
registered_craftitems
and registered_aliases
true
, calling any
callbacks here is obviously not possibleThe engine runs the map generator on separate threads, each of these also has a Lua environment. Its primary purpose is to allow mods to operate on newly generated parts of the map to e.g. generate custom structures. Internally it is referred to as "emerge environment".
Refer to [Async environment] for the usual disclaimer on what environment isolation entails.
The map generator threads, which also contain the above mentioned Lua environment, are initialized after all mods have been loaded by the server. After that the registered scripts (not all mods!) - see below - are run during initialization of the mapgen environment. After that only callbacks happen. The mapgen env does not have a global step or timer.
core.register_mapgen_script(path)
:
core.register_on_generated(function(vmanip, minp, maxp, blockseed))
vmanip
. Other parts of the map are not accessible.
The area of the chunk if comprised of minp
and maxp
, note that is smaller
than the emerged area of the VoxelManip.
Note: calling read_from_map()
or write_to_map()
on the VoxelManipulator object
is not necessary and is disallowed.blockseed
: 64-bit seed number used for this chunkcore.save_gen_notify(id, data)
on_generated
callback.id
: user-defined ID (a string)
By convention these should be the mod name with an optional
colon and specifier added, e.g. "default"
or "default:dungeon_loot"
data
: any Lua object (will be serialized, no userdata allowed)true
if the data was remembered. That is if core.set_gen_notify
was called with the same user-defined ID before.Classes:
AreaStore
ItemStack
PerlinNoise
PerlinNoiseMap
PseudoRandom
PcgRandom
SecureRandom
VoxelArea
VoxelManip
Settings
Functions:
core.get_biome_id
, get_biome_name
, get_heat
, get_humidity
,
get_biome_data
, get_mapgen_object
, get_mapgen_params
, get_mapgen_edges
,
get_mapgen_setting
, get_noiseparams
, get_decoration_id
and morecore.get_node
, set_node
, find_node_near
, find_nodes_in_area
,
spawn_tree
and similar
Variables:
core.settings
core.registered_items
, registered_nodes
, registered_tools
,
registered_craftitems
and registered_aliases
true
, calling any
callbacks here is obviously not possiblecore.registered_biomes
, registered_ores
, registered_decorations
Note that node metadata does not exist in the mapgen env, we suggest deferring
setting any metadata you need to the on_generated
callback in the regular env.
You can use the gennotify mechanism to transfer this information.
core.request_shutdown([message],[reconnect],[delay])
: request for
server shutdown. Will display message
to clients.
reconnect
== true displays a reconnect buttondelay
adds an optional delay (in seconds) before shutdown.
Negative delay cancels the current active shutdown.
Zero delay triggers an immediate shutdown.core.cancel_shutdown_requests()
: cancel current delayed shutdowncore.get_server_status(name, joined)
/status
is called. Returns nil
or an empty string when the message is
disabled.joined
: Boolean value, indicates whether the function was called when
a player joined.core.get_server_uptime()
: returns the server uptime in secondscore.get_server_max_lag()
: returns the current maximum lag
of the server in seconds or nil if server is not fully loaded yetcore.remove_player(name)
: remove player from database (if they are not
connected).
core.player_exists
will continue to
return true. Call the below method as well if you want to remove auth
data too.core.remove_player_auth(name)
: remove player authentication data
core.dynamic_add_media(options, callback)
options
: table containing the following parameters
filename
: name the media file will be usable as
(optional if filepath
present)filepath
: path to the file on the filesystem [*]filedata
: the data of the file to be sent [*]to_player
: name of the player the media should be sent to instead of
all players (optional)ephemeral
: boolean that marks the media as ephemeral,
it will not be cached on the client (optional, default false)callback
: function with arguments name
, which is a player nameephemeral
=false and to_player
is unset the file is added to the media
sent to clients on startup, this means the media will appear even on
old clients if they rejoin the server.ephemeral
=false the file must not be modified, deleted, moved or
renamed after calling this function.ephemeral
, adding media files with the same
name twice is not possible/guaranteed to work. An exception to this is the
use of to_player
to send the same, already existent file to multiple
chosen players.callback
MUST
be nil
and you cannot use ephemeral
or to_player
, as these logically
do not make sense.The engine provides a generalized mechanism to enable sharing data between the different Lua environments (main, mapgen and async). It is essentially a shared in-memory key-value store.
core.ipc_get(key)
:
key
: string, should use the "modname:thing"
convention to avoid conflicts.nil
if this key does not existcore.ipc_set(key, value)
:
key
: as abovevalue
: an arbitrary Lua value, cannot be or contain userdata.Interacting with the shared data will perform an operation comparable to (de)serialization on each access. For that reason modifying references will not have any effect, as in this example:
core.ipc_set("test:foo", {})
core.ipc_get("test:foo").subkey = "value" -- WRONG!
core.ipc_get("test:foo") -- returns an empty table
Advanced:
core.ipc_cas(key, old_value, new_value)
:
key
: as aboveold_value
: value compared to using ==
(nil
compares equal for non-existing keys)new_value
: value that will be setcore.ipc_poll(key, timeout)
:
nil
) is present at the key.key
: as abovetimeout
: maximum wait time, in milliseconds (positive values only)core.get_ban_list()
: returns a list of all bans formatted as stringcore.get_ban_description(ip_or_name)
: returns list of bans matching
IP address or name formatted as stringcore.ban_player(name)
: ban the IP of a currently connected player
core.unban_player_or_ip(ip_or_name)
: remove ban record matching
IP address or namecore.kick_player(name[, reason[, reconnect]])
: disconnect a player with an optional
reason.
reconnect
is true, allow the user to reconnect.core.disconnect_player(name[, reason[, reconnect]])
: disconnect a player with an
optional reason, this will not prefix with 'Kicked: ' like kick_player.
If no reason is given, it will default to 'Disconnected.'
core.add_particle(particle definition)
core.add_particle(pos, velocity, acceleration,
expirationtime, size, collisiondetection, texture, playername)
core.add_particlespawner(particlespawner definition)
ParticleSpawner
, an object that spawns an amount of particles
over time
seconds.id
, and -1 if adding didn't succeedcore.add_particlespawner(amount, time,
minpos, maxpos,
minvel, maxvel,
minacc, maxacc,
minexptime, maxexptime,
minsize, maxsize,
collisiondetection, texture, playername)
core.delete_particlespawner(id, player)
ParticleSpawner
with id
(return value from
core.add_particlespawner
).core.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
probability_list
.
probability_list
is an array of tables containing two fields, pos
and prob
.
pos
is the 3D vector specifying the absolute coordinates of the
node being modified,prob
is an integer value from 0
to 255
that encodes
probability and per-node force-place. Probability has levels
0-127, then 128 may be added to encode per-node force-place.
For probability stated as 0-255, divide by 2 and round down to
get values 0-127, then add 128 to apply per-node force-place.pos
is not inside the box formed by p1
and p2
, it is
ignored.probability_list
equals nil
, no probabilities are applied.slice_prob_list
.
slice_prob_list
is an array of tables containing two fields, ypos
and prob
.
ypos
indicates the y position of the slice with a probability
applied, the lowest slice being ypos = 0
.nil
, no slice probabilities
are applied.core.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)
pos
.rotation
can equal "0"
, "90"
, "180"
, "270"
, or "random"
.rotation
parameter is omitted, the schematic is not rotated.replacements
= {["old_name"] = "convert_to", ...}
force_placement
is a boolean indicating whether nodes other than air
and ignore
are replaced by the schematic.flags
is a flag field with the available flags:
core.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)
:
vmanip
instead of the
map.flags
is a flag field with the available flags:
core.serialize_schematic(schematic, format, options)
format
of either "mts" or "lua".options
is a table containing the following optional parameters:
lua_use_comments
is true and format
is "lua", the Lua code
generated will have (X, Z) position comments for every X row
generated in the schematic data for easier reading.lua_num_indent_spaces
is a nonzero number and format
is "lua",
the Lua code generated will use that number of spaces as indentation
instead of a tab character.core.read_schematic(schematic, options)
schematic
is the schematic to read (see: [Schematic specifier])options
is a table containing the following optional parameters:
write_yslice_prob
: string value:
none
: no write_yslice_prob
table is inserted,low
: only probabilities that are not 254 or 255 are written in
the write_ylisce_prob
table,all
: write all probabilities to the write_yslice_prob
table.all
.all
.core.request_http_api()
:
HTTPApiTable
containing http functions if the calling mod has
been granted access by being listed in the secure.http_mods
or
secure.trusted_mods
setting, otherwise returns nil
.fetch
, fetch_async
and
fetch_async_get
described below.HTTPApiTable.fetch(HTTPRequest req, callback)
function(HTTPRequestResult res)
HTTPApiTable.fetch_async(HTTPRequest req)
: returns handle
HTTPApiTable.fetch_async_get
HTTPApiTable.fetch_async_get(handle)
: returns HTTPRequestResult
core.get_mod_storage()
:
StorageRef
core.get_connected_players()
: returns list of ObjectRefs
core.is_player(obj)
: boolean, whether obj
is a playercore.player_exists(name)
: boolean, whether player exists
(regardless of online status)core.is_valid_player_name(name)
: boolean, whether the given name
could be used as a player name (regardless of whether said player exists).core.hud_replace_builtin(name, hud_definition)
name
: "breath"
, "health"
, "minimap"
or "hotbar"
hud_definition
: definition to replace builtin definitioncore.parse_relative_number(arg, relative_to)
: returns number or nil
arg
: String snippet containing the number; possible values:
"<number>"
: return as number"~<number>"
: return relative_to + <number>
"~"
: return relative_to
nil
relative_to
: Number to which the arg
number might be relative tocore.parse_relative_number("5", 10)
returns 5core.parse_relative_number("~5", 10)
returns 15core.parse_relative_number("~", 10)
returns 10core.send_join_message(player_name)
core.send_leave_message(player_name, timed_out)
core.hash_node_position(pos)
: returns a 48-bit integer
pos
: table {x=number, y=number, z=number},core.get_position_from_hash(hash)
: returns a position
core.hash_node_position
core.get_item_group(name, group)
: returns a rating
0
means: not in group)core.get_node_group(name, group)
: returns a rating
core.raillike_group(name)
: returns a rating
core.get_content_id(name)
: returns an integer
name
core.get_name_from_content_id(content_id)
: returns a string
core.parse_json(string[, nullvalue, return_error])
: returns something
nullvalue
: returned in place of the JSON null; defaults to nil
nullvalue
return_error
is not set or is false
,
outputs an error message and returns nil
.
Otherwise returns nil, err
(error message).parse_json("[10, {\"a\":false}]")
, returns {10, {a = false}}
core.write_json(data[, styled])
: returns a string or nil
and an error
message.
write_json({10, {a = false}})
,
returns '[10, {"a": false}]'
core.serialize(table)
: returns a string
nil
s
into string form readable by core.deserialize
serialize({foo="bar"})
, returns 'return { ["foo"] = "bar" }'
core.deserialize(string[, safe])
: returns a table
core.serialize
into a tablestring
is loaded in an empty sandbox environment.safe
. It is fine to serialize then deserialize user-provided
data, but directly providing user input to deserialize is always unsafe.deserialize('return { ["foo"] = "bar" }')
,
returns {foo="bar"}
deserialize('print("foo")')
, returns nil
(function call fails), returns
error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
core.compress(data, method, ...)
: returns compressed_data
method
is a string identifying the compression method to be used."deflate"
"zstd"
...
indicates method-specific arguments. Currently defined arguments
are:
level
- Compression level, 0
-9
or nil
.level
- Compression level. Integer or nil
. Default 3
.
Note any supported Zstandard compression level could be used here,
but these are subject to change between Zstandard versions.core.decompress(compressed_data, method, ...)
: returns data
method
.core.compress()
for supported compression
methods....
indicates method-specific arguments. Currently, no methods use thiscore.rgba(red, green, blue[, alpha])
: returns a string
core.rgba(10, 20, 30, 40)
, returns "#0A141E28"
core.encode_base64(string)
: returns string encoded in base64
core.decode_base64(string)
: returns string or nil on failure
core.is_protected(pos, name)
: returns boolean
true
restricts the player name
from modifying (i.e. digging,
placing) the node at position pos
.name
will be ""
for non-players or unknown players.protection_bypass
privilege.Example:
local old_is_protected = core.is_protected
function core.is_protected(pos, name)
if mymod:position_protected_from(pos, name) then
return true
end
return old_is_protected(pos, name)
end
core.record_protection_violation(pos, name)
core.register_on_protection_violation
.core.is_creative_enabled(name)
: returns boolean
true
means that Creative Mode is enabled for player name
.name
will be ""
for non-players or if the player is unknown.true
if the setting
creative_mode
is true
and false
otherwise.core.is_area_protected(pos1, pos2, player_name, interval)
player_name
may not modify
in the specified cuboid between pos1
and pos2
.false
if no protections were found.is_protected()
to a 3D lattice of points in the defined volume.
The points are spaced evenly throughout the volume and have a spacing
similar to, but no larger than, interval
.interval
defaults to 4.interval
should be carefully chosen and maximized to avoid an excessive
number of points being checked.core.is_protected
, this function may be extended or
overwritten by mods to provide a faster implementation to check the
cuboid for intersections.core.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
orient_flags, prevent_after_place])
itemstack
, and place it accordingly (on-wall, on the floor,
or hanging from the ceiling).infinitestacks
: if true
, the itemstack is not changed. Otherwise the
stacks are handled normally.orient_flags
: Optional table containing extra tweaks to the placement code:
invert_wall
: if true
, place wall-orientation on the ground and
ground-orientation on the wall.force_wall
: if true
, always place the node in wall orientation.force_ceiling
: if true
, always place on the ceiling.force_floor
: if true
, always place the node on the floor.force_facedir
: if true
, forcefully reset the facedir to north
when placing on the floor or ceiling.prevent_after_place
is directly passed to core.item_place_node
core.rotate_node(itemstack, placer, pointed_thing)
rotate_and_place()
with infinitestacks
set according to the state
of the creative mode setting, checks for "sneak" to set the invert_wall
parameter and prevent_after_place
set to true
.core.calculate_knockback(player, hitter, time_from_last_punch,
tool_capabilities, dir, distance, damage)
register_on_punchplayer
, except the following:
distance
: distance between puncher and punched playercore.forceload_block(pos[, transient[, limit]])
pos
.true
if area could be forceloadedtransient
is false
or absent, the forceload will be persistent
(saved between server runs). If true
, the forceload will be transient
(not saved between server runs).limit
is an optional limit on the number of blocks that can be
forceloaded at once. If limit
is negative, there is no limit. If it is
absent, the limit is the value of the setting "max_forceloaded_blocks"
.
If the call would put the number of blocks over the limit, the call fails.core.forceload_free_block(pos[, transient])
pos
transient
is false
or absent, frees a persistent forceload.
If true
, frees a transient forceload.core.compare_block_status(pos, condition)
pos
is in the wanted condition.condition
may be one of the following values:
"unknown"
: not in memory"emerging"
: in the queue for loading from disk or generating"loaded"
: in memory but inactive (no ABMs are executed)"active"
: in memory and activefalse
: Mapblock does not fulfill the wanted conditiontrue
: Mapblock meets the requirementnil
: Unsupported condition
valuecore.request_insecure_environment()
: returns an environment containing
insecure functions if the calling mod has been listed as trusted in the
secure.trusted_mods
setting or security is disabled, otherwise returns
nil
.
core.global_exists(name)
core.register_portable_metatable(name, mt)
:
handle_async
).name
is a string that identifies the metatable. It is recommended to
follow the modname:name
convention for this identifier.mt
is the metatable to register.core.env
: EnvRef
of the server environment and world.
core
namespace can be called using the syntax
core.env:somefunction(somearguments)
instead of core.somefunction(somearguments)
minetest
: alias for the core
namespace
core.registered_items
core.registered_nodes
core.registered_craftitems
core.registered_tools
core.registered_entities
core.object_refs
core.luaentities
core.registered_abms
core.registered_lbms
core.registered_aliases
core.registered_ores
name
field.name
is nil, the key is the object handle returned by
core.register_ore
.core.registered_biomes
name
field.name
is nil, the key is the object handle returned by
core.register_biome
.core.registered_decorations
name
field.name
is nil, the key is the object handle returned by
core.register_decoration
.core.registered_chatcommands
core.registered_privileges
All callbacks registered with [Global callback registration functions] are added
to corresponding core.registered_*
tables.
For historical reasons, the use of an -s suffix in these names is inconsistent.
core.registered_on_chat_messages
core.registered_on_chatcommands
core.registered_globalsteps
core.registered_on_punchnodes
core.registered_on_placenodes
core.registered_on_dignodes
core.registered_on_generateds
core.registered_on_newplayers
core.registered_on_dieplayers
core.registered_on_respawnplayers
core.registered_on_prejoinplayers
core.registered_on_joinplayers
core.registered_on_leaveplayers
core.registered_on_player_receive_fields
core.registered_on_cheats
core.registered_on_crafts
core.registered_craft_predicts
core.registered_on_item_eats
core.registered_on_item_pickups
core.registered_on_punchplayers
core.registered_on_authplayers
core.registered_on_player_inventory_actions
core.registered_allow_player_inventory_actions
core.registered_on_rightclickplayers
core.registered_on_mods_loaded
core.registered_on_shutdown
core.registered_on_protection_violation
core.registered_on_priv_grant
core.registered_on_priv_revoke
core.registered_can_bypass_userlimit
core.registered_on_modchannel_message
core.registered_on_liquid_transformed
core.registered_on_mapblocks_changed
Sorted alphabetically.
