The currently established convention uses `NS` for "translation no-ops", i.e., it will be collected by a string-collecting utility but not be translated by Luanti at this place. We don't want to mislead modders with this example into using `NS` for plural forms instead, breaking with the established convention and making use of automated tools harder. See also: https://github.com/minetest/modtools/pull/11
477 KiB
Luanti Lua Modding API Reference
WARNING: if you're looking for the minetest
namespace (e.g. minetest.something
),
it's now called core
due to the renaming of Luanti (formerly Minetest).
minetest
will keep existing as an alias, so that old code won't break.
- More information at http://www.minetest.net/
- Developer Wiki: http://dev.minetest.net/
- (Unofficial) Minetest Modding Book by rubenwardy: https://rubenwardy.com/minetest_modding_book/
- Modding tools: https://github.com/minetest/modtools
Introduction
Content and functionality can be added to Luanti using Lua scripting in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related things, which is loaded by and interfaces with Luanti.
Mods are contained and ran solely on the server side. Definitions and media files are automatically transferred to the client.
If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API, and to document it here.
Programming in Lua
If you have any difficulty in understanding this, please read Programming in Lua.
Startup
Mods are loaded during server startup from the mod load paths by running
the init.lua
scripts in a shared environment.
Paths
Luanti keeps and looks for files mostly in two paths. path_share
or path_user
.
path_share
contains possibly read-only content for the engine (incl. games and mods).
path_user
contains mods or games installed by the user but also the users
worlds or settings.
With a local build (RUN_IN_PLACE=1
) path_share
and path_user
both point to
the build directory. For system-wide builds on Linux the share path is usually at
/usr/share/minetest
while the user path resides in .minetest
in the home directory.
Paths on other operating systems will differ.
Games
Games are looked up from:
$path_share/games/<gameid>/
$path_user/games/<gameid>/
Where <gameid>
is unique to each game.
The game directory can contain the following files:
game.conf
, with the following keys:title
: Required, a human-readable title to address the game, e.g.title = Minetest Game
.name
: (Deprecated) same as title.description
: Short description to be shown in the content tab. See Translating content meta.first_mod
: Use this to specify the mod that must be loaded before any other mod.last_mod
: Use this to specify the mod that must be loaded after all other modsallowed_mapgens = <comma-separated mapgens>
e.g.allowed_mapgens = v5,v6,flat
Mapgens not in this list are removed from the list of mapgens for the game. If not specified, all mapgens are allowed.disallowed_mapgens = <comma-separated mapgens>
e.g.disallowed_mapgens = v5,v6,flat
These mapgens are removed from the list of mapgens for the game. When bothallowed_mapgens
anddisallowed_mapgens
are specified,allowed_mapgens
is applied beforedisallowed_mapgens
.disallowed_mapgen_settings= <comma-separated mapgen settings>
e.g.disallowed_mapgen_settings = mgv5_spflags
These mapgen settings are hidden for this game in the world creation dialog and game start menu. Addseed
to hide the seed input field.disabled_settings = <comma-separated settings>
e.g.disabled_settings = enable_damage, creative_mode
These settings are hidden for this game in the "Start game" tab and will be initialized asfalse
when the game is started. Prepend a setting name with an exclamation mark to initialize it totrue
(this does not work forenable_server
). Only these settings are supported:enable_damage
,creative_mode
,enable_server
.map_persistent
: Specifies whether newly created worlds should use a persistent map backend. Defaults totrue
(= "sqlite3")author
: The author's ContentDB username.release
: Ignore this: Should only ever be set by ContentDB, as it is an internal ID used to track versions.textdomain
: Textdomain used to translate description. Defaults to game id. See Translating content meta.
minetest.conf
: Used to set default settings when running this game.settingtypes.txt
: In the same format as the one in builtin. This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the advanced settings tab.- If the game contains a folder called
textures
the server will load it as a texturepack, overriding mod textures. Any server texturepack will override mod textures and the game texturepack.
Menu images
Games can provide custom main menu images. They are put inside a menu
directory inside the game directory.
The images are named $identifier.png
, where $identifier
is one of
overlay
, background
, footer
, header
.
If you want to specify multiple images for one identifier, add additional
images named like $identifier.$n.png
, with an ascending number $n starting
with 1, and a random image will be chosen from the provided ones.
Menu music
Games can provide custom main menu music. They are put inside a menu
directory inside the game directory.
The music files are named theme.ogg
.
If you want to specify multiple music files for one game, add additional
images named like theme.$n.ogg
, with an ascending number $n starting
with 1 (max 10), and a random music file will be chosen from the provided ones.
Mods
Mod load path
Paths are relative to the directories listed in the [Paths] section above.
games/<gameid>/mods/
mods/
worlds/<worldname>/worldmods/
World-specific games
It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else.
This is useful for e.g. adventure worlds and happens if the <worldname>/game/
directory exists.
Mods should then be placed in <worldname>/game/mods/
.
Modpacks
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named modpack.conf
.
The file is a key-value store of modpack details.
name
: The modpack name. Allows Luanti to determine the modpack name even if the folder is wrongly named.title
: A human-readable title to address the modpack. See Translating content meta.description
: Description of mod to be shown in the Mods tab of the main menu. See Translating content meta.author
: The author's ContentDB username.release
: Ignore this: Should only ever be set by ContentDB, as it is an internal ID used to track versions.textdomain
: Textdomain used to translate title and description. Defaults to modpack name. See Translating content meta.
Note: to support 0.4.x, please also create an empty modpack.txt file.
Mod directory structure
mods
├── modname
│ ├── mod.conf
│ ├── screenshot.png
│ ├── settingtypes.txt
│ ├── init.lua
│ ├── models
│ ├── textures
│ │ ├── modname_stuff.png
│ │ ├── modname_stuff_normal.png
│ │ ├── modname_something_else.png
│ │ ├── subfolder_foo
│ │ │ ├── modname_more_stuff.png
│ │ │ └── another_subfolder
│ │ └── bar_subfolder
│ ├── sounds
│ ├── media
│ ├── locale
│ └── <custom data>
└── another
modname
The location of this directory can be fetched by using
core.get_modpath(modname)
.
mod.conf
A Settings
file that provides meta information about the mod.
name
: The mod name. Allows Luanti to determine the mod name even if the folder is wrongly named.title
: A human-readable title to address the mod. See Translating content meta.description
: Description of mod to be shown in the Mods tab of the main menu. See Translating content meta.depends
: A comma separated list of dependencies. These are mods that must be loaded before this mod.optional_depends
: A comma separated list of optional dependencies. Like a dependency, but no error if the mod doesn't exist.author
: The author's ContentDB username.release
: Ignore this: Should only ever be set by ContentDB, as it is an internal ID used to track versions.textdomain
: Textdomain used to translate title and description. Defaults to modname. See Translating content meta.
screenshot.png
A screenshot shown in the mod manager within the main menu. It should have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
depends.txt
Deprecated: you should use mod.conf instead.
This file is used if there are no dependencies in mod.conf.
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
Optional dependencies can be defined by appending a question mark to a single modname. This means that if the specified mod is missing, it does not prevent this mod from being loaded.
description.txt
Deprecated: you should use mod.conf instead.
This file is used if there is no description in mod.conf.
A file containing a description to be shown in the Mods tab of the main menu.
settingtypes.txt
The format is documented in builtin/settingtypes.txt
.
It is parsed by the main menu settings dialogue to list mod-specific
settings in the "Mods" category.
core.settings
can be used to read custom or engine settings.
See [Settings
].
init.lua
The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on Luanti calling the registered callbacks.
textures
, sounds
, media
, models
, locale
Media files (textures, sounds, whatever) that will be transferred to the client and will be available for use by the mod and translation files for the clients (see [Translations]). Accepted characters for names are:
a-zA-Z0-9_.-
Accepted formats are:
images: .png, .jpg, .tga
sounds: .ogg vorbis
models: .x, .b3d, .obj, (since version 5.10:) .gltf, .glb
Other formats won't be sent to the client (e.g. you can store .blend files in a folder for convenience, without the risk that such files are transferred)
It is suggested to use the folders for the purpose they are thought for,
eg. put textures into textures
, translation files into locale
,
models for entities or meshnodes into models
et cetera.
These folders and subfolders can contain subfolders.
Subfolders with names starting with _
or .
are ignored.
If a subfolder contains a media file with the same name as a media file
in one of its parents, the parent's file is used.
Although it is discouraged, a mod can overwrite a media file of any mod that it depends on by supplying a file with an equal name.
Only a subset of model file format features is supported:
Simple textured meshes (with multiple textures), optionally with normals. The .x, .b3d and .gltf formats additionally support (a single) animation.
glTF
The glTF model file format for now only serves as a more modern alternative to the other static model file formats; it unlocks no special rendering features.
Binary glTF (.glb
) files are supported and recommended over .gltf
files
due to their space savings.
Bone weights should be normalized, e.g. using "normalize all" in Blender.
You can use the Khronos glTF validator to check whether a model is a valid glTF file.
Many glTF features are not supported yet, including:
- Animations
- Only a single animation is supported, use frame ranges within this animation.
- Only linear interpolation is supported.
- Cameras
- Materials
- Only base color textures are supported
- Backface culling is overridden
- Double-sided materials don't work
- Alternative means of supplying data
- Embedded images. You can use
gltfutil.py
from the modding tools to strip or extract embedded images. - References to files via URIs
- Embedded images. You can use
Textures are supplied solely via the same means as for the other model file formats:
The textures
object property, the tiles
node definition field and
the list of textures used in the model[]
formspec element.
The order in which textures are to be supplied
is that in which they appear in the textures
array in the glTF file.
Do not rely on glTF features not being supported; they may be supported in the future. The backwards compatibility guarantee does not extend to ignoring unsupported features.
For example, if your model used an emissive material, you should expect that a future version of Luanti may respect this, and thus cause your model to render differently there.
Naming conventions
Registered names should generally be in this format:
modname:<whatever>
<whatever>
can have these characters:
a-zA-Z0-9_
This is to prevent conflicting names from corrupting maps and is enforced by the mod loader.
Registered names can be overridden by prefixing the name with :
. This can
be used for overriding the registrations of some other mod.
The :
prefix can also be used for maintaining backwards compatibility.
Example
In the mod experimental
, there is the ideal item/node/entity name tnt
.
So the name should be experimental:tnt
.
Any mod can redefine experimental:tnt
by using the name
:experimental:tnt
when registering it. For this to work correctly, that mod must have
experimental
as a dependency.
Aliases
Aliases of itemnames can be added by using
core.register_alias(alias, original_name)
or
core.register_alias_force(alias, original_name)
.
This adds an alias alias
for the item called original_name
.
From now on, you can use alias
to refer to the item original_name
.
The only difference between core.register_alias
and
core.register_alias_force
is that if an item named alias
already exists,
core.register_alias
will do nothing while
core.register_alias_force
will unregister it.
This can be used for maintaining backwards compatibility.
This can also set quick access names for things, e.g. if
you have an item called epiclylongmodname:stuff
, you could do
core.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use /giveme stuff
.
Mapgen aliases
In a game, a certain number of these must be set to tell core mapgens which of the game's nodes are to be used for core mapgen generation. For example:
core.register_alias("mapgen_stone", "default:stone")
Aliases for non-V6 mapgens
Essential aliases
mapgen_stone
mapgen_water_source
mapgen_river_water_source
mapgen_river_water_source
is required for mapgens with sloping rivers where
it is necessary to have a river liquid node with a short liquid_range
and
liquid_renewable = false
to avoid flooding.
Optional aliases
mapgen_lava_source
Fallback lava node used if cave liquids are not defined in biome definitions. Deprecated, define cave liquids in biome definitions instead.
mapgen_cobble
Fallback node used if dungeon nodes are not defined in biome definitions. Deprecated, define dungeon nodes in biome definitions instead.
Aliases for Mapgen V6
Essential
-
mapgen_stone
-
mapgen_water_source
-
mapgen_lava_source
-
mapgen_dirt
-
mapgen_dirt_with_grass
-
mapgen_sand
-
mapgen_tree
-
mapgen_leaves
-
mapgen_apple
-
mapgen_cobble
Optional
-
mapgen_gravel
(falls back to stone) -
mapgen_desert_stone
(falls back to stone) -
mapgen_desert_sand
(falls back to sand) -
mapgen_dirt_with_snow
(falls back to dirt_with_grass) -
mapgen_snowblock
(falls back to dirt_with_grass) -
mapgen_snow
(not placed if missing) -
mapgen_ice
(falls back to water_source) -
mapgen_jungletree
(falls back to tree) -
mapgen_jungleleaves
(falls back to leaves) -
mapgen_junglegrass
(not placed if missing) -
mapgen_pine_tree
(falls back to tree) -
mapgen_pine_needles
(falls back to leaves) -
mapgen_stair_cobble
(falls back to cobble) -
mapgen_mossycobble
(falls back to cobble) -
mapgen_stair_desert_stone
(falls back to desert_stone)
Setting the node used in Mapgen Singlenode
By default the world is filled with air nodes. To set a different node use e.g.:
core.register_alias("mapgen_singlenode", "default:stone")
Textures
Mods should generally prefix their textures with modname_
, e.g. given
the mod name foomod
, a texture could be called:
foomod_foothing.png
Textures are referred to by their complete name, or alternatively by stripping out the file extension:
- e.g.
foomod_foothing.png
- e.g.
foomod_foothing
Supported texture formats are PNG (.png
), JPEG (.jpg
) and Targa (.tga
).
Texture modifiers
There are various texture modifiers that can be used to let the client generate textures on-the-fly. The modifiers are applied directly in sRGB colorspace, i.e. without gamma-correction.
Notes
TEXMOD_UPSCALE
: The texture with the lower resolution will be automatically upscaled to the higher resolution texture.
Texture overlaying
Textures can be overlaid by putting a ^
between them.
Warning: If the lower and upper pixels are both semi-transparent, this operation does not do alpha blending, and it is not associative. Otherwise it does alpha blending in srgb color space.
Example:
default_dirt.png^default_grass_side.png
default_grass_side.png
is overlaid over default_dirt.png
.
See notes: TEXMOD_UPSCALE
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
Or as a Lua string: "cobble.png^[lowpart:50:color.png\\^[mask\\:trans.png"
The lower 50 percent of color.png^[mask:trans.png
are overlaid
on top of cobble.png
.
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, negative numbers allowed<y>
: y position, negative numbers allowed<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
[fill:<w>x<h>:<x>,<y>:<color>
<w>
: width<h>
: height<x>
: x position<y>
: y position<color>
: aColorString
.
Creates a texture of the given size and color, optionally with an <x>,<y>
position. An alpha value may be specified in the Colorstring
.
The optional <x>,<y>
position is only used if the [fill
is being overlaid
onto another texture with '^'.
When [fill
is overlaid onto another texture it will not upscale or change
the resolution of the texture, the base texture will determine the output
resolution.
Examples:
[fill:16x16:#20F02080
texture.png^[fill:8x8:4,4:red
[lowpart:<percent>:<file>
Blit the lower <percent>
% part of <file>
on the texture.
Example:
base.png^[lowpart:25:overlay.png
[verticalframe:<t>:<n>
<t>
: animation frame count<n>
: current animation 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.
See notes: TEXMOD_UPSCALE
[sheet:<w>x<h>:<x>,<y>
Retrieves a tile at position x, y (in tiles, 0-indexed) from the base image, which it assumes to be a tilesheet with dimensions w, h (in tiles).
[colorize:<color>:<ratio>
Colorize the textures with the given color.
<color>
is specified as a ColorString
.
<ratio>
is an int ranging from 0 to 255 or the word "alpha
". If
it is an int, then it specifies how far to interpolate between the
colors where 0 is only the texture color and 255 is only <color>
. If
omitted, the alpha of <color>
will be used as the ratio. If it is
the word "alpha
", then each texture pixel will contain the RGB of
<color>
and the alpha of <color>
multiplied by the alpha of the
texture pixel.
[colorizehsl:<hue>:<saturation>:<lightness>
Colorize the texture to the given hue. The texture will be converted into a greyscale image as seen through a colored glass, like "Colorize" in GIMP. Saturation and lightness can optionally be adjusted.
<hue>
should be from -180 to +180. The hue at 0° on an HSL color wheel is
red, 60° is yellow, 120° is green, and 180° is cyan, while -60° is magenta
and -120° is blue.
<saturation>
and <lightness>
are optional adjustments.
<lightness>
is from -100 to +100, with a default of 0
<saturation>
is from 0 to 100, with a default of 50
[multiply:<color>
Multiplies texture colors with the given color.
<color>
is specified as a ColorString
.
Result is more like what you'd expect if you put a color on top of another
color, meaning white surfaces get a lot of your new color while black parts
don't change very much.
A Multiply blend can be applied between two textures by using the overlay modifier with a brightness adjustment:
textureA.png^[contrast:0:-64^[overlay:textureB.png
[screen:<color>
Apply a Screen blend with the given color. A Screen blend is the inverse of a Multiply blend, lightening images instead of darkening them.
<color>
is specified as a ColorString
.
A Screen blend can be applied between two textures by using the overlay modifier with a brightness adjustment:
textureA.png^[contrast:0:64^[overlay:textureB.png
[hsl:<hue>:<saturation>:<lightness>
Adjust the hue, saturation, and lightness of the texture. Like "Hue-Saturation" in GIMP, but with 0 as the mid-point.
<hue>
should be from -180 to +180
<saturation>
and <lightness>
are optional, and both percentages.
<lightness>
is from -100 to +100.
<saturation>
goes down to -100 (fully desaturated) but may go above 100,
allowing for even muted colors to become highly saturated.
[contrast:<contrast>:<brightness>
Adjust the brightness and contrast of the texture. Conceptually like GIMP's "Brightness-Contrast" feature but allows brightness to be wound all the way up to white or down to black.
<contrast>
is a value from -127 to +127.
<brightness>
is an optional value, from -127 to +127.
If only a boost in contrast is required, an alternative technique is to hardlight blend the texture with itself, this increases contrast in the same way as an S-shaped color-curve, which avoids dark colors clipping to black and light colors clipping to white:
texture.png^[hardlight:texture.png
[overlay:<file>
Applies an Overlay blend with the two textures, like the Overlay layer mode
in GIMP. Overlay is the same as Hard light but with the role of the two
textures swapped, see the [hardlight
modifier description for more detail
about these blend modes.
See notes: TEXMOD_UPSCALE
[hardlight:<file>
Applies a Hard light blend with the two textures, like the Hard light layer mode in GIMP.
Hard light combines Multiply and Screen blend modes. Light parts of the
<file>
texture will lighten (screen) the base texture, and dark parts of the
<file>
texture will darken (multiply) the base texture. This can be useful
for applying embossing or chiselled effects to textures. A Hard light with the
same texture acts like applying an S-shaped color-curve, and can be used to
increase contrast without clipping.
