Minetest Lua Modding API Reference ================================== * More information at <http://www.minetest.net/> * Developer Wiki: <http://dev.minetest.net/> Introduction ------------ Content and functionality can be added to Minetest using Lua scripting in run-time loaded mods. A mod is a self-contained bunch of scripts, textures and other related things, which is loaded by and interfaces with Minetest. Mods are contained and ran solely on the server side. Definitions and media files are automatically transferred to the client. If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API, and to document it here. Programming in Lua ------------------ If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/). Startup ------- Mods are loaded during server startup from the mod load paths by running the `init.lua` scripts in a shared environment. Paths ----- * `RUN_IN_PLACE=1` (Windows release, local build) * `$path_user`: `<build directory>` * `$path_share`: `<build directory>` * `RUN_IN_PLACE=0`: (Linux release) * `$path_share`: * Linux: `/usr/share/minetest` * Windows: `<install directory>/minetest-0.4.x` * `$path_user`: * Linux: `$HOME/.minetest` * Windows: `C:/users/<user>/AppData/minetest` (maybe) Games ===== Games are looked up from: * `$path_share/games/<gameid>/` * `$path_user/games/<gameid>/` Where `<gameid>` is unique to each game. The game directory can contain the following files: * `game.conf`, with the following keys: * `name`: Required, human readable name e.g. `name = Minetest` * `description`: Short description to be shown in the content tab * `disallowed_mapgens = <comma-separated mapgens>` e.g. `disallowed_mapgens = v5,v6,flat` These mapgens are removed from the list of mapgens for the game. * `minetest.conf`: Used to set default settings when running this game. * `settingtypes.txt`: In the same format as the one in builtin. This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the advanced settings tab. * If the game contains a folder called `textures` the server will load it as a texturepack, overriding mod textures. Any server texturepack will override mod textures and the game texturepack. Menu images ----------- Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory. The images are named `$identifier.png`, where `$identifier` is one of `overlay`, `background`, `footer`, `header`. If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random image will be chosen from the provided ones. Mods ==== Mod load path ------------- Paths are relative to the directories listed in the [Paths] section above. * `games/<gameid>/mods/` * `mods/` * `worlds/<worldname>/worldmods/` World-specific games -------------------- It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else. This is useful for e.g. adventure worlds and happens if the `<worldname>/game/` directory exists. Mods should then be placed in `<worldname>/game/mods/`. Modpacks -------- Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named `modpack.conf`. The file is a key-value store of modpack details. * `name`: The modpack name. * `description`: Description of mod to be shown in the Mods tab of the main menu. Note: to support 0.4.x, please also create an empty modpack.txt file. Mod directory structure ----------------------- mods ├── modname │ ├── mod.conf │ ├── screenshot.png │ ├── settingtypes.txt │ ├── init.lua │ ├── models │ ├── textures │ │ ├── modname_stuff.png │ │ └── modname_something_else.png │ ├── sounds │ ├── media │ ├── locale │ └── <custom data> └── another ### modname The location of this directory can be fetched by using `minetest.get_modpath(modname)`. ### mod.conf A key-value store of mod details. * `name`: The mod name. Allows Minetest to determine the mod name even if the folder is wrongly named. * `description`: Description of mod to be shown in the Mods tab of the main menu. * `depends`: A comma separated list of dependencies. These are mods that must be loaded before this mod. * `optional_depends`: A comma separated list of optional dependencies. Like a dependency, but no error if the mod doesn't exist. Note: to support 0.4.x, please also provide depends.txt. ### `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` A file in the same format as the one in builtin. It will be parsed by the settings menu and the settings will be displayed in the "Mods" category. ### `init.lua` The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on minetest calling the registered callbacks. `minetest.settings` can be used to read custom or existing settings at load time, if necessary. (See [`Settings`]) ### `models` Models for entities or meshnodes. ### `textures`, `sounds`, `media` Media files (textures, sounds, whatever) that will be transferred to the client and will be available for use by the mod. ### `locale` Translation files for the clients. (See [Translations]) Naming conventions ------------------ Registered names should generally be in this format: modname:<whatever> `<whatever>` can have these characters: a-zA-Z0-9_ This is to prevent conflicting names from corrupting maps and is enforced by the mod loader. Registered names can be overridden by prefixing the name with `:`. This can be used for overriding the registrations of some other mod. The `:` prefix can also be used for maintaining backwards compatibility. ### Example In the mod `experimental`, there is the ideal item/node/entity name `tnt`. So the name should be `experimental:tnt`. Any mod can redefine `experimental:tnt` by using the name :experimental:tnt when registering it. That mod is required to have `experimental` as a dependency. Aliases ======= Aliases of itemnames can be added by using `minetest.register_alias(alias, original_name)` or `minetest.register_alias_force(alias, original_name)`. This adds an alias `alias` for the item called `original_name`. From now on, you can use `alias` to refer to the item `original_name`. The only difference between `minetest.register_alias` and `minetest.register_alias_force` is that if an item named `alias` already exists, `minetest.register_alias` will do nothing while `minetest.register_alias_force` will unregister it. This can be used for maintaining backwards compatibility. This can also set quick access names for things, e.g. if you have an item called `epiclylongmodname:stuff`, you could do minetest.register_alias("stuff", "epiclylongmodname:stuff") and be able to use `/giveme stuff`. Mapgen aliases -------------- In a game, a certain number of these must be set to tell core mapgens which of the game's nodes are to be used by the core mapgens. For example: minetest.register_alias("mapgen_stone", "default:stone") ### Aliases needed for all mapgens except Mapgen V6 #### Base terrain * mapgen_stone * mapgen_water_source * mapgen_river_water_source #### Caves Not required if cave liquid nodes are set in biome definitions. * mapgen_lava_source #### Dungeons Not required if dungeon nodes are set in biome definitions. * mapgen_cobble * mapgen_stair_cobble * mapgen_mossycobble * mapgen_desert_stone * mapgen_stair_desert_stone * mapgen_sandstone * mapgen_sandstonebrick * mapgen_stair_sandstone_block ### Aliases needed for Mapgen V6 #### Terrain and biomes * mapgen_stone * mapgen_water_source * mapgen_lava_source * mapgen_dirt * mapgen_dirt_with_grass * mapgen_sand * mapgen_gravel * mapgen_desert_stone * mapgen_desert_sand * mapgen_dirt_with_snow * mapgen_snowblock * mapgen_snow * mapgen_ice #### Flora * mapgen_tree * mapgen_leaves * mapgen_apple * mapgen_jungletree * mapgen_jungleleaves * mapgen_junglegrass * mapgen_pine_tree * mapgen_pine_needles #### Dungeons * mapgen_cobble * mapgen_stair_cobble * mapgen_mossycobble * mapgen_stair_desert_stone ### Setting the node used in Mapgen Singlenode By default the world is filled with air nodes. To set a different node use, for example: minetest.register_alias("mapgen_singlenode", "default:stone") Textures ======== Mods should generally prefix their textures with `modname_`, e.g. given the mod name `foomod`, a texture could be called: foomod_foothing.png Textures are referred to by their complete name, or alternatively by stripping out the file extension: * e.g. `foomod_foothing.png` * e.g. `foomod_foothing` Texture modifiers ----------------- There are various texture modifiers that can be used to generate textures on-the-fly. ### Texture overlaying Textures can be overlaid by putting a `^` between them. Example: default_dirt.png^default_grass_side.png `default_grass_side.png` is overlaid over `default_dirt.png`. The texture with the lower resolution will be automatically upscaled to the higher resolution texture. ### Texture grouping Textures can be grouped together by enclosing them in `(` and `)`. Example: `cobble.png^(thing1.png^thing2.png)` A texture for `thing1.png^thing2.png` is created and the resulting texture is overlaid on top of `cobble.png`. ### Escaping Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow passing complex texture names as arguments. Escaping is done with backslash and is required for `^` and `:`. Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png` The lower 50 percent of `color.png^[mask:trans.png` are overlaid on top of `cobble.png`. ### Advanced texture modifiers #### Crack * `[crack:<n>:<p>` * `[cracko:<n>:<p>` * `[crack:<t>:<n>:<p>` * `[cracko:<t>:<n>:<p>` Parameters: * `<t>`: tile count (in each direction) * `<n>`: animation frame count * `<p>`: current animation frame Draw a step of the crack animation on the texture. `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact. Example: default_cobble.png^[crack:10:1 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...` * `<w>`: width * `<h>`: height * `<x>`: x position * `<y>`: y position * `<file>`: texture to combine Creates a texture of size `<w>` times `<h>` and blits the listed files to their specified coordinates. Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png #### `[resize:<w>x<h>` Resizes the texture to the given dimensions. Example: default_sandstone.png^[resize:16x16 #### `[opacity:<r>` Makes the base image transparent according to the given ratio. `r` must be between 0 (transparent) and 255 (opaque). Example: default_sandstone.png^[opacity:127 #### `[invert:<mode>` Inverts the given channels of the base image. Mode may contain the characters "r", "g", "b", "a". Only the channels that are mentioned in the mode string will be inverted. Example: default_apple.png^[invert:rgb #### `[brighten` Brightens the texture. Example: tnt_tnt_side.png^[brighten #### `[noalpha` Makes the texture completely opaque. Example: default_leaves.png^[noalpha #### `[makealpha:<r>,<g>,<b>` Convert one color to transparency. Example: default_cobble.png^[makealpha:128,128,128 #### `[transform<t>` * `<t>`: transformation(s) to apply Rotates and/or flips the image. `<t>` can be a number (between 0 and 7) or a transform name. Rotations are counter-clockwise. 0 I identity 1 R90 rotate by 90 degrees 2 R180 rotate by 180 degrees 3 R270 rotate by 270 degrees 4 FX flip X 5 FXR90 flip X then rotate by 90 degrees 6 FY flip Y 7 FYR90 flip Y then rotate by 90 degrees Example: default_stone.png^[transformFXR90 #### `[inventorycube{<top>{<left>{<right>` Escaping does not apply here and `^` is replaced by `&` in texture names instead. Create an inventory cube texture using the side textures. Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and `dirt.png^grass_side.png` textures #### `[lowpart:<percent>:<file>` Blit the lower `<percent>`% part of `<file>` on the texture. Example: base.png^[lowpart:25:overlay.png #### `[verticalframe:<t>:<n>` * `<t>`: animation frame count * `<n>`: current animation frame Crops the texture to a frame of a vertical animation. Example: default_torch_animated.png^[verticalframe:16:8 #### `[mask:<file>` Apply a mask to the base image. The mask is applied using binary AND. #### `[sheet:<w>x<h>:<x>,<y>` Retrieves a tile at position x,y from the base image which it assumes to be a tilesheet with dimensions w,h. #### `[colorize:<color>:<ratio>` Colorize the textures with the given color. `<color>` is specified as a `ColorString`. `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If it is an int, then it specifies how far to interpolate between the colors where 0 is only the texture color and 255 is only `<color>`. If omitted, the alpha of `<color>` will be used as the ratio. If it is the word "`alpha`", then each texture pixel will contain the RGB of `<color>` and the alpha of `<color>` multiplied by the alpha of the texture pixel. #### `[multiply:<color>` Multiplies texture colors with the given color. `<color>` is specified as a `ColorString`. Result is more like what you'd expect if you put a color on top of another color, meaning white surfaces get a lot of your new color while black parts don't change very much. Hardware coloring ----------------- The goal of hardware coloring is to simplify the creation of colorful nodes. If your textures use the same pattern, and they only differ in their color (like colored wool blocks), you can use hardware coloring instead of creating and managing many texture files. All of these methods use color multiplication (so a white-black texture with red coloring will result in red-black color). ### Static coloring This method is useful if you wish to create nodes/items with the same texture, in different colors, each in a new node/item definition. #### Global color When you register an item or node, set its `color` field (which accepts a `ColorSpec`) to the desired color. An `ItemStack`'s static color can be overwritten by the `color` metadata field. If you set that field to a `ColorString`, that color will be used. #### Tile color Each tile may have an individual static color, which overwrites every other coloring method. To disable the coloring of a face, set its color to white (because multiplying with white does nothing). You can set the `color` property of the tiles in the node's definition if the tile is in table format. ### Palettes For nodes and items which can have many colors, a palette is more suitable. A palette is a texture, which can contain up to 256 pixels. Each pixel is one possible color for the node/item. You can register one node/item, which can have up to 256 colors. #### Palette indexing When using palettes, you always provide a pixel index for the given node or `ItemStack`. The palette is read from left to right and from top to bottom. If the palette has less than 256 pixels, then it is stretched to contain exactly 256 pixels (after arranging the pixels to one line). The indexing starts from 0. Examples: * 16x16 palette, index = 0: the top left corner * 16x16 palette, index = 4: the fifth pixel in the first row * 16x16 palette, index = 16: the pixel below the top left corner * 16x16 palette, index = 255: the bottom right corner * 2 (width) x 4 (height) palette, index = 31: the top left corner. The palette has 8 pixels, so each pixel is stretched to 32 pixels, to ensure the total 256 pixels. * 2x4 palette, index = 32: the top right corner * 2x4 palette, index = 63: the top right corner * 2x4 palette, index = 64: the pixel below the top left corner #### Using palettes with items When registering an item, set the item definition's `palette` field to a texture. You can also use texture modifiers. The `ItemStack`'s color depends on the `palette_index` field of the stack's metadata. `palette_index` is an integer, which specifies the index of the pixel to use. #### Linking palettes with nodes When registering a node, set the item definition's `palette` field to a texture. You can also use texture modifiers. The node's color depends on its `param2`, so you also must set an appropriate `paramtype2`: * `paramtype2 = "color"` for nodes which use their full `param2` for palette indexing. These nodes can have 256 different colors. The palette should contain 256 pixels. * `paramtype2 = "colorwallmounted"` for nodes which use the first five bits (most significant) of `param2` for palette indexing. The remaining three bits are describing rotation, as in `wallmounted` paramtype2. Division by 8 yields the palette index (without stretching the palette). These nodes can have 32 different colors, and the palette should contain 32 pixels. Examples: * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1) pixel will be picked from the palette. * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1) pixel will be picked from the palette. * `paramtype2 = "colorfacedir"` for nodes which use the first three bits of `param2` for palette indexing. The remaining five bits are describing rotation, as in `facedir` paramtype2. Division by 32 yields the palette index (without stretching the palette). These nodes can have 8 different colors, and the palette should contain 8 pixels. Examples: * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the first (= 0 + 1) pixel will be picked from the palette. * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the second (= 1 + 1) pixel will be picked from the palette. To colorize a node on the map, set its `param2` value (according to the node's paramtype2). ### Conversion between nodes in the inventory and on the map Static coloring is the same for both cases, there is no need for conversion. If the `ItemStack`'s metadata contains the `color` field, it will be lost on placement, because nodes on the map can only use palettes. If the `ItemStack`'s metadata contains the `palette_index` field, it is automatically transferred between node and item forms by the engine, when a player digs or places a colored node. You can disable this feature by setting the `drop` field of the node to itself (without metadata). To transfer the color to a special drop, you need a drop table. Example: minetest.register_node("mod:stone", { description = "Stone", tiles = {"default_stone.png"}, paramtype2 = "color", palette = "palette.png", drop = { items = { -- assume that mod:cobblestone also has the same palette {items = {"mod:cobblestone"}, inherit_color = true }, } } }) ### Colored items in craft recipes Craft recipes only support item strings, but fortunately item strings can also contain metadata. Example craft recipe registration: minetest.register_craft({ output = minetest.itemstring_with_palette("wool:block", 3), type = "shapeless", recipe = { "wool:block", "dye:red", }, }) To set the `color` field, you can use `minetest.itemstring_with_color`. Metadata field filtering in the `recipe` field are not supported yet, so the craft output is independent of the color of the ingredients. Soft texture overlay -------------------- Sometimes hardware coloring is not enough, because it affects the whole tile. Soft texture overlays were added to Minetest to allow the dynamic coloring of only specific parts of the node's texture. For example a grass block may have colored grass, while keeping the dirt brown. These overlays are 'soft', because unlike texture modifiers, the layers are not merged in the memory, but they are simply drawn on top of each other. This allows different hardware coloring, but also means that tiles with overlays are drawn slower. Using too much overlays might cause FPS loss. For inventory and wield images you can specify overlays which hardware coloring does not modify. You have to set `inventory_overlay` and `wield_overlay` fields to an image name. To define a node overlay, simply set the `overlay_tiles` field of the node definition. These tiles are defined in the same way as plain tiles: they can have a texture name, color etc. To skip one face, set that overlay tile to an empty string. Example (colored grass block): minetest.register_node("default:dirt_with_grass", { description = "Dirt with Grass", -- Regular tiles, as usual -- The dirt tile disables palette coloring tiles = {{name = "default_grass.png"}, {name = "default_dirt.png", color = "white"}}, -- Overlay tiles: define them in the same style -- The top and bottom tile does not have overlay overlay_tiles = {"", "", {name = "default_grass_side.png", tileable_vertical = false}}, -- Global color, used in inventory color = "green", -- Palette in the world paramtype2 = "color", palette = "default_foilage.png", }) Sounds ====== Only Ogg Vorbis files are supported. For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally. Mods should generally prefix their sounds with `modname_`, e.g. given the mod name "`foomod`", a sound could be called: foomod_foosound.ogg Sounds are referred to by their name with a dot, a single digit and the file extension stripped out. When a sound is played, the actual sound file is chosen randomly from the matching sounds. When playing the sound `foomod_foosound`, the sound is chosen randomly from the available ones of the following files: * `foomod_foosound.ogg` * `foomod_foosound.0.ogg` * `foomod_foosound.1.ogg` * (...) * `foomod_foosound.9.ogg` Examples of sound parameter tables: -- Play locationless on all clients { gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in pitch = 1.0, -- default } -- Play locationless to one player { to_player = name, gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in pitch = 1.0, -- default } -- Play locationless to one player, looped { to_player = name, gain = 1.0, -- default loop = true, } -- Play in a location { pos = {x = 1, y = 2, z = 3}, gain = 1.0, -- default max_hear_distance = 32, -- default, uses an euclidean metric } -- Play connected to an object, looped { object = <an ObjectRef>, gain = 1.0, -- default max_hear_distance = 32, -- default, uses an euclidean metric loop = true, } Looped sounds must either be connected to an object or played locationless to one player using `to_player = name,`. A positional sound will only be heard by players that are within `max_hear_distance` of the sound position, at the start of the sound. `SimpleSoundSpec` ----------------- * e.g. `""` * e.g. `"default_place_node"` * e.g. `{}` * e.g. `{name = "default_place_node"}` * e.g. `{name = "default_place_node", gain = 1.0}` * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}` Registered definitions ====================== 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 register with `minetest.register_node` get added to the table `minetest.registered_nodes`. If you want to check the drawtype of a node, you could do: local function get_nodedef_field(nodename, fieldname) if not minetest.registered_nodes[nodename] then return nil end return minetest.registered_nodes[nodename][fieldname] end local drawtype = get_nodedef_field(nodename, "drawtype") Nodes ===== Nodes are the bulk data of the world: cubes and other things that take the space of a cube. Huge amounts of them are handled efficiently, but they are quite static. The definition of a node is stored and can be accessed by using minetest.registered_nodes[node.name] See [Registered definitions]. Nodes are passed by value between Lua and the engine. They are represented by a table: {name="name", param1=num, param2=num} `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses them for certain automated functions. If you don't use these functions, you can use them to store arbitrary values. Node paramtypes --------------- The functions of `param1` and `param2` are determined by certain fields in the node definition. `param1` is reserved for the engine when `paramtype != "none"`: * `paramtype = "light"` * The value stores light with and without sun in its upper and lower 4 bits respectively. * Required by a light source node to enable spreading its light. * Required by the following drawtypes as they determine their visual brightness from their internal light value: * torchlike * signlike * firelike * fencelike * raillike * nodebox * mesh * plantlike * plantlike_rooted `param2` is reserved for the engine when any of these are used: * `liquidtype = "flowing"` * The level and some flags of the liquid is stored in `param2` * `drawtype = "flowingliquid"` * The drawn liquid level is read from `param2` * `drawtype = "torchlike"` * `drawtype = "signlike"` * `paramtype2 = "wallmounted"` * The rotation of the node is stored in `param2`. You can make this value by using `minetest.dir_to_wallmounted()`. * `paramtype2 = "facedir"` * The rotation of the node is stored in `param2`. Furnaces and chests are rotated this way. Can be made by using `minetest.dir_to_facedir()`. * Values range 0 - 23 * facedir / 4 = axis direction: 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y- * facedir modulo 4 = rotation around that axis * `paramtype2 = "leveled"` * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted". * Leveled nodebox: * The level of the top face of the nodebox is stored in `param2`. * The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes. * The nodebox height is (`param2` / 64) nodes. * The maximum accepted value of `param2` is 127. * Rooted plantlike: * The height of the 'plantlike' section is stored in `param2`. * The height is (`param2` / 16) nodes. * `paramtype2 = "degrotate"` * Only valid for "plantlike". The rotation of the node is stored in `param2`. * Values range 0 - 179. The value stored in `param2` is multiplied by two to get the actual rotation in degrees of the node. * `paramtype2 = "meshoptions"` * Only valid for "plantlike". The value of `param2` becomes a bitfield which can be used to change how the client draws plantlike nodes. * Bits 0, 1 and 2 form a mesh selector. Currently the following meshes are choosable: * 0 = a "x" shaped plant (ordinary plant) * 1 = a "+" shaped plant (just rotated 45 degrees) * 2 = a "*" shaped plant with 3 faces instead of 2 * 3 = a "#" shaped plant with 4 faces instead of 2 * 4 = a "#" shaped plant with 4 faces that lean outwards * 5-7 are unused and reserved for future meshes. * Bits 3 through 7 are optional flags that can be combined and give these effects: * bit 3 (0x08) - Makes the plant slightly vary placement horizontally * bit 4 (0x10) - Makes the plant mesh 1.4x larger * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max) * bits 6-7 are reserved for future use. * `paramtype2 = "color"` * `param2` tells which color is picked from the palette. The palette should have 256 pixels. * `paramtype2 = "colorfacedir"` * Same as `facedir`, but with colors. * The first three bits of `param2` tells which color is picked from the palette. The palette should have 8 pixels. * `paramtype2 = "colorwallmounted"` * Same as `wallmounted`, but with colors. * The first five bits of `param2` tells which color is picked from the palette. The palette should have 32 pixels. * `paramtype2 = "glasslikeliquidlevel"` * Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes. * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty and 63 being full. * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}` Nodes can also contain extra data. See [Node Metadata]. Node drawtypes -------------- There are a bunch of different looking node types. Look for examples in `games/minimal` or `games/minetest_game`. * `normal` * A node-sized cube. * `airlike` * Invisible, uses no texture. * `liquid` * The cubic source node for a liquid. * `flowingliquid` * The flowing version of a liquid, appears with various heights and slopes. * `glasslike` * Often used for partially-transparent nodes. * Only external sides of textures are visible. * `glasslike_framed` * All face-connected nodes are drawn as one volume within a surrounding frame. * The frame appearance is generated from the edges of the first texture specified in `tiles`. The width of the edges used are 1/16th of texture size: 1 pixel for 16x16, 2 pixels for 32x32 etc. * The glass 'shine' (or other desired detail) on each node face is supplied by the second texture specified in `tiles`. * `glasslike_framed_optional` * This switches between the above 2 drawtypes according to the menu setting 'Connected Glass'. * `allfaces` * Often used for partially-transparent nodes. * External and internal sides of textures are visible. * `allfaces_optional` * Often used for leaves nodes. * This switches between `normal`, `glasslike` and `allfaces` according to the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves. * With 'Simple Leaves' selected, the texture specified in `special_tiles` is used instead, if present. This allows a visually thicker texture to be used to compensate for how `glasslike` reduces visual thickness. * `torchlike` * A single vertical texture. * If placed on top of a node, uses the first texture specified in `tiles`. * If placed against the underside of a node, uses the second texture specified in `tiles`. * If placed on the side of a node, uses the third texture specified in `tiles` and is perpendicular to that node. * `signlike` * A single texture parallel to, and mounted against, the top, underside or side of a node. * `plantlike` * Two vertical and diagonal textures at right-angles to each other. * See `paramtype2 = "meshoptions"` above for other options. * `firelike` * When above a flat surface, appears as 6 textures, the central 2 as `plantlike` plus 4 more surrounding those. * If not above a surface the central 2 do not appear, but the texture appears against the faces of surrounding nodes if they are present. * `fencelike` * A 3D model suitable for a wooden fence. * One placed node appears as a single vertical post. * Adjacently-placed nodes cause horizontal bars to appear between them. * `raillike` * Often used for tracks for mining carts. * Requires 4 textures to be specified in `tiles`, in order: Straight, curved, t-junction, crossing. * Each placed node automatically switches to a suitable rotated texture determined by the adjacent `raillike` nodes, in order to create a continuous track network. * Becomes a sloping node if placed against stepped nodes. * `nodebox` * Often used for stairs and slabs. * Allows defining nodes consisting of an arbitrary number of boxes. * See [Node boxes] below for more information. * `mesh` * Uses models for nodes. * Tiles should hold model materials textures. * Only static meshes are implemented. * For supported model formats see Irrlicht engine documentation. * `plantlike_rooted` * Enables underwater `plantlike` without air bubbles around the nodes. * Consists of a base cube at the co-ordinates of the node plus a `plantlike` extension above with a height of `param2 / 16` nodes. * The `plantlike` extension visually passes through any nodes above the base cube without affecting them. * The base cube texture tiles are defined as normal, the `plantlike` extension uses the defined special tile, for example: `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},` `*_optional` drawtypes need less rendering time if deactivated (always client-side). Node boxes ---------- Node selection boxes are defined using "node boxes". A nodebox is defined as any of: { -- A normal cube; the default in most things type = "regular" } { -- A fixed box (or boxes) (facedir param2 is used, if applicable) type = "fixed", fixed = box OR {box1, box2, ...