AreaStore
AreaStore is a data structure to calculate intersections of 3D cuboid volumes
and points. The data
field (string) may be used to store and retrieve any
mod-relevant information to the specified area.
Despite its name, mods must take care of persisting AreaStore data. They may use the provided load and write functions for this.
AreaStore(type_name)
type_name
: optional, forces the internally used API.
"LibSpatial"
(default).get_area(id, include_corners, include_data)
Returned values are either of these:
nil -- Area not found
true -- Without `include_corners` and `include_data`
{
min = pos, max = pos -- `include_corners == true`
data = string -- `include_data == true`
}
get_areas_for_pos(pos, include_corners, include_data)
get_area
.get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)
corner1 and corner2
(inclusive).accept_overlap
: if true
, areas are returned that have nodes in
common (intersect) with the specified area.get_areas_for_pos
.insert_area(corner1, corner2, data, [id])
: inserts an area into the store.
corner1
and corner2
describe the area.data
is a string stored with the area.id
(optional): will be used as the internal area ID if it is a unique
number between 0 and 2^32-2.reserve(count)
count
many contained areas to improve
efficiency when working with many area entries. Additional areas can still
be inserted afterwards at the usual complexity.remove_area(id)
: removes the area with the given id from the store, returns
success.
set_cache_params(params)
: sets params for the included prefiltering cache.
Calling invalidates the cache, so that its elements have to be newly
generated.
params
is a table with the following fields:
{
enabled = boolean, -- Whether to enable, default true
block_radius = int, -- The radius (in nodes) of the areas the cache
-- generates prefiltered lists for, minimum 16,
-- default 64
limit = int, -- The cache size, minimum 20, default 1000
}
to_string()
: Experimental. Returns area store serialized as a (binary)
string.
to_file(filename)
: Experimental. Like to_string()
, but writes the data to
a file.
from_string(str)
: Experimental. Deserializes string and loads it into the
AreaStore.
Returns success and, optionally, an error message.
from_file(filename)
: Experimental. Like from_string()
, but reads the data
from a file.
InvRef
An InvRef
is a reference to an inventory.
is_empty(listname)
: return true
if list is emptyget_size(listname)
: get size of a listset_size(listname, size)
: set size of a list
listname
is not known, a new list will be createdsize
to 0 deletes a listfalse
on error (e.g. invalid listname
or size
)get_width(listname)
: get width of a listset_width(listname, width)
: set width of list; currently used for crafting
false
on error (e.g. invalid listname
or width
)get_stack(listname, i)
: get a copy of stack index i
in listset_stack(listname, i, stack)
: copy stack
to index i
in listget_list(listname)
: returns full list (list of ItemStack
s)
or nil
if list doesn't exist (size 0)set_list(listname, list)
: set full list (size will not change)get_lists()
: returns table that maps listnames to inventory listsset_lists(lists)
: sets inventory lists (size will not change)add_item(listname, stack)
: add item somewhere in list, returns leftover
ItemStack
.room_for_item(listname, stack):
returns true
if the stack of items
can be fully added to the listcontains_item(listname, stack, [match_meta])
: returns true
if
the stack of items can be fully taken from the list.
If match_meta
is false, only the items' names are compared
(default: false
).remove_item(listname, stack)
: take as many items as specified from the
list, returns the items that were actually removed (as an ItemStack
)
-- note that any item metadata is ignored, so attempting to remove a specific
unique item this way will likely remove the wrong one -- to do that use
set_stack
with an empty ItemStack
.get_location()
: returns a location compatible to
core.get_inventory(location)
.
{type="undefined"}
in case location is not knownDetached & nodemeta inventories provide the following callbacks for move actions:
The allow_*
callbacks return how many items can be moved.
allow_move
/allow_metadata_inventory_move
: Moving items in the inventoryallow_take
/allow_metadata_inventory_take
: Taking items from the inventoryallow_put
/allow_metadata_inventory_put
: Putting items to the inventoryThe on_*
callbacks are called after the items have been placed in the inventories.
on_move
/on_metadata_inventory_move
: Moving items in the inventoryon_take
/on_metadata_inventory_take
: Taking items from the inventoryon_put
/on_metadata_inventory_put
: Putting items to the inventoryWhen a player tries to put an item to a place where another item is, the items are swapped. This means that all callbacks will be called twice (once for each action).
ItemStack
An ItemStack
is a stack of items.
It can be created via ItemStack(x)
, where x is an ItemStack
,
an itemstring, a table or nil
.
is_empty()
: returns true
if stack is empty.get_name()
: returns item name (e.g. "default:stone"
).set_name(item_name)
: returns a boolean indicating whether the item was
cleared.get_count()
: Returns number of items on the stack.set_count(count)
: returns a boolean indicating whether the item was cleared
count
: number, unsigned 16 bit integerget_wear()
: returns tool wear (0
-65535
), 0
for non-tools.set_wear(wear)
: returns boolean indicating whether item was cleared
wear
: number, unsigned 16 bit integerget_meta()
: returns ItemStackMetaRef. See section for more detailsget_metadata()
: Deprecated. Returns metadata (a string attached to an item stack).
stack:get_meta():get_string("")
instead.set_metadata(metadata)
: Deprecated. Returns true.
stack:get_meta():set_string("", metadata)
instead.get_description()
: returns the description shown in inventory list tooltips.
description
in item metadata (See [Item Metadata].)description
in item definitionget_short_description()
: returns the short description or nil.
short_description
in item metadata (See [Item Metadata].)short_description
in item definitionget_description()
.)clear()
: removes all items from the stack, making it empty.replace(item)
: replace the contents of this stack.
item
can also be an itemstring or table.to_string()
: returns the stack in itemstring form.to_table()
: returns the stack in Lua table form.get_stack_max()
: returns the maximum size of the stack (depends on the
item).get_free_space()
: returns get_stack_max() - get_count()
.is_known()
: returns true
if the item name refers to a defined item type.get_definition()
: returns the item definition table.get_tool_capabilities()
: returns the digging properties of the item,
or those of the hand if none are defined for this item typeadd_wear(amount)
amount
if the item is a tool, otherwise does nothingamount
range is [0,65536]amount
: number, integeradd_wear_by_uses(max_uses)
max_uses
timesmax_uses
range is [0,65536]max_uses
is 0get_wear_bar_params()
: returns the wear bar parameters of the item,
or nil if none are defined for this item type or in the stack's metaadd_item(item)
: returns leftover ItemStack
item_fits(item)
: returns true
if item or stack can be fully added to
this one.take_item(n)
: returns taken ItemStack
n
items from this stackn
: number, default: 1
peek_item(n)
: returns taken ItemStack
n
items from this stackn
: number, default: 1
equals(other)
:
true
if this stack is identical to other
.stack1:to_string() == stack2:to_string()
is not reliable,
as stack metadata can be serialized in arbitrary order.other
is an itemstring or table representation of an
ItemStack, this will always return false, even if it is
"equivalent".stack1 == stack2
:
stack1
and stack2
are identical.stack1:to_string() == stack2:to_string()
is not reliable,
as stack metadata can be serialized in arbitrary order.stack2
is an itemstring or table representation of an
ItemStack, this will always return false, even if it is
"equivalent".ItemStackMetaRef
ItemStack metadata: reference extra data and functionality stored in a stack.
Can be obtained via item:get_meta()
.
set_tool_capabilities([tool_capabilities])
set_wear_bar_params([wear_bar_params])
MetaDataRef
Base class used by [StorageRef
], [NodeMetaRef
], [ItemStackMetaRef
],
and [PlayerMetaRef
].
Note: If a metadata value is in the format ${k}
, an attempt to get the value
will return the value associated with key k
. There is a low recursion limit.
This behavior is deprecated and will be removed in a future version. Usage
of the ${k}
syntax in formspecs is not deprecated.
contains(key)
: Returns true if key present, otherwise false.
nil
when the MetaData is inexistent.get(key)
: Returns nil
if key not present, else the stored string.set_string(key, value)
: Value of ""
will delete the key.get_string(key)
: Returns ""
if key not present.set_int(key, value)
get_int(key)
: Returns 0
if key not present.set_float(key, value)
get_float(key)
: Returns 0
if key not present.get_keys()
: returns a list of all keys in the metadata.to_table()
:
nil
on failure.from_table(data)
data
is a metadata table (see below), the metadata it represents
will replace all metadata of this MetaDataRef objectdata
will clear all metadatainventory
field may also be itemstringstrue
on successequals(other)
true
if this metadata has the same key-value pairs as other
Metadata tables represent MetaDataRef in a Lua table form (see from_table
/to_table
).
A metadata table is a table that has the following keys:
fields
: key-value storage of metadata fields
inventory
(for NodeMetaRef only): A node inventory in table form
Example:
metadata_table = {
-- metadata fields (key/value store)
fields = {
infotext = "Container",
another_key = "Another Value",
},
-- inventory data (for nodes)
inventory = {
-- inventory list "main" with 4 slots
main = {
-- list of all item slots
[1] = "example:dirt",
[2] = "example:stone 25",
[3] = "", -- empty slot
[4] = "example:pickaxe",
},
-- inventory list "hidden" with 1 slot
hidden = {
[1] = "example:diamond",
},
},
}
ModChannel
An interface to use mod channels on client and server
leave()
: leave the mod channel.
channel_name
.is_writeable()
: returns true if channel is writeable and mod can send over
it.send_all(message)
: Send message
though the mod channel.
NodeMetaRef
Node metadata: reference extra data and functionality stored in a node.
Can be obtained via core.get_meta(pos)
.
get_inventory()
: returns InvRef
mark_as_private(name or {name1, name2, ...})
: Mark specific vars as private
This will prevent them from being sent to the client. Note that the "private"
status will only be remembered if an associated key-value pair exists,
meaning it's best to call this when initializing all other meta (e.g.
on_construct
).NodeTimerRef
Node Timers: a high resolution persistent per-node timer.
Can be gotten via core.get_node_timer(pos)
.
set(timeout,elapsed)
timeout
is in seconds, and supports fractional values (0.1 etc)elapsed
is in seconds, and supports fractional values (0.1 etc)on_timer
function after (timeout - elapsed)
seconds.start(timeout)
set(timeout,0)
stop()
get_timeout()
: returns current timeout in seconds
timeout
equals 0
, timer is inactiveget_elapsed()
: returns current elapsed time in seconds
on_timer
function will be called after (timeout - elapsed)
seconds.is_started()
: returns boolean state of timer
true
if timer is started, otherwise false
ObjectRef
Moving things in the game are generally these.
This is basically a reference to a C++ ServerActiveObject
.
ObjectRefs
When you receive an ObjectRef
as a callback argument or from another API
function, it is possible to store the reference somewhere and keep it around.
It will keep functioning until the object is unloaded or removed.
However, doing this is NOT recommended - ObjectRefs
should be "let go"
of as soon as control is returned from Lua back to the engine.
Doing so is much less error-prone and you will never need to wonder if the object you are working with still exists.
If this is not feasible, you can test whether an ObjectRef
is still valid
via object:is_valid()
.
Getters may be called for invalid objects and will return nothing then. All other methods should not be called on invalid objects.
It is possible to attach objects to other objects (set_attach
method).
When an object is attached, it is positioned relative to the parent's position
and rotation. get_pos
and get_rotation
will always return the parent's
values and changes via their setter counterparts are ignored.
To change position or rotation call set_attach
again with the new values.
Note: Just like model dimensions, the relative position in set_attach
must be multiplied by 10 compared to world positions.
It is also possible to attach to a bone of the parent object. In that case the child will follow movement and rotation of that bone.
is_valid()
: returns whether the object is valid.
ObjectRefs
" above.get_pos()
: returns position as vector {x=num, y=num, z=num}
set_pos(pos)
:
pos
is a vector {x=num, y=num, z=num}
add_pos(pos)
:
pos
is a vector {x=num, y=num, z=num}
.set_pos
, add_pos
will avoid synchronization problems.get_velocity()
: returns the velocity, a vector.add_velocity(vel)
vel
is a vector, e.g. {x=0.0, y=2.3, z=1.0}
get_velocity
, adding the velocity and then using
set_velocity
, add_velocity
is supposed to avoid synchronization problems.
Additionally, players also do not support set_velocity
.free_move
.add_velocity({x=0, y=6.5, z=0})
is equivalent to
pressing the jump key (assuming default settings)move_to(pos, continuous=false)
continuous
is true, the Lua entity will not be moved to the current
position before starting the interpolated move.set_pos
,continuous
is ignored.punch(puncher, time_from_last_punch, tool_capabilities, dir)
puncher
: another ObjectRef
which punched the object or nil
dir
: direction vector of punchon_punch
for entitiestime_from_last_punch
, tool_capabilities
, and dir
will be replaced with a default value when the caller sets them to nil
.right_click(clicker)
:
clicker
is another ObjectRef
which has clickedright_click
for historical reasons onlyget_hp()
: returns number of health pointsset_hp(hp, reason)
: set number of health points
hp_max
specified in object propertiesget_inventory()
: returns an InvRef
for players, otherwise returns nil
get_wield_list()
: returns the name of the inventory list the wielded item
is in.get_wield_index()
: returns the wield list index of the wielded item (starting with 1)get_wielded_item()
: returns a copy of the wielded item as an ItemStack
set_wielded_item(item)
: replaces the wielded item, returns true
if
successful.get_armor_groups()
:
ObjectRef
armor groups' for detailsset_armor_groups({group1=rating, group2=rating, ...})
get_armor_groups
set_animation(frame_range, frame_speed, frame_blend, frame_loop)
"mesh"
visualframe_range
: Beginning and end frame (as specified in the mesh file).
{x=start_frame, y=end_frame}
{x=1.0, y=1.0}
frame_speed
: How fast the animation plays, in frames per second (number)
15.0
frame_blend
: number, default: 0.0
frame_loop
: If true
, animation will loop. If false, it will play once
true
get_animation()
: returns current animation parameters set by set_animation
:
frame_range
, frame_speed
, frame_blend
, frame_loop
.set_animation_frame_speed(frame_speed)
set_animation
, this will not restart the animationframe_speed
: See set_animation
set_attach(parent[, bone, position, rotation, forced_visible])
parent
parent
: ObjectRef
to attach tobone
: Bone to attach to. Default is ""
(the root bone)position
: relative position, default {x=0, y=0, z=0}
rotation
: relative rotation in degrees, default {x=0, y=0, z=0}
forced_visible
: Boolean to control whether the attached entity
should appear in first person, default false
.get_attach()
:
parent
, bone
, position
, rotation
, forced_visible
get_children()
: returns a list of ObjectRefs that are attached to the
object.set_detach()
: Detaches object. No-op if object was not attached.set_bone_position([bone, position, rotation])
Sets absolute bone overrides, e.g. it is equivalent to
obj:set_bone_override(bone, {
position = {vec = position, absolute = true},
rotation = {vec = rotation:apply(math.rad), absolute = true}
})
Note: Rotation is in degrees, not radians.
Deprecated: Use set_bone_override
instead.
get_bone_position(bone)
: returns the previously set position and rotation of the bone
get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)
.get_bone_override
instead.set_bone_override(bone, override)
bone
: stringoverride
: { position = property, rotation = property, scale = property }
or nil
override = nil
(including omission) is shorthand for override = {}
which clears the overrideproperty
is a table of the form
{ vec = vector, interpolation = 0, absolute = false }
or nil
vec
is in the same coordinate system as the model, and in radians for rotation.
It defaults to vector.zero()
for translation and rotation and vector.new(1, 1, 1)
for scale.interpolation
: The old and new overrides are interpolated over this timeframe (in seconds).absolute
: If set to false
(which is the default),
the override will be relative to the animated property:
position
;rotation
;scale
property = nil
is equivalent to no override on that propertyset_bone_position
, the rotation is in radians, not degrees.get_bone_override(bone)
: returns override
in the above format
get_bone_position
, the returned rotation is in radians, not degrees.get_bone_overrides()
: returns all bone overrides as table {[bonename] = override, ...}
set_properties(object property table)
get_properties()
: returns a table of all object properties
set_observers(observers)
: sets observers (players this object is sent to)
observers
is nil
, the object's observers are "unmanaged":
The object is sent to all players as governed by server settings. This is the default.observers
is a "set" of player names: {name1 = true, name2 = true, ...}
true
.get_observers()
:
nil
if the observers are unmanagedtrue
values (a "set") otherwiseget_effective_observers()
:
get_observers()
, but returns the "effective" observers, taking into account attachmentsis_player()
: returns true for players, false otherwise
get_nametag_attributes()
{
text = "",
color = {a=0..255, r=0..255, g=0..255, b=0..255},
bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
}
set_nametag_attributes(attributes)
sets the attributes of the nametag of an object
attributes
:
{
text = "My Nametag",
color = ColorSpec,
-- ^ Text color
bgcolor = ColorSpec or false,
-- ^ Sets background color of nametag
-- `false` will cause the background to be set automatically based on user settings
-- Default: false
}
remove()
: remove objectObjectRef
itself instantly becomes unusable with all further method calls having
no effect and returning nil
.set_velocity(vel)
vel
is a vector, e.g. {x=0.0, y=2.3, z=1.0}
set_acceleration(acc)
acc
is a vectorget_acceleration()
: returns the acceleration, a vectorset_rotation(rot)
rot
is a vector (radians). X is pitch (elevation), Y is yaw (heading)
and Z is roll (bank).automatic_rotate
.