Hard light is the same as Overlay but with the roles of the two textures
swapped, i.e. A.png^[hardlight:B.png
is the same as B.png^[overlay:A.png
See notes: TEXMOD_UPSCALE
[png:<base64>
Embed a base64 encoded PNG image in the texture string.
You can produce a valid string for this by calling
core.encode_base64(core.encode_png(tex))
,
where tex
is pixel data. Refer to the documentation of these
functions for details.
You can use this to send disposable images such as captchas
to individual clients, or render things that would be too
expensive to compose with [combine:
.
IMPORTANT: Avoid sending large images this way.
This is not a replacement for asset files, do not use it to do anything
that you could instead achieve by just using a file.
In particular consider core.dynamic_add_media
and test whether
using other texture modifiers could result in a shorter string than
embedding a whole image, this may vary by use case.
See notes: TEXMOD_UPSCALE
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 fullparam2
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) ofparam2
for palette indexing. The remaining three bits are describing rotation, as inwallmounted
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 ofparam2
for palette indexing. The remaining five bits are describing rotation, as infacedir
paramtype2. Division by 32 yields the palette index (without stretching the palette). These nodes can have 8 different colors, and the palette should contain 8 pixels. Examples:param2 = 17
is 0 * 32 + 17, so the rotation is 17 and the first (= 0 + 1) pixel will be picked from the palette.param2 = 35
is 1 * 32 + 3, so the rotation is 3 and the second (= 1 + 1) pixel will be picked from the palette.
paramtype2 = "color4dir"
for nodes which use the first six bits ofparam2
for palette indexing. The remaining two bits are describing rotation, as in4dir
paramtype2. Division by 4 yields the palette index (without stretching the palette). These nodes can have 64 different colors, and the palette should contain 64 pixels. Examples:param2 = 17
is 4 * 4 + 1, so the rotation is 1 and the fifth (= 4 + 1) pixel will be picked from the palette.param2 = 35
is 8 * 4 + 3, so the rotation is 3 and the ninth (= 8 + 1) pixel will be picked from the palette.
To colorize a node on the map, set its param2
value (according
to the node's paramtype2).
Conversion between nodes in the inventory and on the map
Static coloring is the same for both cases, there is no need for conversion.
If the ItemStack
's metadata contains the color
field, it will be
lost on placement, because nodes on the map can only use palettes.
If the ItemStack
's metadata contains the palette_index
field, it is
automatically transferred between node and item forms by the engine,
when a player digs or places a colored node.
You can disable this feature by setting the drop
field of the node
to itself (without metadata).
To transfer the color to a special drop, you need a drop table.
Example:
core.register_node("mod:stone", {
description = "Stone",
tiles = {"default_stone.png"},
paramtype2 = "color",
palette = "palette.png",
drop = {
items = {
-- assume that mod:cobblestone also has the same palette
{items = {"mod:cobblestone"}, inherit_color = true },
}
}
})
Colored items in craft recipes
Craft recipes only support item strings, but fortunately item strings can also contain metadata. Example craft recipe registration:
core.register_craft({
output = core.itemstring_with_palette("wool:block", 3),
type = "shapeless",
recipe = {
"wool:block",
"dye:red",
},
})
To set the color
field, you can use core.itemstring_with_color
.
Metadata field filtering in the recipe
field are not supported yet,
so the craft output is independent of the color of the ingredients.
Soft texture overlay
Sometimes hardware coloring is not enough, because it affects the whole tile. Soft texture overlays were added to Luanti to allow the dynamic coloring of only specific parts of the node's texture. For example a grass block may have colored grass, while keeping the dirt brown.
These overlays are 'soft', because unlike texture modifiers, the layers are not merged in the memory, but they are simply drawn on top of each other. This allows different hardware coloring, but also means that tiles with overlays are drawn slower. Using too much overlays might cause FPS loss.
For inventory and wield images you can specify overlays which
hardware coloring does not modify. You have to set inventory_overlay
and wield_overlay
fields to an image name.
To define a node overlay, simply set the overlay_tiles
field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
Example (colored grass block):
core.register_node("default:dirt_with_grass", {
description = "Dirt with Grass",
-- Regular tiles, as usual
-- The dirt tile disables palette coloring
tiles = {{name = "default_grass.png"},
{name = "default_dirt.png", color = "white"}},
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
{name = "default_grass_side.png"}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
paramtype2 = "color",
palette = "default_foilage.png",
})
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 sound files with modname_
, e.g. given
the mod name "foomod
", a sound could be called:
foomod_foosound.ogg
Sound group
A sound group is the set of all sound files, whose filenames are of the following
format:
<sound-group name>[.<single digit>].ogg
When a sound-group is played, one the files in the group is chosen at random.
Sound files can only be referred to by their sound-group name.
Example: When playing the sound foomod_foosound
, the sound is chosen randomly
from the available ones of the following files:
foomod_foosound.ogg
foomod_foosound.0.ogg
foomod_foosound.1.ogg
- (...)
foomod_foosound.9.ogg
SimpleSoundSpec
Specifies a sound name, gain (=volume), pitch and fade. This is either a string or a table.
In string form, you just specify the sound name or the empty string for no sound.
Table form has the following fields:
name
: Sound-group name. If ==""
, no sound is played.gain
: Volume (1.0
= 100%), must be non-negative. At the end, OpenAL clamps sound gain to a maximum of1.0
. By setting gain for a positional sound higher than1.0
, one can increase the radius inside which maximal gain is reached. Furthermore, gain of positional sounds doesn't increase inside a 1 node radius. The gain given here describes the gain at a distance of 3 nodes.pitch
: Applies a pitch-shift to the sound. Each factor of2.0
results in a pitch-shift of +12 semitones. Must be positive.fade
: If >0.0
, the sound is faded in, with this value in gain per second, untilgain
is reached.
gain
, pitch
and fade
are optional and default to 1.0
, 1.0
and 0.0
.
Examples:
""
: No sound{}
: No sound"default_place_node"
: Play e.g.default_place_node.ogg
{name = "default_place_node"}
: Same as above{name = "default_place_node", gain = 0.5}
: 50% volume{name = "default_place_node", gain = 0.9, pitch = 1.1}
: 90% volume, 110% pitch
Sound parameter table
Table used to specify how a sound is played:
{
gain = 1.0,
-- Scales the gain specified in `SimpleSoundSpec`.
pitch = 1.0,
-- Overwrites the pitch specified in `SimpleSoundSpec`.
fade = 0.0,
-- Overwrites the fade specified in `SimpleSoundSpec`.
start_time = 0.0,
-- Start with a time-offset into the sound.
-- The behavior is as if the sound was already playing for this many seconds.
-- Negative values are relative to the sound's length, so the sound reaches
-- its end in `-start_time` seconds.
-- It is unspecified what happens if `loop` is false and `start_time` is
-- smaller than minus the sound's length.
-- Available since feature `sound_params_start_time`.
loop = false,
-- If true, sound is played in a loop.
pos = {x = 1, y = 2, z = 3},
-- Play sound at a position.
-- Can't be used together with `object`.
object = <an ObjectRef>,
-- Attach the sound to an object.
-- Can't be used together with `pos`.
to_player = name,
-- Only play for this player.
-- Can't be used together with `exclude_player`.
exclude_player = name,
-- Don't play sound for this player.
-- Can't be used together with `to_player`.
max_hear_distance = 32,
-- Only play for players that are at most this far away when the sound
-- starts playing.
-- Needs `pos` or `object` to be set.
-- `32` is the default.
}
Examples:
-- Play locationless on all clients
{
gain = 1.0, -- default
fade = 0.0, -- default
pitch = 1.0, -- default
}
-- Play locationless to one player
{
to_player = name,
gain = 1.0, -- default
fade = 0.0, -- default
pitch = 1.0, -- default
}
-- Play locationless to one player, looped
{
to_player = name,
gain = 1.0, -- default
loop = true,
}
-- Play at a location, start the sound at offset 5 seconds
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
max_hear_distance = 32, -- default
start_time = 5.0,
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default
loop = true,
}
-- Play at a location, heard by anyone *but* the given player
{
pos = {x = 32, y = 0, z = 100},
max_hear_distance = 40,
exclude_player = name,
}
Special sound-groups
These sound-groups are played back by the engine if provided.
player_damage
: Played when the local player takes damage (gain = 0.5)player_falling_damage
: Played when the local player takes damage by falling (gain = 0.5)player_jump
: Played when the local player jumpsdefault_dig_<groupname>
: Default node digging sound (gain = 0.5) (see node sound definition for details)
Registered definitions
Anything added using certain [Registration functions] gets added to one or more of the global [Registered definition tables].
Note that in some cases you will stumble upon things that are not contained in these tables (e.g. when a mod has been removed). Always check for existence before trying to access the fields.
Example:
All nodes registered with core.register_node
get added to the table
core.registered_nodes
.
If you want to check the drawtype of a node, you could do it like this:
local def = core.registered_nodes[nodename]
local drawtype = def and def.drawtype
Nodes
Nodes are the bulk data of the world: cubes and other things that take the space of a cube. Huge amounts of them are handled efficiently, but they are quite static.
The definition of a node is stored and can be accessed by using
core.registered_nodes[node.name]
See [Registered definitions].
Nodes are passed by value between Lua and the engine. They are represented by a table:
{name="name", param1=num, param2=num}
param1
and param2
are 8-bit integers ranging from 0 to 255. The engine uses
them for certain automated functions. If you don't use these functions, you can
use them to store arbitrary values.
Node paramtypes
The functions of param1
and param2
are determined by certain fields in the
node definition.
The function of param1
is determined by paramtype
in node definition.
param1
is reserved for the engine when paramtype != "none"
.
paramtype = "light"
- The value stores light with and without sun in its lower and upper 4 bits respectively.
- Required by a light source node to enable spreading its light.
- Required by the following drawtypes as they determine their visual
brightness from their internal light value:
- torchlike
- signlike
- firelike
- fencelike
- raillike
- nodebox
- mesh
- plantlike
- plantlike_rooted
paramtype = "none"
param1
will not be used by the engine and can be used to store an arbitrary value
The function of param2
is determined by paramtype2
in node definition.
param2
is reserved for the engine when paramtype2 != "none"
.
paramtype2 = "flowingliquid"
- Used by
drawtype = "flowingliquid"
andliquidtype = "flowing"
- The liquid level and a flag of the liquid are stored in
param2
- Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
see
core.get_node_level
,core.set_node_level
andcore.add_node_level
to access/manipulate the content of this field - Bit 3: If set, liquid is flowing downwards (no graphical effect)
- Used by
paramtype2 = "wallmounted"
- Supported drawtypes: "torchlike", "signlike", "plantlike", "plantlike_rooted", "normal", "nodebox", "mesh"
- The rotation of the node is stored in
param2
- Node is 'mounted'/facing towards one of 6 directions
- You can make this value by using
core.dir_to_wallmounted()
- Values range 0 - 7
- The value denotes at which direction the node is "mounted": 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z- 6 = y+, but rotated by 90° 7 = y-, but rotated by -90°
- By default, on placement the param2 is automatically set to the
appropriate rotation (0 to 5), depending on which side was
pointed at. With the node field
wallmounted_rotate_vertical = true
, the param2 values 6 and 7 might additionally be set
paramtype2 = "facedir"
- Supported drawtypes: "normal", "nodebox", "mesh"
- The rotation of the node is stored in
param2
. - Node is rotated around face and axis; 24 rotations in total.
- Can be made by using
core.dir_to_facedir()
. - Chests and furnaces can be rotated that way, and also 'flipped'
- Values range 0 - 23
- facedir / 4 = axis direction: 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
- The node is rotated 90 degrees around the X or Z axis so that its top face points in the desired direction. For the y- direction, it's rotated 180 degrees around the Z axis.
- facedir modulo 4 = left-handed rotation around the specified axis, in 90° steps.
- By default, on placement the param2 is automatically set to the horizontal direction the player was looking at (values 0-3)
- Special case: If the node is a connected nodebox, the nodebox will NOT rotate, only the textures will.
paramtype2 = "4dir"
- Supported drawtypes: "normal", "nodebox", "mesh"
- The rotation of the node is stored in
param2
. - Allows node to be rotated horizontally, 4 rotations in total
- Can be made by using
core.dir_to_fourdir()
. - Chests and furnaces can be rotated that way, but not flipped
- Values range 0 - 3
- 4dir modulo 4 = rotation
- Otherwise, behavior is identical to facedir
paramtype2 = "leveled"
- Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
- Leveled nodebox:
- The level of the top face of the nodebox is stored in
param2
. - The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
- The nodebox height is (
param2
/ 64) nodes. - The maximum accepted value of
param2
is 127.
- The level of the top face of the nodebox is stored in
- Rooted plantlike:
- The height of the 'plantlike' section is stored in
param2
. - The height is (
param2
/ 16) nodes.
- The height of the 'plantlike' section is stored in
- Leveled nodebox:
- Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
paramtype2 = "degrotate"
- Valid for
plantlike
andmesh
drawtypes. The rotation of the node is stored inparam2
. - Values range 0–239. The value stored in
param2
is multiplied by 1.5 to get the actual rotation in degrees of the node.
- Valid for
paramtype2 = "meshoptions"
- Only valid for "plantlike" drawtype.
param2
encodes the shape and optional modifiers of the "plant".param2
is a bitfield. - Bits 0 to 2 select the shape.
Use only one of the values below:
- 0 = an "x" shaped plant (ordinary plant)
- 1 = a "+" shaped plant (just rotated 45 degrees)
- 2 = a "*" shaped plant with 3 faces instead of 2
- 3 = a "#" shaped plant with 4 faces instead of 2
- 4 = a "#" shaped plant with 4 faces that lean outwards
- 5-7 are unused and reserved for future meshes.
- Bits 3 to 7 are used to enable any number of optional modifiers.
Just add the corresponding value(s) below to
param2
:- 8 - Makes the plant slightly vary placement horizontally
- 16 - Makes the plant mesh 1.4x larger
- 32 - Moves each face randomly a small bit down (1/8 max)
- values 64 and 128 (bits 6-7) are reserved for future use.
- Example:
param2 = 0
selects a normal "x" shaped plant - Example:
param2 = 17
selects a "+" shaped plant, 1.4x larger (1+16)
- Only valid for "plantlike" drawtype.
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 three most significant bits of
param2
tells which color is picked from the palette. The palette should have 8 pixels. - The five least significant bits contain the
facedir
value.
- Same as
paramtype2 = "color4dir"
- Same as
4dir
, but with colors. - The six most significant bits of
param2
tells which color is picked from the palette. The palette should have 64 pixels. - The two least significant bits contain the
4dir
rotation.
- Same as
paramtype2 = "colorwallmounted"
- Same as
wallmounted
, but with colors. - The five most significant bits of
param2
tells which color is picked from the palette. The palette should have 32 pixels. - The three least significant bits contain the
wallmounted
value.
- Same as
paramtype2 = "glasslikeliquidlevel"
- Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes. "glasslike_framed_optional" nodes are only affected if the "Connected Glass" setting is enabled.
- Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being full.
- Bits 6 and 7 modify the appearance of the frame and node faces. One or
both of these values may be added to
param2
:- 64 - Makes the node not connect with neighbors above or below it.
- 128 - Makes the node not connect with neighbors to its sides.
- Liquid texture is defined using
special_tiles = {"modname_tilename.png"}
paramtype2 = "colordegrotate"
- Same as
degrotate
, but with colors. - The three most significant bits of
param2
tells which color is picked from the palette. The palette should have 8 pixels. - The five least significant bits store rotation in range 0–23 (i.e. in 15° steps)
- Same as
paramtype2 = "none"
param2
will not be used by the engine and can be used to store an arbitrary value
Nodes can also contain extra data. See [Node Metadata].
Node drawtypes
There are a bunch of different looking node types.
Look for examples in games/devtest
or games/minetest_game
.
normal
- A node-sized cube.
airlike
- Invisible, uses no texture.
liquid
- The cubic source node for a liquid.
- Faces bordering to the same node are never rendered.
- Connects to node specified in
liquid_alternative_flowing
if specified. - Use
backface_culling = false
for the tiles you want to make visible when inside the node.
flowingliquid
- The flowing version of a liquid, appears with various heights and slopes.
- Faces bordering to the same node are never rendered.
- Connects to node specified in
liquid_alternative_source
. - You must set
liquid_alternative_flowing
to the node's own name. - Node textures are defined with
special_tiles
where the first tile is for the top and bottom faces and the second tile is for the side faces. tiles
is used for the item/inventory/wield image rendering.- Use
backface_culling = false
for the special tiles you want to make visible when inside the node
glasslike
- Often used for partially-transparent nodes.
- Only external sides of textures are visible.
glasslike_framed
- All face-connected nodes are drawn as one volume within a surrounding frame.
- The frame appearance is generated from the edges of the first texture
specified in
tiles
. The width of the edges used are 1/16th of texture size: 1 pixel for 16x16, 2 pixels for 32x32 etc. - The glass 'shine' (or other desired detail) on each node face is supplied
by the second texture specified in
tiles
.
glasslike_framed_optional
- This switches between the above 2 drawtypes according to the menu setting 'Connected Glass'.
allfaces
- Often used for partially-transparent nodes.
- External sides of textures, and unlike other drawtypes, the external sides of other blocks, are visible from the inside.
allfaces_optional
- Often used for leaves nodes.
- This switches between
normal
,glasslike
andallfaces
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 howglasslike
reduces visual thickness.
torchlike
- A single vertical texture.
- If
paramtype2="[color]wallmounted"
:- If placed on top of a node, uses the first texture specified in
tiles
. - If placed against the underside of a node, uses the second texture
specified in
tiles
. - If placed on the side of a node, uses the third texture specified in
tiles
and is perpendicular to that node.
- If placed on top of a node, uses the first texture specified in
- If
paramtype2="none"
:- Will be rendered as if placed on top of a node (see above) and only the first texture is used.
signlike
- A single texture parallel to, and mounted against, the top, underside or side of a node.
- If
paramtype2="[color]wallmounted"
, it rotates according toparam2
- If
paramtype2="none"
, it will always be on the floor.
plantlike
- Two vertical and diagonal textures at right-angles to each other.
- See
paramtype2 = "meshoptions"
above for other options.
firelike
- When above a flat surface, appears as 6 textures, the central 2 as
plantlike
plus 4 more surrounding those. - If not above a surface the central 2 do not appear, but the texture appears against the faces of surrounding nodes if they are present.