} } { -- A variable height box (or boxes) with the top face position defined -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' -- by param2. -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'. type = "leveled", fixed = box OR {box1, box2, ...} } { -- A box like the selection box for torches -- (wallmounted param2 is used, if applicable) type = "wallmounted", wall_top = box, wall_bottom = box, wall_side = box } { -- A node that has optional boxes depending on neighbouring nodes' -- presence and type. See also `connects_to`. type = "connected", fixed = box OR {box1, box2, ...} connect_top = box OR {box1, box2, ...} connect_bottom = box OR {box1, box2, ...} connect_front = box OR {box1, box2, ...} connect_left = box OR {box1, box2, ...} connect_back = box OR {box1, box2, ...} connect_right = box OR {box1, box2, ...} -- The following `disconnected_*` boxes are the opposites of the -- `connect_*` ones above, i.e. when a node has no suitable neighbour -- on the respective side, the corresponding disconnected box is drawn. disconnected_top = box OR {box1, box2, ...} disconnected_bottom = box OR {box1, box2, ...} disconnected_front = box OR {box1, box2, ...} disconnected_left = box OR {box1, box2, ...} disconnected_back = box OR {box1, box2, ...} disconnected_right = box OR {box1, box2, ...} disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour disconnected_sides = box OR {box1, box2, ...} -- when there are *no* -- neighbours to the sides } A `box` is defined as: {x1, y1, z1, x2, y2, z2} A box of a regular node would look like: {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, Map terminology and coordinates =============================== Nodes, mapblocks, mapchunks --------------------------- A 'node' is the fundamental cubic unit of a world and appears to a player as roughly 1x1x1 meters in size. A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the fundamental region of a world that is stored in the world database, sent to clients and handled by many parts of the engine. 'mapblock' is preferred terminology to 'block' to help avoid confusion with 'node', however 'block' often appears in the API. A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks (80x80x80 nodes) and is the volume of world generated in one operation by the map generator. The size in mapblocks has been chosen to optimise map generation. Coordinates ----------- ### Orientation of axes For node and mapblock coordinates, +X is East, +Y is up, +Z is North. ### Node coordinates Almost all positions used in the API use node coordinates. ### Mapblock coordinates Occasionally the API uses 'blockpos' which refers to mapblock coordinates that specify a particular mapblock. For example blockpos (0,0,0) specifies the mapblock that extends from node position (0,0,0) to node position (15,15,15). #### Converting node position to the containing blockpos To calculate the blockpos of the mapblock that contains the node at 'nodepos', for each axis: * blockpos = math.floor(nodepos / 16) #### Converting blockpos to min/max node positions To calculate the min/max node positions contained in the mapblock at 'blockpos', for each axis: * Minimum: nodepos = blockpos * 16 * Maximum: nodepos = blockpos * 16 + 15 HUD === HUD element types ----------------- The position field is used for all element types. To account for differing resolutions, the position coordinates are the percentage of the screen, ranging in value from `0` to `1`. The name field is not yet used, but should contain a description of what the HUD element represents. The direction field is the direction in which something is drawn. `0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom, and `3` draws from bottom to top. The `alignment` field specifies how the item will be aligned. It is a table where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is moved to the left/up, and `1` is to the right/down. Fractional values can be used. The `offset` field specifies a pixel offset from the position. Contrary to position, the offset is not scaled to screen size. This allows for some precisely positioned items in the HUD. **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor! Below are the specific uses for fields in each type; fields not listed for that type are ignored. ### `image` Displays an image on the HUD. * `scale`: The scale of the image, with 1 being the original texture size. Only the X coordinate scale is used (positive values). Negative values represent that percentage of the screen it should take; e.g. `x=-100` means 100% (width). * `text`: The name of the texture that is displayed. * `alignment`: The alignment of the image. * `offset`: offset in pixels from position. ### `text` Displays text on the HUD. * `scale`: Defines the bounding rectangle of the text. A value such as `{x=100, y=100}` should work. * `text`: The text to be displayed in the HUD element. * `number`: An integer containing the RGB value of the color used to draw the text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on. * `alignment`: The alignment of the text. * `offset`: offset in pixels from position. ### `statbar` Displays a horizontal bar made up of half-images. * `text`: The name of the texture that is used. * `number`: The number of half-textures that are displayed. If odd, will end with a vertically center-split texture. * `direction` * `offset`: offset in pixels from position. * `size`: If used, will force full-image size to this value (override texture pack image size) ### `inventory` * `text`: The name of the inventory list to be displayed. * `number`: Number of items in the inventory to be displayed. * `item`: Position of item that is selected. * `direction` * `offset`: offset in pixels from position. ### `waypoint` Displays distance to selected world position. * `name`: The name of the waypoint. * `text`: Distance suffix. Can be blank. * `number:` An integer containing the RGB value of the color used to draw the text. * `world_pos`: World position of the waypoint. Representations of simple things ================================ Position/vector --------------- {x=num, y=num, z=num} For helper functions see [Spatial Vectors]. `pointed_thing` --------------- * `{type="nothing"}` * `{type="node", under=pos, above=pos}` * `{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 `{x = 0, y = 0, z = 0}` when the pointer is inside the selection box. Flag Specifier Format ===================== Flags using the standardized flag specifier format can be specified in either of two ways, by string or table. The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored. Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly clears the flag from whatever the default may be. In addition to the standard string flag format, the schematic flags field can also be a table of flag names to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset. E.g. A flag field of value {place_center_x = true, place_center_y=false, place_center_z=true} is equivalent to {place_center_x = true, noplace_center_y=true, place_center_z=true} which is equivalent to "place_center_x, noplace_center_y, place_center_z" or even "place_center_x, place_center_z" since, by default, no schematic attributes are set. Items ===== Item types ---------- There are three kinds of items: nodes, tools and craftitems. * Node: Can be placed in the world's voxel grid * Tool: Has a wear property but cannot be stacked. The default use action is to dig nodes or hit objects according to its tool capabilities. * Craftitem: Cannot dig nodes or be placed Amount and wear --------------- All item stacks have an amount between 0 and 65535. It is 1 by default. Tool item stacks can not have an amount greater than 1. Tools use a wear (damage) value ranging from 0 to 65535. The value 0 is the default and 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 always have a wear value of 0. Item formats ------------ Items and item stacks can exist in three formats: Serializes, table format and `ItemStack`. When an item must be passed to a function, it can usually be in any of these formats. ### Serialized This is called "stackstring" or "itemstring". It is a simple string with 1-3 components: the full item identifier, an optional amount and an optional wear value. Syntax: <identifier> [<amount>[ <wear>]] Examples: * `'default:apple'`: 1 apple * `'default:dirt 5'`: 5 dirt * `'default:pick_stone'`: a new stone pickaxe * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out ### Table format Examples: 5 dirt nodes: {name="default:dirt", count=5, wear=0, metadata=""} A wooden pick about 1/3 worn out: {name="default:pick_wood", count=1, wear=21323, metadata=""} An apple: {name="default:apple", count=1, wear=0, metadata=""} ### `ItemStack` A native C++ format with many helper methods. Useful for converting between formats. See the [Class reference] section for details. Groups ====== In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, capabilities of tool) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is. Usage ----- Groups are stored in a table, having the group names with keys and the group ratings as values. For example: -- Default dirt groups = {crumbly=3, soil=1} -- A more special dirt-kind of thing groups = {crumbly=2, soil=1, level=2, outerspace=1} Groups always have a rating associated with them. If there is no useful meaning for a rating for an enabled group, it shall be `1`. When not defined, the rating of a group defaults to `0`. Thus when you read groups, you must interpret `nil` and `0` as the same value, `0`. You can read the rating of a group for an item or a node by using minetest.get_item_group(itemname, groupname) Groups of items --------------- Groups of items can define what kind of an item it is (e.g. wool). Groups of nodes --------------- In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool. Groups of entities ------------------ For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by tools with this damage group. See [Entity damage mechanism]. object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100}) object.set_armor_groups({fleshy=30, cracky=80}) Groups of tools --------------- Groups in tools define which groups of nodes and entities they are effective towards. Groups in crafting recipes -------------------------- An example: Make meat soup from any meat, any water and any bowl: { output = 'food:meat_soup_raw', recipe = { {'group:meat'}, {'group:water'}, {'group:bowl'}, }, -- preserve = {'group:bowl'}, -- Not implemented yet (TODO) } Another example: Make red wool from white wool and red dye: { type = 'shapeless', output = 'wool:red', recipe = {'wool:white', 'group:dye,basecolor_red'}, } Special groups -------------- * `immortal`: Disables the group damage system for an entity * `punch_operable`: For entities; disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage. * `level`: Can be used to give an additional sense of progression in the game. * A larger level will cause e.g. a weapon of a lower level make much less damage, and get worn out much faster, or not be able to get drops from destroyed nodes. * `0` is something that is directly accessible at the start of gameplay * There is no upper limit * `dig_immediate`: Player can always pick up node without reducing tool wear * `2`: the node always gets the digging time 0.5 seconds (rail, sign) * `3`: the node always gets the digging time 0 seconds (torch) * `disable_jump`: Player (and possibly other things) cannot jump from node * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)` * `bouncy`: value is bounce speed in percent * `falling_node`: if there is no walkable block under the node it will fall * `float`: the node will not fall through liquids * `attached_node`: if the node under it is not a walkable block the node will be dropped as an item. If the node is wallmounted the wallmounted direction is checked. * `connect_to_raillike`: makes nodes of raillike drawtype with same group value connect to each other * `slippery`: Players and items will slide on the node. Slipperiness rises steadily with `slippery` value, starting at 1. * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the `"toolrepair"` crafting recipe Known damage and digging time defining groups --------------------------------------------- * `crumbly`: dirt, sand * `cracky`: tough but crackable stuff like stone. * `snappy`: something that can be cut using fine tools; e.g. leaves, small plants, wire, sheets of metal * `choppy`: something that can be cut using force; e.g. trees, wooden planks * `fleshy`: Living things like animals and the player. This could imply some blood effects when hitting. * `explody`: Especially prone to explosions * `oddly_breakable_by_hand`: Can be added to nodes that shouldn't logically be breakable by the hand but are. Somewhat similar to `dig_immediate`, but times are more like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the speed of a tool if the tool can dig at a faster speed than this suggests for the hand. Examples of custom groups ------------------------- Item groups are often used for defining, well, _groups of items_. * `meat`: any meat-kind of a thing (rating might define the size or healing ability or be irrelevant -- it is not defined as of yet) * `eatable`: anything that can be eaten. Rating might define HP gain in half hearts. * `flammable`: can be set on fire. Rating might define the intensity of the fire, affecting e.g. the speed of the spreading of an open fire. * `wool`: any wool (any origin, any color) * `metal`: any metal * `weapon`: any weapon * `heavy`: anything considerably heavy Digging time calculation specifics ---------------------------------- Groups such as `crumbly`, `cracky` and `snappy` are used for this purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies faster digging time. The `level` group is used to limit the toughness of nodes a tool can dig and to scale the digging times / damage to a greater extent. **Please do understand this**, otherwise you cannot use the system to it's full potential. Tools define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with tools. Tools ===== Tools definition ---------------- Tools define: * Full punch interval * Maximum drop level * For an arbitrary list of groups: * Uses (until the tool breaks) * Maximum level (usually `0`, `1`, `2` or `3`) * Digging times * Damage groups ### Full punch interval When used as a weapon, the tool will do full damage if this time is spent between punches. If e.g. half the time is spent, the tool will do half damage. ### Maximum drop level Suggests the maximum level of node, when dug with the tool, that will drop it's useful item. (e.g. iron ore to drop a lump of iron). This is not automated; it is the responsibility of the node definition to implement this. ### Uses Determines how many uses the tool has when it is used for digging a node, of this group, of the maximum level. For lower leveled nodes, the use count is multiplied by `3^leveldiff`. * `uses=10, leveldiff=0`: actual uses: 10 * `uses=10, leveldiff=1`: actual uses: 30 * `uses=10, leveldiff=2`: actual uses: 90 ### Maximum level Tells what is the maximum level of a node of this group that the tool will be able to dig. ### Digging times List of digging times for different ratings of the group, for nodes of the maximum level. For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would result in the tool to be able to dig nodes that have a rating of `2` or `3` for this group, and unable to dig the rating `1`, which is the toughest. Unless there is a matching group that enables digging otherwise. If the result digging time is 0, a delay of 0.15 seconds is added between digging nodes; If the player releases LMB after digging, this delay is set to 0, i.e. players can more quickly click the nodes away instead of holding LMB. ### Damage groups List of damage for groups of entities. See [Entity damage mechanism]. Example definition of the capabilities of a tool ------------------------------------------------ tool_capabilities = { full_punch_interval=1.5, max_drop_level=1, groupcaps={ crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}} } damage_groups = {fleshy=2}, } This makes the tool be able to dig nodes that fulfil both of these: * Have the `crumbly` group * Have a `level` group less or equal to `2` Table of resulting digging times: crumbly 0 1 2 3 4 <- level -> 0 - - - - - 1 0.80 1.60 1.60 - - 2 0.60 1.20 1.20 - - 3 0.40 0.80 0.80 - - level diff: 2 1 0 -1 -2 Table of resulting tool uses: -> 0 - - - - - 1 180 60 20 - - 2 180 60 20 - - 3 180 60 20 - - **Notes**: * At `crumbly==0`, the node is not diggable. * At `crumbly==3`, the level difference digging time divider kicks in and makes easy nodes to be quickly breakable. * At `level > 2`, the node is not diggable, because it's `level > maxlevel` Entity damage mechanism ======================= Damage calculation: damage = 0 foreach group in cap.damage_groups: damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0) * (object.armor_groups[group] / 100.0) -- Where object.armor_groups[group] is 0 for inexistent values return damage Client predicts damage based on damage groups. Because of this, it is able to give an immediate response when an entity is damaged or dies; the response is pre-defined somehow (e.g. by defining a sprite animation) (not implemented; TODO). Currently a smoke puff will appear when an entity dies. The group `immortal` completely disables normal damage. Entities can define a special armor group, which is `punch_operable`. This group disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage. On the Lua side, every punch calls: entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage) This should never be called directly, because damage is usually not handled by the entity itself. * `puncher` is the object performing the punch. Can be `nil`. Should never be accessed unless absolutely required, to encourage interoperability. * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`. * `tool_capabilities` can be `nil`. * `direction` is a unit vector, pointing from the source of the punch to the punched object. * `damage` damage that will be done to entity Return value of this function will determine if damage is done by this function (retval true) or shall be done by engine (retval false) To punch an entity/object in Lua, call: object:punch(puncher, time_from_last_punch, tool_capabilities, direction) * Return value is tool wear. * Parameters are equal to the above callback. * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction` will be automatically filled in based on the location of `puncher`. Metadata ======== Node Metadata ------------- The instance of a node in the world normally only contains the three values mentioned in [Nodes]. However, it is possible to insert extra data into a node. It is called "node metadata"; See `NodeMetaRef`. Node metadata contains two things: * A key-value store * An inventory Some of the values in the key-value store are handled specially: * `formspec`: Defines a right-click inventory menu. See [Formspec]. * `infotext`: Text shown on the screen when the node is pointed at Example: local meta = minetest.get_meta(pos) meta:set_string("formspec", "size[8,9]".. "list[context;main;0,0;8,4;]".. "list[current_player;main;0,5;8,4;]") meta:set_string("infotext", "Chest"); local inv = meta:get_inventory() inv:set_size("main", 8*4) print(dump(meta:to_table())) meta:from_table({ inventory = { main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""} }, fields = { formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]", infotext = "Chest" } }) Item Metadata ------------- Item stacks can store metadata too. See [`ItemStackMetaRef`]. Item metadata only contains a key-value store. Some of the values in the key-value store are handled specially: * `description`: Set the item stack's description. Defaults to `idef.description`. * `color`: A `ColorString`, which sets the stack's color. * `palette_index`: If the item has a palette, this is used to get the current color from the palette. Example: local meta = stack:get_meta() meta:set_string("key", "value") print(dump(meta:to_table())) Formspec ======== Formspec defines a menu. This supports inventories and some of the typical widgets like buttons, checkboxes, text input fields, etc. It is a string, with a somewhat strange format. A formspec is made out of formspec elements, which includes widgets like buttons but also can be used to set stuff like background color. Many formspec elements have a `name`, which is a unique identifier which is used when the server receives user input. You must not use the name "quit" for formspec elements. Spaces and newlines can be inserted between the blocks, as is used in the examples. Position and size units are inventory slots, `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. Inventories with a `player:<name>` inventory location are only sent to the player named `<name>`. When displaying text which can contain formspec code, e.g. text set by a player, use `minetest.formspec_escape`. For coloured text you can use `minetest.colorize`. WARNING: Minetest allows you to add elements to every single formspec instance using `player:set_formspec_prepend()`, which may be the reason backgrounds are appearing when you don't expect them to. See [`no_prepend[]`]. Examples -------- ### Chest size[8,9] list[context;main;0,0;8,4;] list[current_player;main;0,5;8,4;] ### Furnace size[8,9] list[context;fuel;2,3;1,1;] list[context;src;2,1;1,1;] list[context;dst;5,1;2,2;] list[current_player;main;0,5;8,4;] ### Minecraft-like player inventory size[8,7.5] image[1,0.6;1,2;player.png] list[current_player;main;0,3.5;8,4;] list[current_player;craft;3,0;3,3;] list[current_player;craftpreview;7,1;1,1;] Elements -------- ### `size[<W>,<H>,<fixed_size>]` * Define the size of the menu in inventory slots * `fixed_size`: `true`/`false` (optional) * deprecated: `invsize[<W>,<H>;]` ### `position[<X>,<Y>]` * Must be used after `size` element. * Defines the position on the game window of the formspec's `anchor` point. * For X and Y, 0.0 and 1.0 represent opposite edges of the game window, for example: * [0.0, 0.0] sets the position to the top left corner of the game window. * [1.0, 1.0] sets the position to the bottom right of the game window. * Defaults to the center of the game window [0.5, 0.5]. ### `anchor[<X>,<Y>]` * Must be used after both `size` and `position` (if present) elements. * Defines the location of the anchor point within the formspec. * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec, for example: * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec. * [1.0, 0.0] sets the anchor to the top right of the formspec. * Defaults to the center of the formspec [0.5, 0.5]. * `position` and `anchor` elements need suitable values to avoid a formspec extending off the game window due to particular game window sizes. ### `no_prepend[]` * Must be used after the `size`, `position`, and `anchor` elements (if present). * Disables player:set_formspec_prepend() from applying to this formspec. ### `container[<X>,<Y>]` * Start of a container block, moves all physical elements in the container by (X, Y). * Must have matching `container_end` * Containers can be nested, in which case the offsets are added (child containers are relative to parent containers) ### `container_end[]` * End of a container, following elements are no longer relative to this container. ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]` * Show an inventory list if it has been sent to the client. Nothing will be shown if the inventory list is of size 0. ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]` * Show an inventory list if it has been sent to the client. Nothing will be shown if the inventory list is of size 0. ### `listring[<inventory location>;<list name>]` * Allows to create a ring of inventory lists * Shift-clicking on items in one element of the ring will send them to the next inventory list inside the ring * The first occurrence of an element inside the ring will determine the inventory where items will be sent to ### `listring[]` * Shorthand for doing `listring[<inventory location>;<list name>]` for the last two inventory lists added by list[...] ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering * Sets color of slots border ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering * Sets color of slots border * Sets default background color of tooltips * Sets default font color of tooltips ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]` * Adds tooltip for an element * `<bgcolor>` tooltip background color as `ColorString` (optional) * `<fontcolor>` tooltip font color as `ColorString` (optional) ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]` * Adds tooltip for an area. Other tooltips will take priority when present. * `<bgcolor>` tooltip background color as `ColorString` (optional) * `<fontcolor>` tooltip font color as `ColorString` (optional) ### `image[<X>,<Y>;<W>,<H>;<texture name>]` * Show an image ### `item_image[<X>,<Y>;<W>,<H>;<item name>]` * Show an inventory image of registered item/node ### `bgcolor[<color>;<fullscreen>]` * Sets background color of formspec as `ColorString` * If `true`, the background color is drawn fullscreen (does not affect the size of the formspec). ### `background[<X>,<Y>;<W>,<H>;<texture name>]` * Use a background. Inventory rectangles are not drawn then. * Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px. ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]` * Use a background. Inventory rectangles are not drawn then. * Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px * If `auto_clip` is `true`, the background is clipped to the formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored) ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]` * Textual password style field; will be sent to server when a button is clicked * When enter is pressed in field, fields.key_enter_field will be sent with the name of this field. * Fields are a set height, but will be vertically centred on `H` * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field * See `field_close_on_enter` to stop enter closing the formspec ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` * Textual field; will be sent to server when a button is clicked * When enter is pressed in field, `fields.key_enter_field` will be sent with the name of this field. * Fields are a set height, but will be vertically centred on `H` * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field * `default` is the default value of the field * `default` may contain variable references such as `${text}` which will fill the value from the metadata value `text` * **Note**: no extra text or more than a single variable is supported ATM. * See `field_close_on_enter` to stop enter closing the formspec ### `field[<name>;<label>;<default>]` * As above, but without position/size units * When enter is pressed in field, `fields.key_enter_field` will be sent with the name of this field. * Special field for creating simple forms, such as sign text input * Must be used without a `size[]` element * A "Proceed" button will be added automatically * See `field_close_on_enter` to stop enter closing the formspec ### `field_close_on_enter[<name>;<close_on_enter>]` * <name> is the name of the field * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it. * defaults to true when not specified (ie: no tag for a field) ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` * Same as fields above, but with multi-line input * If the text overflows, a vertical scrollbar is added. * If the name is empty, the textarea is read-only and the background is not shown, which corresponds to a multi-line label. ### `label[<X>,<Y>;<label>]` * The label formspec element displays the text set in `label` at the specified position. * The text is displayed directly without automatic line breaking, so label should not be used for big text chunks. ### `vertlabel[<X>,<Y>;<label>]` * Textual label drawn vertically * `label` is the text on the label ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]` * Clickable button. When clicked, fields will be sent. * Fixed button height. It will be vertically centred on `H` * `label` is the text on the button ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]` * `texture name` is the filename of an image ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]` * `texture name` is the filename of an image * `noclip=true` means the image button doesn't need to be within specified formsize. * `drawborder`: draw button border or not * `pressed texture name` is the filename of an image on pressed state ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]` * `item name` is the registered name of an item/node * The item description will be used as the tooltip. This can be overridden with a tooltip element. ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]` * When clicked, fields will be sent and the form will quit. ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]` * When clicked, fields will be sent and the form will quit. ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]` * Scrollable item list showing arbitrary text elements * `name` fieldname sent to server on doubleclick value is current selected element. * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only). * if you want a listelement to start with "#" write "##". ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]` * Scrollable itemlist showing arbitrary text elements * `name` fieldname sent to server on doubleclick value is current selected element. * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format * if you want a listelement to start with "#" write "##" * Index to be selected within textlist * `true`/`false`: draw transparent background * See also `minetest.explode_textlist_event` (main menu: `core.explode_textlist_event`). ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]` * Show a tab**header** at specific position (ignores formsize) * `name` fieldname data is transferred to Lua * `caption 1`...: name shown on top of tab * `current_tab`: index of selected tab 1... * `transparent` (optional): show transparent * `draw_border` (optional): draw border ### `box[<X>,<Y>;<W>,<H>;<color>]` * Simple colored box * `color` is color specified as a `ColorString`. If the alpha component is left blank, the box will be semitransparent. ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]` * Show a dropdown field * **Important note**: There are two different operation modes: 1. handle directly on change (only changed dropdown is submitted) 2. read the value on pressing a button (all dropdown values are available) * `x` and `y` position of dropdown * Width of dropdown * Fieldname data is transferred to Lua * Items to be shown in dropdown * Index of currently selected dropdown item ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]` * Show a checkbox * `name` fieldname data is transferred to Lua * `label` to be shown left of checkbox * `selected` (optional): `true`/`false` ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]` * Show a scrollbar * There are two ways to use it: 1. handle the changed event (only changed scrollbar is available) 2. read the value on pressing a button (all scrollbars are available) * `orientation`: `vertical`/`horizontal` * Fieldname data is transferred to Lua * Value this trackbar is set to (`0`-`1000`) * See also `minetest.explode_scrollbar_event` (main menu: `core.explode_scrollbar_event`). ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]` * Show scrollable table using options defined by the previous `tableoptions[]` * Displays cells as defined by the previous `tablecolumns[]` * `name`: fieldname sent to server on row select or doubleclick * `cell 1`...`cell n`: cell contents given in row-major order * `selected idx`: index of row to be selected within table (first row = `1`) * See also `minetest.explode_table_event` (main menu: `core.explode_table_event`). ### `tableoptions[<opt 1>;<opt 2>;...]` * Sets options for `table[]` * `color=#RRGGBB` * default text color (`ColorString`), defaults to `#FFFFFF` * `background=#RRGGBB` * table background color (`ColorString`), defaults to `#000000` * `border=<true/false>` * should the table be drawn with a border? (default: `true`) * `highlight=#RRGGBB` * highlight background color (`ColorString`), defaults to `#466432` * `highlight_text=#RRGGBB` * highlight text color (`ColorString`), defaults to `#FFFFFF` * `opendepth=<value>` * all subtrees up to `depth < value` are open (default value = `0`) * only useful when there is a column of type "tree" ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]` * Sets columns for `table[]` * Types: `text`, `image`, `color`, `indent`, `tree` * `text`: show cell contents as text * `image`: cell contents are an image index, use column options to define images. * `color`: cell contents are a ColorString and define color of following cell. * `indent`: cell contents are a number and define indentation of following cell. * `tree`: same as indent, but user can open and close subtrees (treeview-like). * Column options: * `align=<value>` * for `text` and `image`: content alignment within cells. Available values: `left` (default), `center`, `right`, `inline` * `width=<value>` * for `text` and `image`: minimum width in em (default: `0`) * for `indent` and `tree`: indent width in em (default: `1.5`) * `padding=<value>`: padding left of the column, in em (default `0.5`). Exception: defaults to 0 for indent columns * `tooltip=<value>`: tooltip text (default: empty) * `image` column options: * `0=<value>` sets image for image index 0 * `1=<value>` sets image for image index 1 * `2=<value>` sets image for image index 2 * and so on; defined indices need not be contiguous empty or non-numeric cells are treated as `0`. * `color` column options: * `span=<value>`: number of following columns to affect (default: infinite). **Note**: do _not_ use a element name starting with `key_`; those names are reserved to pass key press events to formspec! Inventory ========= Inventory locations ------------------- * `"context"`: Selected node metadata (deprecated: `"current_name"`) * `"current_player"`: Player to whom the menu is shown * `"player:<name>"`: Any player * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata * `"detached:<name>"`: A detached inventory Player Inventory lists ---------------------- * `main`: list containing the default inventory * `craft`: list containing the craft input * `craftpreview`: list containing the craft prediction * `craftresult`: list containing the crafted output * `hand`: list containing an override for the empty hand * Is not created automatically, use `InvRef:set_size` Colors ====== `ColorString` ------------- `#RGB` defines a color in hexadecimal format. `#RGBA` defines a color in hexadecimal format and alpha channel. `#RRGGBB` defines a color in hexadecimal format. `#RRGGBBAA` defines a color in hexadecimal format and alpha channel. Named colors are also supported and are equivalent to [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors). To specify the value of the alpha channel, append `#AA` to the end of the color name (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha value must (always) be two hexadecimal digits. `ColorSpec` ----------- A ColorSpec specifies a 32-bit color. It can be written in any of the following forms: * table form: Each element ranging from 0..255 (a, if absent, defaults to 255): * `colorspec = {a=255, r=0, g=255, b=0}` * numerical form: The raw integer value of an ARGB8 quad: * `colorspec = 0xFF00FF00` * string form: A ColorString (defined above): * `colorspec = "green"` Escape sequences ================ Most text can contain escape sequences, that can for example color the text. There are a few exceptions: tab headers, dropdowns and vertical labels can't. The following functions provide escape sequences: * `minetest.get_color_escape_sequence(color)`: * `color` is a ColorString * The escape sequence sets the text color to `color` * `minetest.colorize(color, message)`: * Equivalent to: `minetest.get_color_escape_sequence(color) .. message .. minetest.get_color_escape_sequence("#ffffff")` * `minetest.get_background_escape_sequence(color)` * `color` is a ColorString * The escape sequence sets the background of the whole text element to `color`. Only defined for item descriptions and tooltips. * `minetest.strip_foreground_colors(str)` * Removes foreground colors added by `get_color_escape_sequence`. * `minetest.strip_background_colors(str)` * Removes background colors added by `get_background_escape_sequence`. * `minetest.strip_colors(str)` * Removes all color escape sequences. Spatial Vectors =============== A spatial vector is similar to a position, but instead using absolute world coordinates, it uses *relative* coordinates, relative to no particular point. Internally, it is implemented as a table with the 3 fields `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`. For the following functions, `v`, `v1`, `v2` are vectors, `p1`, `p2` are positions: * `vector.new(a[, b, c])`: * Returns a vector. * A copy of `a` if `a` is a vector. * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers. * `vector.direction(p1, p2)`: * Returns a vector of length 1 with direction `p1` to `p2`. * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`. * `vector.distance(p1, p2)`: * Returns zero or a positive number, the distance between `p1` and `p2`. * `vector.length(v)`: * Returns zero or a positive number, the length of vector `v`. * `vector.normalize(v)`: * Returns a vector of length 1 with direction of vector `v`. * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`. * `vector.floor(v)`: * Returns a vector, each dimension rounded down. * `vector.round(v)`: * Returns a vector, each dimension rounded to nearest integer. * `vector.apply(v, func)`: * Returns a vector where the function `func` has been applied to each component. * `vector.equals(v1, v2)`: * Returns a boolean, `true` if the vectors are identical. * `vector.sort(v1, v2)`: * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`. * `vector.angle(v1, v2)`: * Returns the angle between `v1` and `v2` in radians. For the following functions `x` can be either a vector or a number: * `vector.add(v, x)`: * Returns a vector. * If `x` is a vector: Returns the sum of `v` and `x`. * If `x` is a number: Adds `x` to each component of `v`. * `vector.subtract(v, x)`: * Returns a vector. * If `x` is a vector: Returns the difference of `v` subtracted by `x`. * If `x` is a number: Subtracts `x` from each component of `v`. * `vector.multiply(v, x)`: * Returns a scaled vector or Schur product. * `vector.divide(v, x)`: * Returns a scaled vector or Schur quotient. Helper functions ================ * `dump2(obj, name, dumped)`: returns a string which makes `obj` human-readable, handles reference loops. * `obj`: arbitrary variable * `name`: string, default: `"_"` * `dumped`: table, default: `{}` * `dump(obj, dumped)`: returns a string which makes `obj` human-readable * `obj`: arbitrary variable * `dumped`: table, default: `{}` * `math.hypot(x, y)` * Get the hypotenuse of a triangle with legs x and y. Useful for distance calculation. * `math.sign(x, tolerance)`: returns `-1`, `0` or `1` * Get the sign of a number. * tolerance: number, default: `0.0` * If the absolute value of `x` is within the `tolerance` or `x` is NaN, `0` is returned. * `math.factorial(x)`: returns the factorial of `x` * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)` * `separator`: string, default: `","` * `include_empty`: boolean, default: `false` * `max_splits`: number, if it's negative, splits aren't limited, default: `-1` * `sep_is_pattern`: boolean, it specifies whether separator is a plain string or a pattern (regex), default: `false` * e.g. `"a,b":split","` returns `{"a","b"}` * `string:trim()`: returns the string without whitespace pre- and suffixes * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"` * `minetest.wrap_text(str, limit, as_table)`: returns a string or table * Adds newlines to the string to keep it within the specified character limit * Note that the returned lines may be longer than the limit since it only splits at word borders. * `limit`: number, maximal amount of characters in one line * `as_table`: boolean, if set to true, a table of lines instead of a string is returned, default: `false` * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"` * `pos`: table {x=X, y=Y, z=Z} * Converts the position `pos` to a human-readable, printable string * `decimal_places`: number, if specified, the x, y and z values of the position are rounded to the given decimal place. * `minetest.string_to_pos(string)`: returns a position or `nil` * Same but in reverse. * If the string can't be parsed to a position, nothing is returned. * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions * Converts a string representing an area box into two positions * `minetest.formspec_escape(string)`: returns a string * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs. * `minetest.is_yes(arg)` * returns true if passed 'y', 'yes', 'true' or a number that isn't zero. * `minetest.is_nan(arg)` * returns true when the passed number represents NaN. * `minetest.get_us_time()` * returns time with microsecond precision. May not return wall time. * `table.copy(table)`: returns a table * returns a deep copy of `table` * `table.indexof(list, val)`: returns the smallest numerical index containing the value `val` in the table `list`. Non-numerical indices are ignored. If `val` could not be found, `-1` is returned. `list` must not have negative indices. * `table.insert_all(table, other_table)`: * Appends all values in `other_table` to `table` - uses `#table + 1` to find new indices. * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position. * returns the exact position on the surface of a pointed node * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool 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. `time` and `wear` are meaningless if node's not diggable Parameters: * `groups`: Table of the node groups of the node that would be dug * `tool_capabilities`: Tool capabilities table of the tool * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`: Simulates an item that punches an object. Returns a table with the following fields: * `hp`: How much damage the punch would cause. * `wear`: How much wear would be added to the tool. Parameters: * `groups`: Damage groups of the object * `tool_capabilities`: Tool capabilities table of the item * `time_from_last_punch`: time in seconds since last punch action Translations ============ Texts can be translated client-side with the help of `minetest.translate` and translation files. Translating a string -------------------- Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`. * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`. It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`: local S = minetest.get_translator(textdomain) S(str, ...) As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead. * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain` for disambiguation. The textdomain must match the textdomain specified in the translation file in order to get the string translated. This can be used so that a string is translated differently in different contexts. It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods. This function must be given a number of arguments equal to the number of arguments the translated string expects. Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as outputs of `minetest.translate` as well. For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red". We can do the following: local S = minetest.get_translator() S("@1 Wool", S("Red")) This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled. However, if we have for instance a translation file named `wool.fr.tr` containing the following: @1 Wool=Laine @1 Red=Rouge this will be displayed as "Laine Rouge" on clients with a French locale. Operations on translated strings -------------------------------- The output of `minetest.translate` is a string, with escape sequences adding additional information to that string so that it can be translated on the different clients. In particular, you can't expect operations like string.length to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string concatenation will still work as expected (note that you should only use this for things like formspecs; do not translate sentences by breaking them into parts; arguments should be used instead), and operations such as `minetest.colorize` which are also concatenation. Translation file format ----------------------- A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to. It must be put into the `locale` subdirectory of the mod. The file should be a text file, with the following format: * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text domain of all following translations in the file. * All other empty lines or lines beginning with `#` are ignored. * Other lines should be in the format `original=translated`. Both `original` and `translated` can contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline (See [Escapes] below). There must be no extraneous whitespace around the `=` or at the beginning or the end of the line. Escapes ------- Strings that need to be translated can contain several escapes, preceded by `@`. * `@@` acts as a literal `@`. * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined when translated. Due to how translations are implemented, the original translation string **must** have its arguments in increasing order, without gaps or repetitions, starting from 1. * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation files to avoid being confused with the `=` separating the original from the translation. * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required in strings given to `minetest.translate`, but is in translation files. * `@n` acts as a literal newline as well. Perlin noise ============ Perlin noise creates a continuously-varying value depending on the input values. Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes. The result is used during map generation to create the terrain shape, vary heat and humidity to distribute biomes, vary the density of decorations or vary the structure of ores. Structure of perlin noise ------------------------- An 'octave' is a simple noise generator that outputs a value between -1 and 1. The smooth wavy noise it generates has a single characteristic scale, almost like a 'wavelength', so on its own does not create fine detail. Due to this perlin noise combines several octaves to create variation on multiple scales. Each additional octave has a smaller 'wavelength' than the previous. This combination results in noise varying very roughly between -2.0 and 2.0 and with an average value of 0.0, so `scale` and `offset` are then used to multiply and offset the noise variation. The final perlin noise variation is created as follows: noise = offset + scale * (octave1 + octave2 * persistence + octave3 * persistence ^ 2 + octave4 * persistence ^ 3 + ...) Noise Parameters ---------------- Noise Parameters are commonly called `NoiseParams`. ### `offset` After the multiplication by `scale` this is added to the result and is the final step in creating the noise value. Can be positive or negative. ### `scale` Once all octaves have been combined, the result is multiplied by this. Can be positive or negative. ### `spread` For octave1, this is roughly the change of input value needed for a very large variation in the noise value generated by octave1. It is almost like a 'wavelength' for the wavy noise variation. Each additional octave has a 'wavelength' that is smaller than the previous octave, to create finer detail. `spread` will therefore roughly be the typical size of the largest structures in the final noise variation. `spread` is a vector with values for x, y, z to allow the noise variation to be stretched or compressed in the desired axes. Values are positive numbers. ### `seed` This is a whole number that determines the entire pattern of the noise variation. Altering it enables different noise patterns to be created. With other parameters equal, different seeds produce different noise patterns and identical seeds produce identical noise patterns. For this parameter you can randomly choose any whole number. Usually it is preferable for this to be different from other seeds, but sometimes it is useful to be able to create identical noise patterns. When used in mapgen this is actually a 'seed offset', it is added to the 'world seed' to create the seed used by the noise, to ensure the noise has a different pattern in different worlds. ### `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' appearence. Choose the number of octaves according to the `spread` and `lacunarity`, and the size of the finest detail you require. For example: if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be 512, 256, 128, 64, 32, 16 nodes. Warning: If the 'wavelength' of any octave falls below 1 an error will occur. ### `persistence` Each additional octave has an amplitude that is the amplitude of the previous octave multiplied by `persistence`, to reduce the amplitude of finer details, as is often helpful and natural to do so. Since this controls the balance of fine detail to large-scale detail `persistence` can be thought of as the 'roughness' of the noise. A positive or negative non-zero number, often between 0.3 and 1.0. A common medium value is 0.5, such that each octave has half the amplitude of the previous octave. This may need to be tuned when altering `lacunarity`; when doing so consider that a common medium value is 1 / lacunarity. ### `lacunarity` Each additional octave has a 'wavelength' that is the 'wavelength' of the previous octave multiplied by 1 / lacunarity, to create finer detail. 'lacunarity' is often 2.0 so 'wavelength' often halves per octave. A positive number no smaller than 1.0. Values below 2.0 create higher quality noise at the expense of requiring more octaves to cover a paticular 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 appearence. If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased. Easing a 3D noise significantly increases the noise calculation load, so use with restraint. #### `absvalue` The absolute value of each octave's noise variation is used when combining the octaves. The final perlin noise variation is created as follows: noise = offset + scale * (abs(octave1) + abs(octave2) * persistence + abs(octave3) * persistence ^ 2 + abs(octave4) * persistence ^ 3 + ...) ### Format example For 2D or 3D perlin noise or perlin noise maps: np_terrain = { offset = 0, scale = 1, spread = {x = 500, y = 500, z = 500}, seed = 571347, octaves = 5, persist = 0.63, lacunarity = 2.0, flags = "defaults, absvalue", } For 2D noise the Z component of `spread` is still defined but is ignored. A single noise parameter table can be used for 2D or 3D noise. Ores ==== Ore types --------- These tell in what manner the ore is generated. All default ores are of the uniformly-distributed scatter type. ### `scatter` Randomly chooses a location and generates a cluster of ore. If `noise_params` is specified, the ore will be placed if the 3D perlin noise at that point is greater than the `noise_threshold`, giving the ability to create a non-equal distribution of ore. ### `sheet` Creates a sheet of ore in a blob shape according to the 2D perlin noise described by `noise_params` and `noise_threshold`. This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods. This sheet consists of vertical columns of uniform randomly distributed height, varying between the inclusive range `column_height_min` and `column_height_max`. If `column_height_min` is not specified, this parameter defaults to 1. If `column_height_max` is not specified, this parameter defaults to `clust_size` for reverse compatibility. New code should prefer `column_height_max`. The `column_midpoint_factor` parameter controls the position of the column at which ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow equally starting from each direction. `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If this parameter is not specified, the default is 0.5. The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type. ### `puff` Creates a sheet of ore in a cloud-like puff shape. As with the `sheet` ore type, the size and shape of puffs are described by `noise_params` and `noise_threshold` and are placed at random vertical positions within the currently generated chunk. The vertical top and bottom displacement of each puff are determined by the noise parameters `np_puff_top` and `np_puff_bottom`, respectively. ### `blob` Creates a deformed sphere of ore according to 3d perlin noise described by `noise_params`. The maximum size of the blob is `clust_size`, and `clust_scarcity` has the same meaning as with the `scatter` type. ### `vein` Creates veins of ore varying in density by according to the intersection of two instances of 3d perlin noise with different seeds, both described by `noise_params`. `random_factor` varies the influence random chance has on placement of an ore inside the vein, which is `1` by default. Note that modifying this parameter may require adjusting `noise_threshold`. The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored by this ore type. This ore type is difficult to control since it is sensitive to small changes. The following is a decent set of parameters to work from: noise_params = { offset = 0, scale = 3, spread = {x=200, y=200, z=200}, seed = 5390, octaves = 4, persist = 0.5, lacunarity = 2.0, flags = "eased", }, noise_threshold = 1.6 **WARNING**: Use this ore type *very* sparingly since it is ~200x more computationally expensive than any other ore. ### `stratum` Creates a single undulating ore stratum that is continuous across mapchunk borders and horizontally spans the world. The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness` defines the stratum's vertical thickness (in units of nodes). Due to being continuous across mapchunk borders the stratum's vertical thickness is unlimited. If the noise parameter `noise_params` is omitted the ore will occur from y_min to y_max in a simple horizontal stratum. A parameter `stratum_thickness` can be provided instead of the noise parameter `np_stratum_thickness`, to create a constant thickness. Leaving out one or both noise parameters makes the ore generation less intensive, useful when adding multiple strata. `y_min` and `y_max` define the limits of the ore generation and for performance reasons should be set as close together as possible but without clipping the stratum's Y variation. Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a solid-ore stratum would require a `clust_scarcity` of 1. The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and `random_factor` are ignored by this ore type. Ore attributes -------------- See section [Flag Specifier Format]. Currently supported flags: `puff_cliffs`, `puff_additive_composition`. ### `puff_cliffs` If set, puff ore generation will not taper down large differences in displacement when approaching the edge of a puff. This flag has no effect for ore types other than `puff`. ### `puff_additive_composition` By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a negative displacement, the sub-column at that point is not generated. With this attribute set, puff ore generation will instead generate the absolute difference in noise displacement values. This flag has no effect for ore types other than `puff`. Decoration types ================ The varying types of decorations that can be placed. `simple` -------- Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a decoration list is specified). Can specify a certain node it must spawn next to, such as water or lava, for example. Can also generate a decoration of random height between a specified lower and upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri, waterlilies and so on. `schematic` ----------- Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a probability of a node randomly appearing when placed. This decoration type is intended to be used for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on. Schematics ========== Schematic specifier -------------------- A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`) or through raw data supplied through Lua, in the form of a table. This table specifies the following fields: * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required field) * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table sets the probability of a particular horizontal slice of the schematic being placed. (optional field) `ypos` = 0 for the lowest horizontal slice of a schematic. The default of `prob` is 255. * The `data` field is a flat table of MapNode tables making up the schematic, in the order of `[z [y [x]]]`. (required field) Each MapNode table contains: * `name`: the name of the map node to place (required) * `prob` (alias `param1`): the probability of this node being placed (default: 255) * `param2`: the raw param2 value of the node being placed onto the map (default: 0) * `force_place`: boolean representing if the node should forcibly overwrite any previous contents (default: false) About probability values: * A probability value of `0` or `1` means that node will never appear (0% chance). * A probability value of `254` or `255` means the node will always appear (100% chance). * If the probability value `p` is greater than `1`, then there is a `(p / 256 * 100)` percent chance that node will appear when the schematic is placed on the map. Schematic attributes -------------------- See section [Flag Specifier Format]. Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`, `force_placement`. * `place_center_x`: Placement of this decoration is centered along the X axis. * `place_center_y`: Placement of this decoration is centered along the Y axis. * `place_center_z`: Placement of this decoration is centered along the Z axis. * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes. Lua Voxel Manipulator ===================== About VoxelManip ---------------- VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting map nodes through VoxelManip will lack many of the higher level features and concepts you may be used to with other methods of setting nodes. For example, nodes will not have their construction and destruction callbacks run, and no rollback information is logged. It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility. If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use of high level node placement features, perhaps `minetest.set_node()` is better suited for the job. In addition, VoxelManip might not be faster, or could even be slower, for your specific use case. VoxelManip is most effective when setting large areas of map at once - for example, if only setting a 3x3x3 node area, a `minetest.set_node()` loop may be more optimal. Always profile code using both methods of map manipulation to determine which is most appropriate for your usage. A recent simple test of setting cubic areas showed that `minetest.set_node()` is faster than a VoxelManip for a 3x3x3 node cube or smaller. Using VoxelManip ---------------- A VoxelManip object can be created any time using either: `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`. If the optional position parameters are present for either of these routines, the specified region will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`. Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these positions indicate the minimum and maximum (respectively) positions of the area actually loaded in the VoxelManip, which may be larger than the area requested. For convenience, the loaded area coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`. Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a MapNode formatted table at the position requested is the simplest method to use, but also the slowest. Nodes in a VoxelManip object may also be read in bulk to a flat array table using: * `VoxelManip:get_data()` for node content (in Content ID form, see section [Content IDs]), * `VoxelManip:get_light_data()` for node light levels, and * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values. See section [Flat array format] for more details. It is very important to understand that the tables returned by any of the above three functions represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the data will not magically update itself if another function modifies the internal VoxelManip state. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless otherwise explicitly stated. Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using: * `VoxelManip:set_data()` for node content (in Content ID form, see section [Content IDs]), * `VoxelManip:set_light_data()` for node light levels, and * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values. The parameter to each of the above three functions can use any table at all in the same flat array format as produced by `get_data()` etc. and is not required to be a table retrieved from `get_data()`. Once the internal VoxelManip state has been modified to your liking, the changes can be committed back to the map by calling `VoxelManip:write_to_map()` ### Flat array format Let `Nx = p2.X - p1.X + 1`, `Ny = p2.Y - p1.Y + 1`, and `Nz = p2.Z - p1.Z + 1`. Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of the expression `Nx * Ny * Nz`. Positions offset from p1 are present in the array with the format of: [ (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0), (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0), ... (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0), (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1), ... (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2), ... (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz) ] and the array index for a position p contained completely in p1..p2 is: `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1` Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`. VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation of the index for a single point in a flat VoxelManip array. ### Content IDs A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use `minetest.get_content_id()` to look up the Content ID for the specified node name, and `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID. After registration of a node, its Content ID will remain the same throughout execution of the mod. Note that the node being queried needs to have already been been registered. The following builtin node types have their Content IDs defined as constants: * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes * `minetest.CONTENT_AIR`: ID for "air" nodes * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes ### Mapgen VoxelManip objects Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply but with a few differences: * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")` * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip. * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain consistency with the current map state. For this reason, calling any of the following functions: `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()` will also update the Mapgen VoxelManip object's internal state active on the current thread. * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`. ### Other API functions operating on a VoxelManip If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called for these liquid nodes to begin flowing. It is recommended to call this function only after having written all buffered data back to the VoxelManip object, save for special situations where the modder desires to only have certain liquid nodes begin flowing. The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all registered decorations and ores throughout the full area inside of the specified VoxelManip object. `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`, except instead of placing the specified schematic directly on the map at the specified position, it will place the schematic inside the VoxelManip. ### Notes * Attempting to read data from a VoxelManip object before map is read will result in a zero-length array table for `VoxelManip:get_data()`, and an "ignore" node at any position for `VoxelManip:get_node_at()`. * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is filled with "ignore" nodes. * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip object in the same callback it had been created. * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static buffer the function can use to write map data to instead of returning a new table each call. This greatly enhances performance by avoiding unnecessary memory allocations. Methods ------- * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing the region formed by `p1` and `p2`. * returns actual emerged `pmin`, actual emerged `pmax` * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map. * **important**: data must be set using `VoxelManip:set_data()` before calling this. * if `light` is true, then lighting is automatically recalculated. The default value is true. If `light` is false, no light calculations happen, and you should correct all modified blocks with `minetest.fix_light()` as soon as possible. Keep in mind that modifying the map where light is incorrect can cause more lighting bugs. * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position. * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object. * returns raw node data in the form of an array of node content IDs * if the param `buffer` is present, this table will be used to store the result instead. * `set_data(data)`: Sets the data contents of the `VoxelManip` object * `update_map()`: Does nothing, kept for compatibility. * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value. * `light` is a table, `{day=<0...15>, night=<0...15>}` * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`. * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole area if left out. * `get_light_data()`: Gets the light data read into the `VoxelManip` object * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`. * Each value is the bitwise combination of day and night light values (`0` to `15` each). * `light = day + (night * 16)` * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`. * expects lighting data in the same format that `get_light_data()` returns * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object. * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`. * If the param `buffer` is present, this table will be used to store the result instead. * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`. * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`. * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole area if left out or nil. For almost all uses these should be left out or nil to use the default. * `propagate_shadow` is an optional boolean deciding whether shadows in a generated mapchunk above are propagated down into the mapchunk, defaults to `true` if left out. * `update_liquids()`: Update liquid flow * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere. * `get_emerged_area()`: Returns actual emerged minimum and maximum positions. `VoxelArea` ----------- A helper class for voxel areas. It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`. The coordinates are *inclusive*, like most other things in Minetest. ### Methods * `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`. * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`. * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`. * `x`, `y` and `z` must be integers to avoid an incorrect index result. * The position (x, y, z) is not checked for being inside the area volume, being outside can cause an incorrect index result. * Useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on. * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector. * As with `index(x, y, z)`, the components of `p` must be integers, and `p` is not checked for being inside the area volume. * `position(i)`: returns the absolute position vector corresponding to index `i`. * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`. * `containsp(p)`: same as above, except takes a vector * `containsi(i)`: same as above, except takes an index `i` * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices. * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`. * `iterp(minp, maxp)`: same as above, except takes a vector Mapgen objects ============== A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate` callback to speed up operations by avoiding unnecessary recalculations, these can be retrieved using the `minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or `get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned. The following Mapgen objects are currently available: ### `voxelmanip` This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that order. All mapgens support this object. ### `heightmap` Returns an array containing the y coordinates of the ground levels of nodes in the most recently generated chunk by the current mapgen. ### `biomemap` Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen. ### `heatmap` Returns an array containing the temperature values of nodes in the most recently generated chunk by the current mapgen. ### `humiditymap` Returns an array containing the humidity values of nodes in the most recently generated chunk by the current mapgen. ### `gennotify` Returns a table mapping requested generation notification types to arrays of positions at which the corresponding generated structures are located within the current chunk. To set the capture of positions of interest to be recorded on generate, use `minetest.set_gen_notify()`. For decorations, 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'. Possible fields of the table returned are: * `dungeon` * `temple` * `cave_begin` * `cave_end` * `large_cave_begin` * `large_cave_end` * `decoration` Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID. Registered entities =================== Functions receive a "luaentity" as `self`: * It has the member `.name`, which is the registered name `("mod:thing")` * It has the member `.object`, which is an `ObjectRef` pointing to the object * The original prototype stuff is visible directly via a metatable Callbacks: * `on_activate(self, staticdata, dtime_s)` * Called when the object is instantiated. * `dtime_s` is the time passed since the object was unloaded, which can be used for updating the entity state. * `on_step(self, dtime)` * Called on every server tick, after movement and collision processing. `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting in `minetest.conf`. * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)` * Called when somebody punches the object. * Note that you probably want to handle most punches using the automatic armor group system. * `puncher`: an `ObjectRef` (can be `nil`) * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`). * `tool_capabilities`: capability table of used tool (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. * `on_death(self, killer)` * Called when the object dies. * `killer`: an `ObjectRef` (can be `nil`) * `on_rightclick(self, clicker)` * `on_attach_child(self, child)` * `child`: an `ObjectRef` of the child that attaches * `on_detach_child(self, child)` * `child`: an `ObjectRef` of the child that detaches * `on_detach(self, parent)` * `parent`: an `ObjectRef` (can be `nil`) from where it got detached * This happens before the parent object is removed from the world * `get_staticdata(self)` * Should return a string that will be passed to `on_activate` when the object is instantiated the next time. L-system trees ============== Tree definition --------------- treedef={ axiom, --string initial tree axiom rules_a, --string rules set A rules_b, --string rules set B rules_c, --string rules set C rules_d, --string rules set D trunk, --string trunk node name leaves, --string leaves node name leaves2, --string secondary leaves node name leaves2_chance,--num chance (0-100) to replace leaves with leaves2 angle, --num angle in deg iterations, --num max # of iterations, usually 2 -5 random_level, --num factor to lower nr of iterations, usually 0 - 3 trunk_type, --string single/double/crossed) type of trunk: 1 node, -- 2x2 nodes or 3x3 in cross shape thin_branches, --boolean true -> use thin (1 node) branches fruit, --string fruit node name fruit_chance, --num chance (0-100) to replace leaves with fruit node seed, --num random seed, if no seed is provided, the engine will create one. } Key for special L-System symbols used in axioms ----------------------------------------------- * `G`: move forward one unit with the pen up * `F`: move forward one unit with the pen down drawing trunks and branches * `f`: move forward one unit with the pen down drawing leaves (100% chance) * `T`: move forward one unit with the pen down drawing trunks only * `R`: move forward one unit with the pen down placing fruit * `A`: replace with rules set A * `B`: replace with rules set B * `C`: replace with rules set C * `D`: replace with rules set D * `a`: replace with rules set A, chance 90% * `b`: replace with rules set B, chance 80% * `c`: replace with rules set C, chance 70% * `d`: replace with rules set D, chance 60% * `+`: yaw the turtle right by `angle` parameter * `-`: yaw the turtle left by `angle` parameter * `&`: pitch the turtle down by `angle` parameter * `^`: pitch the turtle up by `angle` parameter * `/`: roll the turtle to the right by `angle` parameter * `*`: roll the turtle to the left by `angle` parameter * `[`: save in stack current state info * `]`: recover from stack state info Example ------- Spawn a small apple tree: pos = {x=230,y=20,z=4} apple_tree={ axiom="FFFFFAFFBF", rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]", rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]", trunk="default:tree", leaves="default:leaves", angle=30, iterations=2, random_level=0, trunk_type="single", thin_branches=true, fruit_chance=10, fruit="default:apple" } minetest.spawn_tree(pos,apple_tree) 'minetest' namespace reference ============================== Utilities --------- * `minetest.get_current_modname()`: returns the currently loading mod's name, when loading a mod. * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`. * Useful for loading additional `.lua` modules or static data from mod * `minetest.get_modnames()`: returns a list of installed mods * Return a list of installed mods, sorted alphabetically * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"` * Useful for storing custom data * `minetest.is_singleplayer()` * `minetest.features`: Table containing API feature flags { glasslike_framed = true, -- 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) object_use_texture_alpha = true, -- Object selectionbox is settable independently from collisionbox -- (5.0) object_independent_selectionbox = true, } * `minetest.has_feature(arg)`: returns `boolean, missing_features` * `arg`: string or table in format `{foo=true, bar=true}` * `missing_features`: `{foo=true, bar=true}` * `minetest.get_player_information(player_name)`: Table containing information about a player. Example return value: { address = "127.0.0.1", -- IP address of client ip_version = 4, -- IPv4 / IPv6 min_rtt = 0.01, -- minimum round trip time max_rtt = 0.2, -- maximum round trip time avg_rtt = 0.02, -- average round trip time min_jitter = 0.01, -- minimum packet time jitter max_jitter = 0.5, -- maximum packet time jitter avg_jitter = 0.03, -- average packet time jitter connection_uptime = 200, -- seconds since client connected protocol_version = 32, -- protocol version used by client -- following information is available on debug build only!!! -- DO NOT USE IN MODS --ser_vers = 26, -- serialization version used by client --major = 0, -- major version number --minor = 4, -- minor version number --patch = 10, -- patch version number --vers_string = "0.4.9-git", -- full version string --state = "Active" -- current client state } * `minetest.mkdir(path)`: returns success. * Creates a directory specified by `path`, creating parent directories if they don't exist. * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names * is_dir is one of: * nil: return all entries, * true: return only subdirectory names, or * false: return only file names. * `minetest.safe_file_write(path, content)`: returns boolean indicating success * Replaces contents of file at path with new contents in a safe (atomic) way. Use this instead of below code when writing e.g. database files: `local f = io.open(path, "wb"); f:write(content); f:close()` * `minetest.get_version()`: returns a table containing components of the engine version. Components: * `project`: Name of the project, eg, "Minetest" * `string`: Simple version, eg, "1.2.3-dev" * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty". Use this for informational purposes only. The information in the returned table does not represent the capabilities of the engine, nor is it reliable or verifiable. Compatible forks will have a different name and version entirely. To check for the presence of engine features, test whether the functions exported by the wanted features exist. For example: `if minetest.check_for_falling then ... end`. * `minetest.sha1(data, [raw])`: returns the sha1 hash of data * `data`: string of data to hash * `raw`: return raw bytes instead of hex digits, default: false Logging ------- * `minetest.debug(...)` * Equivalent to `minetest.log(table.concat({...}, "\t"))` * `minetest.log([level,] text)` * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`, `"info"`, or `"verbose"`. Default is `"none"`. Registration functions ---------------------- Call these functions only at load time! ### Environment * `minetest.register_node(name, node definition)` * `minetest.register_craftitem(name, item definition)` * `minetest.register_tool(name, item definition)` * `minetest.override_item(name, redefinition)` * Overrides fields of an item registered with register_node/tool/craftitem. * Note: Item must already be defined, (opt)depend on the mod defining it. * Example: `minetest.override_item("default:mese", {light_source=minetest.LIGHT_MAX})` * `minetest.unregister_item(name)` * Unregisters the item from the engine, and deletes the entry with key `name` from `minetest.registered_items` and from the associated item table according to its nature: `minetest.registered_nodes`, etc. * `minetest.register_entity(name, entity definition)` * `minetest.register_abm(abm definition)` * `minetest.register_lbm(lbm definition)` * `minetest.register_alias(alias, original_name)` * Also use this to set the 'mapgen aliases' needed in a game for the core mapgens. See [Mapgen aliases] section above. * `minetest.register_alias_force(alias, original_name)` * `minetest.register_ore(ore definition)` * Returns an integer uniquely identifying the registered ore on success. * The order of ore registrations determines the order of ore generation. * `minetest.register_biome(biome definition)` * Returns an integer uniquely identifying the registered biome on success. * `minetest.unregister_biome(name)` * Unregisters the biome from the engine, and deletes the entry with key `name` from `minetest.registered_biomes`. * `minetest.register_decoration(decoration definition)` * Returns an integer uniquely identifying the registered decoration on success. * The order of decoration registrations determines the order of decoration generation. * `minetest.register_schematic(schematic definition)` * Returns an integer uniquely identifying the registered schematic on success. * If the schematic is loaded from a file, the `name` field is set to the filename. * If the function is called when loading the mod, and `name` is a relative path, then the current mod path will be prepended to the schematic filename. * `minetest.clear_registered_ores()` * Clears all ores currently registered. * `minetest.clear_registered_biomes()` * Clears all biomes currently registered. * `minetest.clear_registered_decorations()` * Clears all decorations currently registered. * `minetest.clear_registered_schematics()` * Clears all schematics currently registered. ### Gameplay * `minetest.register_craft(recipe)` * Check recipe table syntax for different types below. * `minetest.clear_craft(recipe)` * Will erase existing craft based either on output item or on input recipe. * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity. * Returns false if no erase candidate could be found, otherwise returns true. * **Warning**! The type field ("shaped", "cooking" or any other) will be ignored if the recipe contains output. Erasing is then done independently from the crafting method. * `minetest.register_chatcommand(cmd, chatcommand definition)` * `minetest.override_chatcommand(name, redefinition)` * Overrides fields of a chatcommand registered with `register_chatcommand`. * `minetest.unregister_chatcommand(name)` * Unregisters a chatcommands registered with `register_chatcommand`. * `minetest.register_privilege(name, definition)` * `definition` can be a description or a definition table (see [Privilege definition]). * If it is a description, the priv will be granted to singleplayer and admin by default. * To allow players with `basic_privs` to grant, see the `basic_privs` minetest.conf setting. * `minetest.register_authentication_handler(authentication handler definition)` * Registers an auth handler that overrides the builtin one. * This function can be called by a single mod once only. Global callback registration functions -------------------------------------- Call these functions only at load time! * `minetest.register_globalstep(function(dtime))` * Called every server step, usually interval of 0.1s * `minetest.register_on_mods_loaded(function())` * Called after mods have finished loading and before the media is cached or the aliases handled. * `minetest.register_on_shutdown(function())` * Called before server shutdown * **Warning**: If the server terminates abnormally (i.e. crashes), the registered callbacks **will likely not be run**. Data should be saved at semi-frequent intervals as well as on server shutdown. * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))` * Called when a node has been placed * If return `true` no item is taken from `itemstack` * `placer` may be any valid ObjectRef or nil. * **Not recommended**; use `on_construct` or `after_place_node` in node definition whenever possible. * `minetest.register_on_dignode(function(pos, oldnode, digger))` * Called when a node has been dug. * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition whenever possible. * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))` * Called when a node is punched * `minetest.register_on_generated(function(minp, maxp, blockseed))` * Called after generating a piece of world. Modifying nodes inside the area is a bit faster than usually. * `minetest.register_on_newplayer(function(ObjectRef))` * Called after a new player has been created * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))` * Called when a player is punched * Note: This callback is invoked even if the punched player is dead. * `player`: ObjectRef - Player that was punched * `hitter`: ObjectRef - Player that hit * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil). * `tool_capabilities`: Capability table of used tool (can be nil) * `dir`: Unit vector of direction of punch. Always defined. Points from the puncher to the punched. * `damage`: Number that represents the damage calculated by the engine * should return `true` to prevent the default damage mechanism * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)` * Called when the player gets damaged or healed * `player`: ObjectRef of the player * `hp_change`: the amount of change. Negative when it is damage. * `reason`: a PlayerHPChangeReason table. * The `type` field will have one of the following values: * `set_hp`: A mod or the engine called `set_hp` without giving a type - use this for custom damage types. * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none. * `fall` * `node_damage`: `damage_per_second` from a neighbouring node. `reason.node` will hold the node name or nil. * `drown` * `respawn` * Any of the above types may have additional fields from mods. * `reason.from` will be `mod` or `engine`. * `modifier`: when true, the function should return the actual `hp_change`. Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers. Modifiers can return true as a second argument to stop the execution of further functions. Non-modifiers receive the final HP change calculated by the modifiers. * `minetest.register_on_dieplayer(function(ObjectRef, reason))` * Called when a player dies * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange * `minetest.register_on_respawnplayer(function(ObjectRef))` * Called when player is to be respawned * Called _before_ repositioning of player occurs * return true in func to disable regular player placement * `minetest.register_on_prejoinplayer(function(name, ip))` * Called before a player joins the game * If it returns a string, the player is disconnected with that string as reason. * `minetest.register_on_joinplayer(function(ObjectRef))` * Called when a player joins the game * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))` * Called when a player leaves the game * `timed_out`: True for timeout, false for other reasons. * `minetest.register_on_auth_fail(function(name, ip))` * Called when a client attempts to log into an account but supplies the wrong password. * `ip`: The IP address of the client. * `name`: The account the client attempted to log into. * `minetest.register_on_cheat(function(ObjectRef, cheat))` * Called when a player cheats * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of: * `moved_too_fast` * `interacted_too_far` * `interacted_while_dead` * `finished_unknown_dig` * `dug_unbreakable` * `dug_too_fast` * `minetest.register_on_chat_message(function(name, message))` * Called always when a player says something * Return `true` to mark the message as handled, which means that it will not be sent to other players. * `minetest.register_on_player_receive_fields(function(player, formname, fields))` * Called when the server received input from `player` in a formspec with the given `formname`. Specifically, this is called on any of the following events: * a button was pressed, * Enter was pressed while the focus was on a text field * a checkbox was toggled, * something was selecteed in a drop-down list, * a different tab was selected, * selection was changed in a textlist or table, * an entry was double-clicked in a textlist or table, * a scrollbar was moved, or * the form was actively closed by the player. * Fields are sent for formspec elements which define a field. `fields` is a table containing each formspecs element value (as string), with the `name` parameter as index for each. The value depends on the formspec element type: * `button` and variants: If pressed, contains the user-facing button text as value. If not pressed, is `nil` * `field`, `textarea` and variants: Text in the field * `dropdown`: Text of selected item * `tabheader`: Tab index, starting with `"1"` (only if tab changed) * `checkbox`: `"true"` if checked, `"false"` if unchecked * `textlist`: See `minetest.explode_textlist_event` * `table`: See `minetest.explode_table_event` * `scrollbar`: See `minetest.explode_scrollbar_event` * Special case: `["quit"]="true"` is sent when the user actively closed the form by mouse click, keypress or through a button_exit[] element. * Special case: `["key_enter"]="true"` is sent when the user pressed the Enter key and the focus was either nowhere (causing the formspec to be closed) or on a button. If the focus was on a text field, additionally, the index `key_enter_field` contains the name of the text field. See also: `field_close_on_enter`. * Newest functions are called first * If function returns `true`, remaining functions are not called * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))` * Called when `player` crafts something * `itemstack` is the output * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared). * `craft_inv` is the inventory with the crafting grid * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it. * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))` * The same as before, except that it is called before the player crafts, to make craft prediction, and it should not change anything. * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))` * Determinates how much of a stack may be taken, put or moved to a player inventory. * `player` (type `ObjectRef`) is the player who modified the inventory `inventory` (type `InvRef`). * List of possible `action` (string) values and their `inventory_info` (table) contents: * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}` * `put`: `{listname=string, index=number, stack=ItemStack}` * `take`: Same as `put` * Return a numeric value to limit the amount of items to be taken, put or moved. A value of `-1` for `take` will make the source stack infinite. * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))` * Called after a take, put or move event from/to/in a player inventory * Function arguments: see `minetest.register_allow_player_inventory_action` * Does not accept or handle any return value. * `minetest.register_on_protection_violation(function(pos, name))` * Called by `builtin` and mods when a player violates protection at a position (eg, digs a node or punches a protected entity). * The registered functions can be called using `minetest.record_protection_violation`. * The provided function should check that the position is protected by the mod calling this function before it prints a message, if it does, to allow for multiple protection mods. * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))` * Called when an item is eaten, by `minetest.item_eat` * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase). * `minetest.register_on_priv_grant(function(name, granter, priv))` * Called when `granter` grants the priv `priv` to `name`. * Note that the callback will be called twice if it's done by a player, once with granter being the player name, and again with granter being nil. * `minetest.register_on_priv_revoke(function(name, revoker, priv))` * Called when `revoker` revokes the priv `priv` from `name`. * Note that the callback will be called twice if it's done by a player, once with revoker being the player name, and again with revoker being nil. * `minetest.register_can_bypass_userlimit(function(name, ip))` * Called when `name` user connects with `ip`. * Return `true` to by pass the player limit * `minetest.register_on_modchannel_message(function(channel_name, sender, message))` * Called when an incoming mod channel message is received * You should have joined some channels to receive events. * If message comes from a server mod, `sender` field is an empty string. Setting-related --------------- * `minetest.settings`: Settings object containing all of the settings from the main config file (`minetest.conf`). * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and parses it as a position (in the format `(1,2,3)`). Returns a position or nil. Authentication -------------- * `minetest.string_to_privs(str)`: returns `{priv1=true,...}` * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."` * Convert between two privilege representations * `minetest.get_player_privs(name) -> {priv1=true,...}` * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs` * A quickhand for checking privileges. * `player_or_name`: Either a Player object or the name of a player. * `...` is either a list of strings, e.g. `"priva", "privb"` or a table, e.g. `{ priva = true, privb = true }`. * `minetest.check_password_entry(name, entry, password)` * Returns true if the "password entry" for a player with name matches given password, false otherwise. * The "password entry" is the password representation generated by the engine as returned as part of a `get_auth()` call on the auth handler. * Only use this function for making it possible to log in via password from external protocols such as IRC, other uses are frowned upon. * `minetest.get_password_hash(name, raw_password)` * Convert a name-password pair to a password hash that Minetest can use. * The returned value alone is not a good basis for password checks based on comparing the password hash in the database with the password hash from the function, with an externally provided password, as the hash in the db might use the new SRP verifier format. * For this purpose, use `minetest.check_password_entry` instead. * `minetest.get_player_ip(name)`: returns an IP address string for the player `name`. * The player needs to be online for this to be successful. * `minetest.get_auth_handler()`: Return the currently active auth handler * See the [Authentication handler definition] * Use this to e.g. get the authentication data for a player: `local auth_data = minetest.get_auth_handler().get_auth(playername)` * `minetest.notify_authentication_modified(name)` * Must be called by the authentication handler for privilege changes. * `name`: string; if omitted, all auth data should be considered modified * `minetest.set_player_password(name, password_hash)`: Set password hash of player `name`. * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player `name`. * `minetest.auth_reload()` * See `reload()` in authentication handler definition `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs` and `minetest.auth_reload` call the authentication handler. Chat ---- * `minetest.chat_send_all(text)` * `minetest.chat_send_player(name, text)` Environment access ------------------ * `minetest.set_node(pos, node)` * `minetest.add_node(pos, node)`: alias to `minetest.set_node` * Set node at position `pos` * `node`: table `{name=string, param1=number, param2=number}` * If param1 or param2 is omitted, it's set to `0`. * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})` * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)` * Set node on all positions set in the first argument. * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})` * For node specification or position syntax see `minetest.set_node` call * Faster than set_node due to single call, but still considerably slower than Lua Voxel Manipulators (LVM) for large numbers of nodes. Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out positions which would cause LVMs to waste memory. For setting a cube, this is 1.3x faster than set_node whereas LVM is 20 times faster. * `minetest.swap_node(pos, node)` * Set node at position, but don't remove metadata * `minetest.remove_node(pos)` * By default it does the same as `minetest.set_node(pos, {name="air"})` * `minetest.get_node(pos)` * Returns the node at the given position as table in the format `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}` for unloaded areas. * `minetest.get_node_or_nil(pos)` * Same as `get_node` but returns `nil` for unloaded areas. * `minetest.get_node_light(pos, timeofday)` * Gets the light value at the given position. Note that the light value "inside" the node at the given position is returned, so you usually want to get the light value of a neighbor. * `pos`: The position where to measure the light. * `timeofday`: `nil` for current time, `0` for night, `0.5` for day * Returns a number between `0` and `15` or `nil` * `minetest.place_node(pos, node)` * Place node with the same effects that a player would cause * `minetest.dig_node(pos)` * Dig node with the same effects that a player would cause * Returns `true` if successful, `false` on failure (e.g. protected location) * `minetest.punch_node(pos)` * Punch node with the same effects that a player would cause * `minetest.spawn_falling_node(pos)` * Change node into falling node * Returns `true` if successful, `false` on failure * `minetest.find_nodes_with_meta(pos1, pos2)` * Get a table of positions of nodes that have metadata within a region {pos1, pos2}. * `minetest.get_meta(pos)` * Get a `NodeMetaRef` at that position * `minetest.get_node_timer(pos)` * Get `NodeTimerRef` * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position. * Returns `ObjectRef`, or `nil` if failed * `minetest.add_item(pos, item)`: Spawn item * Returns `ObjectRef`, or `nil` if failed * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs. * `radius`: using an euclidean metric * `minetest.set_timeofday(val)` * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday * `minetest.get_timeofday()` * `minetest.get_gametime()`: returns the time, in seconds, since the world was created. * `minetest.get_day_count()`: returns number days elapsed since world was created. * accounts for time changes. * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`. * `radius`: using a maximum metric * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` * `search_center` is an optional boolean (default: `false`) If true `pos` is also checked for the nodes * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` * First return value: Table with all node positions * Second return value: Table with the count of each node with the node name as index. * Area volume is limited to 4,096,000 nodes * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` * Return value: Table with all node positions with a node air above * Area volume is limited to 4,096,000 nodes * `minetest.get_perlin(noiseparams)` * `minetest.get_perlin(seeddiff, octaves, persistence, spread)` * Return world-specific perlin noise (`int(worldseed)+seeddiff`) * `minetest.get_voxel_manip([pos1, pos2])` * Return voxel manipulator object. * Loads the manipulator from the map if positions are passed. * `minetest.set_gen_notify(flags, {deco_ids})` * Set the types of on-generate notifications that should be collected. * `flags` is a flag field with the available flags: * dungeon * temple * cave_begin * cave_end * large_cave_begin * large_cave_end * decoration * The second parameter is a list of IDs of decorations which notification is requested for. * `minetest.get_gen_notify()` * Returns a flagstring and a table with the `deco_id`s. * `minetest.get_decoration_id(decoration_name)` * Returns the decoration ID number for the provided decoration name string, or `nil` on failure. * `minetest.get_mapgen_object(objectname)` * Return requested mapgen object if available (see [Mapgen objects]) * `minetest.get_heat(pos)` * Returns the heat at the position, or `nil` on failure. * `minetest.get_humidity(pos)` * Returns the humidity at the position, or `nil` on failure. * `minetest.get_biome_data(pos)` * Returns a table containing: * `biome` the biome id of the biome at that position * `heat` the heat at the position * `humidity` the humidity at the position * Or returns `nil` on failure. * `minetest.get_biome_id(biome_name)` * Returns the biome id, as used in the biomemap Mapgen object and returned by `minetest.get_biome_data(pos)`, for a given biome_name string. * `minetest.get_biome_name(biome_id)` * Returns the biome name string for the provided biome id, or `nil` on failure. * If no biomes have been registered, such as in mgv6, returns `default`. * `minetest.get_mapgen_params()` * Deprecated: use `minetest.get_mapgen_setting(name)` instead. * Returns a table containing: * `mgname` * `seed` * `chunksize` * `water_level` * `flags` * `minetest.set_mapgen_params(MapgenParams)` * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead. * Set map generation parameters. * Function cannot be called after the registration period; only initialization and `on_mapgen_init`. * Takes a table as an argument with the fields: * `mgname` * `seed` * `chunksize` * `water_level` * `flags` * Leave field unset to leave that parameter unchanged. * `flags` contains a comma-delimited string of flags to set, or if the prefix `"no"` is attached, clears instead. * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`. * `minetest.get_mapgen_setting(name)` * Gets the *active* mapgen setting (or nil if none exists) in string format with the following order of precedence: 1) Settings loaded from map_meta.txt or overrides set during mod execution. 2) Settings set by mods without a metafile override 3) Settings explicitly set in the user config file, minetest.conf 4) Settings set as the user config default * `minetest.get_mapgen_setting_noiseparams(name)` * Same as above, but returns the value as a NoiseParams table if the setting `name` exists and is a valid NoiseParams. * `minetest.set_mapgen_setting(name, value, [override_meta])` * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting is not already present in map_meta.txt. * `override_meta` is an optional boolean (default: `false`). If this is set to true, the setting will become the active setting regardless of the map metafile contents. * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`. * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])` * Same as above, except value is a NoiseParams table. * `minetest.set_noiseparams(name, noiseparams, set_default)` * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`. * `set_default` is an optional boolean (default: `true`) that specifies whether the setting should be applied to the default config or current active config. * `minetest.get_noiseparams(name)` * Returns a table of the noiseparams for name. * `minetest.generate_ores(vm, pos1, pos2)` * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp. * `minetest.generate_decorations(vm, pos1, pos2)` * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp. * `minetest.clear_objects([options])` * Clear all objects in the environment * Takes an optional table as an argument with the field `mode`. * mode = `"full"` : Load and go through every mapblock, clearing objects (default). * mode = `"quick"`: Clear objects immediately in loaded mapblocks, clear objects in unloaded mapblocks only when the mapblocks are next activated. * `minetest.load_area(pos1[, pos2])` * Load the mapblocks containing the area from `pos1` to `pos2`. `pos2` defaults to `pos1` if not specified. * This function does not trigger map generation. * `minetest.emerge_area(pos1, pos2, [callback], [param])` * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously fetched from memory, loaded from disk, or if inexistent, generates them. * If `callback` is a valid Lua function, this will be called for each block emerged. * The function signature of callback is: `function EmergeAreaCallback(blockpos, action, calls_remaining, param)` * `blockpos` is the *block* coordinates of the block that had been emerged. * `action` could be one of the following constant values: * `minetest.EMERGE_CANCELLED` * `minetest.EMERGE_ERRORED` * `minetest.EMERGE_FROM_MEMORY` * `minetest.EMERGE_FROM_DISK` * `minetest.EMERGE_GENERATED` * `calls_remaining` is the number of callbacks to be expected after this one. * `param` is the user-defined parameter passed to emerge_area (or nil if the parameter was absent). * `minetest.delete_area(pos1, pos2)` * delete all mapblocks in the area from pos1 to pos2, inclusive * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos` * Checks if there is anything other than air between pos1 and pos2. * Returns false if something is blocking the sight. * Returns the position of the blocking node when `false` * `pos1`: First position * `pos2`: Second position * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast` * Creates a `Raycast` object. * `pos1`: start of the ray * `pos2`: end of the ray * `objects`: if false, only nodes will be returned. Default is `true`. * `liquids`: if false, liquid nodes won't be returned. Default is `false`. * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)` * returns table containing path * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`. * `pos1`: start position * `pos2`: end position * `searchdistance`: number of blocks to search in each direction using a maximum metric. * `max_jump`: maximum height difference to consider walkable * `max_drop`: maximum height difference to consider droppable * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"` * `minetest.spawn_tree (pos, {treedef})` * spawns L-system tree at given `pos` with definition in `treedef` table * `minetest.transforming_liquid_add(pos)` * add node to liquid update queue * `minetest.get_node_max_level(pos)` * get max available level for leveled node * `minetest.get_node_level(pos)` * get level of leveled node (water, snow) * `minetest.set_node_level(pos, level)` * set level of leveled node, default `level` equals `1` * if `totallevel > maxlevel`, returns rest (`total-max`). * `minetest.add_node_level(pos, level)` * increase level of leveled node by level, default `level` equals `1` * if `totallevel > maxlevel`, returns rest (`total-max`) * can be negative for decreasing * `minetest.fix_light(pos1, pos2)`: returns `true`/`false` * resets the light in a cuboid-shaped part of the map and removes lighting bugs. * Loads the area if it is not loaded. * `pos1` is the corner of the cuboid with the least coordinates (in node coordinates), inclusive. * `pos2` is the opposite corner of the cuboid, inclusive. * The actual updated cuboid might be larger than the specified one, because only whole map blocks can be updated. The actual updated area consists of those map blocks that intersect with the given cuboid. * However, the neighborhood of the updated area might change as well, as light can spread out of the cuboid, also light might be removed. * returns `false` if the area is not fully generated, `true` otherwise * `minetest.check_single_for_falling(pos)` * causes an unsupported `group:falling_node` node to fall and causes an unattached `group:attached_node` node to fall. * does not spread these updates to neighbours. * `minetest.check_for_falling(pos)` * causes an unsupported `group:falling_node` node to fall and causes an unattached `group:attached_node` node to fall. * spread these updates to neighbours and can cause a cascade of nodes to fall. * `minetest.get_spawn_level(x, z)` * Returns a player spawn y co-ordinate for the provided (x, z) co-ordinates, or `nil` for an unsuitable spawn point. * For most mapgens a 'suitable spawn point' is one with y between `water_level` and `water_level + 16`, and in mgv7 well away from rivers, so `nil` will be returned for many (x, z) co-ordinates. * The spawn level returned is for a player spawn in unmodified terrain. * The spawn level is intentionally above terrain level to cope with full-node biome 'dust' nodes. Mod channels ------------ You can find mod channels communication scheme in `doc/mod_channels.png`. * `minetest.mod_channel_join(channel_name)` * Server joins channel `channel_name`, and creates it if necessary. You should listen for incoming messages with `minetest.register_on_modchannel_message` Inventory --------- `minetest.get_inventory(location)`: returns an `InvRef` * `location` = e.g. * `{type="player", name="celeron55"}` * `{type="node", pos={x=, y=, z=}}` * `{type="detached", name="creative"}` * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`. * `callbacks`: See [Detached inventory callbacks] * `player_name`: Make detached inventory available to one player exclusively, by default they will be sent to every player (even if not used). Note that this parameter is mostly just a workaround and will be removed in future releases. * Creates a detached inventory. If it already exists, it is cleared. * `minetest.remove_detached_inventory(name)` * Returns a `boolean` indicating whether the removal succeeded. * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`: returns left over ItemStack. * See `minetest.item_eat` and `minetest.register_on_item_eat` Formspec -------- * `minetest.show_formspec(playername, formname, formspec)` * `playername`: name of player to show formspec * `formname`: name passed to `on_player_receive_fields` callbacks. It should follow the `"modname:<whatever>"` naming convention * `formspec`: formspec to display * `minetest.close_formspec(playername, formname)` * `playername`: name of player to close formspec * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will not close. * calling `show_formspec(playername, formname, "")` is equal to this expression. * to close a formspec regardless of the formname, call `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!