Remove & re-add your objects to force a certain rotation.get_rotation()
: returns the rotation, a vector (radians)set_yaw(yaw)
: sets the yaw in radians (heading).get_yaw()
: returns number in radiansset_texture_mod(mod)
set_texture_mod
again, the previous one is discarded.mod
the texture modifier. See [Texture modifiers].get_texture_mod()
returns current texture modifierset_sprite(start_frame, num_frames, framelength, select_x_by_camera)
sprite
and upright_sprite
visualsy
position.start_frame
: {x=column number, y=row number}, the coordinate of the
first frame, default: {x=0, y=0}
num_frames
: Total frames in the texture, default: 1
framelength
: Time per animated frame in seconds, default: 0.2
select_x_by_camera
: Only for visual = sprite
. Changes the frame x
position according to the view direction. default: false
.
get_luaentity()
:nil
(e.g. for players)get_entity_name()
::get_luaentity().name
instead.get_player_name()
: Returns player name or ""
if is not a playerget_player_velocity()
: DEPRECATED, use get_velocity() instead.
table {x, y, z} representing the player's instantaneous velocity in nodes/sadd_player_velocity(vel)
: DEPRECATED, use add_velocity(vel) instead.get_look_dir()
: get camera direction as a unit vectorget_look_vertical()
: pitch in radiansget_look_horizontal()
: yaw in radiansset_look_vertical(radians)
: sets look pitchset_look_horizontal(radians)
: sets look yawget_look_pitch()
: pitch in radians - Deprecated as broken. Use
get_look_vertical
.get_look_yaw()
: yaw in radians - Deprecated as broken. Use
get_look_horizontal
.set_look_pitch(radians)
: sets look pitch - Deprecated. Use
set_look_vertical
.set_look_yaw(radians)
: sets look yaw - Deprecated. Use
set_look_horizontal
.get_breath()
: returns player's breathset_breath(value)
: sets player's breath0
: player is drowningset_fov(fov, is_multiplier, transition_time)
: Sets player's FOVfov
: Field of View (FOV) value.is_multiplier
: Set to true
if the FOV value is a multiplier.
Defaults to false
.transition_time
: If defined, enables smooth FOV transition.
Interpreted as the time (in seconds) to reach target FOV.
If set to 0, FOV change is instantaneous. Defaults to 0.fov
to 0 to clear FOV override.get_fov()
: Returns the following:set_fov
.set_attribute(attribute, value)
: DEPRECATED, use get_meta() insteadvalue
must be a string, or a number which will be converted to a
string.value
is nil
, remove attribute from player.get_attribute(attribute)
: DEPRECATED, use get_meta() insteadnil
if no attribute found.get_meta()
: Returns metadata associated with the player (a PlayerMetaRef).set_inventory_formspec(formspec)
on_joinplayer
formspec
is ""
, the player's inventory is disabled.get_inventory_formspec()
: returns a formspec stringset_formspec_prepend(formspec)
:get_formspec_prepend()
: returns a formspec string.get_player_control()
: returns table with player inputup
, down
, left
, right
, jump
, aux1
, sneak
, dig
,
place
, LMB
, RMB
and zoom
.LMB
and RMB
are equal to dig
and place
respectively,
and exist only to preserve backwards compatibility.movement_x
and movement_y
.
up
, down
, left
and right
to
support different input methods correctly.{}
if the object is not a player.get_player_control_bits()
: returns integer with bit packed player pressed
keys.0
(no bits set) if the object is not a player.set_physics_override(override_table)
override_table
is a table with the following fields:
speed
: multiplier to all movement speed (speed_*
) and
acceleration (acceleration_*
) values (default: 1
)speed_walk
: multiplier to default walk speed value (default: 1
)
speed
and speed_walk
speed_climb
: multiplier to default climb speed value (default: 1
)
speed
and speed_climb
speed_crouch
: multiplier to default sneak speed value (default: 1
)
speed
and speed_crouch
speed_fast
: multiplier to default speed value in Fast Mode (default: 1
)
speed
and speed_fast
jump
: multiplier to default jump value (default: 1
)gravity
: multiplier to default gravity value (default: 1
)liquid_fluidity
: multiplier to liquid movement resistance value
(for nodes with liquid_move_physics
); the higher this value, the lower the
resistance to movement. At math.huge
, the resistance is zero and you can
move through any liquid like air. (default: 1
)
liquid_fluidity_smooth
: multiplier to default maximum liquid resistance value
(for nodes with liquid_move_physics
); controls deceleration when entering
node at high speed. At higher values you come to a halt more quickly
(default: 1
)liquid_sink
: multiplier to default liquid sinking speed value;
(for nodes with liquid_move_physics
) (default: 1
)acceleration_default
: multiplier to horizontal and vertical acceleration
on ground or when climbing (default: 1
)
speed
and acceleration_default
acceleration_air
: multiplier to acceleration
when jumping or falling (default: 1
)
speed
and acceleration_air
acceleration_fast
: multiplier to acceleration in Fast Mode (default: 1
)
speed
and acceleration_fast
sneak
: whether player can sneak (default: true
)sneak_glitch
: whether player can use the new move code replications
of the old sneak side-effects: sneak ladders and 2 node sneak jump
(default: false
)new_move
: use new move/sneak code. When false
the exact old code
is used for the specific old sneak behavior (default: true
)movement_*
setting.movement_*
settings (e.g. via the game's minetest.conf
) to set a global base value
for all players and only use set_physics_override
when you need to change
from the base value on a per-player basisNote: Some of the fields don't exist in old API versions, see feature
physics_overrides_v2
.
get_physics_override()
: returns the table given to set_physics_override
hud_add(hud definition)
: add a HUD element described by HUD def, returns ID
number on success
hud_remove(id)
: remove the HUD element of the specified id
hud_change(id, stat, value)
: change a value of a previously added HUD
element.
stat
supports the same keys as in the hud definition table except for
"type"
(or the deprecated "hud_elem_type"
).
hud_get(id)
: gets the HUD element definition structure of the specified ID
hud_get_all()
:
Returns a table in the form { [id] = HUD definition, [id] = ... }
.
A mod should keep track of its introduced IDs and only use this to access foreign elements.
It is discouraged to change foreign HUD elements.
hud_set_flags(flags)
: sets specified HUD flags of player.
flags
: A table with the following fields set to boolean values
hotbar
healthbar
crosshair
wielditem
breathbar
minimap
: Modifies the client's permission to view the minimap.
The client may locally elect to not view the minimap.minimap_radar
: is only usable when minimap
is truebasic_debug
: Allow showing basic debug info that might give a gameplay advantage.
This includes map seed, player position, look direction, the pointed node and block bounds.
Does not affect players with the debug
privilege.chat
: Modifies the client's permission to view chat on the HUD.
The client may locally elect to not view chat. Does not affect the console.If a flag equals nil
, the flag is not modified
hud_get_flags()
: returns a table of player HUD flags with boolean values.
See hud_set_flags
for a list of flags that can be toggled.
hud_set_hotbar_itemcount(count)
: sets number of items in builtin hotbar
count
: number of items, must be between 1
and 32
If count
exceeds the "main"
list size, the list size will be used instead.
hud_get_hotbar_itemcount()
: returns number of visible items
This value is also clamped by the "main"
list size.
hud_set_hotbar_image(texturename)
sets background image for hotbar
hud_get_hotbar_image()
: returns texturename
hud_set_hotbar_selected_image(texturename)
sets image for selected item of hotbar
hud_get_hotbar_selected_image()
: returns texturename
set_minimap_modes({mode, mode, ...}, selected_mode)
Overrides the available minimap modes (and toggle order), and changes the selected mode.
mode
is a table consisting of up to four fields:
type
: Available type:
off
: Minimap offsurface
: Minimap in surface moderadar
: Minimap in radar modetexture
: Texture to be displayed instead of terrain map
(texture is centered around 0,0 and can be scaled).
Texture size is limited to 512 x 512 pixel.label
: Optional label to display on minimap mode toggle
The translation must be handled within the mod.size
: Sidelength or diameter, in number of nodes, of the terrain
displayed in minimaptexture
: Only for texture type, name of the texture to displayscale
: Only for texture type, scale of the texture map in nodes per
pixel (for example a scale
of 2 means each pixel represents a 2x2
nodes square)selected_mode
is the mode index to be selected after modes have been changed
(0 is the first mode).
set_sky(sky_parameters)
The presence of the function set_sun
, set_moon
or set_stars
indicates
whether set_sky
accepts this format. Check the legacy format otherwise.
Passing no arguments resets the sky to its default values.
sky_parameters
is a table with the following optional fields:
base_color
: ColorSpec, meaning depends on type
(default: #ffffff
)body_orbit_tilt
: Float, rotation angle of sun/moon orbit in degrees.
By default, orbit is controlled by a client-side setting, and this field is not set.
After a value is assigned, it can only be changed to another float value.
Valid range -60.0,60.0type
: Available types:
"regular"
: Uses 0 textures, base_color
ignored"skybox"
: Uses 6 textures, base_color
used as fog."plain"
: Uses 0 textures, base_color
used as both fog and sky.
(default: "regular"
)textures
: A table containing up to six textures in the following
order: Y+ (top), Y- (bottom), X+ (east), X- (west), Z- (south), Z+ (north).
The top and bottom textures are oriented in-line with the east (X+) face (the top edge of the
bottom texture and the bottom edge of the top texture touch the east face).
Some top and bottom textures expect to be aligned with the north face and will need to be rotated
by -90 and 90 degrees, respectively, to fit the eastward orientation.clouds
: Boolean for whether clouds appear. (default: true
)sky_color
: A table used in "regular"
type only, containing the
following values (alpha is ignored):
day_sky
: ColorSpec, for the top half of the sky during the day.
(default: #61b5f5
)day_horizon
: ColorSpec, for the bottom half of the sky during the day.
(default: #90d3f6
)dawn_sky
: ColorSpec, for the top half of the sky during dawn/sunset.
(default: #b4bafa
)
The resulting sky color will be a darkened version of the ColorSpec.
Warning: The darkening of the ColorSpec is subject to change.dawn_horizon
: ColorSpec, for the bottom half of the sky during dawn/sunset.
(default: #bac1f0
)
The resulting sky color will be a darkened version of the ColorSpec.
Warning: The darkening of the ColorSpec is subject to change.night_sky
: ColorSpec, for the top half of the sky during the night.
(default: #006bff
)
The resulting sky color will be a dark version of the ColorSpec.
Warning: The darkening of the ColorSpec is subject to change.night_horizon
: ColorSpec, for the bottom half of the sky during the night.
(default: #4090ff
)
The resulting sky color will be a dark version of the ColorSpec.
Warning: The darkening of the ColorSpec is subject to change.indoors
: ColorSpec, for when you're either indoors or underground.
(default: #646464
)fog_sun_tint
: ColorSpec, changes the fog tinting for the sun
at sunrise and sunset. (default: #f47d1d
)fog_moon_tint
: ColorSpec, changes the fog tinting for the moon
at sunrise and sunset. (default: #7f99cc
)fog_tint_type
: string, changes which mode the directional fog
abides by, "custom"
uses sun_tint
and moon_tint
, while
"default"
uses the classic Luanti sun and moon tinting.
Will use tonemaps, if set to "default"
. (default: "default"
)fog
: A table with following optional fields:
fog_distance
: integer, set an upper bound for the client's viewing_range.
Any value >= 0 sets the desired upper bound for viewing_range,
disables range_all and prevents disabling fog (F3 key by default).
Any value < 0 resets the behavior to being client-controlled.
(default: -1)fog_start
: float, override the client's fog_start.
Fraction of the visible distance at which fog starts to be rendered.
Any value between [0.0, 0.99] set the fog_start as a fraction of the viewing_range.
Any value < 0, resets the behavior to being client-controlled.
(default: -1)fog_color
: ColorSpec, override the color of the fog.
Unlike base_color
above this will apply regardless of the skybox type.
(default: "#00000000"
, which means no override)set_sky(base_color, type, {texture names}, clouds)
Deprecated. Use set_sky(sky_parameters)
base_color
: ColorSpec, defaults to white
type
: Available types:
"regular"
: Uses 0 textures, bgcolor
ignored"skybox"
: Uses 6 textures, bgcolor
used"plain"
: Uses 0 textures, bgcolor
usedclouds
: Boolean for whether clouds appear in front of "skybox"
or
"plain"
custom skyboxes (default: true
)
get_sky(as_table)
:
as_table
: boolean that determines whether the deprecated version of this
function is being used.
true
returns a table containing sky parameters as defined in set_sky(sky_parameters)
.false
or nil
returns base_color, type, table of textures,
clouds.get_sky_color()
:
Deprecated: Use get_sky(as_table)
instead.
returns a table with the sky_color
parameters as in set_sky
.
set_sun(sun_parameters)
:
Passing no arguments resets the sun to its default values.
sun_parameters
is a table with the following optional fields:
visible
: Boolean for whether the sun is visible.
(default: true
)texture
: A regular texture for the sun. Setting to ""
will re-enable the mesh sun. (default: "sun.png", if it exists)
The texture appears non-rotated at sunrise and rotated 180 degrees
(upside down) at sunset.tonemap
: A 512x1 texture containing the tonemap for the sun
(default: "sun_tonemap.png"
)sunrise
: A regular texture for the sunrise texture.
(default: "sunrisebg.png"
)sunrise_visible
: Boolean for whether the sunrise texture is visible.
(default: true
)scale
: Float controlling the overall size of the sun. (default: 1
)
Note: For legacy reasons, the sun is bigger than the moon by a factor
of about 1.57
for equal scale
values.get_sun()
: returns a table with the current sun parameters as in
set_sun
.
set_moon(moon_parameters)
:
Passing no arguments resets the moon to its default values.
moon_parameters
is a table with the following optional fields:
visible
: Boolean for whether the moon is visible.
(default: true
)texture
: A regular texture for the moon. Setting to ""
will re-enable the mesh moon. (default: "moon.png"
, if it exists)
The texture appears non-rotated at sunrise / moonset and rotated 180
degrees (upside down) at sunset / moonrise.
Note: Relative to the sun, the moon texture is hence rotated by 180°.
You can use the ^[transformR180
texture modifier to achieve the same orientation.tonemap
: A 512x1 texture containing the tonemap for the moon
(default: "moon_tonemap.png"
)scale
: Float controlling the overall size of the moon (default: 1
)
Note: For legacy reasons, the sun is bigger than the moon by a factor
of about 1.57
for equal scale
values.get_moon()
: returns a table with the current moon parameters as in
set_moon
.
set_stars(star_parameters)
:
Passing no arguments resets stars to their default values.
star_parameters
is a table with the following optional fields:
visible
: Boolean for whether the stars are visible.
(default: true
)day_opacity
: Float for maximum opacity of stars at day.
No effect if visible
is false.
(default: 0.0; maximum: 1.0; minimum: 0.0)count
: Integer number to set the number of stars in
the skybox. Only applies to "skybox"
and "regular"
sky types.
(default: 1000
)star_color
: ColorSpec, sets the colors of the stars,
alpha channel is used to set overall star brightness.
(default: #ebebff69
)scale
: Float controlling the overall size of the stars (default: 1
)get_stars()
: returns a table with the current stars parameters as in
set_stars
.
set_clouds(cloud_parameters)
: set cloud parameters
Passing no arguments resets clouds to their default values.
cloud_parameters
is a table with the following optional fields:
density
: from 0
(no clouds) to 1
(full clouds) (default 0.4
)color
: basic cloud color with alpha channel, ColorSpec
(default #fff0f0e5
).ambient
: cloud color lower bound, use for a "glow at night" effect.
ColorSpec (alpha ignored, default #000000
)height
: cloud height, i.e. y of cloud base (default per conf,
usually 120
)thickness
: cloud thickness in nodes (default 16
).
if set to zero the clouds are rendered flat.speed
: 2D cloud speed + direction in nodes per second
(default {x=0, z=-2}
).shadow
: shadow color, applied to the base of the cloud
(default #cccccc
).get_clouds()
: returns a table with the current cloud parameters as in
set_clouds
.
override_day_night_ratio(ratio or nil)
0
...1
: Overrides day-night ratio, controlling sunlight to a specific
amount.
Passing no arguments disables override, defaulting to sunlight based on day-night cycle
See also core.time_to_day_night_ratio
,
get_day_night_ratio()
: returns the ratio or nil if it isn't overridden
set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)
:
set animation for player model in third person view.
Every animation equals to a {x=starting frame, y=ending frame}
table.
frame_speed
sets the animations frame speed. Default is 30.
get_local_animation()
: returns idle, walk, dig, walk_while_dig tables and
frame_speed
.
set_eye_offset([firstperson, thirdperson_back, thirdperson_front])
: Sets camera offset vectors.
firstperson
: Offset in first person view.
Defaults to vector.zero()
if unspecified.
thirdperson_back
: Offset in third person back view.
Clamped between vector.new(-10, -10, -5)
and vector.new(10, 15, 5)
.
Defaults to vector.zero()
if unspecified.
thirdperson_front
: Offset in third person front view.
Same limits as for thirdperson_back
apply.
Defaults to thirdperson_back
if unspecified.
get_eye_offset()
: Returns camera offset vectors as set via set_eye_offset
.
send_mapblock(blockpos)
:
Sends an already loaded mapblock to the player.