- When above a flat surface, appears as 6 textures, the central 2 as
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 coordinates of the node plus a
plantlike
extension above - If
paramtype2="leveled", the
plantlikeextension has a height of
param2 / 16` nodes, otherwise it's the height of 1 node - If
paramtype2="wallmounted"
, theplantlike
extension will be at one of the corresponding 6 sides of the base cube. Also, the base cube rotates like anormal
cube would - The
plantlike
extension visually passes through any nodes above the base cube without affecting them. - The base cube texture tiles are defined as normal, the
plantlike
extension uses the defined special tile, for example:special_tiles = {{name = "default_papyrus.png"}},
- Enables underwater
*_optional
drawtypes need less rendering time if deactivated
(always client-side).
Node boxes
Node selection boxes are defined using "node boxes".
A nodebox is defined as any of:
{
-- A normal cube; the default in most things
type = "regular"
}
{
-- A fixed box (or boxes) (facedir param2 is used, if applicable)
type = "fixed",
fixed = box OR {box1, box2, ...}
}
{
-- A variable height box (or boxes) with the top face position defined
-- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
-- by param2.
-- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
type = "leveled",
fixed = box OR {box1, box2, ...}
}
{
-- A box like the selection box for torches
-- (wallmounted param2 is used, if applicable)
type = "wallmounted",
wall_top = box,
wall_bottom = box,
wall_side = box
}
{
-- A node that has optional boxes depending on neighboring nodes'
-- presence and type. See also `connects_to`.
type = "connected",
fixed = box OR {box1, box2, ...}
connect_top = box OR {box1, box2, ...}
connect_bottom = box OR {box1, box2, ...}
connect_front = box OR {box1, box2, ...}
connect_left = box OR {box1, box2, ...}
connect_back = box OR {box1, box2, ...}
connect_right = box OR {box1, box2, ...}
-- The following `disconnected_*` boxes are the opposites of the
-- `connect_*` ones above, i.e. when a node has no suitable neighbor
-- on the respective side, the corresponding disconnected box is drawn.
disconnected_top = box OR {box1, box2, ...}
disconnected_bottom = box OR {box1, box2, ...}
disconnected_front = box OR {box1, box2, ...}
disconnected_left = box OR {box1, box2, ...}
disconnected_back = box OR {box1, box2, ...}
disconnected_right = box OR {box1, box2, ...}
disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
-- neighbors to the sides
}
A box
is defined as:
{x1, y1, z1, x2, y2, z2}
A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
To avoid collision issues, keep each value within the range of +/- 1.45. This also applies to leveled nodeboxes, where the final height shall not exceed this soft limit.
Map terminology and coordinates
Nodes, mapblocks, mapchunks
A 'node' is the fundamental cubic unit of a world and appears to a player as roughly 1x1x1 meters in size.
A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the fundamental region of a world that is stored in the world database, sent to clients and handled by many parts of the engine. 'mapblock' is preferred terminology to 'block' to help avoid confusion with 'node', however 'block' often appears in the API.
A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks (80x80x80 nodes) and is the volume of world generated in one operation by the map generator. The size in mapblocks has been chosen to optimize map generation.
Coordinates
Orientation of axes
For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
Node coordinates
Almost all positions used in the API use node coordinates.
Mapblock coordinates
Occasionally the API uses 'blockpos' which refers to mapblock coordinates that specify a particular mapblock. For example blockpos (0,0,0) specifies the mapblock that extends from node position (0,0,0) to node position (15,15,15).
Converting node position to the containing blockpos
To calculate the blockpos of the mapblock that contains the node at 'nodepos', for each axis:
- blockpos = math.floor(nodepos / 16)
Converting blockpos to min/max node positions
To calculate the min/max node positions contained in the mapblock at 'blockpos', for each axis:
- Minimum: nodepos = blockpos * 16
- Maximum: nodepos = blockpos * 16 + 15
HUD
HUD element types
The position
field is used for all element types.
To account for differing resolutions, the position coordinates are the
percentage of the screen, ranging in value from 0
to 1
.
The name
field is not yet used, but should contain a description of what the
HUD element represents.
The direction
field is the direction in which something is drawn.
0
draws from left to right, 1
draws from right to left, 2
draws from
top to bottom, and 3
draws from bottom to top.
The alignment
field specifies how the item will be aligned. It is a table
where x
and y
range from -1
to 1
, with 0
being central. -1
is
moved to the left/up, and 1
is to the right/down. Fractional values can be
used.
The offset
field specifies a pixel offset from the position. Contrary to
position, the offset is not scaled to screen size. This allows for some
precisely positioned items in the HUD.
Note: offset
will adapt to screen DPI as well as user defined scaling
factor!
The z_index
field specifies the order of HUD elements from back to front.
Lower z-index elements are displayed behind higher z-index elements. Elements
with same z-index are displayed in an arbitrary order. Default 0.
Supports negative values. By convention, the following values are recommended:
- -400: Graphical effects, such as vignette
- -300: Name tags, waypoints
- -200: Wieldhand
- -100: Things that block the player's view, e.g. masks
-
0: Default. For standard in-game HUD elements like crosshair, hotbar, minimap, builtin statbars, etc.
- 100: Temporary text messages or notification icons
- 1000: Full-screen effects such as full-black screen or credits. This includes effects that cover the entire screen
If your HUD element doesn't fit into any category, pick a number between the suggested values
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
image
Displays an image on the HUD.
scale
: The scale of the image, with{x = 1, y = 1}
being the original texture size. Thex
andy
fields apply to the respective axes. Positive values scale the source image. Negative values represent percentages relative to screen dimensions. Example:{x = -20, y = 3}
means the image will be drawn 20% of screen width wide, and 3 times as high as the source image is.text
: The name of the texture that is displayed.alignment
: The alignment of the image.offset
: offset in pixels from position.
text
Displays text on the HUD.
scale
: Defines the bounding rectangle of the text. A value such as{x=100, y=100}
should work.text
: The text to be displayed in the HUD element. Supportscore.translate
(always) andcore.colorize
(since protocol version 44)number
: An integer containing the RGB value of the color used to draw the text. Specify0xFFFFFF
for white text,0xFF0000
for red, and so on.alignment
: The alignment of the text.offset
: offset in pixels from position.size
: size of the text. The player-set font size is multiplied by size.x (y value isn't used).style
: determines font style Bitfield with 1 = bold, 2 = italic, 4 = monospace
statbar
Displays a horizontal bar made up of half-images with an optional background.
text
: The name of the texture to use.text2
: Optional texture name to enable a background / "off state" texture (useful to visualize the maximal value). Both textures must have the same size.number
: The number of half-textures that are displayed. If odd, will end with a vertically center-split texture.item
: Same asnumber
but for the "off state" texturedirection
: To which direction the images will extend tooffset
: offset in pixels from position.size
: If used, will force full-image size to this value (override texture pack image size)
inventory
text
: The name of the inventory list to be displayed.number
: Number of items in the inventory to be displayed.item
: Position of item that is selected.direction
: Direction the list will be displayed inoffset
: offset in pixels from position.alignment
: The alignment of the inventory. Aligned at the top left corner if not specified.
hotbar
direction
: Direction the list will be displayed inoffset
: offset in pixels from position.alignment
: The alignment of the inventory.
waypoint
Displays distance to selected world position.
name
: The name of the waypoint.text
: Distance suffix. Can be blank.precision
: Waypoint precision, integer >= 0. Defaults to 10. If set to 0, distance is not shown. Shown value isfloor(distance*precision)/precision
. When the precision is an integer multiple of 10, there will belog_10(precision)
digits after the decimal point.precision = 1000
, for example, will show 3 decimal places (eg:0.999
).precision = 2
will show multiples of0.5
; precision = 5 will show multiples of0.2
and so on:precision = n
will show multiples of1/n
number:
An integer containing the RGB value of the color used to draw the text.world_pos
: World position of the waypoint.offset
: offset in pixels from position.alignment
: The alignment of the waypoint.
image_waypoint
Same as image
, but does not accept a position
; the position is instead determined by world_pos
, the world position of the waypoint.
scale
: The scale of the image, with{x = 1, y = 1}
being the original texture size. Thex
andy
fields apply to the respective axes. Positive values scale the source image. Negative values represent percentages relative to screen dimensions. Example:{x = -20, y = 3}
means the image will be drawn 20% of screen width wide, and 3 times as high as the source image is.text
: The name of the texture that is displayed.alignment
: The alignment of the image.world_pos
: World position of the waypoint.offset
: offset in pixels from position.
compass
Displays an image oriented or translated according to current heading direction.
size
: The size of this element. Negative values represent percentage of the screen; e.g.x=-100
means 100% (width).scale
: Scale of the translated image (used only for dir = 2 or dir = 3).text
: The name of the texture to use.alignment
: The alignment of the image.offset
: Offset in pixels from position.direction
: How the image is rotated/translated:- 0 - Rotate as heading direction
- 1 - Rotate in reverse direction
- 2 - Translate as landscape direction
- 3 - Translate in reverse direction
If translation is chosen, texture is repeated horizontally to fill the whole element.
minimap
Displays a minimap on the HUD.
size
: Size of the minimap to display. Minimap should be a square to avoid distortion.- Negative values represent percentages of the screen. If either
x
ory
is specified as a percentage, the resulting pixel size will be used for bothx
andy
. Example: On a 1920x1080 screen,{x = 0, y = -25}
will result in a 270x270 minimap. - Negative values are supported starting with protocol version 45.
- Negative values represent percentages of the screen. If either
alignment
: The alignment of the minimap.offset
: offset in pixels from position.
Representations of simple things
Vector (ie. a position)
vector.new(x, y, z)
See [Spatial Vectors] for details.
pointed_thing
{type="nothing"}
{type="node", under=pos, above=pos}
- Indicates a pointed node selection box.
under
refers to the node position behind the pointed face.above
refers to the node position in front of the pointed face.
{type="object", ref=ObjectRef}
Exact pointing location (currently only Raycast
supports these fields):
pointed_thing.intersection_point
: The absolute world coordinates of the point on the selection box which is pointed at. May be in the selection box if the pointer is in the box too.pointed_thing.box_id
: The ID of the pointed selection box (counting starts from 1).pointed_thing.intersection_normal
: Unit vector, points outwards of the selected selection box. This specifies which face is pointed at. Is a null vectorvector.zero()
when the pointer is inside the selection box. For entities with rotated selection boxes, this will be rotated properly by the entity's rotation - it will always be in absolute world space.
Flag Specifier Format
Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
The string format is a comma-delimited set of flag names; whitespace and
unrecognized flag fields are ignored. Specifying a flag in the string sets the
flag, and specifying a flag prefixed by the string "no"
explicitly
clears the flag from whatever the default may be.
In addition to the standard string flag format, the schematic flags field can
also be a table of flag names to boolean values representing whether or not the
flag is set. Additionally, if a field with the flag name prefixed with "no"
is present, mapped to a boolean of any value, the specified flag is unset.
E.g. A flag field of value
{place_center_x = true, place_center_y=false, place_center_z=true}
is equivalent to
{place_center_x = true, noplace_center_y=true, place_center_z=true}
which is equivalent to
"place_center_x, noplace_center_y, place_center_z"
or even
"place_center_x, place_center_z"
since, by default, no schematic attributes are set.
Items
Items are things that can be held by players, dropped in the map and stored in inventories. Items come in the form of item stacks, which are collections of equal items that occupy a single inventory slot.
Item types
There are three kinds of items: nodes, tools and craftitems.
- Node: Placeable item form of a node in the world's voxel grid
- Tool: Has a changeable wear property but cannot be stacked
- Craftitem: Has no special properties
Every registered node (the voxel in the world) has a corresponding item form (the thing in your inventory) that comes along with it. This item form can be placed which will create a node in the world (by default). Both the 'actual' node and its item form share the same identifier. For all practical purposes, you can treat the node and its item form interchangeably. We usually just say 'node' to the item form of the node as well.
Note the definition of tools is purely technical. The only really unique thing about tools is their wear, and that's basically it. Beyond that, you can't make any gameplay-relevant assumptions about tools or non-tools. It is perfectly valid to register something that acts as tool in a gameplay sense as a craftitem, and vice-versa.
Craftitems can be used for items that neither need to be a node nor a tool.
Amount and wear
All item stacks have an amount between 0 and 65535. It is 1 by default. Tool item stacks cannot have an amount greater than 1.
Tools use a wear (damage) value ranging from 0 to 65535. The value 0 is the default and is used for unworn tools. The values 1 to 65535 are used for worn tools, where a higher value stands for a higher wear. Non-tools technically also have a wear property, but it is always 0. There is also a special 'toolrepair' crafting recipe that is only available to tools.
Item formats
Items and item stacks can exist in three formats: Serializes, table format
and ItemStack
.
When an item must be passed to a function, it can usually be in any of these formats.
Serialized
This is called "stackstring" or "itemstring". It is a simple string with 1-4 components:
- Full item identifier ("item name")
- Optional amount
- Optional wear value
- Optional item metadata
Syntax:
<identifier> [<amount>[ <wear>[ <metadata>]]]
Examples:
"default:apple"
: 1 apple"default:dirt 5"
: 5 dirt"default:pick_stone"
: a new stone pickaxe"default:pick_wood 1 21323"
: a wooden pickaxe, ca. 1/3 worn out[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]
:- a wooden pickaxe from the
default
mod, - amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
- with the
description
field set to"My worn out pick"
in its metadata
- a wooden pickaxe from the
[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]
:- analogous to the above example
- note how the wear is set to
0
as dirt is not a tool
You should ideally use the ItemStack
format to build complex item strings
(especially if they use item metadata)
without relying on the serialization format. Example:
local stack = ItemStack("default:pick_wood")
stack:set_wear(21323)
stack:get_meta():set_string("description", "My worn out pick")
local itemstring = stack:to_string()
Additionally the methods core.itemstring_with_palette(item, palette_index)
and core.itemstring_with_color(item, colorstring)
may be used to create
item strings encoding color information in their metadata.
Table format
Examples:
5 dirt nodes:
{name="default:dirt", count=5, wear=0, metadata=""}
A wooden pick about 1/3 worn out:
{name="default:pick_wood", count=1, wear=21323, metadata=""}
An apple:
{name="default:apple", count=1, wear=0, metadata=""}
ItemStack
A native C++ format with many helper methods. Useful for converting between formats. See the [Class reference] section for details.
Groups
In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, tool capabilities) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is.
Usage
Groups are stored in a table, having the group names with keys and the group ratings as values. Group ratings are integer values within the range [-32767, 32767]. For example:
-- Default dirt
groups = {crumbly=3, soil=1}
-- A more special dirt-kind of thing
groups = {crumbly=2, soil=1, level=2, outerspace=1}
Groups always have a rating associated with them. If there is no
useful meaning for a rating for an enabled group, it shall be 1
.
When not defined, the rating of a group defaults to 0
. Thus when you
read groups, you must interpret nil
and 0
as the same value, 0
.
You can read the rating of a group for an item or a node by using
core.get_item_group(itemname, groupname)
Groups of items
Groups of items can define what kind of an item it is (e.g. wool).
Groups of nodes
In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool.
Groups of entities
For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by items with this damage group. See [Entity damage mechanism].
object:get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
object:set_armor_groups({fleshy=30, cracky=80})
Groups of tool capabilities
Groups in tool capabilities define which groups of nodes and entities they are effective towards.
Groups in crafting recipes
In crafting recipes, you can specify a group as an input item. This means that any item in that group will be accepted as input.
The basic syntax is:
"group:<group_name>"
For example, "group:meat"
will accept any item in the meat
group.
It is also possible to require an input item to be in multiple groups at once. The syntax for that is:
"group:<group_name_1>,<group_name_2>,(...),<group_name_n>"
For example, "group:leaves,birch,trimmed"
accepts any item which is member
of all the groups leaves
and birch
and trimmed
.
An example recipe: Craft a raw meat soup from any meat, any water and any bowl:
{
output = "food:meat_soup_raw",
recipe = {
{"group:meat"},
{"group:water"},
{"group:bowl"},
},
}
Another example: Craft red wool from white wool and red dye
(here, "red dye" is defined as any item which is member of
both the groups dye
and basecolor_red
).
{
type = "shapeless",
output = "wool:red",
recipe = {"wool:white", "group:dye,basecolor_red"},
}
Special groups
The asterisk (*)
after a group name describes that there is no engine
functionality bound to it, and implementation is left up as a suggestion
to games.
Node and item groups
not_in_creative_inventory
: (*) Special group for inventory mods to indicate that the item should be hidden in item lists.
Node-only groups
attached_node
: the node is 'attached' to a neighboring node. It checks whether the node it is attached to is walkable. If it isn't, the node will drop as an item.1
: if the node is wallmounted, the node is attached in the wallmounted direction. Otherwise, the node is attached to the node below.2
: if the node is facedir or 4dir, the facedir or 4dir direction is checked. No effect for other nodes. Note: The "attaching face" of this node is tile no. 5 (back face).3
: the node is always attached to the node below.4
: the node is always attached to the node above.
bouncy
: value is bounce speed in percent. If positive, jump/sneak on floor impact will increase/decrease bounce height. Negative value is the same bounciness, but non-controllable.connect_to_raillike
: makes nodes of raillike drawtype with same group value connect to each otherdig_immediate
: Player can always pick up node without reducing tool wear2
: the node always gets the digging time 0.5 seconds (rail, sign)3
: the node always gets the digging time 0 seconds (torch)
disable_jump
: Player (and possibly other things) cannot jump from node or if their feet are in the node. Note: not supported fornew_move = false
disable_descend
: Player (and possibly other things) cannot actively descend in node using Sneak or Aux1 key (for liquids and climbable nodes only). Note: not supported fornew_move = false
fall_damage_add_percent
: modifies the fall damage suffered when hitting the top of this node. There's also an armor group with the same name. The final player damage is determined by the following formula:
Negative damage values are discarded as no damage.damage = collision speed * ((node_fall_damage_add_percent + 100) / 100) -- node group * ((player_fall_damage_add_percent + 100) / 100) -- player armor group - (14) -- constant tolerance
falling_node
: if there is no walkable block under the node it will fallfloat
: the node will not fall through liquids (liquidtype ~= "none"
)- A liquid source with
groups = {falling_node = 1, float = 1}
will fall through flowing liquids.
- A liquid source with
level
: Can be used to give an additional sense of progression in the game.- A larger level will cause e.g. a weapon of a lower level make much less damage, and get worn out much faster, or not be able to get drops from destroyed nodes.
0
is something that is directly accessible at the start of gameplay- There is no upper limit
- See also:
leveldiff
in [Tool Capabilities]
slippery
: Players and items will slide on the node. Slipperiness rises steadily withslippery
value, starting at 1.
Tool-only groups
disable_repair
: If set to 1 for a tool, it cannot be repaired using the"toolrepair"
crafting recipe
ObjectRef
armor groups
immortal
: Skips all damage and breath handling for an object. This group will also hide the integrated HUD status bars for players. It is automatically set to all players when damage is disabled on the server and cannot be reset (subject to change).fall_damage_add_percent
: Modifies the fall damage suffered by players when they hit the ground. It is analog to the node group with the same name. See the node group above for the exact calculation.punch_operable
: For entities; disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage.