** * `minetest.formspec_escape(string)`: returns a string * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs. * `minetest.explode_table_event(string)`: returns a table * returns e.g. `{type="CHG", row=1, column=2}` * `type` is one of: * `"INV"`: no row selected * `"CHG"`: selected * `"DCL"`: double-click * `minetest.explode_textlist_event(string)`: returns a table * returns e.g. `{type="CHG", index=1}` * `type` is one of: * `"INV"`: no row selected * `"CHG"`: selected * `"DCL"`: double-click * `minetest.explode_scrollbar_event(string)`: returns a table * returns e.g. `{type="CHG", value=500}` * `type` is one of: * `"INV"`: something failed * `"CHG"`: has been changed * `"VAL"`: not changed Item handling ------------- * `minetest.inventorycube(img1, img2, img3)` * Returns a string for making an image of a cube (useful as an item image) * `minetest.get_pointed_thing_position(pointed_thing, above)` * Get position of a `pointed_thing` (that you can get from somewhere) * `minetest.dir_to_facedir(dir, is6d)` * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`. * passing something non-`nil`/`false` for the optional second parameter causes it to take the y component into account. * `minetest.facedir_to_dir(facedir)` * Convert a facedir back into a vector aimed directly out the "back" of a node. * `minetest.dir_to_wallmounted(dir)` * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`. * `minetest.wallmounted_to_dir(wallmounted)` * Convert a wallmounted value back into a vector aimed directly out the "back" of a node. * `minetest.dir_to_yaw(dir)` * Convert a vector into a yaw (angle) * `minetest.yaw_to_dir(yaw)` * Convert yaw (angle) to a vector * `minetest.is_colored_paramtype(ptype)` * Returns a boolean. Returns `true` if the given `paramtype2` contains color information (`color`, `colorwallmounted` or `colorfacedir`). * `minetest.strip_param2_color(param2, paramtype2)` * Removes everything but the color information from the given `param2` value. * Returns `nil` if the given `paramtype2` does not contain color information. * `minetest.get_node_drops(nodename, toolname)` * Returns list of item names. * **Note**: This will be removed or modified in a future version. * `minetest.get_craft_result(input)`: returns `output, decremented_input` * `input.method` = `"normal"` or `"cooking"` or `"fuel"` * `input.width` = for example `3` * `input.items` = for example `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}` * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack` * `output.time` = a number, if unsuccessful: `0` * `output.replacements` = list of `ItemStack`s that couldn't be placed in `decremented_input.items` * `decremented_input` = like `input` * `minetest.get_craft_recipe(output)`: returns input * returns last registered recipe for output item (node) * `output` is a node or item type such as `"default:torch"` * `input.method` = `"normal"` or `"cooking"` or `"fuel"` * `input.width` = for example `3` * `input.items` = for example `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}` * `input.items` = `nil` if no recipe found * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil` * returns indexed table with all registered recipes for query item (node) or `nil` if no recipe was found. * recipe entry table: * `method`: 'normal' or 'cooking' or 'fuel' * `width`: 0-3, 0 means shapeless recipe * `items`: indexed [1-9] table with recipe items * `output`: string with item name and quantity * Example query for `"default:gold_ingot"` will return table: { [1]={method = "cooking", width = 3, output = "default:gold_ingot", items = {1 = "default:gold_lump"}}, [2]={method = "normal", width = 1, output = "default:gold_ingot 9", items = {1 = "default:goldblock"}} } * `minetest.handle_node_drops(pos, drops, digger)` * `drops`: list of itemstrings * Handles drops from nodes after digging: Default action is to put them into digger's inventory. * Can be overridden to get different functionality (e.g. dropping items on ground) * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string. * Creates an item string which contains palette index information for hardware colorization. You can use the returned string as an output in a craft recipe. * `item`: the item stack which becomes colored. Can be in string, table and native form. * `palette_index`: this index is added to the item stack * `minetest.itemstring_with_color(item, colorstring)`: returns an item string * Creates an item string which contains static color information for hardware colorization. Use this method if you wish to colorize an item that does not own a palette. You can use the returned string as an output in a craft recipe. * `item`: the item stack which becomes colored. Can be in string, table and native form. * `colorstring`: the new color of the item stack Rollback -------- * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`: returns `{{actor, pos, time, oldnode, newnode}, ...}` * Find who has done something to a node, or near a node * `actor`: `"player:<name>"`, also `"liquid"`. * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`. * Revert latest actions of someone * `actor`: `"player:<name>"`, also `"liquid"`. Defaults for the `on_*` item definition functions ------------------------------------------------- These functions return the leftover itemstack. * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])` * Place item as a node * `param2` overrides `facedir` and wallmounted `param2` * `prevent_after_place`: if set to `true`, `after_place_node` is not called for the newly placed node to prevent a callback and placement loop * returns `itemstack, success` * `minetest.item_place_object(itemstack, placer, pointed_thing)` * Place item as-is * `minetest.item_place(itemstack, placer, pointed_thing, param2)` * Use one of the above based on what the item is. * Calls `on_rightclick` of `pointed_thing.under` if defined instead * **Note**: is not called when wielded item overrides `on_place` * `param2` overrides `facedir` and wallmounted `param2` * returns `itemstack, success` * `minetest.item_drop(itemstack, dropper, pos)` * Drop the item * `minetest.item_eat(hp_change, replace_with_item)` * Eat the item. * `replace_with_item` is the itemstring which is added to the inventory. If the player is eating a stack, then replace_with_item goes to a different spot. Can be `nil` * See `minetest.do_item_eat` Defaults for the `on_punch` and `on_dig` node definition callbacks ------------------------------------------------------------------ * `minetest.node_punch(pos, node, puncher, pointed_thing)` * Calls functions registered by `minetest.register_on_punchnode()` * `minetest.node_dig(pos, node, digger)` * Checks if node can be dug, puts item into inventory, removes node * Calls functions registered by `minetest.registered_on_dignodes()` Sounds ------ * `minetest.sound_play(spec, parameters)`: returns a handle * `spec` is a `SimpleSoundSpec` * `parameters` is a sound parameter table * `minetest.sound_stop(handle)` * `minetest.sound_fade(handle, step, gain)` * `handle` is a handle returned by `minetest.sound_play` * `step` determines how fast a sound will fade. Negative step will lower the sound volume, positive step will increase the sound volume. * `gain` the target gain for the fade. Timing ------ * `minetest.after(time, func, ...)` * Call the function `func` after `time` seconds, may be fractional * Optional: Variable number of arguments that are passed to `func` Server ------ * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients. * `reconnect` == true displays a reconnect button * `delay` adds an optional delay (in seconds) before shutdown. Negative delay cancels the current active shutdown. Zero delay triggers an immediate shutdown. * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown * `minetest.get_server_status(name, joined)` * Returns the server status string when a player joins or when the command `/status` is called. Returns `nil` or an empty string when the message is disabled. * `joined`: Boolean value, indicates whether the function was called when a player joined. * This function may be overwritten by mods to customize the status message. * `minetest.get_server_uptime()`: returns the server uptime in seconds * `minetest.remove_player(name)`: remove player from database (if they are not connected). * As auth data is not removed, minetest.player_exists will continue to return true. Call the below method as well if you want to remove auth data too. * Returns a code (0: successful, 1: no such player, 2: player is connected) * `minetest.remove_player_auth(name)`: remove player authentication data * Returns boolean indicating success (false if player nonexistant) Bans ---- * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`). * `minetest.get_ban_description(ip_or_name)`: returns ban description (string) * `minetest.ban_player(name)`: ban a player * `minetest.unban_player_or_ip(name)`: unban player or IP address * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason. Particles --------- * `minetest.add_particle(particle definition)` * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime, size, collisiondetection, texture, playername)` * `minetest.add_particlespawner(particlespawner definition)` * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds. * Returns an `id`, and -1 if adding didn't succeed * Deprecated: `minetest.add_particlespawner(amount, time, minpos, maxpos, minvel, maxvel, minacc, maxacc, minexptime, maxexptime, minsize, maxsize, collisiondetection, texture, playername)` * `minetest.delete_particlespawner(id, player)` * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`). * If playername is specified, only deletes on the player's client, otherwise on all clients. Schematics ---------- * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)` * Create a schematic from the volume of map specified by the box formed by p1 and p2. * Apply the specified probability and per-node force-place to the specified nodes according to the `probability_list`. * `probability_list` is an array of tables containing two fields, `pos` and `prob`. * `pos` is the 3D vector specifying the absolute coordinates of the node being modified, * `prob` is an integer value from `0` to `255` that encodes probability and per-node force-place. Probability has levels 0-127, then 128 may be added to encode per-node force-place. For probability stated as 0-255, divide by 2 and round down to get values 0-127, then add 128 to apply per-node force-place. * If there are two or more entries with the same pos value, the last entry is used. * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored. * If `probability_list` equals `nil`, no probabilities are applied. * Apply the specified probability to the specified horizontal slices according to the `slice_prob_list`. * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`. * `ypos` indicates the y position of the slice with a probability applied, the lowest slice being `ypos = 0`. * If slice probability list equals `nil`, no slice probabilities are applied. * Saves schematic in the Minetest Schematic format to filename. * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)` * Place the schematic specified by schematic (see [Schematic specifier]) at `pos`. * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`. * If the `rotation` parameter is omitted, the schematic is not rotated. * `replacements` = `{["old_name"] = "convert_to", ...}` * `force_placement` is a boolean indicating whether nodes other than `air` and `ignore` are replaced by the schematic. * Returns nil if the schematic could not be loaded. * **Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls will always use the cached version and the replacement list defined for it, regardless of whether the file or the replacement list parameter have changed. The only way to load the file anew is to restart the server. * `flags` is a flag field with the available flags: * place_center_x * place_center_y * place_center_z * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`: * This function is analogous to minetest.place_schematic, but places a schematic onto the specified VoxelManip object `vmanip` instead of the map. * Returns false if any part of the schematic was cut-off due to the VoxelManip not containing the full area required, and true if the whole schematic was able to fit. * Returns nil if the schematic could not be loaded. * After execution, any external copies of the VoxelManip contents are invalidated. * `flags` is a flag field with the available flags: * place_center_x * place_center_y * place_center_z * `minetest.serialize_schematic(schematic, format, options)` * Return the serialized schematic specified by schematic (see [Schematic specifier]) * in the `format` of either "mts" or "lua". * "mts" - a string containing the binary MTS data used in the MTS file format. * "lua" - a string containing Lua code representing the schematic in table format. * `options` is a table containing the following optional parameters: * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z) position comments for every X row generated in the schematic data for easier reading. * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated will use that number of spaces as indentation instead of a tab character. HTTP Requests ------------- * `minetest.request_http_api()`: * returns `HTTPApiTable` containing http functions if the calling mod has been granted access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting, otherwise returns `nil`. * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get` described below. * Only works at init time and must be called from the mod's main scope (not from a function). * Function only exists if minetest server was built with cURL support. * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN A LOCAL VARIABLE!** * `HTTPApiTable.fetch(HTTPRequest req, callback)` * Performs given request asynchronously and calls callback upon completion * callback: `function(HTTPRequestResult res)` * Use this HTTP function if you are unsure, the others are for advanced use * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get` * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult * Return response data for given asynchronous HTTP request Storage API ----------- * `minetest.get_mod_storage()`: * returns reference to mod private `StorageRef` * must be called during mod load time Misc. ----- * `minetest.get_connected_players()`: returns list of `ObjectRefs` * `minetest.is_player(obj)`: boolean, whether `obj` is a player * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status) * `minetest.hud_replace_builtin(name, hud_definition)` * Replaces definition of a builtin hud element * `name`: `"breath"` or `"health"` * `hud_definition`: definition to replace builtin definition * `minetest.send_join_message(player_name)` * This function can be overridden by mods to change the join message. * `minetest.send_leave_message(player_name, timed_out)` * This function can be overridden by mods to change the leave message. * `minetest.hash_node_position(pos)`: returns an 48-bit integer * `pos`: table {x=number, y=number, z=number}, * Gives a unique hash number for a node position (16+16+16=48bit) * `minetest.get_position_from_hash(hash)`: returns a position * Inverse transform of `minetest.hash_node_position` * `minetest.get_item_group(name, group)`: returns a rating * Get rating of a group of an item. (`0` means: not in group) * `minetest.get_node_group(name, group)`: returns a rating * Deprecated: An alias for the former. * `minetest.raillike_group(name)`: returns a rating * Returns rating of the connect_to_raillike group corresponding to name * If name is not yet the name of a connect_to_raillike group, a new group id is created, with that name. * `minetest.get_content_id(name)`: returns an integer * Gets the internal content ID of `name` * `minetest.get_name_from_content_id(content_id)`: returns a string * Gets the name of the content with that content ID * `minetest.parse_json(string[, nullvalue])`: returns something * Convert a string containing JSON data into the Lua equivalent * `nullvalue`: returned in place of the JSON null; defaults to `nil` * On success returns a table, a string, a number, a boolean or `nullvalue` * On failure outputs an error message and returns `nil` * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}` * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message. * Convert a Lua table into a JSON string * styled: Outputs in a human-readable format if this is set, defaults to false. * Unserializable things like functions and userdata will cause an error. * **Warning**: JSON is more strict than the Lua table format. 1. You can only use strings and positive integers of at least one as keys. 2. You can not mix string and integer keys. This is due to the fact that JSON has two distinct array and object values. * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"` * `minetest.serialize(table)`: returns a string * Convert a table containing tables, strings, numbers, booleans and `nil`s into string form readable by `minetest.deserialize` * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'` * `minetest.deserialize(string)`: returns a table * Convert a string returned by `minetest.deserialize` into a table * `string` is loaded in an empty sandbox environment. * Will load functions, but they cannot access the global environment. * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}` * Example: `deserialize('print("foo")')`, returns `nil` (function call fails), returns `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)` * `minetest.compress(data, method, ...)`: returns `compressed_data` * Compress a string of data. * `method` is a string identifying the compression method to be used. * Supported compression methods: * Deflate (zlib): `"deflate"` * `...` indicates method-specific arguments. Currently defined arguments are: * Deflate: `level` - Compression level, `0`-`9` or `nil`. * `minetest.decompress(compressed_data, method, ...)`: returns data * Decompress a string of data (using ZLib). * See documentation on `minetest.compress()` for supported compression methods. * `...` indicates method-specific arguments. Currently, no methods use this * `minetest.rgba(red, green, blue[, alpha])`: returns a string * Each argument is a 8 Bit unsigned integer * Returns the ColorString from rgb or rgba values * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"` * `minetest.encode_base64(string)`: returns string encoded in base64 * Encodes a string in base64. * `minetest.decode_base64(string)`: returns string * Decodes a string encoded in base64. * `minetest.is_protected(pos, name)`: returns boolean * Returns true, if player `name` shouldn't be able to dig at `pos` or do other actions, definable by mods, due to some mod-defined ownership-like concept. * Returns false or nil, if the player is allowed to do such actions. * `name` will be "" for non-players or unknown players. * This function should be overridden by protection mods and should be used to check if a player can interact at a position. * This function should call the old version of itself if the position is not protected by the mod. * Example: local old_is_protected = minetest.is_protected function minetest.is_protected(pos, name) if mymod:position_protected_from(pos, name) then return true end return old_is_protected(pos, name) end * `minetest.record_protection_violation(pos, name)` * This function calls functions registered with `minetest.register_on_protection_violation`. * `minetest.is_area_protected(pos1, pos2, player_name, interval)` * Returns the position of the first node that `player_name` may not modify in the specified cuboid between `pos1` and `pos2`. * Returns `false` if no protections were found. * Applies `is_protected()` to a 3D lattice of points in the defined volume. The points are spaced evenly throughout the volume and have a spacing similar to, but no larger than, `interval`. * All corners and edges of the defined volume are checked. * `interval` defaults to 4. * `interval` should be carefully chosen and maximised to avoid an excessive number of points being checked. * Like `minetest.is_protected`, this function may be extended or overwritten by mods to provide a faster implementation to check the cuboid for intersections. * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks, orient_flags, prevent_after_place])` * Attempt to predict the desired orientation of the facedir-capable node defined by `itemstack`, and place it accordingly (on-wall, on the floor, or hanging from the ceiling). * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the stacks are handled normally. * `orient_flags`: Optional table containing extra tweaks to the placement code: * `invert_wall`: if `true`, place wall-orientation on the ground and ground-orientation on the wall. * `force_wall` : if `true`, always place the node in wall orientation. * `force_ceiling`: if `true`, always place on the ceiling. * `force_floor`: if `true`, always place the node on the floor. * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on the floor or ceiling. * The first four options are mutually-exclusive; the last in the list takes precedence over the first. * `prevent_after_place` is directly passed to `minetest.item_place_node` * Returns the new itemstack after placement * `minetest.rotate_node(itemstack, placer, pointed_thing)` * calls `rotate_and_place()` with `infinitestacks` set according to the state of the creative mode setting, checks for "sneak" to set the `invert_wall` parameter and `prevent_after_place` set to `true`. * `minetest.forceload_block(pos[, transient])` * forceloads the position `pos`. * returns `true` if area could be forceloaded * If `transient` is `false` or absent, the forceload will be persistent (saved between server runs). If `true`, the forceload will be transient (not saved between server runs). * `minetest.forceload_free_block(pos[, transient])` * stops forceloading the position `pos` * If `transient` is `false` or absent, frees a persistent forceload. If `true`, frees a transient forceload. * `minetest.request_insecure_environment()`: returns an environment containing insecure functions if the calling mod has been listed as trusted in the `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`. * Only works at init time and must be called from the mod's main scope (not from a function). * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN A LOCAL VARIABLE!** * `minetest.global_exists(name)` * Checks if a global variable has been set, without triggering a warning. Global objects -------------- * `minetest.env`: `EnvRef` of the server environment and world. * Any function in the minetest namespace can be called using the syntax `minetest.env:somefunction(somearguments)` instead of `minetest.somefunction(somearguments)` * Deprecated, but support is not to be dropped soon Global tables ------------- ### Registered definition tables * `minetest.registered_items` * Map of registered items, indexed by name * `minetest.registered_nodes` * Map of registered node definitions, indexed by name * `minetest.registered_craftitems` * Map of registered craft item definitions, indexed by name * `minetest.registered_tools` * Map of registered tool definitions, indexed by name * `minetest.registered_entities` * Map of registered entity prototypes, indexed by name * `minetest.object_refs` * Map of object references, indexed by active object id * `minetest.luaentities` * Map of Lua entities, indexed by active object id * `minetest.registered_abms` * List of ABM definitions * `minetest.registered_lbms` * List of LBM definitions * `minetest.registered_aliases` * Map of registered aliases, indexed by name * `minetest.registered_ores` * Map of registered ore definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_ore`. * `minetest.registered_biomes` * Map of registered biome definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_biome`. * `minetest.registered_decorations` * Map of registered decoration definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_decoration`. * `minetest.registered_schematics` * Map of registered schematic definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_schematic`. * `minetest.registered_chatcommands` * Map of registered chat command definitions, indexed by name * `minetest.registered_privileges` * Map of registered privilege definitions, indexed by name ### Registered callback tables All callbacks registered with [Global callback registration functions] are added to corresponding `minetest.registered_*` tables. Class reference =============== Sorted alphabetically. `AreaStore` ----------- A fast access data structure to store areas, and find areas near a given position or area. Every area has a `data` string attribute to store additional information. You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`. If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you. ### Methods * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied. Returns nil if specified area id does not exist. * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied. * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied. * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts. * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit. * `remove_area(id)`: removes the area with the given id from the store, returns success. * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated. * `params` is a table with the following fields: enabled = boolean, -- Whether to enable, default true block_radius = int, -- The radius (in nodes) of the areas the cache -- generates prefiltered lists for, minimum 16, -- default 64 limit = int, -- The cache size, minimum 20, default 1000 * `to_string()`: Experimental. Returns area store serialized as a (binary) string. * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file. * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message. * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file. `InvRef` -------- An `InvRef` is a reference to an inventory. ### Methods * `is_empty(listname)`: return `true` if list is empty * `get_size(listname)`: get size of a list * `set_size(listname, size)`: set size of a list * returns `false` on error (e.g. invalid `listname` or `size`) * `get_width(listname)`: get width of a list * `set_width(listname, width)`: set width of list; currently used for crafting * `get_stack(listname, i)`: get a copy of stack index `i` in list * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list * `get_list(listname)`: return full list * `set_list(listname, list)`: set full list (size will not change) * `get_lists()`: returns list of inventory lists * `set_lists(lists)`: sets inventory lists (size will not change) * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`. * `room_for_item(listname, stack):` returns `true` if the stack of items can be fully added to the list * `contains_item(listname, stack, [match_meta])`: returns `true` if the stack of items can be fully taken from the list. If `match_meta` is false, only the items' names are compared (default: `false`). * `remove_item(listname, stack)`: take as many items as specified from the list, returns the items that were actually removed (as an `ItemStack`) -- note that any item metadata is ignored, so attempting to remove a specific unique item this way will likely remove the wrong one -- to do that use `set_stack` with an empty `ItemStack`. * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`. * returns `{type="undefined"}` in case location is not known `ItemStack` ----------- An `ItemStack` is a stack of items. It can be created via `ItemStack(x)`, where x is an `ItemStack`, an itemstring, a table or `nil`. ### Methods * `is_empty()`: returns `true` if stack is empty. * `get_name()`: returns item name (e.g. `"default:stone"`). * `set_name(item_name)`: returns a boolean indicating whether the item was cleared. * `get_count()`: Returns number of items on the stack. * `set_count(count)`: returns a boolean indicating whether the item was cleared * `count`: number, unsigned 16 bit integer * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools. * `set_wear(wear)`: returns boolean indicating whether item was cleared * `wear`: number, unsigned 16 bit integer * `get_meta()`: returns ItemStackMetaRef. See section for more details * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack). * `set_metadata(metadata)`: (DEPRECATED) Returns true. * `clear()`: removes all items from the stack, making it empty. * `replace(item)`: replace the contents of this stack. * `item` can also be an itemstring or table. * `to_string()`: returns the stack in itemstring form. * `to_table()`: returns the stack in Lua table form. * `get_stack_max()`: returns the maximum size of the stack (depends on the item). * `get_free_space()`: returns `get_stack_max() - get_count()`. * `is_known()`: returns `true` if the item name refers to a defined item type. * `get_definition()`: returns the item definition table. * `get_tool_capabilities()`: returns the digging properties of the item, or those of the hand if none are defined for this item type * `add_wear(amount)` * Increases wear by `amount` if the item is a tool * `amount`: number, integer * `add_item(item)`: returns leftover `ItemStack` * Put some item or stack onto this stack * `item_fits(item)`: returns `true` if item or stack can be fully added to this one. * `take_item(n)`: returns taken `ItemStack` * Take (and remove) up to `n` items from this stack * `n`: number, default: `1` * `peek_item(n)`: returns taken `ItemStack` * Copy (don't remove) up to `n` items from this stack * `n`: number, default: `1` `ItemStackMetaRef` ------------------ ItemStack metadata: reference extra data and functionality stored in a stack. Can be obtained via `item:get_meta()`. ### Methods * All methods in MetaDataRef * `set_tool_capabilities([tool_capabilities])` * Overrides the item's tool capabilities * A nil value will clear the override data and restore the original behavior. `MetaDataRef` ------------- See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`]. ### Methods * `contains(key)`: Returns true if key present, otherwise false. * Returns `nil` when the MetaData is inexistent. * `get(key)`: Returns `nil` if key not present, else the stored string. * `set_string(key, value)`: Value of `""` will delete the key. * `get_string(key)`: Returns `""` if key not present. * `set_int(key, value)` * `get_int(key)`: Returns `0` if key not present. * `set_float(key, value)` * `get_float(key)`: Returns `0` if key not present. * `to_table()`: returns `nil` or a table with keys: * `fields`: key-value storage * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only) * `from_table(nil or {})` * Any non-table value will clear the metadata * See [Node Metadata] for an example * returns `true` on success * `equals(other)` * returns `true` if this metadata has the same key-value pairs as `other` `ModChannel` ------------ An interface to use mod channels on client and server ### Methods * `leave()`: leave the mod channel. * Server leaves channel `channel_name`. * No more incoming or outgoing messages can be sent to this channel from server mods. * This invalidate all future object usage. * Ensure you set mod_channel to nil after that to free Lua resources. * `is_writeable()`: returns true if channel is writeable and mod can send over it. * `send_all(message)`: Send `message` though the mod channel. * If mod channel is not writeable or invalid, message will be dropped. * Message size is limited to 65535 characters by protocol. `NodeMetaRef` ------------- Node metadata: reference extra data and functionality stored in a node. Can be obtained via `minetest.get_meta(pos)`. ### Methods * All methods in MetaDataRef * `get_inventory()`: returns `InvRef` * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private This will prevent them from being sent to the client. Note that the "private" status will only be remembered if an associated key-value pair exists, meaning it's best to call this when initializing all other meta (e.g. `on_construct`). `NodeTimerRef` -------------- Node Timers: a high resolution persistent per-node timer. Can be gotten via `minetest.get_node_timer(pos)`. ### Methods * `set(timeout,elapsed)` * set a timer's state * `timeout` is in seconds, and supports fractional values (0.1 etc) * `elapsed` is in seconds, and supports fractional values (0.1 etc) * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds. * `start(timeout)` * start a timer * equivalent to `set(timeout,0)` * `stop()` * stops the timer * `get_timeout()`: returns current timeout in seconds * if `timeout` equals `0`, timer is inactive * `get_elapsed()`: returns current elapsed time in seconds * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds. * `is_started()`: returns boolean state of timer * returns `true` if timer is started, otherwise `false` `ObjectRef` ----------- Moving things in the game are generally these. This is basically a reference to a C++ `ServerActiveObject` ### Methods * `remove()`: remove object (after returning from Lua) * Note: Doesn't work on players, use `minetest.kick_player` instead * `get_pos()`: returns `{x=num, y=num, z=num}` * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}` * `move_to(pos, continuous=false)`: interpolated move * `punch(puncher, time_from_last_punch, tool_capabilities, direction)` * `puncher` = another `ObjectRef`, * `time_from_last_punch` = time since last punch action of the puncher * `direction`: can be `nil` * `right_click(clicker)`; `clicker` is another `ObjectRef` * `get_hp()`: returns number of hitpoints (2 * number of hearts) * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts). * See reason in register_on_player_hpchange * `get_inventory()`: returns an `InvRef` * `get_wield_list()`: returns the name of the inventory list the wielded item is in. * `get_wield_index()`: returns the index of the wielded item * `get_wielded_item()`: returns an `ItemStack` * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful. * `set_armor_groups({group1=rating, group2=rating, ...})` * `get_armor_groups()`: returns a table with the armor group ratings * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)` * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}` * `frame_speed`: number, default: `15.0` * `frame_blend`: number, default: `0.0` * `frame_loop`: boolean, default: `true` * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`. * `set_animation_frame_speed(frame_speed)` * `frame_speed`: number, default: `15.0` * `set_attach(parent, bone, position, rotation)` * `bone`: string * `position`: `{x=num, y=num, z=num}` (relative) * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached. * `set_detach()` * `set_bone_position(bone, position, rotation)` * `bone`: string * `position`: `{x=num, y=num, z=num}` (relative) * `rotation`: `{x=num, y=num, z=num}` * `get_bone_position(bone)`: returns position and rotation of the bone * `set_properties(object property table)` * `get_properties()`: returns object property table * `is_player()`: returns true for players, false otherwise * `get_nametag_attributes()` * returns a table with the attributes of the nametag of an object * { color = {a=0..255, r=0..255, g=0..255, b=0..255}, text = "", } * `set_nametag_attributes(attributes)` * sets the attributes of the nametag of an object * `attributes`: { color = ColorSpec, text = "My Nametag", } #### LuaEntitySAO-only (no-op for other objects) * `set_velocity(vel)` * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` * `add_velocity(vel)` * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` * In comparison to using get_velocity, adding the velocity and then using set_velocity, add_velocity is supposed to avoid synchronization problems. * `get_velocity()`: returns the velocity, a vector * `set_acceleration(acc)` * `acc` is a vector * `get_acceleration()`: returns the acceleration, a vector * `set_rotation(rot)` * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading) and Z is roll (bank). * `get_rotation()`: returns the rotation, a vector (radians) * `set_yaw(radians)`: sets the yaw (heading). * `get_yaw()`: returns number in radians * `set_texture_mod(mod)` * `get_texture_mod()` returns current texture modifier * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)` * Select sprite from spritesheet with optional animation and Dungeon Master style texture selection based on yaw relative to camera * `p`: {x=number, y=number}, the coordinate of the first frame (x: column, y: row), default: `{x=0, y=0}` * `num_frames`: number, default: `1` * `framelength`: number, default: `0.2` * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon Master mob, default: `false` * `get_entity_name()` (**Deprecated**: Will be removed in a future version) * `get_luaentity()` #### Player-only (no-op for other objects) * `get_player_name()`: returns `""` if is not a player * `get_player_velocity()`: returns `nil` if is not a player, otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s * `get_look_dir()`: get camera direction as a unit vector * `get_look_vertical()`: pitch in radians * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively. * `get_look_horizontal()`: yaw in radians * Angle is counter-clockwise from the +z direction. * `set_look_vertical(radians)`: sets look pitch * radians: Angle from looking forward, where positive is downwards. * `set_look_horizontal(radians)`: sets look yaw * radians: Angle from the +z direction, where positive is counter-clockwise. * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`. * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively. * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`. * Angle is counter-clockwise from the +x direction. * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`. * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`. * `get_breath()`: returns players breath * `set_breath(value)`: sets players breath * values: * `0`: player is drowning * max: bubbles bar is not shown * See [Object properties] for more information * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead * Sets an extra attribute with value on player. * `value` must be a string, or a number which will be converted to a string. * If `value` is `nil`, remove attribute from player. * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead * Returns value (a string) for extra attribute. * Returns `nil` if no attribute found. * `get_meta()`: Returns a PlayerMetaRef. * `set_inventory_formspec(formspec)` * Redefine player's inventory form * Should usually be called in `on_joinplayer` * `get_inventory_formspec()`: returns a formspec string * `set_formspec_prepend(formspec)`: * the formspec string will be added to every formspec shown to the user, except for those with a no_prepend[] tag. * This should be used to set style elements such as background[] and bgcolor[], any non-style elements (eg: label) may result in weird behaviour. * Only affects formspecs shown after this is called. * `get_formspec_prepend(formspec)`: returns a formspec string. * `get_player_control()`: returns table with player pressed keys * The table consists of fields with boolean value representing the pressed keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up. * example: `{jump=false, right=true, left=false, LMB=false, RMB=false, sneak=true, aux1=false, down=false, up=false}` * `get_player_control_bits()`: returns integer with bit packed player pressed keys. * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak, 7/LMB, 8/RMB * `set_physics_override(override_table)` * `override_table` is a table with the following fields: * `speed`: multiplier to default walking speed value (default: `1`) * `jump`: multiplier to default jump value (default: `1`) * `gravity`: multiplier to default gravity value (default: `1`) * `sneak`: whether player can sneak (default: `true`) * `sneak_glitch`: whether player can use the new move code replications of the old sneak side-effects: sneak ladders and 2 node sneak jump (default: `false`) * `new_move`: use new move/sneak code. When `false` the exact old code is used for the specific old sneak behaviour (default: `true`) * `get_physics_override()`: returns the table given to `set_physics_override` * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success * `hud_remove(id)`: remove the HUD element of the specified id * `hud_change(id, stat, value)`: change a value of a previously added HUD element. * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir` * `hud_get(id)`: gets the HUD element definition structure of the specified ID * `hud_set_flags(flags)`: sets specified HUD flags of player. * `flags`: A table with the following fields set to boolean values * hotbar * healthbar * crosshair * wielditem * breathbar * minimap * minimap_radar * If a flag equals `nil`, the flag is not modified * `minimap`: Modifies the client's permission to view the minimap. The client may locally elect to not view the minimap. * `minimap_radar` is only usable when `minimap` is true * `hud_get_flags()`: returns a table of player HUD flags with boolean values. * See `hud_set_flags` for a list of flags that can be toggled. * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar * `count`: number of items, must be between `1` and `32` * `hud_get_hotbar_itemcount`: returns number of visible items * `hud_set_hotbar_image(texturename)` * sets background image for hotbar * `hud_get_hotbar_image`: returns texturename * `hud_set_hotbar_selected_image(texturename)` * sets image for selected item of hotbar * `hud_get_hotbar_selected_image`: returns texturename * `set_sky(bgcolor, type, {texture names}, clouds)` * `bgcolor`: ColorSpec, defaults to white * `type`: Available types: * `"regular"`: Uses 0 textures, `bgcolor` ignored * `"skybox"`: Uses 6 textures, `bgcolor` used * `"plain"`: Uses 0 textures, `bgcolor` used * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or `"plain"` custom skyboxes (default: `true`) * `get_sky()`: returns bgcolor, type, table of textures, clouds * `set_clouds(parameters)`: set cloud parameters * `parameters` is a table with the following optional fields: * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`) * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`). * `ambient`: cloud color lower bound, use for a "glow at night" effect. ColorSpec (alpha ignored, default `#000000`) * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`) * `thickness`: cloud thickness in nodes (default `16`) * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`). * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`. * `override_day_night_ratio(ratio or nil)` * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount. * `nil`: Disables override, defaulting to sunlight based on day-night cycle * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`: set animation for player model in third person view set_local_animation({x=0, y=79}, -- stand/idle animation key frames {x=168, y=187}, -- walk animation key frames {x=189, y=198}, -- dig animation key frames {x=200, y=219}, -- walk+dig animation key frames frame_speed=30) -- animation frame speed * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`. * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player. * in first person view * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`) * `get_eye_offset()`: returns `offset_first` and `offset_third` * `send_mapblock(blockpos)`: * Sends a server-side loaded mapblock to the player. * Returns `false` if failed. * Resource intensive - use sparsely * To get blockpos, integer divide pos by 16 `PcgRandom` ----------- A 32-bit pseudorandom number generator. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness. It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`. ### Methods * `next()`: return next integer random number [`-2147483648`...`2147483647`] * `next(min, max)`: return next integer random number [`min`...`max`] * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]. * This is only a rough approximation of a normal distribution with: * `mean = (max - min) / 2`, and * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)` * Increasing `num_trials` improves accuracy of the approximation `PerlinNoise` ------------- A perlin noise generator. It can be created via `PerlinNoise(seed, octaves, persistence, spread)` or `PerlinNoise(noiseparams)`. Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)` or `minetest.get_perlin(noiseparams)`. ### Methods * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}` * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}` `PerlinNoiseMap` ---------------- A fast, bulk perlin noise generator. It can be created via `PerlinNoiseMap(noiseparams, size)` or `minetest.get_perlin_map(noiseparams, size)`. Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise `nil` is returned). For each of the functions with an optional `buffer` parameter: If `buffer` is not nil, this table will be used to store the result instead of creating a new table. ### Methods * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise with values starting at `pos={x=,y=}` * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array of 3D noise with values starting at `pos={x=,y=,z=}`. * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise with values starting at `pos={x=,y=}` * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally. * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally. * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the most recently computed noise results. The result slice begins at coordinates `slice_offset` and takes a chunk of `slice_size`. E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20: `noisevals = noise:get_map_slice({y=20}, {y=2})` It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to the starting position of the most recently calculated noise. To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000: `noise:calc_3d_map({x=1000, y=1000, z=1000})` `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})` `PlayerMetaRef` --------------- Player metadata. Uses the same method of storage as the deprecated player attribute API, so data there will also be in player meta. Can be obtained using `player:get_meta()`. ### Methods * All methods in MetaDataRef `PseudoRandom` -------------- A 16-bit pseudorandom number generator. Uses a well-known LCG algorithm introduced by K&R. It can be created via `PseudoRandom(seed)`. ### Methods * `next()`: return next integer random number [`0`...`32767`] * `next(min, max)`: return next integer random number [`min`...`max`] * `((max - min) == 32767) or ((max-min) <= 6553))` must be true due to the simple implementation making bad distribution otherwise. `Raycast` --------- A raycast on the map. It works with selection boxes. Can be used as an iterator in a for loop as: local ray = Raycast(...) for pointed_thing in ray do ... end The map is loaded as the ray advances. If the map is modified after the `Raycast` is created, the changes may or may not have an effect on the object. It can be created via `Raycast(pos1, pos2, objects, liquids)` or `minetest.raycast(pos1, pos2, objects, liquids)` where: * `pos1`: start of the ray * `pos2`: end of the ray * `objects`: if false, only nodes will be returned. Default is true. * `liquids`: if false, liquid nodes won't be returned. Default is false. ### Methods * `next()`: returns a `pointed_thing` with exact pointing location * Returns the next thing pointed by the ray or nil. `SecureRandom` -------------- Interface for the operating system's crypto-secure PRNG. It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be found on the system. ### Methods * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string. `Settings` ---------- An interface to read config files in the format of `minetest.conf`. It can be created via `Settings(filename)`. ### Methods * `get(key)`: returns a value * `get_bool(key, [default])`: returns a boolean * `default` is the value returned if `key` is not found. * Returns `nil` if `key` is not found and `default` not specified. * `get_np_group(key)`: returns a NoiseParams table * `set(key, value)` * Setting names can't contain whitespace or any of `="{}#`. * Setting values can't contain the sequence `\n"""`. * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`). * `set_bool(key, value)` * See documentation for set() above. * `set_np_group(key, value)` * `value` is a NoiseParams table. * Also, see documentation for set() above. * `remove(key)`: returns a boolean (`true` for success) * `get_names()`: returns `{key1,...}` * `write()`: returns a boolean (`true` for success) * Writes changes to file. * `to_table()`: returns `{[key1]=value1,...}` `StorageRef` ------------ Mod metadata: per mod metadata, saved automatically. Can be obtained via `minetest.get_mod_storage()` during load time. ### Methods * All methods in MetaDataRef Definition tables ================= Object properties ----------------- Used by `ObjectRef` methods. Part of an Entity definition. { hp_max = 1, -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`. breath_max = 0, -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`. zoom_fov = 0.0, -- For players only. Zoom FOV in degrees. -- Note that zoom loads and/or generates world beyond the server's -- maximum send and generate distances, so acts like a telescope. -- Smaller zoom_fov values increase the distance loaded/generated. -- Defaults to 15 in creative mode, 0 in survival mode. -- zoom_fov = 0 disables zooming for the player. eye_height = 1.625, -- For players only. Camera height above feet position in nodes. -- Defaults to 1.625. physical = true, collide_with_objects = true, -- Collide with other objects if physical = true weight = 5, collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Selection box uses collision box dimensions when not set. -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from -- object position. pointable = true, -- Overrides selection box when false 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 'textures = {itemname}'. -- If the item has a 'wield_image' the object will be an extrusion of -- that, otherwise: -- If 'itemname' is a cubic node or nodebox the object will appear -- identical to 'itemname'. -- If 'itemname' is a plantlike node the object will be an extrusion -- of its texture. -- Otherwise for non-node items, the object will be an extrusion of -- 'inventory_image'. -- "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", textures = {}, -- Number of required textures depends on visual. -- "cube" uses 6 textures just like a node, but all 6 must be defined. -- "sprite" uses 1 texture. -- "upright_sprite" uses 2 textures: {front, back}. -- "wielditem" expects 'textures = {itemname}' (see 'visual' above). 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, makes_footstep_sound = false, automatic_rotate = 0, -- Set constant rotation in radians per second, positive or negative. -- Set to 0 to disable constant rotation. stepheight = 0, automatic_face_movement_dir = 0.0, -- Automatically set yaw to movement direction, offset in degrees. -- 'false' to disable. automatic_face_movement_max_rotation_per_sec = -1, -- Limit automatic rotation to this value in degrees per second. -- 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 = "", -- By default empty, for players their name is shown if empty nametag_color = <ColorSpec>, -- Sets color of nametag infotext = "", -- By default empty, text to be shown when pointed at object static_save = true, -- If false, never save this object statically. It will simply be -- deleted when the block gets unloaded. -- The get_staticdata() callback is never called then. -- Defaults to 'true'. } Entity definition ----------------- Used by `minetest.register_entity`. { initial_properties = { visual = "mesh", mesh = "boats_boat.obj", ..., }, -- A table of object properties, see the `Object properties` section. -- Object properties being read directly from the entity definition -- table is deprecated. Define object properties in this -- `initial_properties` table instead. on_activate = function(self, staticdata, dtime_s), on_step = function(self, dtime), on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir), on_rightclick = function(self, clicker), get_staticdata = function(self), -- Called sometimes; the string returned is passed to on_activate when -- the entity is re-activated from static state _custom_field = whatever, -- You can define arbitrary member variables here (see Item definition -- for more info) by using a '_' prefix } ABM (ActiveBlockModifier) definition ------------------------------------ Used by `minetest.register_abm`. { label = "Lava cooling", -- Descriptive label for profiling purposes (optional). -- Definitions with identical labels will be listed as one. nodenames = {"default:lava_source"}, -- Apply `action` function to these nodes. -- `group:groupname` can also be used here. neighbors = {"default:water_source", "default:water_flowing"}, -- Only apply `action` to nodes that have one of, or any -- combination of, these neighbors. -- If left out or empty, any neighbor will do. -- `group:groupname` can also be used here. interval = 1.0, -- Operation interval in seconds chance = 1, -- Chance of triggering `action` per-node per-interval is 1.0 / this -- value catch_up = true, -- If true, catch-up behaviour is enabled: The `chance` value is -- temporarily reduced when returning to an area to simulate time lost -- by the area being unattended. Note that the `chance` value can often -- be reduced to 1. action = function(pos, node, active_object_count, active_object_count_wider), -- Function triggered for each qualifying node. -- `active_object_count` is number of active objects in the node's -- mapblock. -- `active_object_count_wider` is number of active objects in the node's -- mapblock plus all 26 neighboring mapblocks. If any neighboring -- mapblocks are unloaded an estmate is calculated for them based on -- loaded mapblocks. } LBM (LoadingBlockModifier) definition ------------------------------------- Used by `minetest.register_lbm`. { label = "Upgrade legacy doors", -- Descriptive label for profiling purposes (optional). -- Definitions with identical labels will be listed as one. name = "modname:replace_legacy_door", nodenames = {"default:lava_source"}, -- List of node names to trigger the LBM on. -- Also non-registered nodes will work. -- Groups (as of group:groupname) will work as well. run_at_every_load = false, -- Whether to run the LBM's action every time a block gets loaded, -- and not just for blocks that were saved last time before LBMs were -- introduced to the world. action = function(pos, node), } Tile definition --------------- * `"image.png"` * `{name="image.png", animation={Tile Animation definition}}` * `{name="image.png", backface_culling=bool, tileable_vertical=bool, tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}` * backface culling enabled by default for most nodes * tileable flags are info for shaders, how they should treat texture when displacement mapping is used. Directions are from the point of view of the tile texture, not the node it's on. * align style determines whether the texture will be rotated with the node or kept aligned with its surroundings. "user" means that client setting will be used, similar to `glasslike_framed_optional`. Note: supported by solid nodes and nodeboxes only. * scale is used to make texture span several (exactly `scale`) nodes, instead of just one, in each direction. Works for world-aligned textures only. Note that as the effect is applied on per-mapblock basis, `16` should be equally divisible by `scale` or you may get wrong results. * `{name="image.png", color=ColorSpec}` * the texture's color will be multiplied with this color. * the tile's color overrides the owning node's color in all cases. * deprecated, yet still supported field names: * `image` (name) Tile animation definition ------------------------- { type = "vertical_frames", aspect_w = 16, -- Width of a frame in pixels aspect_h = 16, -- Height of a frame in pixels length = 3.0, -- Full loop length } { type = "sheet_2d", frames_w = 5, -- Width in number of frames frames_h = 3, -- Height in number of frames frame_length = 0.5, -- Length of a single frame } Item definition --------------- Used by `minetest.register_node`, `minetest.register_craftitem`, and `minetest.register_tool`. { description = "Steel Axe", groups = {}, -- key = name, value = rating; rating = 1..3. -- If rating not applicable, use 1. -- e.g. {wool = 1, fluffy = 3} -- {soil = 2, outerspace = 1, crumbly = 1} -- {bendy = 2, snappy = 1}, -- {hard = 1, metal = 1, spikes = 1} inventory_image = "default_tool_steelaxe.png", inventory_overlay = "overlay.png", -- An overlay which does not get colorized wield_image = "", wield_overlay = "", palette = "", -- An image file containing the palette of a node. -- You can set the currently used color as the "palette_index" field of -- the item stack metadata. -- The palette is always stretched to fit indices between 0 and 255, to -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes. color = "0xFFFFFFFF", -- The color of the item. The palette overrides this. wield_scale = {x = 1, y = 1, z = 1}, stack_max = 99, range = 4.0, liquids_pointable = false, -- See "Tools" section tool_capabilities = { full_punch_interval = 1.0, max_drop_level = 0, groupcaps = { -- For example: choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2}, }, damage_groups = {groupname = damage}, }, node_placement_prediction = nil, -- If nil and item is node, prediction is made automatically. -- If nil and item is not a node, no prediction is made. -- If "" and item is anything, no prediction is