Returns false
if nothing was sent (note that this can also mean that
the client already has the block)
Resource intensive - use sparsely
set_lighting(light_definition)
: sets lighting for the player
Passing no arguments resets lighting to its default values.
light_definition
is a table with the following optional fields:
saturation
sets the saturation (vividness; default: 1.0
).result = b*(1-s) + c*s
, where:
c
is the original colorb
is the greyscale version of the color with the same lumas
is the saturation set hereshadows
is a table that controls ambient shadowsintensity
sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)tint
tints the shadows with the provided color, with RGB values ranging from 0 to 255.
(default {r=0, g=0, b=0}
)exposure
is a table that controls automatic exposure.
The basic exposure factor equation is e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)
luminance_min
set the lower luminance boundary to use in the calculation (default: -3.0
)luminance_max
set the upper luminance boundary to use in the calculation (default: -3.0
)exposure_correction
correct observed exposure by the given EV value (default: 0.0
)speed_dark_bright
set the speed of adapting to bright light (default: 1000.0
)speed_bright_dark
set the speed of adapting to dark scene (default: 1000.0
)center_weight_power
set the power factor for center-weighted luminance measurement (default: 1.0
)bloom
is a table that controls bloom.intensity
defines much bloom is applied to the rendered image.
strength_factor
defines the magnitude of bloom overexposure.
radius
is a logical value that controls how far the bloom effect
spreads from the bright objects.
volumetric_light
: is a table that controls volumetric light (a.k.a. "godrays")strength
: sets the strength of the volumetric light effect from 0 (off, default) to 1 (strongest).
0.2
is a reasonable standard value.intensity
and strength_factor
affect volumetric
lighting strength
and vice versa. This behavior is to be changed
in the future, do not rely on it.get_lighting()
: returns the current state of lighting for the player.
Result is a table with the same fields as light_definition
in set_lighting
.
respawn()
: Respawns the player using the same mechanism as the death screen,
including calling on_respawnplayer
callbacks.
get_flags()
: returns a table of player flags (the following boolean fields):
breathing
: Whether breathing (regaining air) is enabled, default true
.
drowning
: Whether drowning (losing air) is enabled, default true
.
node_damage
: Whether the player takes damage from nodes, default true
.
set_flags(flags)
: sets flags
takes a table in the same format as returned by get_flags
absent fields are left unchanged
PcgRandom
A 32-bit pseudorandom number generator. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
PcgRandom(seed, [seq])
seed
: 64-bit unsigned seedseq
: 64-bit unsigned sequence, optionalnext()
: return next integer random number [-2147483648
...2147483647
]next(min, max)
: return next integer random number [min
...max
]rand_normal_dist(min, max, num_trials=6)
: return normally distributed
random number [min
...max
].mean = (max - min) / 2
, andvariance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
num_trials
improves accuracy of the approximationget_state()
: return generator state encoded in stringset_state(state_string)
: restore generator state from encoded stringPerlinNoise
A perlin noise generator.
It can be created via PerlinNoise()
or core.get_perlin()
.
For core.get_perlin()
, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
PerlinNoise(noiseparams)
PerlinNoise(seed, octaves, persistence, spread)
(Deprecated).
core.get_perlin(noiseparams)
core.get_perlin(seeddiff, octaves, persistence, spread)
(Deprecated).
get_2d(pos)
: returns 2D noise value at pos={x=,y=}
get_3d(pos)
: returns 3D noise value at pos={x=,y=,z=}
PerlinNoiseMap
A fast, bulk perlin noise generator.
It can be created via PerlinNoiseMap(noiseparams, size)
or
core.get_perlin_map(noiseparams, size)
.
For core.get_perlin_map()
, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
Format of size
is {x=dimx, y=dimy, z=dimz}
. The z
component is omitted
for 2D noise, and it must be larger than 1 for 3D noise (otherwise
nil
is returned).
For each of the functions with an optional buffer
parameter: If buffer
is
not nil, this table will be used to store the result instead of creating a new
table.
get_2d_map(pos)
: returns a <size.x>
times <size.y>
2D array of 2D noise
with values starting at pos={x=,y=}
get_3d_map(pos)
: returns a <size.x>
times <size.y>
times <size.z>
3D array of 3D noise with values starting at pos={x=,y=,z=}
.get_2d_map_flat(pos, buffer)
: returns a flat <size.x * size.y>
element
array of 2D noise with values starting at pos={x=,y=}
get_3d_map_flat(pos, buffer)
: Same as get2dMap_flat
, but 3D noisecalc_2d_map(pos)
: Calculates the 2d noise map starting at pos
. The result
is stored internally.calc_3d_map(pos)
: Calculates the 3d noise map starting at pos
. The result
is stored internally.get_map_slice(slice_offset, slice_size, buffer)
: In the form of an array,
returns a slice of the most recently computed noise results. The result slice
begins at coordinates slice_offset
and takes a chunk of slice_size
.
E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
offset y = 20:
noisevals = noise:get_map_slice({y=20}, {y=2})
It is important to note that slice_offset
offset coordinates begin at 1,
and are relative to the starting position of the most recently calculated
noise.
To grab a single vertical column of noise starting at map coordinates
x = 1023, y=1000, z = 1000:
noise:calc_3d_map({x=1000, y=1000, z=1000})
noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})
PlayerMetaRef
Player metadata.
Uses the same method of storage as the deprecated player attribute API, so
data there will also be in player meta.
Can be obtained using player:get_meta()
.
PseudoRandom
A 16-bit pseudorandom number generator. Uses a well-known LCG algorithm introduced by K&R.
Note:
PseudoRandom
is slower and has worse random distribution than PcgRandom
.
Use PseudoRandom
only if you need output to match the well-known LCG algorithm introduced by K&R.
Otherwise, use PcgRandom
.
PseudoRandom(seed)
seed
: 32-bit signed numbernext()
: return next integer random number [0
...32767
]next(min, max)
: return next integer random number [min
...max
]max - min == 32767
or max - min <= 6553
must be true
due to the simple implementation making a bad distribution otherwise.get_state()
: return state of pseudorandom generator as numberRaycast
A raycast on the map. It works with selection boxes. Can be used as an iterator in a for loop as:
```lua
local ray = Raycast(...) for pointed_thing in ray do
...
end
The map is loaded as the ray advances. If the map is modified after the
`Raycast` is created, the changes may or may not have an effect on the object.
It can be created via `Raycast(pos1, pos2, objects, liquids)` or
`core.raycast(pos1, pos2, objects, liquids)` where:
* `pos1`: start of the ray
* `pos2`: end of the ray
* `objects`: if false, only nodes will be returned. Default is true.
* `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
returned. Default is false.
### Limitations
Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
**Rotated selectionboxes paired with `automatic_rotate` are not reliable** either since the server
can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
The server calculates the total rotation incurred through `automatic_rotate` as a "best guess"
assuming the object was active & rotating on the client all the time since its creation.
This may be significantly out of sync with what clients see.
Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off;
toggling automatic rotation may however cause errors to add up.
In multiplayer mode, the error may be arbitrarily large.
### Methods
* `next()`: returns a `pointed_thing` with exact pointing location
* Returns the next thing pointed by the ray or nil.
`SecureRandom`
--------------
Interface for the operating system's crypto-secure PRNG.
It can be created via `SecureRandom()`. The constructor throws an error if a
secure random device cannot be found on the system.
### Methods
* `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
random bytes, as a string.
`Settings`
----------
An interface to read config files in the format of `minetest.conf`.
`core.settings` is a `Settings` instance that can be used to access the
main config file (`minetest.conf`). Instances for other config files can be
created via `Settings(filename)`.
Engine settings on the `core.settings` object have internal defaults that
will be returned if a setting is unset.
The engine does *not* (yet) read `settingtypes.txt` for this purpose. This
means that no defaults will be returned for mod settings.
### Methods
* `get(key)`: returns a value
* Returns `nil` if `key` is not found.
* `get_bool(key, [default])`: returns a boolean
* `default` is the value returned if `key` is not found.
* Returns `nil` if `key` is not found and `default` not specified.
* `get_np_group(key)`: returns a NoiseParams table
* Returns `nil` if `key` is not found.
* `get_flags(key)`:
* Returns `{flag = true/false, ...}` according to the set flags.
* Is currently limited to mapgen flags `mg_flags` and mapgen-specific
flags like `mgv5_spflags`.
* Returns `nil` if `key` is not found.
* `set(key, value)`
* Setting names can't contain whitespace or any of `="{}#`.
* Setting values can't contain the sequence `\n"""`.
* Setting names starting with "secure." can't be set on the main settings
object (`core.settings`).
* `set_bool(key, value)`
* See documentation for `set()` above.
* `set_np_group(key, value)`
* `value` is a NoiseParams table.
* Also, see documentation for `set()` above.
* `remove(key)`: returns a boolean (`true` for success)
* `get_names()`: returns `{key1,...}`
* `has(key)`:
* Returns a boolean indicating whether `key` exists.
* In contrast to the various getter functions, `has()` doesn't consider
any default values.
* This means that on the main settings object (`core.settings`),
`get(key)` might return a value even if `has(key)` returns `false`.
* `write()`: returns a boolean (`true` for success)
* Writes changes to file.
* `to_table()`: returns `{[key1]=value1,...}`
### Format
The settings have the format `key = value`. Example:
foo = example text
bar = """
Multiline
value
"""
`StorageRef`
------------
Mod metadata: per mod metadata, saved automatically.
Can be obtained via `core.get_mod_storage()` during load time.
WARNING: This storage backend is incapable of saving raw binary data due
to restrictions of JSON.
### Methods
* All methods in MetaDataRef
Definition tables
=================
Object properties
-----------------
Used by `ObjectRef` methods. Part of an Entity definition.
These properties are not persistent, but are applied automatically to the
corresponding Lua entity using the given registration fields.
Player properties need to be saved manually.
lua {
hp_max = 10,
-- Defines the maximum and default HP of the object.
-- For Lua entities, the maximum is not enforced.
-- For players, this defaults to `core.PLAYER_MAX_HP_DEFAULT` (20).
-- For Lua entities, the default is 10.
breath_max = 0,
-- For players only. Defines the maximum amount of "breath" for the player.
-- Defaults to `core.PLAYER_MAX_BREATH_DEFAULT` (10).
zoom_fov = 0.0,
-- For players only. Zoom FOV in degrees.
-- Note that zoom loads and/or generates world beyond the server's
-- maximum send and generate distances, so acts like a telescope.
-- Smaller zoom_fov values increase the distance loaded/generated.
-- Defaults to 15 in creative mode, 0 in survival mode.
-- zoom_fov = 0 disables zooming for the player.
eye_height = 1.625,
-- For players only. Camera height above feet position in nodes.
physical = false,
-- Collide with `walkable` nodes.
collide_with_objects = true,
-- Collide with other objects if physical = true
collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }, -- default
selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
-- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
-- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
-- If not set, the selection box copies the collision box, and will also not rotate.
-- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
-- If `rotate = true`, it will match the object's rotation and any attachment rotations.
-- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
-- For server-side raycasts to work correctly,
-- the selection box should extend at most 5 units in each direction.
pointable = true,
-- Can be `true` if it is pointable, `false` if it can be pointed through,
-- or `"blocking"` if it is pointable but not selectable.
-- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
-- Can be overridden by the `pointabilities` of the held item.
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
-- "cube" is a node-sized cube.
-- "sprite" is a flat texture always facing the player.
-- "upright_sprite" is a vertical flat texture.
-- "mesh" uses the defined mesh model.
-- "wielditem" is used for dropped items.
-- (see builtin/game/item_entity.lua).
-- For this use 'wield_item = itemname'.
-- Setting 'textures = {itemname}' has the same effect, but is deprecated.
-- If the item has a 'wield_image' the object will be an extrusion of
-- that, otherwise:
-- If 'itemname' is a cubic node or nodebox the object will appear
-- identical to 'itemname'.
-- If 'itemname' is a plantlike node the object will be an extrusion
-- of its texture.
-- Otherwise for non-node items, the object will be an extrusion of
-- 'inventory_image'.
-- If 'itemname' contains a ColorString or palette index (e.g. from
-- `core.itemstring_with_palette()`), the entity will inherit the color.
-- Wielditems are scaled a bit. If you want a wielditem to appear
-- to be as large as a node, use `0.667` in `visual_size`
-- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
visual_size = {x = 1, y = 1, z = 1},
-- Multipliers for the visual size. If `z` is not specified, `x` will be used
-- to scale the entity along both horizontal axes.
mesh = "model.obj",
-- File name of mesh when using "mesh" visual
textures = {},
-- Number of required textures depends on visual.
-- "cube" uses 6 textures just like a node, but all 6 must be defined.
-- "sprite" uses 1 texture.
-- "upright_sprite" uses 2 textures: {front, back}.
-- "mesh" requires one texture for each mesh buffer/material (in order)
-- Deprecated usage of "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {},
-- Number of required colors depends on visual
use_texture_alpha = false,
-- Use texture's alpha channel.
-- Excludes "upright_sprite" and "wielditem".
-- Note: currently causes visual issues when viewed through other
-- semi-transparent materials such as water.
spritediv = {x = 1, y = 1},
-- Used with spritesheet textures for animation and/or frame selection
-- according to position relative to player.
-- Defines the number of columns and rows in the spritesheet:
-- {columns, rows}.
initial_sprite_basepos = {x = 0, y = 0},
-- Used with spritesheet textures.
-- Defines the {column, row} position of the initially used frame in the
-- spritesheet.
is_visible = true,
-- If false, object is invisible and can't be pointed.
makes_footstep_sound = false,
-- If true, is able to make footstep sounds of nodes
-- (see node sound definition for details).
automatic_rotate = 0,
-- Set constant rotation in radians per second, positive or negative.
-- Object rotates along the local Y-axis, and works with set_rotation.
-- Set to 0 to disable constant rotation.
stepheight = 0,
-- If positive number, object will climb upwards when it moves
-- horizontally against a `walkable` node, if the height difference
-- is within `stepheight`.
automatic_face_movement_dir = 0.0,
-- Automatically set yaw to movement direction, offset in degrees.
-- 'false' to disable.
automatic_face_movement_max_rotation_per_sec = -1,
-- Limit automatic rotation to this value in degrees per second.
-- No limit if value <= 0.
backface_culling = true,
-- Set to false to disable backface_culling for model
glow = 0,
-- Add this much extra lighting when calculating texture color.
-- Value < 0 disables light's effect on texture color.
-- For faking self-lighting, UI style entities, or programmatic coloring
-- in mods.
nametag = "",
-- The name to display on the head of the object. By default empty.
-- If the object is a player, a nil or empty nametag is replaced by the player's name.
-- For all other objects, a nil or empty string removes the nametag.
-- To hide a nametag, set its color alpha to zero. That will disable it entirely.
nametag_color = <ColorSpec>,
-- Sets text color of nametag
nametag_bgcolor = <ColorSpec>,
-- Sets background color of nametag
-- `false` will cause the background to be set automatically based on user settings.
-- Default: false
infotext = "",
-- Same as infotext for nodes. Empty by default
static_save = true,
-- If false, never save this object statically. It will simply be
-- deleted when the block gets unloaded.
-- The get_staticdata() callback is never called then.
-- Defaults to 'true'.
damage_texture_modifier = "^[brighten",
-- Texture modifier to be applied for a short duration when object is hit
shaded = true,
-- Setting this to 'false' disables diffuse lighting of entity
show_on_minimap = false,
-- Defaults to true for players, false for other entities.
-- If set to true the entity will show as a marker on the minimap.
}
Entity definition
-----------------
Used by `core.register_entity`.
The entity definition table becomes a metatable of a newly created per-entity
luaentity table, meaning its fields (e.g. `initial_properties`) will be shared
between all instances of an entity.
lua {
initial_properties = {
visual = "mesh",
mesh = "boats_boat.obj",
...,
},
-- A table of object properties, see the `Object properties` section.
-- The properties in this table are applied to the object
-- once when it is spawned.
-- Refer to the "Registered entities" section for explanations
on_activate = function(self, staticdata, dtime_s) end,
on_deactivate = function(self, removal) end,
on_step = function(self, dtime, moveresult) end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) end,
on_death = function(self, killer) end,
on_rightclick = function(self, clicker) end,
on_attach_child = function(self, child) end,
on_detach_child = function(self, child) end,
on_detach = function(self, parent) end,
get_staticdata = function(self) end,
_custom_field = whatever,
-- You can define arbitrary member variables here (see Item definition
-- for more info) by using a '_' prefix
}
ABM (ActiveBlockModifier) definition
------------------------------------
Used by `core.register_abm`.
lua {
label = "Lava cooling",
-- Descriptive label for profiling purposes (optional).
-- Definitions with identical labels will be listed as one.
nodenames = {"default:lava_source"},
-- Apply `action` function to these nodes.
-- `group:groupname` can also be used here.
neighbors = {"default:water_source", "default:water_flowing"},
-- Only apply `action` to nodes that have one of, or any
-- combination of, these neighbors.
-- If left out or empty, any neighbor will do.
-- `group:groupname` can also be used here.
without_neighbors = {"default:lava_source", "default:lava_flowing"},
-- Only apply `action` to nodes that have no one of these neighbors.
-- If left out or empty, it has no effect.