Known damage and digging time defining groups
crumbly
: dirt, sandcracky
: tough but crackable stuff like stone.snappy
: something that can be cut using things like scissors, shears, bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metalchoppy
: something that can be cut using force; e.g. trees, wooden planksfleshy
: Living things like animals and the player. This could imply some blood effects when hitting.explody
: Especially prone to explosionsoddly_breakable_by_hand
: Can be added to nodes that shouldn't logically be breakable by the hand but are. Somewhat similar todig_immediate
, but times are more like{[1]=3.50,[2]=2.00,[3]=0.70}
and this does not override the digging speed of an item if it can dig at a faster speed than this suggests for the hand.
Examples of custom groups
Item groups are often used for defining, well, groups of items.
meat
: any meat-kind of a thing (rating might define the size or healing ability or be irrelevant -- it is not defined as of yet)eatable
: anything that can be eaten. Rating might define HP gain in half hearts.flammable
: can be set on fire. Rating might define the intensity of the fire, affecting e.g. the speed of the spreading of an open fire.wool
: any wool (any origin, any color)metal
: any metalweapon
: any weaponheavy
: anything considerably heavy
Digging time calculation specifics
Groups such as crumbly
, cracky
and snappy
are used for this
purpose. Rating is 1
, 2
or 3
. A higher rating for such a group implies
faster digging time.
The level
group is used to limit the toughness of nodes an item capable
of digging can dig and to scale the digging times / damage to a greater extent.
Please do understand this, otherwise you cannot use the system to it's full potential.
Items define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with items.
Tool Capabilities
'Tool capabilities' is a property of items that defines two things:
- Which nodes it can dig and how fast
- Which objects it can hurt by punching and by how much
Tool capabilities are available for all items, not just tools. But only tools can receive wear from digging and punching.
Missing or incomplete tool capabilities will default to the player's hand.
Tool capabilities definition
Tool capabilities define:
- Full punch interval
- Maximum drop level
- For an arbitrary list of node groups:
- Uses (until the tool breaks)
- Maximum level (usually
0
,1
,2
or3
) - Digging times
- Damage groups
- Punch attack uses (until the tool breaks)
Full punch interval full_punch_interval
When used as a weapon, the item will do full damage if this time is spent between punches. If e.g. half the time is spent, the item will do half damage.
Maximum drop level max_drop_level
Suggests the maximum level of node, when dug with the item, that will drop its useful item. (e.g. iron ore to drop a lump of iron).
This value is not used in the engine; it is the responsibility of the game/mod code to implement this.
Uses uses
(tools only)
Determines how many uses the tool has when it is used for digging a node,
of this group, of the maximum level. The maximum supported number of
uses is 65535. The special number 0 is used for infinite uses.
For lower leveled nodes, the use count is multiplied by 3^leveldiff
.
leveldiff
is the difference of the tool's maxlevel
groupcaps
and the
node's level
group. The node cannot be dug if leveldiff
is less than zero.
uses=10, leveldiff=0
: actual uses: 10uses=10, leveldiff=1
: actual uses: 30uses=10, leveldiff=2
: actual uses: 90
For non-tools, this has no effect.
Maximum level maxlevel
Tells what is the maximum level of a node of this group that the item will be able to dig.
Digging times times
List of digging times for different ratings of the group, for nodes of the maximum level.
For example, as a Lua table, times={[2]=2.00, [3]=0.70}
. This would
result in the item to be able to dig nodes that have a rating of 2
or 3
for this group, and unable to dig the rating 1
, which is the toughest.
Unless there is a matching group that enables digging otherwise.
If the result digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the player releases LMB after digging, this delay is set to 0, i.e. players can more quickly click the nodes away instead of holding LMB.
This extra delay is not applied in case of a digging time between 0 and 0.15, so a digging time of 0.01 is actually faster than a digging time of 0.
Damage groups
List of damage for groups of entities. See [Entity damage mechanism].
Punch attack uses (tools only)
Determines how many uses (before breaking) the tool has when dealing damage to an object, when the full punch interval (see above) was always waited out fully.
Wear received by the tool is proportional to the time spent, scaled by the full punch interval.
For non-tools, this has no effect.
Example definition of the capabilities of an item
tool_capabilities = {
groupcaps={
crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
},
}
This makes the item capable of digging nodes that fulfill both of these:
- Have the
crumbly
group - Have a
level
group less or equal to2
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'slevel > 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 benil
. Should never be accessed unless absolutely required, to encourage interoperability.time_from_last_punch
is time from last punch (bypuncher
) ornil
.tool_capabilities
can benil
.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
equalsnil
andpuncher
does not equalnil
,direction
will be automatically filled in based on the location ofpuncher
.
Metadata
Node Metadata
The instance of a node in the world normally only contains the three values
mentioned in [Nodes]. However, it is possible to insert extra data into a node.
It is called "node metadata"; See NodeMetaRef
.
Node metadata contains two things:
- A key-value store
- An inventory
Some of the values in the key-value store are handled specially:
formspec
: Defines an inventory menu that is opened with the 'place/use' key. Only works if noon_rightclick
was defined for the node. See also [Formspec].infotext
: Text shown on the screen when the node is pointed at. Line-breaks will be applied automatically. If the infotext is very long, it will be truncated.
Example:
local meta = core.get_meta(pos)
-- Set node formspec and infotext
meta:set_string("formspec",
"size[8,9]"..
"list[context;main;0,0;8,4;]"..
"list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", "Chest");
-- Set inventory list size of `"main"` list to 32
local inv = meta:get_inventory()
inv:set_size("main", 32)
-- Dump node metadata
print(dump(meta:to_table()))
-- Set node metadata from a metadata table
meta:from_table({
inventory = {
-- Set items of inventory in all 32 slots of the `"main"` list
main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
[5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
[10] = "", [11] = "", [12] = "", [13] = "",
[14] = "default:cobble", [15] = "", [16] = "", [17] = "",
[18] = "", [19] = "", [20] = "default:cobble", [21] = "",
[22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
[27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
[32] = ""}
},
-- metadata fields
fields = {
formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
infotext = "Chest"
}
})
Item Metadata
Item stacks can store metadata too. See [ItemStackMetaRef
].
Item metadata only contains a key-value store.
Some of the values in the key-value store are handled specially:
description
: Set the item stack's description. See also:get_description
in [ItemStack
]short_description
: Set the item stack's short description. See also:get_short_description
in [ItemStack
]inventory_image
: Override inventory_imageinventory_overlay
: Override inventory_overlaywield_image
: Override wield_imagewield_overlay
: Override wield_overlaywield_scale
: Override wield_scale, use vector.to_stringcolor
: AColorString
, which sets the stack's color.palette_index
: If the item has a palette, this is used to get the current color from the palette.count_meta
: Replace the displayed count with any string.count_alignment
: Set the alignment of the displayed count value. This is an int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and 4th bit specify the alignment in y-direction: 0 = default, 1 = left / up, 2 = middle, 3 = right / down The default currently is the same as right/down. Example: 6 = 2 + 1*4 = middle,uprange
: Overrides the pointing range Example:meta:set_float("range", 4.2)
Example:
local meta = stack:get_meta()
meta:set_string("key", "value")
print(dump(meta:to_table()))
Example manipulations of "description" and expected output behaviors:
print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
print(ItemStack("foobar"):get_description()) --> Unknown Item
local stack = ItemStack("default:stone")
stack:get_meta():set_string("description", "Custom description\nAnother line")
print(stack:get_description()) --> Custom description\nAnother line
print(stack:get_short_description()) --> Custom description
stack:get_meta():set_string("short_description", "Short")
print(stack:get_description()) --> Custom description\nAnother line
print(stack:get_short_description()) --> Short
print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
Formspec
Formspec defines a menu. This supports inventories and some of the typical widgets like buttons, checkboxes, text input fields, etc. It is a string, with a somewhat strange format.
A formspec is made out of formspec elements, which includes widgets like buttons but also can be used to set stuff like background color.
Many formspec elements have a name
, which is a unique identifier which
is used when the server receives user input. You must not use the name
"quit" for formspec elements.
Spaces and newlines can be inserted between the blocks, as is used in the examples.
Position and size units are inventory slots unless the new coordinate system
is enabled. X
and Y
position the formspec element relative to the top left
of the menu or container. W
and H
are its width and height values.
If the new system is enabled, all elements have unified coordinates for all
elements with no padding or spacing in between. This is highly recommended
for new forms. See real_coordinates[<bool>]
and Migrating to Real Coordinates
.
Inventories with a player:<name>
inventory location are only sent to the
player named <name>
.
When displaying text which can contain formspec code, e.g. text set by a player,
use core.formspec_escape
.
For colored text you can use core.colorize
.
Since formspec version 3, elements drawn in the order they are defined. All background elements are drawn before all other elements.
WARNING: do not use an element name starting with key_
; those names are
reserved to pass key press events to formspec!
WARNING: names and values of elements cannot contain binary data such as ASCII control characters. For values, escape sequences used by the engine are an exception to this.
WARNING: Luanti allows you to add elements to every single formspec instance
using player:set_formspec_prepend()
, which may be the reason backgrounds are
appearing when you don't expect them to, or why things are styled differently
to normal. See [no_prepend[]
] and [Styling Formspecs].
Examples
Chest
size[8,9]
list[context;main;0,0;8,4;]
list[current_player;main;0,5;8,4;]
Furnace
size[8,9]
list[context;fuel;2,3;1,1;]
list[context;src;2,1;1,1;]
list[context;dst;5,1;2,2;]
list[current_player;main;0,5;8,4;]
Minecraft-like player inventory
size[8,7.5]
image[1,0.6;1,2;player.png]
list[current_player;main;0,3.5;8,4;]
list[current_player;craft;3,0;3,3;]
list[current_player;craftpreview;7,1;1,1;]
Version History
- Formspec version 1 (pre-5.1.0):
- (too much)
- Formspec version 2 (5.1.0):
- Forced real coordinates
- background9[]: 9-slice scaling parameters
- Formspec version 3 (5.2.0):
- Formspec elements are drawn in the order of definition
- bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
- box[] and image[] elements enable clipping by default
- new element: scroll_container[]
- Formspec version 4 (5.4.0):
- Allow dropdown indexing events
- Formspec version 5 (5.5.0):
- Added padding[] element
- Formspec version 6 (5.6.0):
- Add nine-slice images, animated_image, and fgimg_middle
- Formspec version 7 (5.8.0):
- style[]: Add focused state for buttons
- Add field_enter_after_edit[] (experimental)
- Formspec version 8 (5.10.0)
- scroll_container[]: content padding parameter
Elements
formspec_version[<version>]
- Set the formspec version to a certain number. If not specified, version 1 is assumed.
- Must be specified before
size
element. - Clients older than this version can neither show newer elements nor display elements with new arguments correctly.
- Available since feature
formspec_version_element
. - See also: [Version History]
size[<W>,<H>,<fixed_size>]
- Define the size of the menu in inventory slots
fixed_size
:true
/false
(optional)- deprecated:
invsize[<W>,<H>;]
position[<X>,<Y>]
- Must be used after
size
element. - Defines the position on the game window of the formspec's
anchor
point. - For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
for example:
- [0.0, 0.0] sets the position to the top left corner of the game window.
- [1.0, 1.0] sets the position to the bottom right of the game window.
- Defaults to the center of the game window [0.5, 0.5].
anchor[<X>,<Y>]
-
Must be used after both
size
andposition
(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
andanchor
elements need suitable values to avoid a formspec extending off the game window due to particular game window sizes.
padding[<X>,<Y>]
- Must be used after the
size
,position
, andanchor
elements (if present). - Defines how much space is padded around the formspec if the formspec tries to increase past the size of the screen and coordinates have to be shrunk.
- For X and Y, 0.0 represents no padding (the formspec can touch the edge of the screen), and 0.5 represents half the screen (which forces the coordinate size to 0). If negative, the formspec can extend off the edge of the screen.
- Defaults to [0.05, 0.05].
no_prepend[]
- Must be used after the
size
,position
,anchor
, andpadding
elements (if present). - Disables player:set_formspec_prepend() from applying to this formspec.
real_coordinates[<bool>]
- INFORMATION: Enable it automatically using
formspec_version
version 2 or newer. - When set to true, all following formspec elements will use the new coordinate system.
- If used immediately after
size
,position
,anchor
, andno_prepend
elements (if present), the form size will use the new coordinate system. - Note: Formspec prepends are not affected by the coordinates in the main form. They must enable it explicitly.
- For information on converting forms to the new coordinate system, see
Migrating to Real Coordinates
.
container[<X>,<Y>]
- Start of a container block, moves all physical elements in the container by (X, Y).
- Must have matching
container_end
- Containers can be nested, in which case the offsets are added (child containers are relative to parent containers)
container_end[]
- End of a container, following elements are no longer relative to this container.
scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>;<content padding>]
- Start of a scroll_container block. All contained elements will ...
- take the scroll_container coordinate as position origin,
- be additionally moved by the current value of the scrollbar with the name
scrollbar name
timesscroll factor
along the orientationorientation
and - be clipped to the rectangle defined by
X
,Y
,W
andH
.
orientation
: possible values arevertical
andhorizontal
.scroll factor
: optional, defaults to0.1
.content padding
: (optional), in formspec coordinate units- If specified, the scrollbar properties
max
andthumbsize
are calculated automatically based on the content size pluscontent padding
at the end of the container.min
is set to 0. - Negative
scroll factor
is not supported. - When active,
scrollbaroptions[]
has no effect on the affected properties. - Defaults to empty value (= disabled).
- If specified, the scrollbar properties
- Nesting is possible.
- Some elements might work a little different if they are in a scroll_container.
- Note: If you want the scroll_container to actually work, you also need to add a scrollbar element with the specified name. Furthermore, it is highly recommended to use a scrollbaroptions element on this scrollbar.
scroll_container_end[]
- End of a scroll_container, following elements are no longer bound to this container.
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
- Show an inventory list if it has been sent to the client.
- If the inventory list changes (eg. it didn't exist before, it's resized, or its items are moved) while the formspec is open, the formspec element may (but is not guaranteed to) adapt to the new inventory list.
- Item slots are drawn in a grid from left to right, then up to down, ordered according to the slot index.
W
andH
are in inventory slots, not in coordinates.starting item index
(Optional): The index of the first (upper-left) item to draw. Indices start at0
. Default is0
.- The number of shown slots is the minimum of
W*H
and the inventory list's size minusstarting item index
. - Note: With the new coordinate system, the spacing between inventory slots is one-fourth the size of an inventory slot by default. Also see [Styling Formspecs] for changing the size of slots and spacing.
listring[<inventory location>;<list name>]
- Appends to an internal ring of inventory lists.
- Shift-clicking on items in one element of the ring will send them to the next inventory list inside the ring
- The first occurrence of an element inside the ring will determine the inventory where items will be sent to
listring[]
- Shorthand for doing
listring[<inventory location>;<list name>]
for the last two inventory lists added by list[...]
listcolors[<slot_bg_normal>;<slot_bg_hover>]
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
- Sets color of slots border
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
- Sets color of slots border
- Sets default background color of tooltips
- Sets default font color of tooltips
tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]
- Adds tooltip for an element
bgcolor
tooltip background color asColorString
(optional)fontcolor
tooltip font color asColorString
(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 asColorString
(optional)fontcolor
tooltip font color asColorString
(optional)
image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]
- Show an image.
middle
(optional): Makes the image render in 9-sliced mode and defines the middle rect.- Requires formspec version >= 6.
- See
background9[]
documentation for more information.
animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]
- Show an animated image. The image is drawn like a "vertical_frames" tile animation (See [Tile animation definition]), but uses a frame count/duration for simplicity
name
: Element name to send when an event occurs. The event value is the index of the current frame.texture name
: The image to use.frame count
: The number of frames animating the image.frame duration
: Milliseconds between each frame.0
means the frames don't advance.frame start
(optional): The index of the frame to start on. Default1
.middle
(optional): Makes the image render in 9-sliced mode and defines the middle rect.- Requires formspec version >= 6.
- See
background9[]
documentation for more information.
model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]
- Show a mesh model.
name
: Element name that can be used for stylingmesh
: The mesh model to use.textures
: The mesh textures to use according to the mesh materials. Texture names must be separated by commas.rotation
(Optional): Initial rotation of the camera, formatx,y
. The axes are euler angles in degrees.continuous
(Optional): Whether the rotation is continuous. Defaultfalse
.mouse control
(Optional): Whether the model can be controlled with the mouse. Defaulttrue
.frame loop range
(Optional): Range of the animation frames.- Defaults to the full range of all available frames.
- Syntax:
<begin>,<end>
animation speed
(Optional): Sets the animation speed. Default 0 FPS.
item_image[<X>,<Y>;<W>,<H>;<item name>]
- Show an inventory image of registered item/node
bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]
- Sets background color of formspec.
bgcolor
andfbgcolor
(optional) areColorString
s, they define the color of the non-fullscreen and the fullscreen background.fullscreen
(optional) can be one of the following:false
: Only the non-fullscreen background color is drawn. (default)true
: Only the fullscreen background color is drawn.both
: The non-fullscreen and the fullscreen background color are drawn.neither
: No background color is drawn.
- Note: Leave a parameter empty to not modify the value.
- Note:
fbgcolor
, leaving parameters empty and values forfullscreen
that are not bools are only available since formspec version 3.
background[<X>,<Y>;<W>,<H>;<texture name>]
- Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px.
background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
- Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px
- If
auto_clip
istrue
, the background is clipped to the formspec size (x
andy
are used as offset values,w
andh
are ignored)
background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]
- 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
- Middle is a rect which defines the middle of the 9-slice.
x
- The middle will be x pixels from all sides.x,y
- The middle will be x pixels from the horizontal and y from the vertical.x,y,x2,y2
- The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values will be added to the width and height of the texture, allowing it to be used as the distance from the far end.- All numbers in middle are integers.
- If
auto_clip
istrue
, the background is clipped to the formspec size (x
andy
are used as offset values,w
andh
are ignored) - Available since formspec version 2
pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
- Textual password style field; will be sent to server when a button is clicked
- When enter is pressed in field,
fields.key_enter_field
will be sent with the name of this field. - With the old coordinate system, fields are a set height, but will be vertically
centered on
H
. With the new coordinate system,H
will modify the height. name
is the name of the field as returned in fields toon_receive_fields
label
, if not blank, will be text printed on the top left above the field- See
field_close_on_enter
to stop enter closing the formspec
field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
- Textual field; will be sent to server when a button is clicked
- When enter is pressed in field,
fields.key_enter_field
will be sent with the name of this field. - With the old coordinate system, fields are a set height, but will be vertically
centered on
H
. With the new coordinate system,H
will modify the height. name
is the name of the field as returned in fields toon_receive_fields
label
, if not blank, will be text printed on the top left above the fielddefault
is the default value of the fielddefault
may contain variable references such as${text}
which will fill the value from the metadata valuetext
- 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_enter_after_edit[<name>;<enter_after_edit>]
- Experimental, may be subject to change or removal at any time.