made. -- Otherwise should be name of node which the client immediately places -- on ground when the player places the item. Server will always update -- actual result to client in a short moment. node_dig_prediction = "air", -- if "", no prediction is made. -- if "air", node is removed. -- Otherwise should be name of node which the client immediately places -- upon digging. Server will always update actual result shortly. sound = { breaks = "default_tool_break", -- tools only place = <SimpleSoundSpec>, eat = <SimpleSoundSpec>, }, on_place = function(itemstack, placer, pointed_thing), -- Shall place item and return the leftover itemstack. -- The placer may be any ObjectRef or nil. -- default: minetest.item_place on_secondary_use = function(itemstack, user, pointed_thing), -- Same as on_place but called when pointing at nothing. -- The user may be any ObjectRef or nil. -- pointed_thing: always { type = "nothing" } on_drop = function(itemstack, dropper, pos), -- Shall drop item and return the leftover itemstack. -- The dropper may be any ObjectRef or nil. -- default: minetest.item_drop on_use = function(itemstack, user, pointed_thing), -- default: nil -- Function must return either nil if no item shall be removed from -- inventory, or an itemstack to replace the original itemstack. -- e.g. itemstack:take_item(); return itemstack -- Otherwise, the function is free to do what it wants. -- The user may be any ObjectRef or nil. -- The default functions handle regular use cases. after_use = function(itemstack, user, node, digparams), -- default: nil -- If defined, should return an itemstack and will be called instead of -- wearing out the tool. If returns nil, does nothing. -- If after_use doesn't exist, it is the same as: -- function(itemstack, user, node, digparams) -- itemstack:add_wear(digparams.wear) -- return itemstack -- end -- The user may be any ObjectRef or nil. _custom_field = whatever, -- Add your own custom fields. By convention, all custom field names -- should start with `_` to avoid naming collisions with future engine -- usage. } Node definition --------------- Used by `minetest.register_node`. { -- <all fields allowed in item definitions>, drawtype = "normal", -- See "Node drawtypes" visual_scale = 1.0, -- Supported for drawtypes "plantlike", "signlike", "torchlike", -- "firelike", "mesh". -- For plantlike and firelike, the image will start at the bottom of the -- node, for the other drawtypes the image will be centered on the node. -- Note that positioning for "torchlike" may still change. tiles = {tile definition 1, def2, def3, def4, def5, def6}, -- Textures of node; +Y, -Y, +X, -X, +Z, -Z -- Old field name was 'tile_images'. -- List can be shortened to needed length. overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, -- Same as `tiles`, but these textures are drawn on top of the base -- tiles. You can use this to colorize only specific parts of your -- texture. If the texture name is an empty string, that overlay is not -- drawn. Since such tiles are drawn twice, it is not recommended to use -- overlays on very common nodes. special_tiles = {tile definition 1, Tile definition 2}, -- Special textures of node; used rarely. -- Old field name was 'special_materials'. -- List can be shortened to needed length. color = ColorSpec, -- The node's original color will be multiplied with this color. -- If the node has a palette, then this setting only has an effect in -- the inventory and on the wield item. use_texture_alpha = false, -- Use texture's alpha channel palette = "palette.png", -- The node's `param2` is used to select a pixel from the image. -- Pixels are arranged from left to right and from top to bottom. -- The node's color will be multiplied with the selected pixel's color. -- Tiles can override this behavior. -- Only when `paramtype2` supports palettes. post_effect_color = "green#0F", -- Screen tint if player is inside node, see "ColorSpec" paramtype = "none", -- See "Nodes" paramtype2 = "none", -- See "Nodes" place_param2 = nil, -- Force value for param2 when player places node is_ground_content = true, -- If false, the cave generator and dungeon generator will not carve -- through this node. -- Specifically, this stops mod-added nodes being removed by caves and -- dungeons when those generate in a neighbor mapchunk and extend out -- beyond the edge of that mapchunk. sunlight_propagates = false, -- If true, sunlight will go infinitely through this node walkable = true, -- If true, objects collide with node pointable = true, -- If true, can be pointed at diggable = true, -- If false, can never be dug climbable = false, -- If true, can be climbed on (ladder) buildable_to = false, -- If true, placed nodes can replace this node floodable = false, -- If true, liquids flow into and replace this node. -- Warning: making a liquid node 'floodable' will cause problems. liquidtype = "none", -- "none" / "source" / "flowing" liquid_alternative_flowing = "", -- Flowing version of source liquid liquid_alternative_source = "", -- Source version of flowing liquid liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7) liquid_renewable = true, -- If true, a new liquid source can be created by placing two or more -- sources nearby leveled = 16, -- Only valid for "nodebox" drawtype with 'type = "leveled"'. -- Allows defining the nodebox height without using param2. -- The nodebox height is 'leveled' / 64 nodes. -- The maximum value of 'leveled' is 127. liquid_range = 8, -- Number of flowing nodes around source (max. 8) drowning = 0, -- Player will take this amount of damage if no bubbles are left light_source = 0, -- Amount of light emitted by node. -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'. -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined -- behavior. damage_per_second = 0, -- If player is inside node, this damage is caused node_box = {type="regular"}, -- See "Node boxes" connects_to = nodenames, -- Used for nodebox nodes with the type == "connected". -- Specifies to what neighboring nodes connections will be drawn. -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"` connect_sides = { "top", "bottom", "front", "left", "back", "right" }, -- Tells connected nodebox nodes to connect only to these sides of this -- node mesh = "model", selection_box = { type = "fixed", fixed = { {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16}, }, }, -- 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 = { type = "fixed", fixed = { {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16}, }, }, -- 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. -- Both of the boxes above are defined as: -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center. -- 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 = { footstep = <SimpleSoundSpec>, dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default) dug = <SimpleSoundSpec>, place = <SimpleSoundSpec>, place_failed = <SimpleSoundSpec>, fall = <SimpleSoundSpec>, }, drop = "", -- Name of dropped item when dug. -- Default dropped item is the node itself. -- Using a table allows multiple items, drop chances and tool filtering: drop = { max_items = 1, -- Maximum number of item lists to drop. -- The entries in 'items' are processed in order. For each: -- Tool 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 = { -- Entry examples. { -- 1 in 1000 chance of dropping a diamond. -- Default rarity is '1'. rarity = 1000, items = {"default:diamond"}, }, { -- Only drop if using a tool 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 a tool whose name contains -- "default:shovel_". tools = {"~default:shovel_"}, rarity = 2, -- The item list dropped. items = {"default:sand", "default:desert_sand"}, }, }, }, on_construct = function(pos), -- Node constructor; called after adding node. -- Can set up metadata and stuff like that. -- Not called for bulk node placement (i.e. schematics and VoxelManip). -- default: nil on_destruct = function(pos), -- Node destructor; called before removing node. -- Not called for bulk node placement. -- default: nil after_destruct = function(pos, oldnode), -- Node destructor; called after removing node. -- Not called for bulk node placement. -- default: nil on_flood = function(pos, oldnode, newnode), -- Called when a liquid (newnode) is about to flood oldnode, if it has -- `floodable = true` in the nodedef. Not called for bulk node placement -- (i.e. schematics and VoxelManip) or air nodes. If return true the -- node is not flooded, but on_flood callback will most likely be called -- over and over again every liquid update interval. -- Default: nil -- Warning: making a liquid node 'floodable' will cause problems. preserve_metadata = function(pos, oldnode, oldmeta, drops), -- Called when oldnode is about be converted to an item, but before the -- node is deleted from the world or the drops are added. This is -- generally the result of either the node being dug or an attached node -- becoming detached. -- drops is a table of ItemStacks, so any metadata to be preserved can -- be added directly to one or more of the dropped items. See -- "ItemStackMetaRef". -- default: nil after_place_node = function(pos, placer, itemstack, pointed_thing), -- Called after constructing node when node was placed using -- minetest.item_place_node / minetest.place_node. -- If return true no item is taken from itemstack. -- `placer` may be any valid ObjectRef or nil. -- default: nil after_dig_node = function(pos, oldnode, oldmetadata, digger), -- oldmetadata is in table format. -- Called after destructing node when node was dug using -- minetest.node_dig / minetest.dig_node. -- default: nil can_dig = function(pos, [player]), on_punch = function(pos, node, puncher, pointed_thing), -- Returns true if node can be dug, or false if not. -- default: nil -- default: minetest.node_punch -- By default calls minetest.register_on_punchnode callbacks. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing), -- default: nil -- itemstack will hold clicker's wielded item. -- Shall return the leftover itemstack. -- Note: pointed_thing can be nil, if a mod calls this function. -- This function does not get triggered by clients <=0.4.16 if the -- "formspec" node metadata field is set. on_dig = function(pos, node, digger), -- default: minetest.node_dig -- By default checks privileges, wears out tool and removes node. on_timer = function(pos, elapsed), -- default: nil -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef. -- elapsed is the total time passed since the timer was started. -- return true to run the timer for another cycle with the same timeout -- value. on_receive_fields = function(pos, formname, fields, sender), -- fields = {name1 = value1, name2 = value2, ...} -- Called when an UI form (e.g. sign text input) returns data. -- See minetest.register_on_player_receive_fields for more info. -- default: nil allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player), -- Called when a player wants to move items inside the inventory. -- Return value: number of items allowed to move. allow_metadata_inventory_put = function(pos, listname, index, stack, player), -- Called when a player wants to put something into the inventory. -- Return value: number of items allowed to put. -- Return value -1: Allow and don't modify item count in inventory. allow_metadata_inventory_take = function(pos, listname, index, stack, player), -- Called when a player wants to take something out of the inventory. -- Return value: number of items allowed to take. -- Return value -1: Allow and don't modify item count in inventory. on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player), on_metadata_inventory_put = function(pos, listname, index, stack, player), on_metadata_inventory_take = function(pos, listname, index, stack, player), -- Called after the actual action has happened, according to what was -- allowed. -- No return value. on_blast = function(pos, intensity), -- intensity: 1.0 = mid range of regular TNT. -- If defined, called when an explosion touches the node, instead of -- removing the node. } Crafting recipes ---------------- Used by `minetest.register_craft`. ### Shaped { output = 'default:pick_stone', recipe = { {'default:cobble', 'default:cobble', 'default:cobble'}, {'', 'default:stick', ''}, {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly' }, replacements = <list of item pairs>, -- replacements: replace one input item with another item on crafting -- (optional). } ### Shapeless { type = "shapeless", output = 'mushrooms:mushroom_stew', recipe = { "mushrooms:bowl", "mushrooms:mushroom_brown", "mushrooms:mushroom_red", }, replacements = <list of item pairs>, } ### Tool repair { type = "toolrepair", additional_wear = -0.02, } Note: Tools with group `disable_repair=1` will not repairable by this recipe. ### Cooking { type = "cooking", output = "default:glass", recipe = "default:sand", cooktime = 3, } ### Furnace fuel { type = "fuel", recipe = "bucket:bucket_lava", burntime = 60, replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}}, } Ore definition -------------- Used by `minetest.register_ore`. See [Ores] section above for essential information. { ore_type = "scatter", ore = "default:stone_with_coal", ore_param2 = 3, -- Facedir rotation. Default is 0 (unchanged rotation) wherein = "default:stone", -- A list of nodenames is supported too clust_scarcity = 8 * 8 * 8, -- Ore has a 1 out of clust_scarcity chance of spawning in a node. -- If the desired average distance between ores is 'd', set this to -- d * d * d. clust_num_ores = 8, -- Number of ores in a cluster clust_size = 3, -- Size of the bounding box of the cluster. -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 -- nodes are coal ore. y_min = -31000, y_max = 64, -- Lower and upper limits for ore flags = "", -- Attributes for the ore generation, see 'Ore attributes' section above noise_threshold = 0.5, -- If noise is above this threshold, ore is placed. Not needed for a -- uniform distribution. noise_params = { offset = 0, scale = 1, spread = {x = 100, y = 100, z = 100}, seed = 23, octaves = 3, persist = 0.7 }, -- NoiseParams structure describing one of the perlin noises used for -- ore distribution. -- Needed by "sheet", "puff", "blob" and "vein" ores. -- Omit from "scatter" ore for a uniform ore distribution. -- Omit from "stratum" ore for a simple horizontal strata from y_min to -- y_max. biomes = {"desert", "rainforest"}, -- List of biomes in which this 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, persist = 0.7 }, np_puff_bottom = { offset = 4, scale = 2, spread = {x = 100, y = 100, z = 100}, seed = 11, octaves = 3, persist = 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, persist = 0.7 }, stratum_thickness = 8, } Biome definition ---------------- Used by `minetest.register_biome`. { name = "tundra", node_dust = "default:snow", -- Node dropped onto upper surface after all else is generated node_top = "default:dirt_with_snow", depth_top = 1, -- Node forming surface layer of biome and thickness of this layer node_filler = "default:permafrost", depth_filler = 3, -- Node forming lower layer of biome and thickness of this layer node_stone = "default:bluestone", -- Node that replaces all stone nodes between roughly y_min and y_max. node_water_top = "default:ice", depth_water_top = 10, -- Node forming a surface layer in seawater with the defined thickness node_water = "", -- Node that replaces all seawater nodes not in the 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:water_source", -- Nodes placed as a blob of liquid in 50% of large caves. -- If absent, cave liquids fall back to classic behaviour of lava or -- water distributed according to a hardcoded 3D noise. node_dungeon = "default:cobble", -- Node used for primary dungeon structure. -- If absent, dungeon materials fall back to classic behaviour. -- 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 for -- performance reasons. node_dungeon_stair = "stairs:stair_cobble", -- Node used for dungeon stairs. -- If absent, stairs fall back to 'node_dungeon'. y_max = 31000, y_min = 1, -- Upper and lower limits for biome. -- Alternatively you can use xyz limits as shown below. max_pos = {x = 31000, y = 128, z = 31000}, min_pos = {x = -31000, y = 9, z = -31000}, -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'. -- Biome is limited to a cuboid defined by these positions. -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or -- 31000 in 'max_pos'. vertical_blend = 8, -- Vertical distance in nodes above 'y_max' over which the biome will -- blend with the biome above. -- Set to 0 for no vertical blend. Defaults to 0. heat_point = 0, humidity_point = 50, -- Characteristic temperature and humidity for the biome. -- These values create 'biome points' on a voronoi diagram with heat and -- humidity as axes. The resulting voronoi cells determine the -- distribution of the biomes. -- Heat and humidity have average values of 50, vary mostly between -- 0 and 100 but can exceed these values. } Decoration definition --------------------- See [Decoration types]. Used by `minetest.register_decoration`. { deco_type = "simple", place_on = "default:dirt_with_grass", -- Node (or list of nodes) that the decoration can be placed on sidelen = 8, -- Size of the square 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, persist = 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. -- These parameters refer to the Y co-ordinate of the 'place_on' node. spawn_by = "default:water", -- Node (or list of nodes) that the decoration only spawns next to. -- Checks two horizontal planes of 8 neighbouring nodes (including -- diagonal neighbours), one plane level with the 'place_on' node and a -- plane one node above that. num_spawn_by = 1, -- Number of spawn_by nodes that must be surrounding the decoration -- position to occur. -- If absent or -1, decorations occur next to any nodes. flags = "liquid_surface, force_placement, all_floors, all_ceilings", -- Flags for all decoration types. -- "liquid_surface": Instead of placement on the highest solid surface -- in a mapchunk column, placement is on the highest liquid surface. -- Placement is disabled if solid nodes are found above the liquid -- surface. -- "force_placement": Nodes other than "air" and "ignore" are replaced -- by the decoration. -- "all_floors", "all_ceilings": Instead of placement on the highest -- surface in a mapchunk the decoration is placed on all floor and/or -- ceiling surfaces, for example in caves 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 behaviour is unchanged. -- If a single decoration registration has both flags the floor and -- ceiling decorations will be aligned vertically. ----- Simple-type parameters decoration = "default:grass", -- The node name used as the decoration. -- If instead a list of strings, a randomly selected node from the list -- is placed as the decoration. height = 1, -- Decoration height in nodes. -- If height_max is not 0, this is the lower limit of a randomly -- selected height. height_max = 0, -- Upper limit of the randomly selected height. -- If absent, the parameter 'height' is used as a constant. param2 = 0, -- Param2 value of decoration nodes. -- If param2_max is not 0, this is the lower limit of a randomly -- selected param2. param2_max = 0, -- Upper limit of the randomly selected param2. -- If absent, the parameter 'param2' is used as a constant. place_offset_y = 0, -- Y offset of the decoration base node relative to the standard base -- node position. -- Can be positive or negative. Default is 0. -- Effect is inverted for "all_ceilings" decorations. -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer -- to the 'place_on' node. ----- Schematic-type parameters schematic = "foobar.mts", -- If schematic is a string, it is the filepath relative to the current -- working directory of the specified Minetest schematic file. -- Could also be the ID of a previously registered schematic. schematic = { size = {x = 4, y = 6, z = 4}, data = { {name = "default:cobble", param1 = 255, param2 = 0}, {name = "default:dirt_with_grass", param1 = 255, param2 = 0}, {name = "air", param1 = 255, param2 = 0}, ... }, yslice_prob = { {ypos = 2, prob = 128}, {ypos = 5, prob = 64}, ... }, }, -- Alternative schematic specification by supplying a table. The fields -- size and data are mandatory whereas yslice_prob is optional. -- See 'Schematic specifier' for details. replacements = {["oldname"] = "convert_to", ...}, flags = "place_center_x, place_center_y, place_center_z", -- Flags for schematic decorations. See 'Schematic attributes'. rotation = "90", -- Rotation can be "0", "90", "180", "270", or "random" place_offset_y = 0, -- If the flag 'place_center_y' is set this parameter is ignored. -- Y offset of the schematic base node layer relative to the 'place_on' -- node. -- Can be positive or negative. Default is 0. -- Effect is inverted for "all_ceilings" decorations. -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer -- to the 'place_on' node. } Chat command definition ----------------------- Used by `minetest.register_chatcommand`. { params = "<name> <privilege>", -- Short parameter description description = "Remove privilege from player", -- Full description privs = {privs=true}, -- Require the "privs" privilege to run func = function(name, param), -- Called when command is run. Returns boolean success and text output. } Note that in params, use of symbols is as follows: * `<>` signifies a placeholder to be replaced when the command is used. For example, when a player name is needed: `<name>` * `[]` signifies param is optional and not required when the command is used. For example, if you require param1 but param2 is optional: `<param1> [<param2>]` * `|` signifies exclusive or. The command requires one param from the options provided. For example: `<param1> | <param2>` * `()` signifies grouping. For example, when param1 and param2 are both required, or only param3 is required: `(<param1> <param2>) | <param3>` Privilege definition -------------------- Used by `minetest.register_privilege`. { description = "Can teleport", -- Privilege description give_to_singleplayer = false, -- Whether to grant the privilege to singleplayer (default true). give_to_admin = true, -- Whether to grant the privilege to the server admin. -- Uses value of 'give_to_singleplayer' by default. on_grant = function(name, granter_name), -- Called when given to player 'name' by 'granter_name'. -- 'granter_name' will be nil if the priv was granted by a mod. on_revoke = function(name, revoker_name), -- Called when taken from player 'name' by 'revoker_name'. -- 'revoker_name' will be nil if the priv was revoked by a mod. -- Note that the above two callbacks will be called twice if a player is -- responsible, once with the player name, and then with a nil player -- name. -- Return true in the above callbacks to stop register_on_priv_grant or -- revoke being called. } Detached inventory callbacks ---------------------------- Used by `minetest.create_detached_inventory`. { allow_move = function(inv, from_list, from_index, to_list, to_index, count, player), -- Called when a player wants to move items inside the inventory. -- Return value: number of items allowed to move. allow_put = function(inv, listname, index, stack, player), -- Called when a player wants to put something into the inventory. -- Return value: number of items allowed to put. -- Return value -1: Allow and don't modify item count in inventory. allow_take = function(inv, listname, index, stack, player), -- Called when a player wants to take something out of the inventory. -- Return value: number of items allowed to take. -- Return value -1: Allow and don't modify item count in inventory. on_move = function(inv, from_list, from_index, to_list, to_index, count, player), on_put = function(inv, listname, index, stack, player), on_take = function(inv, listname, index, stack, player), -- Called after the actual action has happened, according to what was -- allowed. -- No return value. } HUD Definition -------------- See [HUD] section. Used by `Player:hud_add`. Returned by `Player:hud_get`. { hud_elem_type = "image", -- See HUD element types -- Type of element, can be "image", "text", "statbar", or "inventory" position = {x=0.5, y=0.5}, -- Left corner position of element name = "<name>", scale = {x = 2, y = 2}, text = "<text>", number = 2, item = 3, -- Selected item in inventory. 0 for no item selected. direction = 0, -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top alignment = {x=0, y=0}, offset = {x=0, y=0}, size = { x=100, y=100 }, -- Size of element in pixels } Particle definition ------------------- Used by `minetest.add_particle`. { pos = {x=0, y=0, z=0}, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, -- Spawn particle at pos with velocity and acceleration expirationtime = 1, -- Disappears after expirationtime seconds size = 1, -- Scales the visual size of the particle texture. 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", 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. } `ParticleSpawner` definition ---------------------------- Used by `minetest.add_particlespawner`. { 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. 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. -- pos, velocity, acceleration, expirationtime, size 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", 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 glow = 0 -- Optional, specify particle self-luminescence in darkness. -- Values 0-14. } `HTTPRequest` definition ------------------------ Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`. { url = "http://example.org", timeout = 10, -- Timeout for connection in seconds. Default is 3 seconds. post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"}, -- Optional, if specified a POST request with post_data is performed. -- Accepts both a string and a table. If a table is specified, encodes -- table as x-www-form-urlencoded key-value pairs. -- If post_data is not specified, a GET request is performed instead. user_agent = "ExampleUserAgent", -- Optional, if specified replaces the default minetest user agent with -- given string extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" }, -- Optional, if specified adds additional headers to the HTTP request. -- You must make sure that the header strings follow HTTP specification -- ("Key: Value"). multipart = boolean -- Optional, if true performs a multipart HTTP request. -- Default is false. } `HTTPRequestResult` definition ------------------------------ Passed to `HTTPApiTable.fetch` callback. Returned by `HTTPApiTable.fetch_async_get`. { completed = true, -- If true, the request has finished (either succeeded, failed or timed -- out) succeeded = true, -- If true, the request was successful timeout = false, -- If true, the request timed out code = 200, -- HTTP status code data = "response" } Authentication handler definition --------------------------------- Used by `minetest.register_authentication_handler`. { get_auth = function(name), -- Get authentication data for existing player `name` (`nil` if player -- doesn't exist). -- Returns following structure: -- `{password=<string>, privileges=<table>, last_login=<number or nil>}` create_auth = function(name, password), -- Create new auth data for player `name`. -- Note that `password` is not plain-text but an arbitrary -- representation decided by the engine. delete_auth = function(name), -- Delete auth data of player `name`. -- Returns boolean indicating success (false if player is nonexistent). set_password = function(name, password), -- Set password of player `name` to `password`. -- Auth data should be created if not present. set_privileges = function(name, privileges), -- Set privileges of player `name`. -- `privileges` is in table form, auth data should be created if not -- present. reload = function(), -- Reload authentication data from the storage location. -- Returns boolean indicating success. record_login = function(name), -- Called when player joins, used for keeping track of last_login iterate = function(), -- Returns an iterator (use with `for` loops) for all player names -- currently in the auth database }