-- `group:groupname` can also be used here.
interval = 10.0,
-- Operation interval in seconds
chance = 50,
-- Probability of triggering `action` per-node per-interval is 1.0 / chance (integers only)
min_y = -32768,
max_y = 32767,
-- min and max height levels where ABM will be processed (inclusive)
-- can be used to reduce CPU usage
catch_up = true,
-- If true, catch-up behavior is enabled: The `chance` value is
-- temporarily reduced when returning to an area to simulate time lost
-- by the area being unattended. Note that the `chance` value can often
-- be reduced to 1.
action = function(pos, node, active_object_count, active_object_count_wider),
-- Function triggered for each qualifying node.
-- `active_object_count` is number of active objects in the node's
-- mapblock.
-- `active_object_count_wider` is number of active objects in the node's
-- mapblock plus all 26 neighboring mapblocks. If any neighboring
-- mapblocks are unloaded an estimate is calculated for them based on
-- loaded mapblocks.
}
LBM (LoadingBlockModifier) definition
-------------------------------------
Used by `core.register_lbm`.
A loading block modifier (LBM) is used to define a function that is called for
specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
gets activated (not loaded!).
Note: LBMs operate on a "snapshot" of node positions taken once before they are triggered.
That means if an LBM callback adds a node, it won't be taken into account.
However the engine guarantees that when the callback is called that all given position(s)
contain a matching node.
lua {
label = "Upgrade legacy doors",
-- Descriptive label for profiling purposes (optional).
-- Definitions with identical labels will be listed as one.
name = "modname:replace_legacy_door",
-- Identifier of the LBM, should follow the modname:<whatever> convention
nodenames = {"default:lava_source"},
-- List of node names to trigger the LBM on.
-- Names of non-registered nodes and groups (as group:groupname)
-- will work as well.
run_at_every_load = false,
-- Whether to run the LBM's action every time a block gets activated,
-- and not only the first time the block gets activated after the LBM
-- was introduced.
action = function(pos, node, dtime_s) end,
-- Function triggered for each qualifying node.
-- `dtime_s` is the in-game time (in seconds) elapsed since the block
-- was last active.
bulk_action = function(pos_list, dtime_s) end,
-- Function triggered with a list of all applicable node positions at once.
-- This can be provided as an alternative to `action` (not both).
-- Available since `core.features.bulk_lbms` (5.10.0)
-- `dtime_s`: as above
}
Tile definition
---------------
* `"image.png"`
* `{name="image.png", animation={Tile Animation definition}}`
* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
* backface culling enabled by default for most nodes
* align style determines whether the texture will be rotated with the node
or kept aligned with its surroundings. "user" means that client
setting will be used, similar to `glasslike_framed_optional`.
Note: supported by solid nodes and nodeboxes only.
* scale is used to make texture span several (exactly `scale`) nodes,
instead of just one, in each direction. Works for world-aligned
textures only.
Note that as the effect is applied on per-mapblock basis, `16` should
be equally divisible by `scale` or you may get wrong results.
* `{name="image.png", color=ColorSpec}`
* the texture's color will be multiplied with this color.
* the tile's color overrides the owning node's color in all cases.
* deprecated, yet still supported field names:
* `image` (name)
Tile animation definition
-------------------------
lua {
type = "vertical_frames",
aspect_w = 16,
-- Width of a frame in pixels
aspect_h = 16,
-- Height of a frame in pixels
length = 3.0,
-- Full loop length
}
{
type = "sheet_2d",
frames_w = 5,
-- Width in number of frames
frames_h = 3,
-- Height in number of frames
frame_length = 0.5,
-- Length of a single frame
}
Item definition
---------------
Used by `core.register_node`, `core.register_craftitem`, and
`core.register_tool`.
lua {
description = "",
-- Can contain new lines. "\n" has to be used as new line character.
-- See also: `get_description` in [`ItemStack`]
short_description = "",
-- Must not contain new lines.
-- Defaults to nil.
-- Use an [`ItemStack`] to get the short description, e.g.:
-- ItemStack(itemname):get_short_description()
groups = {},
-- key = name, value = rating; rating = <number>.
-- If rating not applicable, use 1.
-- e.g. {wool = 1, fluffy = 3}
-- {soil = 2, outerspace = 1, crumbly = 1}
-- {bendy = 2, snappy = 1},
-- {hard = 1, metal = 1, spikes = 1}
inventory_image = "",
-- Texture shown in the inventory GUI
-- Defaults to a 3D rendering of the node if left empty.
inventory_overlay = "",
-- An overlay texture which is not affected by colorization
wield_image = "",
-- Texture shown when item is held in hand
-- Defaults to a 3D rendering of the node if left empty.
wield_overlay = "",
-- Like inventory_overlay but only used in the same situation as wield_image
wield_scale = {x = 1, y = 1, z = 1},
-- Scale for the item when held in hand
palette = "",
-- An image file containing the palette of a node.
-- You can set the currently used color as the "palette_index" field of
-- the item stack metadata.
-- The palette is always stretched to fit indices between 0 and 255, to
-- ensure compatibility with "colorfacedir" (and similar) nodes.
color = "#ffffffff",
-- Color the item is colorized with. The palette overrides this.
stack_max = 99,
-- Maximum amount of items that can be in a single stack.
-- The default can be changed by the setting `default_stack_max`
range = 4.0,
-- Range of node and object pointing that is possible with this item held
-- Can be overridden with itemstack meta.
liquids_pointable = false,
-- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
-- even those for which `pointable = false`
pointabilities = {
nodes = {
["default:stone"] = "blocking",
["group:leaves"] = false,
},
objects = {
["modname:entityname"] = true,
["group:ghosty"] = true, -- (an armor group)
},
},
-- Contains lists to override the `pointable` property of nodes and objects.
-- The index can be a node/entity name or a group with the prefix `"group:"`.
-- (For objects `armor_groups` are used and for players the entity name is irrelevant.)
-- If multiple fields fit, the following priority order is applied:
-- 1. value of matching node/entity name
-- 2. `true` for any group
-- 3. `false` for any group
-- 4. `"blocking"` for any group
-- 5. `liquids_pointable` if it is a liquid node
-- 6. `pointable` property of the node or object
light_source = 0,
-- When used for nodes: Defines amount of light emitted by node.
-- Otherwise: Defines texture glow when viewed as a dropped item
-- To set the maximum (14), use the value 'core.LIGHT_MAX'.
-- A value outside the range 0 to core.LIGHT_MAX causes undefined
-- behavior.
-- See "Tool Capabilities" section for an example including explanation
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 0,
groupcaps = {
-- For example:
choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
},
damage_groups = {groupname = damage},
-- Damage values must be between -32768 and 32767 (2^15)
punch_attack_uses = nil,
-- Amount of uses this tool has for attacking players and entities
-- by punching them (0 = infinite uses).
-- For compatibility, this is automatically set from the first
-- suitable groupcap using the formula "uses * 3^(maxlevel - 1)".
-- It is recommend to set this explicitly instead of relying on the
-- fallback behavior.
},
-- Set wear bar color of the tool by setting color stops and blend mode
-- See "Wear Bar Color" section for further explanation including an example
wear_color = {
-- interpolation mode: 'constant' or 'linear'
-- (nil defaults to 'constant')
blend = "linear",
color_stops = {
[0.0] = "#ff0000",
[0.5] = "#ffff00",
[1.0] = "#00ff00",
}
},
node_placement_prediction = nil,
-- If nil and item is node, prediction is made automatically.
-- If nil and item is not a node, no prediction is made.
-- If "" and item is anything, no prediction is made.
-- Otherwise should be name of node which the client immediately places
-- on ground when the player places the item. Server will always update
-- with actual result shortly.
node_dig_prediction = "air",
-- if "", no prediction is made.
-- if "air", node is removed.
-- Otherwise should be name of node which the client immediately places
-- upon digging. Server will always update with actual result shortly.
touch_interaction = <TouchInteractionMode> OR {
pointed_nothing = <TouchInteractionMode>,
pointed_node = <TouchInteractionMode>,
pointed_object = <TouchInteractionMode>,
},
-- Only affects touchscreen clients.
-- Defines the meaning of short and long taps with the item in hand.
-- If specified as a table, the field to be used is selected according to
-- the current `pointed_thing`.
-- There are three possible TouchInteractionMode values:
-- * "long_dig_short_place" (long tap = dig, short tap = place)
-- * "short_dig_long_place" (short tap = dig, long tap = place)
-- * "user":
-- * For `pointed_object`: Equivalent to "short_dig_long_place" if the
-- client-side setting "touch_punch_gesture" is "short_tap" (the
-- default value) and the item is able to punch (i.e. has no on_use
-- callback defined).
-- Equivalent to "long_dig_short_place" otherwise.
-- * For `pointed_node` and `pointed_nothing`:
-- Equivalent to "long_dig_short_place".
-- * The behavior of "user" may change in the future.
-- The default value is "user".
sound = {
-- Definition of item sounds to be played at various events.
-- All fields in this table are optional.
breaks = <SimpleSoundSpec>,
-- When tool breaks due to wear. Ignored for non-tools
eat = <SimpleSoundSpec>,
-- When item is eaten with `core.do_item_eat`
punch_use = <SimpleSoundSpec>,
-- When item is used with the 'punch/mine' key pointing at a node or entity
punch_use_air = <SimpleSoundSpec>,
-- When item is used with the 'punch/mine' key pointing at nothing (air)
},
on_place = function(itemstack, placer, pointed_thing),
-- When the 'place' key was pressed with the item in hand
-- and a node was pointed at.
-- Shall place item and return the leftover itemstack
-- or nil to not modify the inventory.
-- The placer may be any ObjectRef or nil.
-- default: core.item_place
on_secondary_use = function(itemstack, user, pointed_thing),
-- Same as on_place but called when not pointing at a node.
-- Function must return either nil if inventory shall not be modified,
-- or an itemstack to replace the original itemstack.
-- The user may be any ObjectRef or nil.
-- default: nil
on_drop = function(itemstack, dropper, pos),
-- Shall drop item and return the leftover itemstack.
-- The dropper may be any ObjectRef or nil.
-- default: core.item_drop
on_pickup = function(itemstack, picker, pointed_thing, time_from_last_punch, ...),
-- Called when a dropped item is punched by a player.
-- Shall pick-up the item and return the leftover itemstack or nil to not
-- modify the dropped item.
-- Parameters:
-- * `itemstack`: The `ItemStack` to be picked up.
-- * `picker`: Any `ObjectRef` or `nil`.
-- * `pointed_thing` (optional): The dropped item (a `"__builtin:item"`
-- luaentity) as `type="object"` `pointed_thing`.
-- * `time_from_last_punch, ...` (optional): Other parameters from
-- `luaentity:on_punch`.
-- default: `core.item_pickup`
on_use = function(itemstack, user, pointed_thing),
-- default: nil
-- When user pressed the 'punch/mine' key with the item in hand.
-- Function must return either nil if inventory shall not be modified,
-- or an itemstack to replace the original itemstack.
-- e.g. itemstack:take_item(); return itemstack
-- Otherwise, the function is free to do what it wants.
-- The user may be any ObjectRef or nil.
-- The default functions handle regular use cases.
after_use = function(itemstack, user, node, digparams),
-- default: nil
-- If defined, should return an itemstack and will be called instead of
-- wearing out the item (if tool). If returns nil, does nothing.
-- If after_use doesn't exist, it is the same as:
-- function(itemstack, user, node, digparams)
-- itemstack:add_wear(digparams.wear)
-- return itemstack
-- end
-- The user may be any ObjectRef or nil.
_custom_field = whatever,
-- Add your own custom fields. By convention, all custom field names
-- should start with `_` to avoid naming collisions with future engine
-- usage.
}
Node definition
---------------
Used by `core.register_node`.
lua {
-- <all fields allowed in item definitions>
drawtype = "normal", -- See "Node drawtypes"
visual_scale = 1.0,
-- Supported for drawtypes "plantlike", "signlike", "torchlike",
-- "firelike", "mesh", "nodebox", "allfaces".
-- For plantlike and firelike, the image will start at the bottom of the
-- node. For torchlike, the image will start at the surface to which the
-- node "attaches". For the other drawtypes the image will be centered
-- on the node.
tiles = {tile definition 1, def2, def3, def4, def5, def6},
-- Textures of node; +Y, -Y, +X, -X, +Z, -Z
-- List can be shortened to needed length.
overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
-- Same as `tiles`, but these textures are drawn on top of the base
-- tiles. You can use this to colorize only specific parts of your
-- texture. If the texture name is an empty string, that overlay is not
-- drawn. Since such tiles are drawn twice, it is not recommended to use
-- overlays on very common nodes.
special_tiles = {tile definition 1, Tile definition 2},
-- Special textures of node; used rarely.
-- List can be shortened to needed length.
color = ColorSpec,
-- The node's original color will be multiplied with this color.
-- If the node has a palette, then this setting only has an effect in
-- the inventory and on the wield item.
use_texture_alpha = ...,
-- Specifies how the texture's alpha channel will be used for rendering.
-- Possible values:
-- * "opaque":
-- Node is rendered opaque regardless of alpha channel.
-- * "clip":
-- A given pixel is either fully see-through or opaque
-- depending on the alpha channel being below/above 50% in value.
-- Use this for nodes with fully transparent and fully opaque areas.
-- * "blend":
-- The alpha channel specifies how transparent a given pixel
-- of the rendered node is. This comes at a performance cost.
-- Only use this when correct rendering
-- among semitransparent nodes is necessary.
-- The default is "opaque" for drawtypes normal, liquid and flowingliquid,
-- mesh and nodebox or "clip" otherwise.
-- If set to a boolean value (deprecated): true either sets it to blend
-- or clip, false sets it to clip or opaque mode depending on the drawtype.
palette = "",
-- The node's `param2` is used to select a pixel from the image.
-- Pixels are arranged from left to right and from top to bottom.
-- The node's color will be multiplied with the selected pixel's color.
-- Tiles can override this behavior.
-- Only when `paramtype2` supports palettes.
post_effect_color = "#00000000",
-- Screen tint if a player is inside this node, see `ColorSpec`.
-- Color is alpha-blended over the screen.
post_effect_color_shaded = false,
-- Determines whether `post_effect_color` is affected by lighting.
paramtype = "none", -- See "Nodes"
paramtype2 = "none", -- See "Nodes"
place_param2 = 0,
-- Value for param2 that is set when player places node
wallmounted_rotate_vertical = false,
-- If true, place_param2 is nil, and this is a wallmounted node,
-- this node might use the special 90° rotation when placed
-- on the floor or ceiling, depending on the direction.
-- See the explanation about wallmounted for details.
-- Otherwise, the rotation is always the same on vertical placement.
is_ground_content = true,
-- If false, the cave generator and dungeon generator will not carve
-- through this node.
-- Specifically, this stops mod-added nodes being removed by caves and
-- dungeons when those generate in a neighbor mapchunk and extend out
-- beyond the edge of that mapchunk.
sunlight_propagates = false,
-- If true, sunlight will go infinitely through this node
walkable = true, -- If true, objects collide with node
pointable = true,
-- Can be `true` if it is pointable, `false` if it can be pointed through,
-- or `"blocking"` if it is pointable but not selectable.
-- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
-- Can be overridden by the `pointabilities` of the held item.
-- A client may be able to point non-pointable nodes, since it isn't checked server-side.
diggable = true, -- If false, can never be dug
climbable = false, -- If true, can be climbed on like a ladder
move_resistance = 0,
-- Slows down movement of players through this node (max. 7).
-- If this is nil, it will be equal to liquid_viscosity.
-- Note: If liquid movement physics apply to the node
-- (see `liquid_move_physics`), the movement speed will also be
-- affected by the `movement_liquid_*` settings.
buildable_to = false, -- If true, placed nodes can replace this node
floodable = false,
-- If true, liquids flow into and replace this node.
-- Warning: making a liquid node 'floodable' will cause problems.
liquidtype = "none", -- specifies liquid flowing physics
-- * "none": no liquid flowing physics
-- * "source": spawns flowing liquid nodes at all 4 sides and below;
-- recommended drawtype: "liquid".
-- * "flowing": spawned from source, spawns more flowing liquid nodes
-- around it until `liquid_range` is reached;
-- will drain out without a source;
-- recommended drawtype: "flowingliquid".
-- If it's "source" or "flowing", then the
-- `liquid_alternative_*` fields _must_ be specified
liquid_alternative_flowing = "",
liquid_alternative_source = "",
-- These fields may contain node names that represent the
-- flowing version (`liquid_alternative_flowing`) and
-- source version (`liquid_alternative_source`) of a liquid.
--
-- Specifically, these fields are required if `liquidtype ~= "none"` or
-- `drawtype == "flowingliquid"`.
--
-- Liquids consist of up to two nodes: source and flowing.
--
-- There are two ways to define a liquid:
-- 1) Source node and flowing node. This requires both fields to be
-- specified for both nodes.
-- 2) Standalone source node (cannot flow). `liquid_alternative_source`
-- must be specified and `liquid_range` must be set to 0.
--
-- Example:
-- liquid_alternative_flowing = "example:water_flowing",
-- liquid_alternative_source = "example:water_source",
liquid_viscosity = 0,
-- Controls speed at which the liquid spreads/flows (max. 7).
-- 0 is fastest, 7 is slowest.
-- By default, this also slows down movement of players inside the node
-- (can be overridden using `move_resistance`)
liquid_renewable = true,
-- If true, a new liquid source can be created by placing two or more
-- sources nearby
liquid_move_physics = nil, -- specifies movement physics if inside node
-- * false: No liquid movement physics apply.