- Only affects Android clients.
<name>
is the name of the field.- If
<enter_after_edit>
is true, pressing the "Done" button in the Android text input dialog will simulate an Enter keypress. - Defaults to false when not specified (i.e. no tag for a field).
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 (i.e. no tag for a field).
textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
- Same as fields above, but with multi-line input
- If the text overflows, a vertical scrollbar is added.
- If the name is empty, the textarea is read-only and the background is not shown, which corresponds to a multi-line label.
label[<X>,<Y>;<label>]
- The label formspec element displays the text set in
label
at the specified position. - Note: If the new coordinate system is enabled, labels are positioned from the center of the text, not the top.
- The text is displayed directly without automatic line breaking, so label should not be used for big text chunks. Newlines can be used to make labels multiline.
- Note: With the new coordinate system, newlines are spaced with half a coordinate. With the old system, newlines are spaced 2/5 of an inventory slot.
hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]
- Displays a static formatted text with hyperlinks.
- Note: This element is currently unstable and subject to change.
x
,y
,w
andh
work as per fieldname
is the name of the field as returned in fields toon_receive_fields
in case of action in text.text
is the formatted text usingMarkup Language
described below.
vertlabel[<X>,<Y>;<label>]
- Textual label drawn vertically
label
is the text on the label- Note: If the new coordinate system is enabled, vertlabels are positioned from the center of the text, not the left.
button[<X>,<Y>;<W>,<H>;<name>;<label>]
- Clickable button. When clicked, fields will be sent.
- With the old coordinate system, buttons are a set height, but will be vertically
centered on
H
. With the new coordinate system,H
will modify the height. label
is the text on the button
button_url[<X>,<Y>;<W>,<H>;<name>;<label>;<url>]
- Clickable button. When clicked, fields will be sent and the user will be given the option to open the URL in a browser.
- With the old coordinate system, buttons are a set height, but will be vertically
centered on
H
. With the new coordinate system,H
will modify the height. - To make this into an
image_button
, you can use formspec styling. label
is the text on the button.url
must be a valid web URL, starting withhttp://
orhttps://
.
image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
texture name
is the filename of an image- Note: Height is supported on both the old and new coordinate systems for image_buttons.
image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
texture name
is the filename of an imagenoclip=true
means the image button doesn't need to be within specified formsize.drawborder
: draw button border or notpressed texture name
is the filename of an image on pressed state
item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
item name
is the registered name of an item/nodename
is non-optional and must be unique, or else tooltips are broken.- The item description will be used as the tooltip. This can be overridden with a tooltip element.
button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
- When clicked, fields will be sent and the form will quit.
- Same as
button
in all other respects.
button_url_exit[<X>,<Y>;<W>,<H>;<name>;<label>;<url>]
- When clicked, fields will be sent and the form will quit.
- Same as
button_url
in all other respects.
image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
- When clicked, fields will be sent and the form will quit.
- Same as
image_button
in all other respects.
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
- Scrollable item list showing arbitrary text elements
name
fieldname sent to server on double-click 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 double-click 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
core.explode_textlist_event
tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
- Show a tabheader at specific position (ignores formsize)
X
andY
: position of the tabheader- Note: Width and height are automatically chosen with this syntax
name
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): if true, tabs are semi-transparentdraw_border
(optional): if true, draw a thin line at tab base
tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
- Show a tabheader at specific position (ignores formsize)
- Important note: This syntax for tabheaders can only be used with the new coordinate system.
X
andY
: position of the tabheaderH
: height of the tabheader. Width is automatically determined with this syntax.name
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): show transparentdraw_border
(optional): draw border
tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
- Show a tabheader at specific position (ignores formsize)
- Important note: This syntax for tabheaders can only be used with the new coordinate system.
X
andY
: position of the tabheaderW
andH
: width and height of the tabheadername
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): show transparentdraw_border
(optional): draw border
box[<X>,<Y>;<W>,<H>;<color>]
- Simple colored box
color
is color specified as aColorString
. If the alpha component is left blank, the box will be semitransparent. If the color is not specified, the box will use the options specified by its style. If the color is specified, all styling options will be ignored.
dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]
- Show a dropdown field
- Important note: There are two different operation modes:
- handle directly on change (only changed dropdown is submitted)
- read the value on pressing a button (all dropdown values are available)
X
andY
: position of the dropdownW
: width of the dropdown. Height is automatically chosen with this syntax.- Fieldname data is transferred to Lua
- Items to be shown in dropdown
- Index of currently selected dropdown item
index event
(optional, allowed parameter since formspec version 4): Specifies the event field value for selected items.true
: Selected item indexfalse
(default): Selected item value
dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]
- Show a dropdown field
- Important note: This syntax for dropdowns can only be used with the new coordinate system.
- Important note: There are two different operation modes:
- handle directly on change (only changed dropdown is submitted)
- read the value on pressing a button (all dropdown values are available)
X
andY
: position of the dropdownW
andH
: width and height of the dropdown- Fieldname data is transferred to Lua
- Items to be shown in dropdown
- Index of currently selected dropdown item
index event
(optional, allowed parameter since formspec version 4): Specifies the event field value for selected items.true
: Selected item indexfalse
(default): Selected item value
checkbox[<X>,<Y>;<name>;<label>;<selected>]
- Show a checkbox
name
fieldname data is transferred to Lualabel
to be shown left of checkboxselected
(optional):true
/false
- Note: If the new coordinate system is enabled, checkboxes are positioned from the center of the checkbox, not the top.
scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
- Show a scrollbar using options defined by the previous
scrollbaroptions[]
- There are two ways to use it:
- handle the changed event (only changed scrollbar is available)
- read the value on pressing a button (all scrollbars are available)
orientation
:vertical
/horizontal
. Default horizontal.- Fieldname data is transferred to Lua
- Value of this trackbar is set to (
0
-1000
) by default - See also
core.explode_scrollbar_event
scrollbaroptions[opt1;opt2;...]
- Sets options for all following
scrollbar[]
elements min=<int>
- Sets scrollbar minimum value, defaults to
0
.
- Sets scrollbar minimum value, defaults to
max=<int>
- Sets scrollbar maximum value, defaults to
1000
. If the max is equal to the min, the scrollbar will be disabled.
- Sets scrollbar maximum value, defaults to
smallstep=<int>
- Sets scrollbar step value when the arrows are clicked or the mouse wheel is scrolled.
- If this is set to a negative number, the value will be reset to
10
.
largestep=<int>
- Sets scrollbar step value used by page up and page down.
- If this is set to a negative number, the value will be reset to
100
.
thumbsize=<int>
- Sets size of the thumb on the scrollbar. Size is calculated in the number of units the thumb spans out of the range of the scrollbar values.
- Example: If a scrollbar has a
min
of 1 and amax
of 100, a thumbsize of 10 would span a tenth of the scrollbar space. - If this is set to zero or less, the value will be reset to
1
.
arrows=<show/hide/default>
- Whether to show the arrow buttons on the scrollbar.
default
hides the arrows when the scrollbar gets too small, but shows them otherwise.
- Whether to show the arrow buttons on the scrollbar.
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 double-clickcell 1
...cell n
: cell contents given in row-major orderselected idx
: index of row to be selected within table (first row =1
)- See also
core.explode_table_event
tableoptions[<opt 1>;<opt 2>;...]
- Sets options for
table[]
color=#RRGGBB
- default text color (
ColorString
), defaults to#FFFFFF
- default text color (
background=#RRGGBB
- table background color (
ColorString
), defaults to#000000
- table background color (
border=<true/false>
- should the table be drawn with a border? (default:
true
)
- should the table be drawn with a border? (default:
highlight=#RRGGBB
- highlight background color (
ColorString
), defaults to#466432
- highlight background color (
highlight_text=#RRGGBB
- highlight text color (
ColorString
), defaults to#FFFFFF
- highlight text color (
opendepth=<value>
- all subtrees up to
depth < value
are open (default value =0
) - only useful when there is a column of type "tree"
- all subtrees up to
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 textimage
: cell contents are an image index, use column options to define images. images are scaled down to fit the row height if necessary.color
: cell contents are a ColorString and define color of following cell.indent
: cell contents are a number and define indentation of following cell.tree
: same as indent, but user can open and close subtrees (treeview-like).
- Column options:
align=<value>
- for
text
andimage
: content alignment within cells. Available values:left
(default),center
,right
,inline
- for
width=<value>
- for
text
andimage
: minimum width in em (default:0
) - for
indent
andtree
: indent width in em (default:1.5
)
- for
padding=<value>
: padding left of the column, in em (default0.5
). Exception: defaults to 0 for indent columnstooltip=<value>
: tooltip text (default: empty)image
column options:0=<value>
sets image for image index 01=<value>
sets image for image index 12=<value>
sets image for image index 2- and so on; defined indices need not be contiguous. empty or
non-numeric cells are treated as
0
.
color
column options:span=<value>
: number of following columns to affect (default: infinite).
style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]
- Set the style for the element(s) matching
selector
by name. selector
can be one of:<name>
- An element name. Includes*
, which represents every element.<name>:<state>
- An element name, a colon, and one or more states.
state
is a list of states separated by the+
character.- If a state is provided, the style will only take effect when the element is in that state.
- All provided states must be active for the style to apply.
- Note: this must be before the element is defined.
- See [Styling Formspecs].
style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]
- Set the style for the element(s) matching
selector
by type. selector
can be one of:<type>
- An element type. Includes*
, which represents every element.<type>:<state>
- An element type, a colon, and one or more states.
state
is a list of states separated by the+
character.- If a state is provided, the style will only take effect when the element is in that state.
- All provided states must be active for the style to apply.
- See [Styling Formspecs].
set_focus[<name>;<force>]
- Sets the focus to the element with the same
name
parameter. - Note: This element must be placed before the element it focuses.
force
(optional, defaultfalse
): By default, focus is not applied for re-sent formspecs with the same name so that player-set focus is kept.true
sets the focus to the specified element for every sent formspec.- The following elements have the ability to be focused:
- checkbox
- button
- button_exit
- image_button
- image_button_exit
- item_image_button
- table
- textlist
- dropdown
- field
- pwdfield
- textarea
- scrollbar
Migrating to Real Coordinates
In the old system, positions included padding and spacing. Padding is a gap between
the formspec window edges and content, and spacing is the gaps between items. For
example, two 1x1
elements at 0,0
and 1,1
would have a spacing of 5/4
between them,
and a padding of 3/8
from the formspec edge. It may be easiest to recreate old layouts
in the new coordinate system from scratch.
To recreate an old layout with padding, you'll need to pass the positions and sizes through the following formula to re-introduce padding:
pos = (oldpos + 1)*spacing + padding
where
padding = 3/8
spacing = 5/4
You'll need to change the size[]
tag like this:
size = (oldsize-1)*spacing + padding*2 + 1
A few elements had random offsets in the old system. Here is a table which shows these offsets when migrating:
Element | Position | Size | Notes |
---|---|---|---|
box | +0.3, +0.1 | 0, -0.4 | |
button | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before | ||
list | Spacing is now 0.25 for both directions, meaning lists will be taller in height | ||
label | 0, +0.3 | The first line of text is now positioned centered exactly at the position specified |
Styling Formspecs
Formspec elements can be themed using the style elements:
style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
Where a prop is:
property_name=property_value
For example:
style_type[button;bgcolor=#006699]
style[world_delete;bgcolor=red;textcolor=yellow]
button[4,3.95;2.6,1;world_delete;Delete]
A name/type can optionally be a comma separated list of names/types, like so:
world_delete,world_create,world_configure
button,image_button
A *
type can be used to select every element in the formspec.
Any name/type in the list can also be accompanied by a +
-separated list of states, like so:
world_delete:hovered+pressed
button:pressed
States allow you to apply styles in response to changes in the element, instead of applying at all times.
Setting a property to nothing will reset it to the default value. For example:
style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
Supported Element Types
Some types may inherit styles from parent types.
- animated_image, inherits from image
- box
- button
- button_exit, inherits from button
- checkbox
- dropdown
- field
- image
- image_button
- item_image_button
- label
- list
- model
- pwdfield, inherits from field
- scrollbar
- tabheader
- table
- textarea
- textlist
- vertlabel, inherits from label
Valid Properties
- animated_image
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- box
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- Defaults to false in formspec_version version 3 or higher
- Note:
colors
,bordercolors
, andborderwidths
accept multiple input types:- Single value (e.g.
#FF0
): All corners/borders. - Two values (e.g.
red,#FFAAFF
): top-left and bottom-right,top-right and bottom-left/ top and bottom,left and right. - Four values (e.g.
blue,#A0F,green,#FFFA
): top-left/top and rotates clockwise. - These work similarly to CSS borders.
- Single value (e.g.
- colors -
ColorString
. Sets the color(s) of the box corners. Defaultblack
. - bordercolors -
ColorString
. Sets the color(s) of the borders. Defaultblack
. - borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is negative, the border will extend inside the box, whereas positive extends outside the box. A width of zero results in no border; this is default.
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- button, button_exit, image_button, item_image_button
- alpha - boolean, whether to draw alpha in bgimg. Default true.
- bgcolor - color, sets button tint.
- bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
- This is deprecated, use states instead.
- bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
- This is deprecated, use states instead.
- bgimg - standard background image. Defaults to none.
- bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
- This is deprecated, use states instead.
- bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect. See background9[] documentation for more details. This property also pads the button's content when set.
- bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
- This is deprecated, use states instead.
- font - Sets font type. This is a comma separated list of options. Valid options:
- Main font type options. These cannot be combined with each other:
normal
: Default fontmono
: Monospaced font
- Font modification options. If used without a main font type,
normal
is used:bold
: Makes font bold.italic
: Makes font italic. Defaultnormal
.
- Main font type options. These cannot be combined with each other:
- font_size - Sets font size. Default is user-set. Can have multiple values:
<number>
: Sets absolute font size tonumber
.+<number>
/-<number>
: Offsets default font size bynumber
points.*<number>
: Multiplies default font size bynumber
, similar to CSSem
.
- border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
- content_offset - 2d vector, shifts the position of the button's content without resizing it.
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- padding - rect, adds space between the edges of the button and the content. This value is relative to bgimg_middle.
- sound - a sound to be played when triggered.
- textcolor - color, default white.
- checkbox
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- sound - a sound to be played when triggered.
- dropdown
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- sound - a sound to be played when the entry is changed.
- field, pwdfield, textarea
- border - set to false to hide the textbox background and border. Default true.
- font - Sets font type. See button
font
property for more information. - font_size - Sets font size. See button
font_size
property for more information. - noclip - boolean, set to true to allow the element to exceed formspec bounds.
- textcolor - color. Default white.
- model
- bgcolor - color, sets background color.
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- Default to false in formspec_version version 3 or higher
- image
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- Default to false in formspec_version version 3 or higher
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- item_image
- noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
- label, vertlabel
- font - Sets font type. See button
font
property for more information. - font_size - Sets font size. See button
font_size
property for more information. - noclip - boolean, set to true to allow the element to exceed formspec bounds.
- font - Sets font type. See button
- list
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- size - 2d vector, sets the size of inventory slots in coordinates.
- spacing - 2d vector, sets the space between inventory slots in coordinates.
- image_button (additional properties)
- fgimg - standard image. Defaults to none.
- fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
- This is deprecated, use states instead.
- fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
- This is deprecated, use states instead.
- fgimg_middle - Makes the fgimg textures render in 9-sliced mode and defines the middle rect. See background9[] documentation for more details.
- NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
- sound - a sound to be played when triggered.
- scrollbar
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- tabheader
- noclip - boolean, set to true to allow the element to exceed formspec bounds.
- sound - a sound to be played when a different tab is selected.
- textcolor - color. Default white.
- table, textlist
- font - Sets font type. See button
font
property for more information. - font_size - Sets font size. See button
font_size
property for more information. - noclip - boolean, set to true to allow the element to exceed formspec bounds.
- font - Sets font type. See button
Valid States
- all elements
- default - Equivalent to providing no states
- button, button_exit, image_button, item_image_button
- focused - Active when button has focus
- hovered - Active when the mouse is hovering over the element
- pressed - Active when the button is pressed
Markup Language
Markup language used in hypertext[]
elements uses tags that look like HTML tags.
The markup language is currently unstable and subject to change. Use with caution.
Some tags can enclose text, they open with <tagname>
and close with </tagname>
.
Tags can have attributes, in that case, attributes are in the opening tag in
form of a key/value separated with equal signs.
Attribute values should be quoted using either " or '.
If you want to insert a literal greater-than, less-than, or a backslash into the text, you must escape it by preceding it with a backslash. In a quoted attribute value, you can insert a literal quote mark by preceding it with a backslash.
These are the technically basic tags but see below for usual tags. Base tags are:
<style color=... font=... size=...>...</style>
Changes the style of the text.
color
: Text color. Given color is acolorspec
.size
: Text size.font
: Text font (mono
ornormal
).
<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >
Sets global style.
Global only styles:
background
: Text background, acolorspec
ornone
.margin
: Page margins in pixel.valign
: Text vertical alignment (top
,middle
,bottom
).
Inheriting styles (affects child elements):
color
: Default text color. Given color is acolorspec
.hovercolor
: Color of tags when mouse is over.size
: Default text size.font
: Default text font (mono
ornormal
).halign
: Default text horizontal alignment (left
,right
,center
,justify
).
This tag needs to be placed only once as it changes the global settings of the text. Anyway, if several tags are placed, each changed will be made in the order tags appear.
<tag name=... color=... hovercolor=... font=... size=...>
Defines or redefines tag style. This can be used to define new tags.
name
: Name of the tag to define or change.color
: Text color. Given color is acolorspec
.hovercolor
: Text color when element hovered (only foraction
tags). Given color is acolorspec
.size
: Text size.font
: Text font (mono
ornormal
).
Following tags are the usual tags for text layout. They are defined by default.
Other tags can be added using <tag ...>
tag.
<normal>...</normal>
: Normal size text
<big>...</big>
: Big text
<bigger>...</bigger>
: Bigger text
<center>...</center>
: Centered text
<left>...</left>
: Left-aligned text
<right>...</right>
: Right-aligned text
<justify>...</justify>
: Justified text
<mono>...</mono>
: Monospaced font
<b>...</b>
, <i>...</i>
, <u>...</u>
: Bold, italic, underline styles.
<action name=...>...</action>
Make that text a clickable text triggering an action.
name
: Name of the action (mandatory).url
: URL to open when the action is triggered (optional).