-- * true: Enables liquid movement physics. Enables things like
-- ability to "swim" up/down, sinking slowly if not moving,
-- smoother speed change when falling into, etc. The `movement_liquid_*`
-- settings apply.
-- * nil: Will be treated as true if `liquidtype ~= "none"`
-- and as false otherwise.
air_equivalent = nil,
-- unclear meaning, the engine sets this to true for 'air' and 'ignore'
-- deprecated.
leveled = 0,
-- Only valid for "nodebox" drawtype with 'type = "leveled"'.
-- Allows defining the nodebox height without using param2.
-- The nodebox height is 'leveled' / 64 nodes.
-- The maximum value of 'leveled' is `leveled_max`.
leveled_max = 127,
-- Maximum value for `leveled` (0-127), enforced in
-- `core.set_node_level` and `core.add_node_level`.
-- Values above 124 might causes collision detection issues.
liquid_range = 8,
-- Maximum distance that flowing liquid nodes can spread around
-- source on flat land;
-- maximum = 8; set to 0 to disable liquid flow
drowning = 0,
-- Player will take this amount of damage if no bubbles are left
damage_per_second = 0,
-- If player is inside node, this damage is caused
node_box = {type = "regular"}, -- See "Node boxes"
connects_to = {},
-- Used for nodebox nodes with the type == "connected".
-- Specifies to what neighboring nodes connections will be drawn.
-- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
connect_sides = {},
-- Tells connected nodebox nodes to connect only to these sides of this
-- node. possible: "top", "bottom", "front", "left", "back", "right"
mesh = "",
-- File name of mesh when using "mesh" drawtype
selection_box = {
-- see [Node boxes] for possibilities
},
-- Custom selection box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and selection_box is nil, then node_box
-- definition is used for the selection box.
collision_box = {
-- see [Node boxes] for possibilities
},
-- Custom collision box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and collision_box is nil, then node_box
-- definition is used for the collision box.
-- Support maps made in and before January 2012
legacy_facedir_simple = false,
legacy_wallmounted = false,
waving = 0,
-- Valid for drawtypes:
-- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
-- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
-- 2 - wave node like leaves (whole node moves side-to-side)
-- 3 - wave node like liquids (whole node moves up and down)
-- Not all models will properly wave.
-- plantlike drawtype can only wave like plants.
-- allfaces_optional drawtype can only wave like leaves.
-- liquid, flowingliquid drawtypes can only wave like liquids.
sounds = {
-- Definition of node sounds to be played at various events.
-- All fields in this table are optional.
footstep = <SimpleSoundSpec>,
-- If walkable, played when object walks on it. If node is
-- climbable or a liquid, played when object moves through it.
-- Sound is played at the base of the object's collision-box.
-- Gain is multiplied by `0.6`.
-- For local player, it's played position-less, with normal gain.
dig = <SimpleSoundSpec> or "__group",
-- While digging node.
-- If `"__group"`, then the sound will be
-- `{name = "default_dig_<groupname>", gain = 0.5}` , where `<groupname>` is the
-- name of the item's digging group with the fastest digging time.
-- In case of a tie, one of the sounds will be played (but we
-- cannot predict which one)
-- Default value: `"__group"`
dug = <SimpleSoundSpec>,
-- Node was dug
place = <SimpleSoundSpec>,
-- Node was placed. Also played after falling
place_failed = <SimpleSoundSpec>,
-- When node placement failed.
-- Note: This happens if the _built-in_ node placement failed.
-- This sound will still be played if the node is placed in the
-- `on_place` callback manually.
fall = <SimpleSoundSpec>,
-- When node starts to fall or is detached
},
drop = "",
-- Name of dropped item when dug.
-- Default dropped item is the node itself.
-- Using a table allows multiple items, drop chances and item filtering:
drop = {
max_items = 1,
-- Maximum number of item lists to drop.
-- The entries in 'items' are processed in order. For each:
-- Item filtering is applied, chance of drop is applied, if both are
-- successful the entire item list is dropped.
-- Entry processing continues until the number of dropped item lists
-- equals 'max_items'.
-- Therefore, entries should progress from low to high drop chance.
items = {
-- Examples:
{
-- 1 in 1000 chance of dropping a diamond.
-- Default rarity is '1'.
rarity = 1000,
items = {"default:diamond"},
},
{
-- Only drop if using an item whose name is identical to one
-- of these.
tools = {"default:shovel_mese", "default:shovel_diamond"},
rarity = 5,
items = {"default:dirt"},
-- Whether all items in the dropped item list inherit the
-- hardware coloring palette color from the dug node.
-- Default is 'false'.
inherit_color = true,
},
{
-- Only drop if using an item whose name contains
-- "default:shovel_" (this item filtering by string matching
-- is deprecated, use tool_groups instead).
tools = {"~default:shovel_"},
rarity = 2,
-- The item list dropped.
items = {"default:sand", "default:desert_sand"},
},
{
-- Only drop if using an item in the "magicwand" group, or
-- an item that is in both the "pickaxe" and the "lucky"
-- groups.
tool_groups = {
"magicwand",
{"pickaxe", "lucky"}
},
items = {"default:coal_lump"},
},
},
},
on_construct = function(pos),
-- Node constructor; called after adding node.
-- Can set up metadata and stuff like that.
-- Not called for bulk node placement (i.e. schematics and VoxelManip).
-- Note: Within an on_construct callback, core.set_node can cause an
-- infinite loop if it invokes the same callback.
-- Consider using core.swap_node instead.
-- default: nil
on_destruct = function(pos),
-- Node destructor; called before removing node.
-- Not called for bulk node placement.
-- default: nil
after_destruct = function(pos, oldnode),
-- Node destructor; called after removing node.
-- Not called for bulk node placement.
-- default: nil
on_flood = function(pos, oldnode, newnode),
-- Called when a liquid (newnode) is about to flood oldnode, if it has
-- `floodable = true` in the nodedef. Not called for bulk node placement
-- (i.e. schematics and VoxelManip) or air nodes. If return true the
-- node is not flooded, but on_flood callback will most likely be called
-- over and over again every liquid update interval.
-- Default: nil
-- Warning: making a liquid node 'floodable' will cause problems.
preserve_metadata = function(pos, oldnode, oldmeta, drops),
-- Called when `oldnode` is about be converted to an item, but before the
-- node is deleted from the world or the drops are added. This is
-- generally the result of either the node being dug or an attached node
-- becoming detached.
-- * `pos`: node position
-- * `oldnode`: node table of node before it was deleted
-- * `oldmeta`: metadata of node before it was deleted, as a metadata table
-- * `drops`: a table of `ItemStack`s, so any metadata to be preserved can
-- be added directly to one or more of the dropped items. See
-- "ItemStackMetaRef".
-- default: `nil`
after_place_node = function(pos, placer, itemstack, pointed_thing),
-- Called after constructing node when node was placed using
-- core.item_place_node / core.place_node.
-- If return true no item is taken from itemstack.
-- `placer` may be any valid ObjectRef or nil.
-- default: nil
after_dig_node = function(pos, oldnode, oldmetadata, digger),
-- Called after destructing the node when node was dug using
-- `core.node_dig` / `core.dig_node`.
-- * `pos`: node position
-- * `oldnode`: node table of node before it was dug
-- * `oldmetadata`: metadata of node before it was dug,
-- as a metadata table
-- * `digger`: ObjectRef of digger
-- default: nil
can_dig = function(pos, [player]),
-- Returns true if node can be dug, or false if not.
-- default: nil
on_punch = function(pos, node, puncher, pointed_thing),
-- default: core.node_punch
-- Called when puncher (an ObjectRef) punches the node at pos.
-- By default calls core.register_on_punchnode callbacks.
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
-- default: nil
-- Called when clicker (an ObjectRef) used the 'place/build' key
-- (not necessarily an actual rightclick)
-- while pointing at the node at pos with 'node' being the node table.
-- itemstack will hold clicker's wielded item.
-- Shall return the leftover itemstack.
-- Note: pointed_thing can be nil, if a mod calls this function.
-- This function does not get triggered by clients <=0.4.16 if the
-- "formspec" node metadata field is set.
on_dig = function(pos, node, digger),
-- default: core.node_dig
-- By default checks privileges, wears out item (if tool) and removes node.
-- return true if the node was dug successfully, false otherwise.
-- Deprecated: returning nil is the same as returning true.
on_timer = function(pos, elapsed),
-- default: nil
-- called by NodeTimers, see core.get_node_timer and NodeTimerRef.
-- elapsed is the total time passed since the timer was started.
-- return true to run the timer for another cycle with the same timeout
-- value.
on_receive_fields = function(pos, formname, fields, sender),
-- fields = {name1 = value1, name2 = value2, ...}
-- formname should be the empty string; you **must not** use formname.
-- Called when an UI form (e.g. sign text input) returns data.
-- See core.register_on_player_receive_fields for more info.
-- default: nil
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
-- Called when a player wants to move items inside the inventory.
-- Return value: number of items allowed to move.
allow_metadata_inventory_put = function(pos, listname, index, stack, player),
-- Called when a player wants to put something into the inventory.
-- Return value: number of items allowed to put.
-- Return value -1: Allow and don't modify item count in inventory.
allow_metadata_inventory_take = function(pos, listname, index, stack, player),
-- Called when a player wants to take something out of the inventory.
-- Return value: number of items allowed to take.
-- Return value -1: Allow and don't modify item count in inventory.
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
on_metadata_inventory_put = function(pos, listname, index, stack, player),
on_metadata_inventory_take = function(pos, listname, index, stack, player),
-- Called after the actual action has happened, according to what was
-- allowed.
-- No return value.
on_blast = function(pos, intensity),
-- intensity: 1.0 = mid range of regular TNT.
-- If defined, called when an explosion touches the node, instead of
-- removing the node.
mod_origin = "modname",
-- stores which mod actually registered a node
-- If the source could not be determined it contains "??"
-- Useful for getting which mod truly registered something
-- example: if a node is registered as ":othermodname:nodename",
-- nodename will show "othermodname", but mod_origin will say "modname"
}
Wear Bar Color
--------------
'Wear Bar' is a property of items that defines the coloring
of the bar that appears under damaged tools.
If it is absent, the default behavior of green-yellow-red is
used.
### Wear bar colors definition
#### Syntax
lua {
-- 'constant' or 'linear'
-- (nil defaults to 'constant')
blend = "linear",
color_stops = {
[0.0] = "#ff0000",
[0.5] = "slateblue",
[1.0] = {r=0, g=255, b=0, a=150},
}
}
#### Blend mode `blend`
* `linear`: blends smoothly between each defined color point.
* `constant`: each color starts at its defined point, and continues up to the next point
#### Color stops `color_stops`
Specified as `ColorSpec` color values assigned to `float` durability keys.
"Durability" is defined as `1 - (wear / 65535)`.
#### Shortcut usage
Wear bar color can also be specified as a single `ColorSpec` instead of a table.
Crafting recipes
----------------
Crafting converts one or more inputs to one output itemstack of arbitrary
count (except for fuels, which don't have an output). The conversion reduces
each input ItemStack by 1.
Craft recipes are registered by `core.register_craft` and use a
table format. The accepted parameters are listed below.
Recipe input items can either be specified by item name (item count = 1)
or by group (see "Groups in crafting recipes" for details).
The following sections describe the types and syntaxes of recipes.
### Shaped
This is the default recipe type (when no `type` is specified).
A shaped recipe takes one or multiple items as input and has
a single item stack as output. The input items must be specified
in a 2-dimensional matrix (see parameters below) to specify the
exact arrangement (the "shape") in which the player must place them
in the crafting grid.
For example, for a 3x3 recipe, the `recipes` table must have
3 rows and 3 columns.
In order to craft the recipe, the players' crafting grid must
have equal or larger dimensions (both width and height).
Parameters:
* `type = "shaped"`: (optional) specifies recipe type as shaped
* `output`: Itemstring of output itemstack (item counts >= 1 are allowed)
* `recipe`: A 2-dimensional matrix of items, with a width *w* and height *h*.
* *w* and *h* are chosen by you, they don't have to be equal but must be at least 1
* The matrix is specified as a table containing tables containing itemnames
* The inner tables are the rows. There must be *h* tables, specified from the top to the bottom row
* Values inside of the inner table are the columns.
Each inner table must contain a list of *w* items, specified from left to right
* Empty slots *must* be filled with the empty string
* `replacements`: (optional) Allows you to replace input items with some other items
when something is crafted
* Provided as a list of item pairs of the form `{ old_item, new_item }` where
`old_item` is the input item to replace (same syntax as for a regular input
slot; groups are allowed) and `new_item` is an itemstring for the item stack
it will become
* When the output is crafted, Luanti iterates through the list
of input items if the crafting grid. For each input item stack, it checks if
it matches with an `old_item` in the item pair list.
* If it matches, the item will be replaced. Also, this item pair
will *not* be applied again for the remaining items
* If it does not match, the item is consumed (reduced by 1) normally
* The `new_item` will appear in one of 3 places:
* Crafting grid, if the input stack size was exactly 1
* Player inventory, if input stack size was larger
* Drops as item entity, if it fits neither in craft grid or inventory
#### Examples
A typical shaped recipe:
lua -- Stone pickaxe {
output = "example:stone_pickaxe",
-- A 3x3 recipe which needs 3 stone in the 1st row,
-- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
-- The 4 remaining slots have to be empty.
recipe = {
{"example:stone", "example:stone", "example:stone"}, -- row 1
{"", "example:stick", "" }, -- row 2
{"", "example:stick", "" }, -- row 3
-- ^ column 1 ^ column 2 ^ column 3
},
-- There is no replacements table, so every input item
-- will be consumed.
}
Simple replacement example:
lua -- Wet sponge {
output = "example:wet_sponge",
-- 1x2 recipe with a water bucket above a dry sponge
recipe = {
{"example:water_bucket"},
{"example:dry_sponge"},
},
-- When the wet sponge is crafted, the water bucket
-- in the input slot is replaced with an empty
-- bucket
replacements = {
{"example:water_bucket", "example:empty_bucket"},
},
}
Complex replacement example 1:
lua -- Very wet sponge {
output = "example:very_wet_sponge",
-- 3x3 recipe with a wet sponge in the center
-- and 4 water buckets around it
recipe = {
{"","example:water_bucket",""},
{"example:water_bucket","example:wet_sponge","example:water_bucket"},
{"","example:water_bucket",""},
},
-- When the wet sponge is crafted, all water buckets
-- in the input slot become empty
replacements = {
-- Without these repetitions, only the first
-- water bucket would be replaced.
{"example:water_bucket", "example:empty_bucket"},
{"example:water_bucket", "example:empty_bucket"},
{"example:water_bucket", "example:empty_bucket"},
{"example:water_bucket", "example:empty_bucket"},
},
}
Complex replacement example 2:
lua -- Magic book: -- 3 magic orbs + 1 book crafts a magic book, -- and the orbs will be replaced with 3 different runes. {
output = "example:magic_book",
-- 3x2 recipe
recipe = {
-- 3 items in the group `magic_orb` on top of a book in the middle
{"group:magic_orb", "group:magic_orb", "group:magic_orb"},
{"", "example:book", ""},
},
-- When the book is crafted, the 3 magic orbs will be turned into
-- 3 runes: ice rune, earth rune and fire rune (from left to right)
replacements = {
{"group:magic_orb", "example:ice_rune"},
{"group:magic_orb", "example:earth_rune"},
{"group:magic_orb", "example:fire_rune"},
},
}
### Shapeless
Takes a list of input items (at least 1). The order or arrangement
of input items does not matter.
In order to craft the recipe, the players' crafting grid must have matching or
larger *count* of slots. The grid dimensions do not matter.
Parameters:
* `type = "shapeless"`: Mandatory
* `output`: Same as for shaped recipe
* `recipe`: List of item names
* `replacements`: Same as for shaped recipe
#### Example
lua {
-- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
-- (no matter where in the input grid the items are placed)
type = "shapeless",
output = "example:mushroom_stew",
recipe = {
"example:bowl",
"example:mushroom_brown",
"example:mushroom_red",
},
}
### Tool repair
Syntax:
{
type = "toolrepair",
additional_wear = -0.02, -- multiplier of 65536
}
Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
group. If this recipe is used, repairing is possible with any crafting grid
with at least 2 slots.
The player can put 2 equal tools in the craft grid to get one "repaired" tool
back.
The wear of the output is determined by the wear of both tools, plus a
'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
you want `additional_wear` to be negative.
The formula used to calculate the resulting wear is:
65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear))
The result is rounded and can't be lower than 0. If the result is 65536 or higher,
no crafting is possible.
### Cooking
A cooking recipe has a single input item, a single output item stack
and a cooking time. It represents cooking/baking/smelting/etc. items in
an oven, furnace, or something similar; the exact meaning is up for games
to decide, if they choose to use cooking at all.
The engine does not implement anything specific to cooking recipes, but
the recipes can be retrieved later using `core.get_craft_result` to
have a consistent interface across different games/mods.
Parameters:
* `type = "cooking"`: Mandatory
* `output`: Same as for shaped recipe
* `recipe`: An itemname of the single input item
* `cooktime`: (optional) Time it takes to cook this item, in seconds.
A floating-point number. (default: 3.0)
* `replacements`: Same meaning as for shaped recipes, but the mods
that utilize cooking recipes (e.g. for adding a furnace
node) need to implement replacements on their own
Note: Games and mods are free to re-interpret the cooktime in special
cases, e.g. for a super furnace that cooks items twice as fast.