When clicked, the formspec is send to the server. The value of the text field
sent to on_player_receive_fields
will be "action:" concatenated to the action
name.
<img name=... float=... width=... height=...>
Draws an image which is present in the client media cache.
name
: Name of the texture (mandatory).float
: If present, makes the image floating (left
orright
).width
: Force image width instead of taking texture width.height
: Force image height instead of taking texture height.
If only width or height given, texture aspect is kept.
<item name=... float=... width=... height=... rotate=...>
Draws an item image.
name
: Item string of the item to draw (mandatory).float
: If present, makes the image floating (left
orright
).width
: Item image width.height
: Item image height.rotate
: Rotate item image if set toyes
orX,Y,Z
. X, Y and Z being rotation speeds in percent of standard speed (-1000 to 1000). Works only ifinventory_items_animations
is set to true.angle
: Angle in which the item image is shown. Value hasX,Y,Z
form. X, Y and Z being angles around each three axes. Works only ifinventory_items_animations
is set to true.
Inventory
Inventory locations
"context"
: Selected node metadata (deprecated:"current_name"
)"current_player"
: Player to whom the menu is shown"player:<name>"
: Any player"nodemeta:<X>,<Y>,<Z>"
: Any node metadata"detached:<name>"
: A detached inventory
Player Inventory lists
main
: list containing the default inventorycraft
: list containing the craft inputcraftpreview
: list containing the craft predictioncraftresult
: list containing the crafted outputhand
: list containing an override for the empty hand- Is not created automatically, use
InvRef:set_size
- Is only used to enhance the empty hand's tool capabilities
- Is not created automatically, use
Custom lists can be added and deleted with InvRef:set_size(name, size)
like
any other inventory.
ItemStack transaction order
This list describes the situation for non-empty ItemStacks in both slots that cannot be stacked at all, hence triggering an ItemStack swap operation. Put/take callbacks on empty ItemStack are not executed.
- The "allow take" and "allow put" callbacks are each run once for the source and destination inventory.
- The allowed ItemStacks are exchanged.
- The "on take" callbacks are run for the source and destination inventories
- The "on put" callbacks are run for the source and destination inventories
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.
To specify the value of the alpha channel, append #A
or #AA
to the end of
the color name (e.g. colorname#08
).
ColorSpec
A ColorSpec specifies a 32-bit color. It can be written in any of the following forms:
- table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
colorspec = {a=255, r=0, g=255, b=0}
- numerical form: The raw integer value of an ARGB8 quad:
colorspec = 0xFF00FF00
- string form: A ColorString (defined above):
colorspec = "green"
Escape sequences
Most text can contain escape sequences, that can for example color the text. There are a few exceptions: tab headers, dropdowns and vertical labels can't. The following functions provide escape sequences:
core.get_color_escape_sequence(color)
:color
is a ColorString- The escape sequence sets the text color to
color
core.colorize(color, message)
:- Equivalent to:
core.get_color_escape_sequence(color) .. message .. core.get_color_escape_sequence("#ffffff")
- Equivalent to:
core.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.
core.strip_foreground_colors(str)
- Removes foreground colors added by
get_color_escape_sequence
.
- Removes foreground colors added by
core.strip_background_colors(str)
- Removes background colors added by
get_background_escape_sequence
.
- Removes background colors added by
core.strip_colors(str)
- Removes all color escape sequences.
Spatial Vectors
Luanti stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
and has a class to represent them (vector.*
), which this chapter is about.
For details on what a spatial vectors is, please refer to Wikipedia:
https://en.wikipedia.org/wiki/Euclidean_vector.
Spatial vectors are used for various things, including, but not limited to:
- any 3D spatial vector (x/y/z-directions)
- Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic meaning here. Therefore, most vector operations make no sense in this use case.)
Note that they are not used for:
- n-dimensional vectors where n is not 3 (ie. n=2)
- arrays of the form
{num, num, num}
The API documentation may refer to spatial vectors, as produced by vector.new
,
by any of the following notations:
(x, y, z)
(Used rarely, and only if it's clear that it's a vector.)vector.new(x, y, z)
{x=num, y=num, z=num}
(Even here you are still supposed to usevector.new
.)
Compatibility notes
Vectors used to be defined as tables of the form {x = num, y = num, z = num}
.
Since version 5.5.0, vectors additionally have a metatable to enable easier use.
Note: Those old-style vectors can still be found in old mod code. Hence, mod and
engine APIs still need to be able to cope with them in many places.
Manually constructed tables are deprecated and highly discouraged. This interface should be used to ensure seamless compatibility between mods and the Luanti API. This is especially important to callback function parameters and functions overwritten by mods. Also, though not likely, the internal implementation of a vector might change in the future. In your own code, or if you define your own API, you can, of course, still use other representations of vectors.
Vectors provided by API functions will provide an instance of this class if not stated otherwise. Mods should adapt this for convenience reasons.
Special properties of the class
Vectors can be indexed with numbers and allow method and operator syntax.
All these forms of addressing a vector v
are valid:
v[1]
, v[3]
, v.x
, v[1] = 42
, v.y = 13
Note: Prefer letter over number indexing for performance and compatibility reasons.
Where v
is a vector and foo
stands for any function name, v:foo(...)
does
the same as vector.foo(v, ...)
, apart from deprecated functionality.
tostring
is defined for vectors, see vector.to_string
.
The metatable that is used for vectors can be accessed via vector.metatable
.
Do not modify it!
All vector.*
functions allow vectors {x = X, y = Y, z = Z}
without metatables.
Returned vectors always have a metatable set.
Common functions and methods
For the following functions (and subchapters),
v
, v1
, v2
are vectors,
p1
, p2
are position vectors,
s
is a scalar (a number),
vectors are written like this: (x, y, z)
:
vector.new([a[, b, c]])
:- Returns a new vector
(a, b, c)
. - Deprecated:
vector.new()
does the same asvector.zero()
andvector.new(v)
does the same asvector.copy(v)
- Returns a new vector
vector.zero()
:- Returns a new vector
(0, 0, 0)
.
- Returns a new vector
vector.random_direction()
:- Returns a new vector of length 1, pointing into a direction chosen uniformly at random.
vector.copy(v)
:- Returns a copy of the vector
v
.
- Returns a copy of the vector
vector.from_string(s[, init])
:- Returns
v, np
, wherev
is a vector read from the given strings
andnp
is the next position in the string after the vector. - Returns
nil
on failure. s
: Has to begin with a substring of the form"(x, y, z)"
. Additional spaces, leaving away commas and adding an additional comma to the end is allowed.init
: If given starts looking for the vector at this string index.
- Returns
vector.to_string(v)
:- Returns a string of the form
"(x, y, z)"
. tostring(v)
does the same.
- Returns a string of the form
vector.direction(p1, p2)
:- Returns a vector of length 1 with direction
p1
top2
. - If
p1
andp2
are identical, returns(0, 0, 0)
.
- Returns a vector of length 1 with direction
vector.distance(p1, p2)
:- Returns zero or a positive number, the distance between
p1
andp2
.
- Returns zero or a positive number, the distance between
vector.length(v)
:- Returns zero or a positive number, the length of vector
v
.
- Returns zero or a positive number, the length of vector
vector.normalize(v)
:- Returns a vector of length 1 with direction of vector
v
. - If
v
has zero length, returns(0, 0, 0)
.
- Returns a vector of length 1 with direction of vector
vector.floor(v)
:- Returns a vector, each dimension rounded down.
vector.ceil(v)
:- Returns a vector, each dimension rounded up.
vector.round(v)
:- Returns a vector, each dimension rounded to nearest integer.
- At a multiple of 0.5, rounds away from zero.
vector.sign(v, tolerance)
:- Returns a vector where
math.sign
was called for each component. - See [Helper functions] for details.
- Returns a vector where
vector.abs(v)
:- Returns a vector with absolute values for each component.
vector.apply(v, func, ...)
:- Returns a vector where the function
func
has been applied to each component. ...
are optional arguments passed tofunc
.
- Returns a vector where the function
vector.combine(v, w, func)
:- Returns a vector where the function
func
has combined both components ofv
andw
for each component
- Returns a vector where the function
vector.equals(v1, v2)
:- Returns a boolean,
true
if the vectors are identical.
- Returns a boolean,
vector.sort(v1, v2)
:- Returns in order minp, maxp vectors of the cuboid defined by
v1
,v2
.
- Returns in order minp, maxp vectors of the cuboid defined by
vector.angle(v1, v2)
:- Returns the angle between
v1
andv2
in radians.
- Returns the angle between
vector.dot(v1, v2)
:- Returns the dot product of
v1
andv2
.
- Returns the dot product of
vector.cross(v1, v2)
:- Returns the cross product of
v1
andv2
.
- Returns the cross product of
vector.offset(v, x, y, z)
:- Returns the sum of the vectors
v
and(x, y, z)
.
- Returns the sum of the vectors
vector.check(v)
:- Returns a boolean value indicating whether
v
is a real vector, eg. created by avector.*
function. - Returns
false
for anything else, including tables like{x=3,y=1,z=4}
.
- Returns a boolean value indicating whether
vector.in_area(pos, min, max)
:- Returns a boolean value indicating if
pos
is inside area formed bymin
andmax
. min
andmax
are inclusive.- If
min
is bigger thanmax
on some axis, function always returns false. - You can use
vector.sort
if you have two vectors and don't know which are the minimum and the maximum.
- Returns a boolean value indicating if
vector.random_in_area(min, max)
:- Returns a random integer position in area formed by
min
andmax
min
andmax
are inclusive.- You can use
vector.sort
if you have two vectors and don't know which are the minimum and the maximum.
- Returns a random integer position in area formed by
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 ofv
andx
. - If
x
is a number: Addsx
to each component ofv
.
vector.subtract(v, x)
:- Returns a vector.
- If
x
is a vector: Returns the difference ofv
subtracted byx
. - If
x
is a number: Subtractsx
from each component ofv
.
vector.multiply(v, s)
:- Returns a scaled vector.
- Deprecated: If
s
is a vector: Returns the Schur product.
vector.divide(v, s)
:- Returns a scaled vector.
- Deprecated: If
s
is a vector: Returns the Schur quotient.
Operators
Operators can be used if all of the involved vectors have metatables:
v1 == v2
:- Returns whether
v1
andv2
are identical.
- Returns whether
-v
:- Returns the additive inverse of v.
v1 + v2
:- Returns the sum of both vectors.
- Note:
+
cannot be used together with scalars.
v1 - v2
:- Returns the difference of
v1
subtracted byv2
. - Note:
-
cannot be used together with scalars.
- Returns the difference of
v * s
ors * v
:- Returns
v
scaled bys
.
- Returns
v / s
:- Returns
v
scaled by1 / s
.
- Returns
Rotation-related functions
For the following functions a
is an angle in radians and r
is a rotation
vector ({x = <pitch>, y = <yaw>, z = <roll>}
) where pitch, yaw and roll are
angles in radians.
vector.rotate(v, r)
:- Applies the rotation
r
tov
and returns the result. vector.rotate(vector.new(0, 0, 1), r)
andvector.rotate(vector.new(0, 1, 0), r)
return vectors pointing forward and up relative to an entity's rotationr
.
- Applies the rotation
vector.rotate_around_axis(v1, v2, a)
:- Returns
v1
rotated around axisv2
bya
radians according to the right hand rule.
- Returns
vector.dir_to_rotation(direction[, up])
:- Returns a rotation vector for
direction
pointing forward usingup
as the up vector. - If
up
is omitted, the roll of the returned vector defaults to zero. - Otherwise
direction
andup
need to be vectors in a 90 degree angle to each other.
- Returns a rotation vector for
Further helpers
There are more helper functions involving vectors, but they are listed elsewhere because they only work on specific sorts of vectors or involve things that are not vectors.
For example:
core.hash_node_position
(Only works on node positions.)core.dir_to_wallmounted
(Involves wallmounted param2 values.)
Helper functions
dump2(obj, name, dumped)
: returns a string which makesobj
human-readable, handles reference loops.obj
: arbitrary variablename
: string, default:"_"
dumped
: table, default:{}
dump(obj, dumped)
: returns a string which makesobj
human-readableobj
: arbitrary variabledumped
: 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
or1
- Get the sign of a number.
- tolerance: number, default:
0.0
- If the absolute value of
x
is within thetolerance
orx
is NaN,0
is returned.
math.factorial(x)
: returns the factorial ofx
math.round(x)
: Returnsx
rounded to the nearest integer.- At a multiple of 0.5, rounds away from zero.
string.split(str, separator, include_empty, max_splits, sep_is_pattern)
separator
: string, cannot be empty, default:","
include_empty
: boolean, default:false
max_splits
: number, if it's negative, splits aren't limited, default:-1
sep_is_pattern
: boolean, it specifies whether separator is a plain string or a pattern (regex), default:false
- 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"
- e.g.
core.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 lineas_table
: boolean, if set to true, a table of lines instead of a string is returned, default:false
core.pos_to_string(pos, decimal_places)
: returns string"(X,Y,Z)"
pos
: table {x=X, y=Y, z=Z}- 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.
core.string_to_pos(string)
: returns a position ornil
- Same but in reverse.
- If the string can't be parsed to a position, nothing is returned.
core.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)
:- returns two positions
- Converts a string representing an area box into two positions
- X1, Y1, ... Z2 are coordinates
relative_to
: Optional. If set to a position, each coordinate can use the tilde notation for relative positions- Tilde notation
"~"
: Relative coordinate"~<number>"
: Relative coordinate plus<number>
- Example:
core.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})
returns{x=1,y=2,z=3}, {x=15,y=5,z=10}
core.formspec_escape(string)
: returns a string- escapes the characters "[", "]", "", "," and ";", which cannot be used in formspecs.
core.is_yes(arg)
- returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
core.is_nan(arg)
- returns true when the passed number represents NaN.
core.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
- returns a deep copy of
table.indexof(list, val)
: returns the smallest numerical index containing the valueval
in the tablelist
. Non-numerical indices are ignored. Ifval
could not be found,-1
is returned.list
must not have negative indices.table.keyof(table, val)
: returns the key containing the valueval
in the tabletable
. If multiple keys containval
, it is unspecified which key will be returned. Ifval
could not be found,nil
is returned.table.insert_all(table, other_table)
:- Appends all values in
other_table
totable
- uses#table + 1
to find new indices.
- Appends all values in
table.key_value_swap(t)
: returns a table with keys and values swapped- If multiple keys in
t
map to the same value, it is unspecified which value maps to that key.
- If multiple keys in
table.shuffle(table, [from], [to], [random_func])
:- Shuffles elements
from
toto
intable
in place from
defaults to1
to
defaults to#table
random_func
defaults tomath.random
. This function receives two integers as arguments and should return a random integer inclusively between them.
- Shuffles elements
core.pointed_thing_to_face_pos(placer, pointed_thing)
: returns a position.- returns the exact position on the surface of a pointed node
core.get_tool_wear_after_use(uses [, initial_wear])
- Simulates a tool being used once and returns the added wear,
such that, if only this function is used to calculate wear,
the tool will break exactly after
uses
times of uses uses
: Number of times the tool can be usedinitial_wear
: The initial wear the tool starts with (default: 0)
- Simulates a tool being used once and returns the added wear,
such that, if only this function is used to calculate wear,
the tool will break exactly after
core.get_dig_params(groups, tool_capabilities [, wear])
: Simulates an item that digs a node. Returns a table with the following fields:diggable
:true
if node can be dug,false
otherwise.time
: Time it would take to dig the node.wear
: How much wear would be added to the tool (ignored for non-tools).time
andwear
are meaningless if node's not diggable Parameters:groups
: Table of the node groups of the node that would be dugtool_capabilities
: Tool capabilities table of the itemwear
: Amount of wear the tool starts with (default: 0)
core.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])
: Simulates an item that punches an object. Returns a table with the following fields:hp
: How much damage the punch would cause (between -65535 and 65535).wear
: How much wear would be added to the tool (ignored for non-tools). Parameters:groups
: Damage groups of the objecttool_capabilities
: Tool capabilities table of the itemtime_from_last_punch
: time in seconds since last punch actionwear
: Amount of wear the item starts with (default: 0)
Translations
Texts can be translated client-side with the help of core.translate
and
translation files.
Translating a string
Two functions are provided to translate strings: core.translate
and
core.get_translator
.
-
core.get_translator(textdomain)
is a simple wrapper aroundcore.translate
andcore.translate_n
. Afterlocal S, PS = core.get_translator(textdomain)
, we haveS(str, ...)
equivalent tocore.translate(textdomain, str, ...)
, andPS(str, str_plural, n, ...)
tocore.translate_n(textdomain, str, str_plural, n, ...)
. It is intended to be used in the following way, so that it avoids verbose repetitions ofcore.translate
:local S, PS = core.get_translator(textdomain) S(str, ...)
As an extra commodity, if
textdomain
is nil, it is assumed to be "" instead. -
core.translate(textdomain, str, ...)
translates the stringstr
with the giventextdomain
for disambiguation. The textdomain must match the textdomain specified in the translation file in order to get the string translated. This can be used so that a string is translated differently in different contexts. It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods. This function must be given a number of arguments equal to the number of arguments the translated string expects. Arguments are literal strings -- they will not be translated. -
core.translate_n(textdomain, str, str_plural, n, ...)
translates the stringstr
with the giventextdomain
for disambiguaion. The value ofn
, which must be a nonnegative integer, is used to decide whether to use the singular or the plural version of the string. Depending on the locale of the client, the choice between singular and plural might be more complicated, but the choice will be done automatically using the value ofn
.You can read https://www.gnu.org/software/gettext/manual/html_node/Plural-forms.html for more details on the differences of plurals between languages.
Also note that plurals are only handled in .po or .mo files, and not in .tr files.
For instance, suppose we want to greet players when they join and provide a command that shows the amount of time since the player joined. We can do the following:
local S, PS = core.get_translator("hello")
core.register_on_joinplayer(function(player)
local name = player:get_player_name()
core.chat_send_player(name, S("Hello @1, how are you today?", name))
end)
core.register_chatcommand("playtime", {
func = function(name)
local last_login = core.get_auth_handler().get_auth(name).last_login
local playtime = math.floor((last_login-os.time())/60)
return true, PS(
"You have been playing for @1 minute.",
"You have been playing for @1 minutes.",
minutes, tostring(minutes))
end,
})
When someone called "CoolGuy" joins the game with an old client or a client
that does not have localization enabled, they will see Hello CoolGuy, how are you today?
. If they use the /playtime
command, they will see You have been playing for 1 minute
or (for example) You have been playing for 4 minutes.
However, if we have for instance a translation file named hello.de.po
containing the following:
msgid ""
msgstr ""
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
msgid "Hello @1, how are you today?"
msgstr "Hallo @1, wie geht es dir heute?"
msgid "You have been playing for @1 minute."
msgid_plural "You have been playing for @1 minutes."
msgstr[0] "Du spielst seit @1 Minute."
msgstr[1] "Du spielst seit @1 Minuten."
and CoolGuy has set a German locale, they will see Hallo CoolGuy, wie geht es dir heute?
when they join, and the /playtime
command will show them Du spielst seit 1 Minute.
or (for example) Du spielst seit 4 Minuten.
Creating and updating translation files
As an alternative to writing translation files by hand (as shown in the above example), it is also possible to generate translation files based on the source code.
It is recommended to first generate a translation template. The translation
template includes translatable strings that translators can directly work on.
After creating the locale
directory, a translation template for the above
example using the following command:
xgettext -L lua -kS -kPS:1,2 -kcore.translate:1c,2 -kcore.translate_n:1c,2,3 \
-d hello -o locale/hello.pot *.lua
The above command can also be used to update the translation template when new translatable strings are added.
The German translator can then create the translation file with
msginit -l de -i locale/hello.pot -o locale/hello.de.po
and provide the translations by editing locale/hello.de.po
.
The translation file can be updated using
msgmerge -U locale/hello.de.po locale/hello.pot
Refer to the Gettext manual for further information on creating and updating translation files.
Operations on translated strings
The output of core.translate
is a string, with escape sequences adding
additional information to that string so that it can be translated on the
different clients. In particular, you can't expect operations like string.length
to work on them like you would expect them to, or string.gsub to work in the
expected manner. However, string concatenation will still work as expected
(note that you should only use this for things like formspecs; do not translate
sentences by breaking them into parts; arguments should be used instead), and
operations such as core.colorize
which are also concatenation.
Old 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
. Bothoriginal
andtranslated
can contain escape sequences beginning with@
to insert arguments, literal@
,=
or newline (See [Escapes] below). There must be no extraneous whitespace around the=
or at the beginning or the end of the line.
Using the earlier example of greeting the player, the translation file would be
# textdomain: hello
Hello @1, how are you today?=Hallo @1, wie geht es dir heute?
For old translation files, consider using the script mod_translation_updater.py
in the Luanti modtools repository to
generate and update translation files automatically from the Lua sources.
Gettext translation file format
Gettext files can also be used as translations. A translation file has the suffix
.[lang].po
or .[lang].mo
, depending on whether it is compiled or not, and must
also be placed in the locale
subdirectory of the mod. The value of textdomain
is msgctxt
in the gettext files. If msgctxt
is not provided, the name of the
translation file is used instead.
A typical entry in a .po
file would look like:
msgctxt "textdomain"
msgid "Hello world!"
msgstr "Bonjour le monde!"
Escapes
Strings that need to be translated can contain several escapes, preceded by @
.
@@
acts as a literal@
.@n
, wheren
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 tocore.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 tocore.translate
, but is in translation files.@n
acts as a literal newline as well.
Server side translations
On some specific cases, server translation could be useful. For example, filter a list on labels and send results to client. A method is supplied to achieve that:
core.get_translated_string(lang_code, string)
: resolves translations in
the given string just like the client would, using the translation files for
lang_code
. For this to have any effect, the string needs to contain translation
markup, e.g. core.get_translated_string("fr", S("Hello"))
.
The lang_code
to use for a given player can be retrieved from
the table returned by core.get_player_information(name)
.
IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes. You do not need to use this to get translated strings to show up on the client.
Translating content meta
You can translate content meta, such as title
and description
, by placing
translations in a locale/DOMAIN.LANG.tr
file. The textdomain defaults to the
content name, but can be customised using textdomain
in the content's .conf.
Mods and Texture Packs
Say you have a mod called mymod
with a short description in mod.conf:
description = This is the short description
Luanti will look for translations in the mymod
textdomain as there's no
textdomain specified in mod.conf. For example, mymod/locale/mymod.fr.tr
:
# textdomain:mymod
This is the short description=Voici la description succincte
Games and Modpacks
For games and modpacks, Luanti will look for the textdomain in all mods.
Say you have a game called mygame
with the following game.conf:
description = This is the game's short description
textdomain = mygame
Luanti will then look for the textdomain mygame
in all mods, for example,
mygame/mods/anymod/locale/mygame.fr.tr
. Note that it is still recommended that your
textdomain match the mod name, but this isn't required.
Perlin noise
Perlin noise creates a continuously-varying value depending on the input values. Usually in Luanti the input values are either 2D or 3D coordinates in nodes. The result is used during map generation to create the terrain shape, vary heat and humidity to distribute biomes, vary the density of decorations or vary the structure of ores.
Structure of perlin noise
An 'octave' is a simple noise generator that outputs a value between -1 and 1. The smooth wavy noise it generates has a single characteristic scale, almost like a 'wavelength', so on its own does not create fine detail. Due to this perlin noise combines several octaves to create variation on multiple scales. Each additional octave has a smaller 'wavelength' than the previous.
This combination results in noise varying very roughly between -2.0 and 2.0 and
with an average value of 0.0, so scale
and offset
are then used to multiply
and offset the noise variation.
The final perlin noise variation is created as follows:
noise = offset + scale * (octave1 + octave2 * persistence + octave3 * persistence ^ 2 + octave4 * persistence ^ 3 + ...)
Noise Parameters
Noise Parameters are commonly called NoiseParams
.
offset
After the multiplication by scale
this is added to the result and is the final
step in creating the noise value.
Can be positive or negative.
scale
Once all octaves have been combined, the result is multiplied by this. Can be positive or negative.
spread
For octave1, this is roughly the change of input value needed for a very large
variation in the noise value generated by octave1. It is almost like a
'wavelength' for the wavy noise variation.
Each additional octave has a 'wavelength' that is smaller than the previous
octave, to create finer detail. spread
will therefore roughly be the typical
size of the largest structures in the final noise variation.
spread
is a vector with values for x, y, z to allow the noise variation to be
stretched or compressed in the desired axes.
Values are positive numbers.
seed
This is a whole number that determines the entire pattern of the noise variation. Altering it enables different noise patterns to be created. With other parameters equal, different seeds produce different noise patterns and identical seeds produce identical noise patterns.
For this parameter you can randomly choose any whole number. Usually it is preferable for this to be different from other seeds, but sometimes it is useful to be able to create identical noise patterns.
In some noise APIs the world seed is added to the seed specified in noise parameters. This is done to make the resulting noise pattern vary in different worlds, and be 'world-specific'.
octaves
The number of simple noise generators that are combined. A whole number, 1 or more. Each additional octave adds finer detail to the noise but also increases the noise calculation load. 3 is a typical minimum for a high quality, complex and natural-looking noise variation. 1 octave has a slight 'gridlike' appearance.
Choose the number of octaves according to the spread
and lacunarity
, and the
size of the finest detail you require. For example:
if spread
is 512 nodes, lacunarity
is 2.0 and finest detail required is 16
nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
512, 256, 128, 64, 32, 16 nodes.
Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
persistence
Each additional octave has an amplitude that is the amplitude of the previous
octave multiplied by persistence
, to reduce the amplitude of finer details,
as is often helpful and natural to do so.
Since this controls the balance of fine detail to large-scale detail
persistence
can be thought of as the 'roughness' of the noise.
A positive or negative non-zero number, often between 0.3 and 1.0.
A common medium value is 0.5, such that each octave has half the amplitude of
the previous octave.
This may need to be tuned when altering lacunarity
; when doing so consider
that a common medium value is 1 / lacunarity.
Instead of persistence
, the key persist
may be used to the same effect.
lacunarity
Each additional octave has a 'wavelength' that is the 'wavelength' of the previous octave multiplied by 1 / lacunarity, to create finer detail. 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
A positive number no smaller than 1.0. Values below 2.0 create higher quality noise at the expense of requiring more octaves to cover a particular range of 'wavelengths'.
flags
Leave this field unset for no special handling.
Currently supported are defaults
, eased
and absvalue
:
defaults
Specify this if you would like to keep auto-selection of eased/not-eased while specifying some other flags.
eased
Maps noise gradient values onto a quintic S-curve before performing
interpolation. This results in smooth, rolling noise.
Disable this (noeased
) for sharp-looking noise with a slightly gridded
appearance.
If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
not eased.
Easing a 3D noise significantly increases the noise calculation load, so use
with restraint.
absvalue
The absolute value of each octave's noise variation is used when combining the octaves. The final perlin noise variation is created as follows:
noise = offset + scale * (abs(octave1) + abs(octave2) * persistence + abs(octave3) * persistence ^ 2 + abs(octave4) * persistence ^ 3 + ...)
Format example
For 2D or 3D perlin noise or perlin noise maps:
np_terrain = {
offset = 0,
scale = 1,
spread = {x = 500, y = 500, z = 500},
seed = 571347,
octaves = 5,
persistence = 0.63,
lacunarity = 2.0,
flags = "defaults, absvalue",
}
For 2D noise the Z component of spread
is still defined but is ignored.
A single noise parameter table can be used for 2D or 3D noise.
Ores
Ore types
These tell in what manner the ore is generated.
All default ores are of the uniformly-distributed scatter type.
scatter
Randomly chooses a location and generates a cluster of ore.
If noise_params
is specified, the ore will be placed if the 3D perlin noise
at that point is greater than the noise_threshold
, giving the ability to
create a non-equal distribution of ore.
sheet
Creates a sheet of ore in a blob shape according to the 2D perlin noise
described by noise_params
and noise_threshold
. This is essentially an
improved version of the so-called "stratus" ore seen in some unofficial mods.
This sheet consists of vertical columns of uniform randomly distributed height,
varying between the inclusive range column_height_min
and column_height_max
.
If column_height_min
is not specified, this parameter defaults to 1.
If column_height_max
is not specified, this parameter defaults to clust_size
for reverse compatibility. New code should prefer column_height_max
.
The column_midpoint_factor
parameter controls the position of the column at
which ore emanates from.
If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
equally starting from each direction.
column_midpoint_factor
is a decimal number ranging in value from 0 to 1. If
this parameter is not specified, the default is 0.5.
The ore parameters clust_scarcity
and clust_num_ores
are ignored for this
ore type.
puff
Creates a sheet of ore in a cloud-like puff shape.
As with the sheet
ore type, the size and shape of puffs are described by
noise_params
and noise_threshold
and are placed at random vertical
positions within the currently generated chunk.
The vertical top and bottom displacement of each puff are determined by the
noise parameters np_puff_top
and np_puff_bottom
, respectively.
blob
Creates a deformed sphere of ore according to 3d perlin noise described by
noise_params
. The maximum size of the blob is clust_size
, and
clust_scarcity
has the same meaning as with the scatter
type.
vein
Creates veins of ore varying in density by according to the intersection of two
instances of 3d perlin noise with different seeds, both described by
noise_params
.
random_factor
varies the influence random chance has on placement of an ore
inside the vein, which is 1
by default. Note that modifying this parameter
may require adjusting noise_threshold
.
The parameters clust_scarcity
, clust_num_ores
, and clust_size
are ignored
by this ore type.
This ore type is difficult to control since it is sensitive to small changes. The following is a decent set of parameters to work from:
noise_params = {
offset = 0,
scale = 3,
spread = {x=200, y=200, z=200},
seed = 5390,
octaves = 4,
persistence = 0.5,
lacunarity = 2.0,
flags = "eased",
},
noise_threshold = 1.6
WARNING: Use this ore type very sparingly since it is ~200x more computationally expensive than any other ore.
stratum
Creates a single undulating ore stratum that is continuous across mapchunk borders and horizontally spans the world.
The 2D perlin noise described by noise_params
defines the Y coordinate of
the stratum midpoint. The 2D perlin noise described by np_stratum_thickness
defines the stratum's vertical thickness (in units of nodes). Due to being
continuous across mapchunk borders the stratum's vertical thickness is
unlimited.
If the noise parameter noise_params
is omitted the ore will occur from y_min
to y_max in a simple horizontal stratum.
A parameter stratum_thickness
can be provided instead of the noise parameter
np_stratum_thickness
, to create a constant thickness.
Leaving out one or both noise parameters makes the ore generation less intensive, useful when adding multiple strata.
y_min
and y_max
define the limits of the ore generation and for performance
reasons should be set as close together as possible but without clipping the
stratum's Y variation.
Each node in the stratum has a 1-in-clust_scarcity
chance of being ore, so a
solid-ore stratum would require a clust_scarcity
of 1.
The parameters clust_num_ores
, clust_size
, noise_threshold
and
random_factor
are ignored by this ore type.
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.
lsystem
Generates a L-system tree at the position where the decoration is placed.
Uses the same L-system as core.spawn_tree
, but is faster than using it manually.
The treedef
field in the decoration definition is used for the tree definition.
Schematics
Schematic specifier
A schematic specifier identifies a schematic by either a filename to a
Luanti Schematic file (.mts
) or through raw data supplied through Lua,
in the form of a table. This table specifies the following fields:
- 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 ofprob
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
(aliasparam1
): 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
or1
means that node will never appear (0% chance). - A probability value of
254
or255
means the node will always appear (100% chance). - If the probability value
p
is greater than1
, 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 core.set_node()
is better suited for the job.
In addition, VoxelManip might not be faster, or could even be slower, for your
specific use case. VoxelManip is most effective when setting large areas of map
at once - for example, if only setting a 3x3x3 node area, a
core.set_node()
loop may be more optimal. Always profile code using both
methods of map manipulation to determine which is most appropriate for your
usage.
A recent simple test of setting cubic areas showed that core.set_node()
is faster than a VoxelManip for a 3x3x3 node cube or smaller.
Using VoxelManip
A VoxelManip object can be created any time using either:
VoxelManip([p1, p2])
, or core.get_voxel_manip([p1, p2])
.
If the optional position parameters are present for either of these routines,
the specified region will be pre-loaded into the VoxelManip object on creation.
Otherwise, the area of map you wish to manipulate must first be loaded into the
VoxelManip object using VoxelManip:read_from_map()
.
Note that VoxelManip:read_from_map()
returns two position vectors. The region
formed by these positions indicate the minimum and maximum (respectively)
positions of the area actually loaded in the VoxelManip, which may be larger
than the area requested. For convenience, the loaded area coordinates can also
be queried any time after loading map data with VoxelManip:get_emerged_area()
.
Now that the VoxelManip object is populated with map data, your mod can fetch a
copy of this data using either of two methods. VoxelManip:get_node_at()
,
which retrieves an individual node in a MapNode formatted table at the position
requested is the simplest method to use, but also the slowest.
Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
VoxelManip:get_data()
for node content (in Content ID form, see section [Content IDs]),VoxelManip:get_light_data()
for node light levels, andVoxelManip:get_param2_data()
for the node type-dependent "param2" values.
See section [Flat array format] for more details.
It is very important to understand that the tables returned by any of the above three functions represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the data will not magically update itself if another function modifies the internal VoxelManip state. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless otherwise explicitly stated.
Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
VoxelManip:set_data()
for node content (in Content ID form, see section [Content IDs]),VoxelManip:set_light_data()
for node light levels, andVoxelManip:set_param2_data()
for the node type-dependentparam2
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
core.get_content_id()
to look up the Content ID for the specified node
name, and core.get_name_from_content_id()
to look up the node name string
for a given Content ID.
After registration of a node, its Content ID will remain the same throughout
execution of the mod.
Note that the node being queried needs to have already been been registered.
The following builtin node types have their Content IDs defined as constants:
core.CONTENT_UNKNOWN
: ID for "unknown" nodescore.CONTENT_AIR
: ID for "air" nodescore.CONTENT_IGNORE
: ID for "ignore" 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:
core.get_mapgen_object("voxelmanip")
-
This VoxelManip object already has the region of map just generated loaded into it; it's not necessary to call
VoxelManip:read_from_map()
. Note that the region of map it has loaded is NOT THE SAME as theminp
,maxp
parameters ofon_generated()
. Refer tocore.get_mapgen_object
docs. Once you're done you still need to callVoxelManip:write_to_map()
-
The
on_generated()
callbacks of some mods may place individual nodes in the generated area using non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through eachon_generated()
callback, it becomes necessary for the Mapgen VoxelManip object to maintain consistency with the current map state. For this reason, calling any ofcore.add_node()
,core.set_node()
orcore.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()
orVoxelManip:set_lighting()
.
Other API functions operating on a VoxelManip
If any VoxelManip contents were set to a liquid node (liquidtype ~= "none"
),
VoxelManip:update_liquids()
must be called for these liquid nodes to begin
flowing. It is recommended to call this function only after having written all
buffered data back to the VoxelManip object, save for special situations where
the modder desires to only have certain liquid nodes begin flowing.
The functions core.generate_ores()
and core.generate_decorations()
will generate all registered decorations and ores throughout the full area
inside of the specified VoxelManip object.
core.place_schematic_on_vmanip()
is otherwise identical to
core.place_schematic()
, except instead of placing the specified schematic
directly on the map at the specified position, it will place the schematic
inside the VoxelManip.
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 forVoxelManip:get_node_at()
. -
If you attempt to use a VoxelManip to read a region of the map that has already been generated, but is not currently loaded, that region will be loaded from disk. This means that reading a region of the map with a VoxelManip has a similar effect as calling
core.load_area
on that region. -
If a region of the map has either not yet been generated or is outside the map boundaries, it is filled with "ignore" nodes. Writing to regions of the map that are not yet generated may result in unexpected behavior. You can use
core.emerge_area
to make sure that the area you want to read/write is already generated. -
Other mods, or the core itself, could possibly modify the area of the map currently loaded into a VoxelManip object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip object in the same callback it had been created.
-
If a VoxelManip object will be used often, such as in an
on_generated()
callback, consider passing a file-scoped table as the optional parameter toVoxelManip: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 byp1
andp2
.- returns actual emerged
pmin
, actual emergedpmax
- returns actual emerged
write_to_map([light])
: Writes the data loaded from theVoxelManip
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. Iflight
is false, no light calculations happen, and you should correct all modified blocks withcore.fix_light()
as soon as possible. Keep in mind that modifying the map where light is incorrect can cause more lighting bugs.
- important: data must be set using
get_node_at(pos)
: Returns aMapNode
table of the node currently loaded in theVoxelManip
at that positionset_node_at(pos, node)
: Sets a specificMapNode
in theVoxelManip
at that position.get_data([buffer])
: Retrieves the node content data loaded into theVoxelManip
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 theVoxelManip
objectupdate_map()
: Does nothing, kept for compatibility.set_lighting(light, [p1, p2])
: Set the lighting within theVoxelManip
to a uniform value.light
is a table,{day=<0...15>, night=<0...15>}
- To be used only by a
VoxelManip
object fromcore.get_mapgen_object
. - (
p1
,p2
) is the area in which lighting is set, defaults to the whole area if left out.
get_light_data([buffer])
: Gets the light data read into theVoxelManip
object- Returns an array (indices 1 to volume) of integers ranging from
0
to255
. - Each value is the bitwise combination of day and night light values
(
0
to15
each). light = day + (night * 16)
- If the param
buffer
is present, this table will be used to store the result instead.