#### Example
Cooking sand to glass in 3 seconds:
lua {
type = "cooking",
output = "example:glass",
recipe = "example:sand",
cooktime = 3.0,
}
### Fuel
A fuel recipe is an item associated with a "burning time" and an optional
item replacement. There is no output. This is usually used as fuel for
furnaces, ovens, stoves, etc.
Like with cooking recipes, the engine does not do anything specific with
fuel recipes and it's up to games and mods to use them by retrieving
them via `core.get_craft_result`.
Parameters:
* `type = "fuel"`: Mandatory
* `recipe`: Itemname of the item to be used as fuel
* `burntime`: (optional) Burning time this item provides, in seconds.
A floating-point number. (default: 1.0)
* `replacements`: Same meaning as for shaped recipes, but the mods
that utilize fuels need to implement replacements
on their own
Note: Games and mods are free to re-interpret the burntime in special
cases, e.g. for an efficient furnace in which fuels burn twice as
long.
#### Examples
Coal lump with a burntime of 20 seconds. Will be consumed when used.
lua {
type = "fuel",
recipe = "example:coal_lump",
burntime = 20.0,
}
Lava bucket with a burn time of 60 seconds. Will become an empty bucket
if used:
lua {
type = "fuel",
recipe = "example:lava_bucket",
burntime = 60.0,
replacements = {{"example:lava_bucket", "example:empty_bucket"}},
}
Ore definition
--------------
Used by `core.register_ore`.
See [Ores] section above for essential information.
lua {
ore_type = "",
-- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
ore = "",
-- Ore node to place
ore_param2 = 0,
-- Param2 to set for ore (e.g. facedir rotation)
wherein = "",
-- Node to place ore in. Multiple are possible by passing a list.
clust_scarcity = 8 * 8 * 8,
-- Ore has a 1 out of clust_scarcity chance of spawning in a node.
-- If the desired average distance between ores is 'd', set this to
-- d * d * d.
clust_num_ores = 8,
-- Number of ores in a cluster
clust_size = 3,
-- Size of the bounding box of the cluster.
-- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
-- nodes are coal ore.
y_min = -31000,
y_max = 31000,
-- Lower and upper limits for ore (inclusive)
flags = "",
-- Attributes for the ore generation, see 'Ore attributes' section above
noise_threshold = 0,
-- If noise is above this threshold, ore is placed. Not needed for a
-- uniform distribution.
noise_params = {
offset = 0,
scale = 1,
spread = {x = 100, y = 100, z = 100},
seed = 23,
octaves = 3,
persistence = 0.7
},
-- NoiseParams structure describing one of the perlin noises used for
-- ore distribution.
-- Needed by "sheet", "puff", "blob" and "vein" ores.
-- Omit from "scatter" ore for a uniform ore distribution.
-- Omit from "stratum" ore for a simple horizontal strata from y_min to
-- y_max.
biomes = {"desert", "rainforest"},
-- List of biomes in which this ore occurs.
-- Occurs in all biomes if this is omitted, and ignored if the Mapgen
-- being used does not support biomes.
-- Can be a list of (or a single) biome names, IDs, or definitions.
-- Type-specific parameters
-- "sheet"
column_height_min = 1,
column_height_max = 16,
column_midpoint_factor = 0.5,
-- "puff"
np_puff_top = {
offset = 4,
scale = 2,
spread = {x = 100, y = 100, z = 100},
seed = 47,
octaves = 3,
persistence = 0.7
},
np_puff_bottom = {
offset = 4,
scale = 2,
spread = {x = 100, y = 100, z = 100},
seed = 11,
octaves = 3,
persistence = 0.7
},
-- "vein"
random_factor = 1.0,
-- "stratum"
np_stratum_thickness = {
offset = 8,
scale = 4,
spread = {x = 100, y = 100, z = 100},
seed = 17,
octaves = 3,
persistence = 0.7
},
stratum_thickness = 8, -- only used if no noise defined
}
Biome definition
----------------
Used by `core.register_biome`.
The maximum number of biomes that can be used is 65535. However, using an
excessive number of biomes will slow down map generation. Depending on desired
performance and computing power the practical limit is much lower.
lua {
name = "tundra",
node_dust = "default:snow",
-- Node dropped onto upper surface after all else is generated
node_top = "default:dirt_with_snow",
depth_top = 1,
-- Node forming surface layer of biome and thickness of this layer
node_filler = "default:permafrost",
depth_filler = 3,
-- Node forming lower layer of biome and thickness of this layer
node_stone = "default:bluestone",
-- Node that replaces all stone nodes between roughly y_min and y_max.
node_water_top = "default:ice",
depth_water_top = 10,
-- Node forming a surface layer in seawater with the defined thickness
node_water = "",
-- Node that replaces all seawater nodes not in the surface layer
node_river_water = "default:ice",
-- Node that replaces river water in mapgens that use
-- default:river_water
node_riverbed = "default:gravel",
depth_riverbed = 2,
-- Node placed under river water and thickness of this layer
node_cave_liquid = "default:lava_source",
node_cave_liquid = {"default:water_source", "default:lava_source"},
-- Nodes placed inside 50% of the medium size caves.
-- Multiple nodes can be specified, each cave will use a randomly
-- chosen node from the list.
-- If this field is left out or 'nil', cave liquids fall back to
-- classic behavior of lava and water distributed using 3D noise.
-- For no cave liquid, specify "air".
node_dungeon = "default:cobble",
-- Node used for primary dungeon structure.
-- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
-- alias, if that is also absent, dungeon nodes fall back to the biome
-- 'node_stone'.
-- If present, the following two nodes are also used.
node_dungeon_alt = "default:mossycobble",
-- Node used for randomly-distributed alternative structure nodes.
-- If alternative structure nodes are not wanted leave this absent.
node_dungeon_stair = "stairs:stair_cobble",
-- Node used for dungeon stairs.
-- If absent, stairs fall back to 'node_dungeon'.
y_max = 31000,
y_min = 1,
-- Upper and lower limits for biome.
-- Alternatively you can use xyz limits as shown below.
max_pos = {x = 31000, y = 128, z = 31000},
min_pos = {x = -31000, y = 9, z = -31000},
-- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
-- Biome is limited to a cuboid defined by these positions.
-- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
-- 31000 in 'max_pos'.
vertical_blend = 8,
-- Vertical distance in nodes above 'y_max' over which the biome will
-- blend with the biome above.
-- Set to 0 for no vertical blend. Defaults to 0.
heat_point = 0,
humidity_point = 50,
-- Characteristic temperature and humidity for the biome.
-- These values create 'biome points' on a voronoi diagram with heat and
-- humidity as axes. The resulting voronoi cells determine the
-- distribution of the biomes.
-- Heat and humidity have average values of 50, vary mostly between
-- 0 and 100 but can exceed these values.
weight = 1.0,
-- Relative weight of the biome in the Voronoi diagram.
-- A value of 0 (or less) is ignored and equivalent to 1.0.
}
Decoration definition
---------------------
See [Decoration types]. Used by `core.register_decoration`.
lua {
deco_type = "simple",
-- Type. "simple", "schematic" or "lsystem" supported
place_on = "default:dirt_with_grass",
-- Node (or list of nodes) that the decoration can be placed on
sidelen = 8,
-- Size of the square (X / Z) divisions of the mapchunk being generated.
-- Determines the resolution of noise variation if used.
-- If the chunk size is not evenly divisible by sidelen, sidelen is made
-- equal to the chunk size.
fill_ratio = 0.02,
-- The value determines 'decorations per surface node'.
-- Used only if noise_params is not specified.
-- If >= 10.0 complete coverage is enabled and decoration placement uses
-- a different and much faster method.
noise_params = {
offset = 0,
scale = 0.45,
spread = {x = 100, y = 100, z = 100},
seed = 354,
octaves = 3,
persistence = 0.7,
lacunarity = 2.0,
flags = "absvalue"
},
-- NoiseParams structure describing the perlin noise used for decoration
-- distribution.
-- A noise value is calculated for each square division and determines
-- 'decorations per surface node' within each division.
-- If the noise value >= 10.0 complete coverage is enabled and
-- decoration placement uses a different and much faster method.
biomes = {"Oceanside", "Hills", "Plains"},
-- List of biomes in which this decoration occurs. Occurs in all biomes
-- if this is omitted, and ignored if the Mapgen being used does not
-- support biomes.
-- Can be a list of (or a single) biome names, IDs, or definitions.
y_min = -31000,
y_max = 31000,
-- Lower and upper limits for decoration (inclusive).
-- These parameters refer to the Y coordinate of the 'place_on' node.
spawn_by = "default:water",
-- Node (or list of nodes) that the decoration only spawns next to.
-- Checks the 8 neighboring nodes on the same height,
-- and also the ones at the height plus the check_offset, excluding both center nodes.
check_offset = -1,
-- Specifies the offset that spawn_by should also check
-- The default value of -1 is useful to e.g check for water next to the base node.
-- 0 disables additional checks, valid values: {-1, 0, 1}
num_spawn_by = 1,
-- Number of spawn_by nodes that must be surrounding the decoration
-- position to occur.
-- If absent or -1, decorations occur next to any nodes.
flags = "liquid_surface, force_placement, all_floors, all_ceilings",
-- Flags for all decoration types.
-- "liquid_surface": Find the highest liquid (not solid) surface under
-- open air. Search stops and fails on the first solid node.
-- Cannot be used with "all_floors" or "all_ceilings" below.
-- "force_placement": Nodes other than "air" and "ignore" are replaced
-- by the decoration.
-- "all_floors", "all_ceilings": Instead of placement on the highest
-- surface in a mapchunk the decoration is placed on all floor and/or
-- ceiling surfaces, for example in caves and dungeons.
-- Ceiling decorations act as an inversion of floor decorations so the
-- effect of 'place_offset_y' is inverted.
-- Y-slice probabilities do not function correctly for ceiling
-- schematic decorations as the behavior is unchanged.
-- If a single decoration registration has both flags the floor and
-- ceiling decorations will be aligned vertically.
----- Simple-type parameters
decoration = "default:grass",
-- The node name used as the decoration.
-- If instead a list of strings, a randomly selected node from the list
-- is placed as the decoration.
height = 1,
-- Decoration height in nodes.
-- If height_max is not 0, this is the lower limit of a randomly
-- selected height.
height_max = 0,
-- Upper limit of the randomly selected height.
-- If absent, the parameter 'height' is used as a constant.
param2 = 0,
-- Param2 value of decoration nodes.
-- If param2_max is not 0, this is the lower limit of a randomly
-- selected param2.
param2_max = 0,
-- Upper limit of the randomly selected param2.
-- If absent, the parameter 'param2' is used as a constant.
place_offset_y = 0,
-- Y offset of the decoration base node relative to the standard base
-- node position.
-- Can be positive or negative. Default is 0.
-- Effect is inverted for "all_ceilings" decorations.
-- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- to the 'place_on' node.
----- Schematic-type parameters
schematic = "foobar.mts",
-- If schematic is a string, it is the filepath relative to the current
-- working directory of the specified Luanti schematic file.
-- Could also be the ID of a previously registered schematic.
schematic = {
size = {x = 4, y = 6, z = 4},
data = {
{name = "default:cobble", param1 = 255, param2 = 0},
{name = "default:dirt_with_grass", param1 = 255, param2 = 0},
{name = "air", param1 = 255, param2 = 0},
...
},
yslice_prob = {
{ypos = 2, prob = 128},
{ypos = 5, prob = 64},
...
},
},
-- Alternative schematic specification by supplying a table. The fields
-- size and data are mandatory whereas yslice_prob is optional.
-- See 'Schematic specifier' for details.
replacements = {["oldname"] = "convert_to", ...},
-- Map of node names to replace in the schematic after reading it.
flags = "place_center_x, place_center_y, place_center_z",
-- Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90",
-- Rotation can be "0", "90", "180", "270", or "random"
place_offset_y = 0,
-- If the flag 'place_center_y' is set this parameter is ignored.
-- Y offset of the schematic base node layer relative to the 'place_on'
-- node.
-- Can be positive or negative. Default is 0.
-- Effect is inverted for "all_ceilings" decorations.
-- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- to the 'place_on' node.
----- L-system-type parameters
treedef = {},
-- Same as for `core.spawn_tree`.
-- See section [L-system trees] for more details.
}
Chat command definition
-----------------------
Used by `core.register_chatcommand`.
Specifies the function to be called and the privileges required when a player
issues the command. A help message that is the concatenation of the params and
description fields is shown when the "/help" chatcommand is issued.
lua {
params = "",
-- Short parameter description. See the below note.
description = "",
-- General description of the command's purpose.
privs = {},
-- Required privileges to run. See `core.check_player_privs()` for
-- the format and see [Privileges] for an overview of privileges.
func = function(name, param),
-- Called when command is run.
-- * `name` is the name of the player who issued the command.
-- * `param` is a string with the full arguments to the command.
-- Returns a boolean for success and a string value.
-- The string is shown to the issuing player upon exit of `func` or,
-- if `func` returns `false` and no string, the help message is shown.
}
Note that in params, the conventional use of symbols is as follows:
* `<>` signifies a placeholder to be replaced when the command is used. For
example, when a player name is needed: `<name>`
* `[]` signifies param is optional and not required when the command is used.
For example, if you require param1 but param2 is optional:
`<param1> [<param2>]`
* `|` signifies exclusive or. The command requires one param from the options
provided. For example: `<param1> | <param2>`
* `()` signifies grouping. For example, when param1 and param2 are both
required, or only param3 is required: `(<param1> <param2>) | <param3>`
Example:
lua {
params = "<name> <privilege>",
description = "Remove privilege from player",
privs = {privs=true}, -- Require the "privs" privilege to run
func = function(name, param),
}
Privilege definition
--------------------
Used by `core.register_privilege`.
lua {
description = "",
-- Privilege description
give_to_singleplayer = true,
-- Whether to grant the privilege to singleplayer.
give_to_admin = true,
-- Whether to grant the privilege to the server admin.
-- Uses value of 'give_to_singleplayer' by default.
on_grant = function(name, granter_name),
-- Called when given to player 'name' by 'granter_name'.
-- 'granter_name' will be nil if the priv was granted by a mod.
on_revoke = function(name, revoker_name),
-- Called when taken from player 'name' by 'revoker_name'.
-- 'revoker_name' will be nil if the priv was revoked by a mod.
-- Note that the above two callbacks will be called twice if a player is
-- responsible, once with the player name, and then with a nil player
-- name.
-- Return true in the above callbacks to stop register_on_priv_grant or
-- revoke being called.
}
Detached inventory callbacks
----------------------------
Used by `core.create_detached_inventory`.
lua {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
-- Called when a player wants to move items inside the inventory.
-- Return value: number of items allowed to move.
allow_put = function(inv, listname, index, stack, player),
-- Called when a player wants to put something into the inventory.
-- Return value: number of items allowed to put.
-- Return value -1: Allow and don't modify item count in inventory.
allow_take = function(inv, listname, index, stack, player),
-- Called when a player wants to take something out of the inventory.
-- Return value: number of items allowed to take.
-- Return value -1: Allow and don't modify item count in inventory.
on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
on_put = function(inv, listname, index, stack, player),
on_take = function(inv, listname, index, stack, player),
-- Called after the actual action has happened, according to what was
-- allowed.
-- No return value.
}
HUD Definition
--------------
Since most values have multiple different functions, please see the
documentation in [HUD] section.
Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
lua {
type = "image",
-- Type of element, can be "compass", "hotbar" (46 ¹), "image", "image_waypoint",
-- "inventory", "minimap" (44 ¹), "statbar", "text" or "waypoint"
-- ¹: minimal protocol version for client-side support
-- If undefined "text" will be used.
hud_elem_type = "image",
-- Deprecated, same as `type`.
-- In case both are specified `type` will be used.
position = {x=0.5, y=0.5},
-- Top left corner position of element
name = "<name>",
scale = {x = 1, y = 1},
text = "<text>",
text2 = "<text>",
number = 0,
item = 0,
direction = 0,
-- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
alignment = {x=0, y=0},
offset = {x=0, y=0},
world_pos = {x=0, y=0, z=0},
size = {x=0, y=0},
z_index = 0,
-- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
style = 0,
}
Particle definition
-------------------
Used by `core.add_particle`.
lua {
pos = {x=0, y=0, z=0},
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
-- Spawn particle at pos with velocity and acceleration
expirationtime = 1,
-- Disappears after expirationtime seconds
size = 1,
-- Scales the visual size of the particle texture.
-- If `node` is set, size can be set to 0 to spawn a randomly-sized
-- particle (just like actual node dig particles).
collisiondetection = false,
-- If true collides with `walkable` nodes and, depending on the
-- `object_collision` field, objects too.
collision_removal = false,
-- If true particle is removed when it collides.
-- Requires collisiondetection = true to have any effect.
object_collision = false,
-- If true particle collides with objects that are defined as
-- `physical = true,` and `collide_with_objects = true,`.
-- Requires collisiondetection = true to have any effect.
vertical = false,
-- If true faces player using y axis only
texture = "image.png",
-- The texture of the particle
-- v5.6.0 and later: also supports the table format described in the
-- following section, but due to a bug this did not take effect
-- (beyond the texture name).
-- v5.9.0 and later: fixes the bug.
-- Note: "texture.animation" is ignored here. Use "animation" below instead.
playername = "singleplayer",
-- Optional, if specified spawns particle only on the player's client
animation = {Tile Animation definition},
-- Optional, specifies how to animate the particle texture
glow = 0
-- Optional, specify particle self-luminescence in darkness.
-- Values 0-14.
node = {name = "ignore", param2 = 0},
-- Optional, if specified the particle will have the same appearance as
-- node dig particles for the given node.
-- `texture` and `animation` will be ignored if this is set.
node_tile = 0,
-- Optional, only valid in combination with `node`
-- If set to a valid number 1-6, specifies the tile from which the
-- particle texture is picked.
-- Otherwise, the default behavior is used. (currently: any random tile)
drag = {x=0, y=0, z=0},
-- v5.6.0 and later: Optional drag value, consult the following section
-- Note: Only a vector is supported here. Alternative forms like a single
-- number are not supported.
jitter = {min = ..., max = ..., bias = 0},
-- v5.6.0 and later: Optional jitter range, consult the following section
bounce = {min = ..., max = ..., bias = 0},
-- v5.6.0 and later: Optional bounce range, consult the following section
}
`ParticleSpawner` definition
----------------------------
Used by `core.add_particlespawner`.
Before v5.6.0, particlespawners used a different syntax and had a more limited set
of features. Definition fields that are the same in both legacy and modern versions
are shown in the next listing, and the fields that are used by legacy versions are
shown separated by a comment; the modern fields are too complex to compactly
describe in this manner and are documented after the listing.
The older syntax can be used in combination with the newer syntax (e.g. having
`minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers,
the new syntax will override the older syntax; on older servers, the newer syntax
will be ignored.
lua {
-------------------
-- Common fields --
-------------------
-- (same name and meaning in both new and legacy syntax)
amount = 1,
-- Number of particles spawned over the time period `time`.
time = 1,
-- Lifespan of spawner in seconds.
-- If time is 0 spawner has infinite lifespan and spawns the `amount` on
-- a per-second basis.
collisiondetection = false,
-- If true collide with `walkable` nodes and, depending on the
-- `object_collision` field, objects too.
collision_removal = false,
-- If true particles are removed when they collide.
-- Requires collisiondetection = true to have any effect.
object_collision = false,
-- If true particles collide with objects that are defined as
-- `physical = true,` and `collide_with_objects = true,`.
-- Requires collisiondetection = true to have any effect.
attached = ObjectRef,
-- If defined, particle positions, velocities and accelerations are
-- relative to this object's position and yaw
vertical = false,
-- If true face player using y axis only
texture = "image.png",
-- The texture of the particle
-- v5.6.0 and later: also supports the table format described in the
-- following section.
playername = "singleplayer",
-- Optional, if specified spawns particles only on the player's client
animation = {Tile Animation definition},
-- Optional, specifies how to animate the particles' texture
-- v5.6.0 and later: set length to -1 to synchronize the length
-- of the animation with the expiration time of individual particles.
-- (-2 causes the animation to be played twice, and so on)
glow = 0,
-- Optional, specify particle self-luminescence in darkness.
-- Values 0-14.
node = {name = "ignore", param2 = 0},
-- Optional, if specified the particles will have the same appearance as
-- node dig particles for the given node.
-- `texture` and `animation` will be ignored if this is set.
node_tile = 0,
-- Optional, only valid in combination with `node`
-- If set to a valid number 1-6, specifies the tile from which the
-- particle texture is picked.
-- Otherwise, the default behavior is used. (currently: any random tile)
-------------------
-- Legacy fields --
-------------------
minpos = {x=0, y=0, z=0},
maxpos = {x=0, y=0, z=0},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 1,
-- The particles' properties are random values between the min and max
-- values.
-- applies to: pos, velocity, acceleration, expirationtime, size
-- If `node` is set, min and maxsize can be set to 0 to spawn
-- randomly-sized particles (just like actual node dig particles).
}
### Modern definition fields
After v5.6.0, spawner properties can be defined in several different ways depending
on the level of control you need. `pos` for instance can be set as a single vector,
in which case all particles will appear at that exact point throughout the lifetime
of the spawner. Alternately, it can be specified as a min-max pair, specifying a
cubic range the particles can appear randomly within. Finally, some properties can
be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying
a tween table.
The following definitions are all equivalent, listed in order of precedence from
lowest (the legacy syntax) to highest (tween tables). If multiple forms of a
property definition are present, the highest-precedence form will be selected
and all lower-precedence fields will be ignored, allowing for graceful
degradation in older clients).
lua { -- old syntax maxpos = {x = 0, y = 0, z = 0}, minpos = {x = 0, y = 0, z = 0},
-- absolute value pos = 0, -- all components of every particle's position vector will be set to this -- value
-- vec3 pos = vector.new(0,0,0), -- all particles will appear at this exact position throughout the lifetime -- of the particlespawner
-- vec3 range pos = {
-- the particle will appear at a position that is picked at random from
-- within a cubic range
min = vector.new(0,0,0),
-- `min` is the minimum value this property will be set to in particles
-- spawned by the generator
max = vector.new(0,0,0),
-- `max` is the minimum value this property will be set to in particles
-- spawned by the generator
bias = 0,
-- when `bias` is 0, all random values are exactly as likely as any
-- other. when it is positive, the higher it is, the more likely values
-- will appear towards the minimum end of the allowed spectrum. when
-- it is negative, the lower it is, the more likely values will appear
-- towards the maximum end of the allowed spectrum. the curve is
-- exponential and there is no particular maximum or minimum value
},
-- tween table
pos_tween = {...},
-- a tween table should consist of a list of frames in the same form as the
-- untweened pos property above, which the engine will interpolate between,
-- and optionally a number of properties that control how the interpolation
-- takes place. currently **only two frames**, the first and the last, are
-- used, but extra frames are accepted for the sake of forward compatibility.
-- any of the above definition styles can be used here as well in any combination
-- supported by the property type
pos_tween = {
style = "fwd",
-- linear animation from first to last frame (default)
style = "rev",
-- linear animation from last to first frame
style = "pulse",
-- linear animation from first to last then back to first again
style = "flicker",
-- like "pulse", but slightly randomized to add a bit of stutter
reps = 1,
-- number of times the animation is played over the particle's lifespan
start = 0.0,
-- point in the spawner's lifespan at which the animation begins. 0 is
-- the very beginning, 1 is the very end
-- frames can be defined in a number of different ways, depending on the
-- underlying type of the property. for now, all but the first and last
-- frame are ignored
-- frames
-- floats
0, 0,
-- vec3s
vector.new(0,0,0),
vector.new(0,0,0),
-- vec3 ranges
{ min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
{ min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
-- mixed
0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
},
}
All of the properties that can be defined in this way are listed in the next
section, along with the datatypes they accept.
#### List of particlespawner properties
All properties in this list of type "vec3 range", "float range" or "vec3" can
be animated with `*_tween` tables. For example, `jitter` can be tweened by
setting a `jitter_tween` table instead of (or in addition to) a `jitter`
table/value.
In this section, a float range is a table defined as so: { min = A, max = B }
A and B are your supplemented values. For a vec3 range this means they are vectors.
Types used are defined in the previous section.
* vec3 range `pos`: the position at which particles can appear
* vec3 range `vel`: the initial velocity of the particle
* vec3 range `acc`: the direction and speed with which the particle
accelerates
* float range `size`: scales the visual size of the particle texture.
if `node` is set, this can be set to 0 to spawn randomly-sized particles
(just like actual node dig particles).
* vec3 range `jitter`: offsets the velocity of each particle by a random
amount within the specified range each frame. used to create Brownian motion.
* vec3 range `drag`: the amount by which absolute particle velocity along
each axis is decreased per second. a value of 1.0 means that the particle
will be slowed to a stop over the space of a second; a value of -1.0 means
that the particle speed will be doubled every second. to avoid interfering
with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can
be used instead of a uniform value.
* float range `bounce`: how bouncy the particles are when `collisiondetection`
is turned on. values less than or equal to `0` turn off particle bounce;
`1` makes the particles bounce without losing any velocity, and `2` makes
them double their velocity with every bounce. `bounce` is not bounded but
values much larger than `1.0` probably aren't very useful.
* float range `exptime`: the number of seconds after which the particle
disappears.
* table `attract`: sets the birth orientation of particles relative to various
shapes defined in world coordinate space. this is an alternative means of
setting the velocity which allows particles to emerge from or enter into
some entity or node on the map, rather than simply being assigned random
velocity values within a range. the velocity calculated by this method will
be **added** to that specified by `vel` if `vel` is also set, so in most
cases **`vel` should be set to 0**. `attract` has the fields:
* string `kind`: selects the kind of shape towards which the particles will
be oriented. it must have one of the following values:
* `"none"`: no attractor is set and the `attractor` table is ignored
* `"point"`: the particles are attracted to a specific point in space.
use this also if you want a sphere-like effect, in combination with
the `radius` property.
* `"line"`: the particles are attracted to an (infinite) line passing
through the points `origin` and `angle`. use this for e.g. beacon
effects, energy beam effects, etc.
* `"plane"`: the particles are attracted to an (infinite) plane on whose
surface `origin` designates a point in world coordinate space. use this
for e.g. particles entering or emerging from a portal.
* float range `strength`: the speed with which particles will move towards
`attractor`. If negative, the particles will instead move away from that
point.
* vec3 `origin`: the origin point of the shape towards which particles will
initially be oriented. functions as an offset if `origin_attached` is also
set.
* vec3 `direction`: sets the direction in which the attractor shape faces. for
lines, this sets the angle of the line; e.g. a vector of (0,1,0) will
create a vertical line that passes through `origin`. for planes, `direction`
is the surface normal of an infinite plane on whose surface `origin` is
a point. functions as an offset if `direction_attached` is also set.
* ObjectRef `origin_attached`: allows the origin to be specified as an offset
from the position of an entity rather than a coordinate in world space.
* ObjectRef `direction_attached`: allows the direction to be specified as an
offset from the position of an entity rather than a coordinate in world space.
* bool `die_on_contact`: if true, the particles' lifetimes are adjusted so
that they will die as they cross the attractor threshold. this behavior
is the default but is undesirable for some kinds of animations; set it to
false to allow particles to live out their natural lives.
* vec3 range `radius`: if set, particles will be arranged in a sphere around
`pos`. A constant can be used to create a spherical shell of particles, a
vector to create an ovoid shell, and a range to create a volume; e.g.
`{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5
and 1 nodes away from `pos` but will cluster them towards the center of the
sphere. Usually if `radius` is used, `pos` should be a single point, but it
can still be a range if you really know what you're doing (e.g. to create a
"roundcube" emitter volume).
### Textures
In versions before v5.6.0, particle/particlespawner textures could only be
specified as a single texture string. After v5.6.0, textures can now be
specified as a table as well. This table contains options that allow simple
animations to be applied to the texture.
lua texture = {
name = "mymod_particle_texture.png",
-- the texture specification string
alpha = 1.0,
-- controls how visible the particle is; at 1.0 the particle is fully
-- visible, at 0, it is completely invisible.
alpha_tween = {1, 0},
-- can be used instead of `alpha` to animate the alpha value over the
-- particle's lifetime. these tween tables work identically to the tween
-- tables used in particlespawner properties, except that time references
-- are understood with respect to the particle's lifetime, not the
-- spawner's. {1,0} fades the particle out over its lifetime.
scale = 1,
scale = {x = 1, y = 1},
-- scales the texture onscreen
scale_tween = {
{x = 1, y = 1},
{x = 0, y = 1},
},
-- animates the scale over the particle's lifetime. works like the
-- alpha_tween table, but can accept two-dimensional vectors as well as
-- integer values. the example value would cause the particle to shrink
-- in one dimension over the course of its life until it disappears
blend = "alpha",
-- (default) blends transparent pixels with those they are drawn atop
-- according to the alpha channel of the source texture. useful for
-- e.g. material objects like rocks, dirt, smoke, or node chunks
-- note: there will be rendering bugs when particles interact with
-- translucent nodes. particles are also not transparency-sorted
-- relative to each other.
blend = "clip",
-- pixels are either fully opaque or fully transparent,
-- depending on whether alpha is greater than or less than 50%
-- (just like `use_texture_alpha = "clip"` for nodes).
-- you should prefer this if you don't need semi-transparency, as it's faster.
blend = "add",
-- adds the value of pixels to those underneath them, modulo the sources
-- alpha channel. useful for e.g. bright light effects like sparks or fire
blend = "screen",
-- like "add" but less bright. useful for subtler light effects. note that
-- this is NOT formally equivalent to the "screen" effect used in image
-- editors and compositors, as it does not respect the alpha channel of
-- of the image being blended
blend = "sub",
-- the inverse of "add"; the value of the source pixel is subtracted from
-- the pixel underneath it. a white pixel will turn whatever is underneath
-- it black; a black pixel will be "transparent". useful for creating
-- darkening effects
animation = {Tile Animation definition},
-- overrides the particlespawner's global animation property for a single
-- specific texture
}
For particlespawners, it is also possible to set the `texpool` property instead
of a single texture definition. A `texpool` consists of a list of possible
particle textures. Every time a particle is spawned, the engine will pick a
texture at random from the `texpool` and assign it as that particle's texture.
You can also specify a `texture` in addition to a `texpool`; the `texture`
value will be ignored on newer clients but will be sent to older (pre-v5.6.0)
clients that do not implement texpools.
lua texpool = {
"mymod_particle_texture.png";
{ name = "mymod_spark.png", alpha_tween = {1, 0} },
{
name = "mymod_dust.png",
alpha = 0.3,
scale = 1.5,
animation = {
type = "vertical_frames",
aspect_w = 16, aspect_h = 16,
length = 3,
-- the animation lasts for 3s and then repeats
length = -3,
-- repeat the animation three times over the particle's lifetime
-- (post-v5.6.0 clients only)
},
},
}
#### List of animatable texture properties
While animated particlespawner values vary over the course of the particlespawner's
lifetime, animated texture properties vary over the lifespans of the individual
particles spawned with that texture. So a particle with the texture property
lua alpha_tween = {
0.0, 1.0,
style = "pulse",
reps = 4,
}
would be invisible at its spawning, pulse visible four times throughout its
lifespan, and then vanish again before expiring.
* float `alpha` (0.0 - 1.0): controls the visibility of the texture
* vec2 `scale`: controls the size of the displayed billboard onscreen. Its units
are multiples of the parent particle's assigned size (see the `size` property above)
`HTTPRequest` definition
------------------------
Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
lua {
url = "http://example.org",
timeout = 10,
-- Timeout for request to be completed in seconds. Default depends on engine settings.
method = "GET", "POST", "PUT" or "DELETE"
-- The http method to use. Defaults to "GET".
data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
-- Data for the POST, PUT or DELETE request.
-- Accepts both a string and a table. If a table is specified, encodes
-- table as x-www-form-urlencoded key-value pairs.
user_agent = "ExampleUserAgent",
-- Optional, if specified replaces the default Luanti user agent with
-- given string
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- Optional, if specified adds additional headers to the HTTP request.
-- You must make sure that the header strings follow HTTP specification
-- ("Key: Value").
multipart = boolean
-- Optional, if true performs a multipart HTTP request.
-- Default is false.
-- Post only, data must be array
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- Deprecated, use `data` instead. Forces `method = "POST"`.
}
`HTTPRequestResult` definition
------------------------------
Passed to `HTTPApiTable.fetch` callback. Returned by
`HTTPApiTable.fetch_async_get`.
lua {
completed = true,
-- If true, the request has finished (either succeeded, failed or timed
-- out)
succeeded = true,
-- If true, the request was successful
timeout = false,
-- If true, the request timed out
code = 200,
-- HTTP status code
data = "response"
}
Authentication handler definition
---------------------------------
Used by `core.register_authentication_handler`.
lua {
get_auth = function(name),
-- Get authentication data for existing player `name` (`nil` if player
-- doesn't exist).
-- Returns following structure:
-- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
create_auth = function(name, password),
-- Create new auth data for player `name`.
-- Note that `password` is not plain-text but an arbitrary
-- representation decided by the engine.
delete_auth = function(name),
-- Delete auth data of player `name`.
-- Returns boolean indicating success (false if player is nonexistent).
set_password = function(name, password),
-- Set password of player `name` to `password`.
-- Auth data should be created if not present.
set_privileges = function(name, privileges),
-- Set privileges of player `name`.
-- `privileges` is in table form: keys are privilege names, values are `true`;
-- auth data should be created if not present.
reload = function(),
-- Reload authentication data from the storage location.
-- Returns boolean indicating success.
record_login = function(name),
-- Called when player joins, used for keeping track of last_login
iterate = function(),
-- Returns an iterator (use with `for` loops) for all player names
-- currently in the auth database
} ```
Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
See http://bitop.luajit.org/ for advanced information.
Luanti can be built with support for the Tracy profiler, which can also be
useful for profiling mods and is exposed to Lua as the global tracy
.
See doc/developing/misc.md for details.
Note: This is a development feature and not covered by compatibility promises.
When an error occurs that is not caught, Luanti calls the function
core.error_handler
with the error object as its first argument. The second
argument is the stack level where the error occurred. The return value is the
error string that should be shown. By default this is a backtrace from
debug.traceback
. If the error object is not a string, it is first converted
with tostring
before being displayed. This means that you can use tables as
error objects so long as you give them __tostring
metamethods.
You can override core.error_handler
. You should call the previous handler
with the correct stack level in your implementation.