- Returns an array (indices 1 to volume) of integers ranging from
set_light_data(light_data)
: Sets theparam1
(light) contents of each node in theVoxelManip
.- expects lighting data in the same format that
get_light_data()
returns
- expects lighting data in the same format that
get_param2_data([buffer])
: Gets the rawparam2
data read into theVoxelManip
object.- Returns an array (indices 1 to volume) of integers ranging from
0
to255
. - If the param
buffer
is present, this table will be used to store the result instead.
- Returns an array (indices 1 to volume) of integers ranging from
set_param2_data(param2_data)
: Sets theparam2
contents of each node in theVoxelManip
.calc_lighting([p1, p2], [propagate_shadow])
: Calculate lighting within theVoxelManip
.- To be used only with a
VoxelManip
object fromcore.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 totrue
if left out.
- To be used only with a
update_liquids()
: Update liquid flowwas_modified()
: Returnstrue
if the data in the voxel manipulator has been modified since it was last read from the map. This means you have to callget_data
again. This only applies to aVoxelManip
object fromcore.get_mapgen_object
, where the engine will keep the map and the VM in sync automatically.- Note: this doesn't do what you think it does and is subject to removal. Don't use it!
get_emerged_area()
: Returns actual emerged minimum and maximum positions.
VoxelArea
A helper class for voxel areas.
It can be created via VoxelArea(pmin, pmax)
or
VoxelArea:new({MinEdge = pmin, MaxEdge = pmax})
.
The coordinates are inclusive, like most other things in Luanti.
Methods
getExtent()
: returns a 3D vector containing the size of the area formed byMinEdge
andMaxEdge
.getVolume()
: returns the volume of the area formed byMinEdge
andMaxEdge
.index(x, y, z)
: returns the index of an absolute position in a flat array starting at1
.x
,y
andz
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 asindex(x, y, z)
but takes a vector.- As with
index(x, y, z)
, the components ofp
must be integers, andp
is not checked for being inside the area volume.
- As with
position(i)
: returns the absolute position vector corresponding to indexi
.contains(x, y, z)
: check if (x
,y
,z
) is inside area formed byMinEdge
andMaxEdge
.containsp(p)
: same as above, except takes a vectorcontainsi(i)
: same as above, except takes an indexi
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]]]
.
- from (
iterp(minp, maxp)
: same as above, except takes a vector
Y stride and z stride of a flat array
For a particular position in a voxel area, whose flat array index is known, it is often useful to know the index of a neighboring or nearby position. The table below shows the changes of index required for 1 node movements along the axes in a voxel area:
Movement Change of index
+x +1
-x -1
+y +ystride
-y -ystride
+z +zstride
-z -zstride
If, for example:
local area = VoxelArea(emin, emax)
The values of ystride
and zstride
can be obtained using area.ystride
and
area.zstride
.
Mapgen objects
A mapgen object is a construct used in map generation. Mapgen objects can be
used by an on_generated
callback to speed up operations by avoiding
unnecessary recalculations, these can be retrieved using the
core.get_mapgen_object()
function. If the requested Mapgen object is
unavailable, or get_mapgen_object()
was called outside of an on_generated
callback, nil
is returned.
The following Mapgen objects are currently available:
voxelmanip
This returns three values; the VoxelManip
object to be used, minimum and
maximum emerged position, in that order. All mapgens support this object.
heightmap
Returns an array containing the y coordinates of the ground levels of nodes in the most recently generated chunk by the current mapgen.
biomemap
Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen.
heatmap
Returns an array containing the temperature values of nodes in the most recently generated chunk by the current mapgen.
humiditymap
Returns an array containing the humidity values of nodes in the most recently generated chunk by the current mapgen.
gennotify
Returns a table. You need to announce your interest in a specific
field by calling core.set_gen_notify()
before map generation happens.
- key = string: generation notification type
- value = list of positions (usually)
- Exceptions are denoted in the listing below.
Available generation notification types:
dungeon
: bottom center position of dungeon roomstemple
: as above but for desert temples (mgv6 only)cave_begin
cave_end
large_cave_begin
large_cave_end
custom
: data originating from [Mapgen environment] (Lua API)- This is a table.
- key = user-defined ID (string)
- value = arbitrary Lua value
decoration#id
: decorations- (see below)
Decorations have a key in the format of "decoration#id"
, where id
is the
numeric unique decoration ID as returned by core.get_decoration_id()
.
For example, decoration#123
.
The returned positions are the ground surface 'place_on' nodes, not the decorations themselves. A 'simple' type decoration is often 1 node above the returned position and possibly displaced by 'place_offset_y'.
Registered entities
Functions receive a "luaentity" table as self
:
- It has the member
name
, which is the registered name("mod:thing")
- It has the member
object
, which is anObjectRef
pointing to the object - The original prototype is visible directly via a metatable
Callbacks:
on_activate(self, staticdata, dtime_s)
- Called when the object is instantiated.
dtime_s
is the time passed since the object was unloaded, which can be used for updating the entity state.
on_deactivate(self, removal)
- Called when the object is about to get removed or unloaded.
removal
: boolean indicating whether the object is about to get removed. Callingobject:remove()
on an active object will call this withremoval=true
. The mapblock the entity resides in being unloaded will call this withremoval=false
.- Note that this won't be called if the object hasn't been activated in the first place.
In particular,
core.clear_objects({mode = "full"})
won't call this, whereascore.clear_objects({mode = "quick"})
might call this.
on_step(self, dtime, moveresult)
- Called on every server tick, after movement and collision processing.
dtime
: elapsed time since last callmoveresult
: table with collision info (only available if physical=true)
on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
- Called when somebody punches the object.
- Note that you probably want to handle most punches using the automatic armor group system.
puncher
: anObjectRef
(can benil
)time_from_last_punch
: Meant for disallowing spamming of clicks (can benil
).tool_capabilities
: capability table of used item (can benil
)dir
: unit vector of direction of punch. Always defined. Points from the puncher to the punched.damage
: damage that will be done to entity.- Can return
true
to prevent the default damage mechanism.
on_death(self, killer)
- Called when the object dies.
killer
: anObjectRef
(can benil
)
on_rightclick(self, clicker)
- Called when
clicker
pressed the 'place/use' key while pointing to the object (not necessarily an actual rightclick) clicker
: anObjectRef
(may or may not be a player)
- Called when
on_attach_child(self, child)
- Called after another object is attached to this object.
child
: anObjectRef
of the child
on_detach_child(self, child)
- Called after another object has detached from this object.
child
: anObjectRef
of the child
on_detach(self, parent)
- Called after detaching from another object.
parent
: anObjectRef
from where it got detached- Note: this is also called before removal 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.
- Should return a string that will be passed to
Collision info passed to on_step
(moveresult
argument):
{
touching_ground = boolean,
-- Note that touching_ground is only true if the entity was moving and
-- collided with ground.
collides = boolean,
standing_on_object = boolean,
collisions = {
{
type = string, -- "node" or "object",
axis = string, -- "x", "y" or "z"
node_pos = vector, -- if type is "node"
object = ObjectRef, -- if type is "object"
-- The position of the entity when the collision occurred.
-- Available since feature "moveresult_new_pos".
new_pos = vector,
old_velocity = vector,
new_velocity = vector,
},
...
}
-- `collisions` does not contain data of unloaded mapblock collisions
-- or when the velocity changes are negligibly small
}
L-system trees
Tree definition
treedef={
axiom, --string initial tree axiom
rules_a, --string rules set A
rules_b, --string rules set B
rules_c, --string rules set C
rules_d, --string rules set D
trunk, --string trunk node name
leaves, --string leaves node name
leaves2, --string secondary leaves node name
leaves2_chance,--num chance (0-100) to replace leaves with leaves2
angle, --num angle in deg
iterations, --num max # of iterations, usually 2 -5
random_level, --num factor to lower number of iterations, usually 0 - 3
trunk_type, --string single/double/crossed) type of trunk: 1 node,
-- 2x2 nodes or 3x3 in cross shape
thin_branches, --boolean true -> use thin (1 node) branches
fruit, --string fruit node name
fruit_chance, --num chance (0-100) to replace leaves with fruit node
seed, --num random seed, if no seed is provided, the engine will create one.
}
Key for special L-System symbols used in axioms
G
: move forward one unit with the pen upF
: move forward one unit with the pen down drawing trunks and branchesf
: move forward one unit with the pen down drawing leaves (100% chance)T
: move forward one unit with the pen down drawing trunks onlyR
: move forward one unit with the pen down placing fruitA
: replace with rules set AB
: replace with rules set BC
: replace with rules set CD
: replace with rules set Da
: replace with rules set A, chance 90%b
: replace with rules set B, chance 80%c
: replace with rules set C, chance 70%d
: replace with rules set D, chance 60%+
: yaw the turtle right byangle
parameter-
: yaw the turtle left byangle
parameter&
: pitch the turtle down byangle
parameter^
: pitch the turtle up byangle
parameter/
: roll the turtle to the right byangle
parameter*
: roll the turtle to the left byangle
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"
}
core.spawn_tree(pos,apple_tree)
Privileges
Privileges provide a means for server administrators to give certain players
access to special abilities in the engine, games or mods.
For example, game moderators may need to travel instantly to any place in the world,
this ability is implemented in /teleport
command which requires teleport
privilege.
Registering privileges
A mod can register a custom privilege using core.register_privilege
function
to give server administrators fine-grained access control over mod functionality.
For consistency and practical reasons, privileges should strictly increase the abilities of the user. Do not register custom privileges that e.g. restrict the player from certain in-game actions.
Checking privileges
A mod can call core.check_player_privs
to test whether a player has privileges
to perform an operation.
Also, when registering a chat command with core.register_chatcommand
a mod can
declare privileges that the command requires using the privs
field of the command
definition.
Managing player privileges
A mod can update player privileges using core.set_player_privs
function.
Players holding the privs
privilege can see and manage privileges for all
players on the server.
A mod can subscribe to changes in player privileges using core.register_on_priv_grant
and core.register_on_priv_revoke
functions.
Built-in privileges
Luanti includes a set of built-in privileges that control capabilities provided by the Luanti engine and can be used by mods:
-
Basic privileges are normally granted to all players:
shout
: can communicate using the in-game chat.interact
: can modify the world by digging, building and interacting with the nodes, entities and other players. Players without theinteract
privilege can only travel and observe the world.
-
Advanced privileges allow bypassing certain aspects of the gameplay:
fast
: can use "fast mode" to move with maximum speed.fly
: can use "fly mode" to move freely above the ground without falling.noclip
: can use "noclip mode" to fly through solid nodes (e.g. walls).teleport
: can use/teleport
command to move to any point in the world.creative
: can access creative inventory.bring
: can teleport other players to oneself.give
: can use/give
and/giveme
commands to give any item in the game to oneself or others.settime
: can use/time
command to change current in-game time.debug
: can enable wireframe rendering mode.
-
Security-related privileges:
privs
: can modify privileges of the players using/grant[me]
and/revoke[me]
commands.basic_privs
: can grant and revoke basic privileges as defined by thebasic_privs
setting.kick
: can kick other players from the server using/kick
command.ban
: can ban other players using/ban
command.password
: can use/setpassword
and/clearpassword
commands to manage players' passwords.protection_bypass
: can bypass node protection. Note that the engine does not act upon this privilege, it is only an implementation suggestion for games.
-
Administrative privileges:
server
: can use/fixlight
,/deleteblocks
and/deleteobjects
commands. Can clear inventory of other players using/clearinv
command.rollback
: can use/rollback_check
and/rollback
commands.
Related settings
Luanti includes the following settings to control behavior of privileges:
default_privs
: defines privileges granted to new players.basic_privs
: defines privileges that can be granted/revoked by players having thebasic_privs
privilege. This can be used, for example, to give limited moderation powers to selected users.
'core' namespace reference
Utilities
-
core.get_current_modname()
: returns the currently loading mod's name, when loading a mod. -
core.get_modpath(modname)
: returns the directory path for a mod, e.g."/home/user/.minetest/usermods/modname"
.- Returns nil if the mod is not enabled or does not exist (not installed).
- Works regardless of whether the mod has been loaded yet.
- Useful for loading additional
.lua
modules or static data from a mod, or checking if a mod is enabled.
-
core.get_modnames()
: returns a list of enabled mods, sorted alphabetically.- Does not include disabled mods, even if they are installed.
-
core.get_game_info()
: returns a table containing information about the current game. Note that other meta information (e.g. version/release number) can be manually read fromgame.conf
in the game's root directory.{ id = string, title = string, author = string, -- The root directory of the game path = string, }
-
core.get_worldpath()
: returns e.g."/home/user/.minetest/world"
- Useful for storing custom data
-
core.get_mod_data_path()
: returns e.g."/home/user/.minetest/mod_data/mymod"
- Useful for storing custom data independently of worlds.
- Must be called during mod load time.
- Can read or write to this directory at any time.
- It's possible that multiple Luanti instances are running at the same time, which may lead to corruption if you are not careful.
-
core.is_singleplayer()
-
core.features
: Table containing API feature flags{ glasslike_framed = true, -- 0.4.7 nodebox_as_selectionbox = true, -- 0.4.7 get_all_craft_recipes_works = true, -- 0.4.7 -- The transparency channel of textures can optionally be used on -- nodes (0.4.7) use_texture_alpha = true, -- Tree and grass ABMs are no longer done from C++ (0.4.8) no_legacy_abms = true, -- Texture grouping is possible using parentheses (0.4.11) texture_names_parens = true, -- Unique Area ID for AreaStore:insert_area (0.4.14) area_store_custom_ids = true, -- add_entity supports passing initial staticdata to on_activate -- (0.4.16) add_entity_with_staticdata = true, -- Chat messages are no longer predicted (0.4.16) no_chat_message_prediction = true, -- The transparency channel of textures can optionally be used on -- objects (ie: players and lua entities) (5.0.0) object_use_texture_alpha = true, -- Object selectionbox is settable independently from collisionbox -- (5.0.0) object_independent_selectionbox = true, -- Specifies whether binary data can be uploaded or downloaded using -- the HTTP API (5.1.0) httpfetch_binary_data = true, -- Whether formspec_version[<version>] may be used (5.1.0) formspec_version_element = true, -- Whether AreaStore's IDs are kept on save/load (5.1.0) area_store_persistent_ids = true, -- Whether core.find_path is functional (5.2.0) pathfinder_works = true, -- Whether Collision info is available to an objects' on_step (5.3.0) object_step_has_moveresult = true, -- Whether get_velocity() and add_velocity() can be used on players (5.4.0) direct_velocity_on_players = true, -- nodedef's use_texture_alpha accepts new string modes (5.4.0) use_texture_alpha_string_modes = true, -- degrotate param2 rotates in units of 1.5° instead of 2° -- thus changing the range of values from 0-179 to 0-240 (5.5.0) degrotate_240_steps = true, -- ABM supports min_y and max_y fields in definition (5.5.0) abm_min_max_y = true, -- dynamic_add_media supports passing a table with options (5.5.0) dynamic_add_media_table = true, -- particlespawners support texpools and animation of properties, -- particle textures support smooth fade and scale animations, and -- sprite-sheet particle animations can by synced to the lifetime -- of individual particles (5.6.0) particlespawner_tweenable = true, -- allows get_sky to return a table instead of separate values (5.6.0) get_sky_as_table = true, -- VoxelManip:get_light_data accepts an optional buffer argument (5.7.0) get_light_data_buffer = true, -- When using a mod storage backend that is not "files" or "dummy", -- the amount of data in mod storage is not constrained by -- the amount of RAM available. (5.7.0) mod_storage_on_disk = true, -- "zstd" method for compress/decompress (5.7.0) compress_zstd = true, -- Sound parameter tables support start_time (5.8.0) sound_params_start_time = true, -- New fields for set_physics_override: speed_climb, speed_crouch, -- liquid_fluidity, liquid_fluidity_smooth, liquid_sink, -- acceleration_default, acceleration_air (5.8.0) physics_overrides_v2 = true, -- In HUD definitions the field `type` is used and `hud_elem_type` is deprecated (5.9.0) hud_def_type_field = true, -- PseudoRandom and PcgRandom state is restorable -- PseudoRandom has get_state method -- PcgRandom has get_state and set_state methods (5.9.0) random_state_restore = true, -- core.after guarantees that coexisting jobs are executed primarily -- in order of expiry and secondarily in order of registration (5.9.0) after_order_expiry_registration = true, -- wallmounted nodes mounted at floor or ceiling may additionally -- be rotated by 90° with special param2 values (5.9.0) wallmounted_rotate = true, -- Availability of the `pointabilities` property in the item definition (5.9.0) item_specific_pointabilities = true, -- Nodes `pointable` property can be `"blocking"` (5.9.0) blocking_pointability_type = true, -- dynamic_add_media can be called at startup when leaving callback as `nil` (5.9.0) dynamic_add_media_startup = true, -- dynamic_add_media supports `filename` and `filedata` parameters (5.9.0) dynamic_add_media_filepath = true, -- L-system decoration type (5.9.0) lsystem_decoration_type = true, -- Overridable pointing range using the itemstack meta key `"range"` (5.9.0) item_meta_range = true, -- Allow passing an optional "actor" ObjectRef to the following functions: -- core.place_node, core.dig_node, core.punch_node (5.9.0) node_interaction_actor = true, -- "new_pos" field in entity moveresult (5.9.0) moveresult_new_pos = true, -- Allow removing definition fields in `core.override_item` (5.9.0) override_item_remove_fields = true, -- The predefined hotbar is a Lua HUD element of type `hotbar` (5.10.0) hotbar_hud_element = true, -- Bulk LBM support (5.10.0) bulk_lbms = true, -- ABM supports field without_neighbors (5.10.0) abm_without_neighbors = true, -- biomes have a weight parameter (5.11.0) biome_weights = true, -- Particles can specify a "clip" blend mode (5.11.0) particle_blend_clip = true, }
-
core.has_feature(arg)
: returnsboolean, missing_features
arg
: string or table in format{foo=true, bar=true}
missing_features
:{foo=true, bar=true}
-
core.get_player_information(player_name)
: Table containing information about a player. Example return value:{ address = "127.0.0.1", -- IP address of client ip_version = 4, -- IPv4 / IPv6 connection_uptime = 200, -- seconds since client connected protocol_version = 32, -- protocol version used by client formspec_version = 2, -- supported formspec version lang_code = "fr", -- Language code used for translation -- the following keys can be missing if no stats have been collected yet min_rtt = 0.01, -- minimum round trip time max_rtt = 0.2, -- maximum round trip time avg_rtt = 0.02, -- average round trip time min_jitter = 0.01, -- minimum packet time jitter max_jitter = 0.5, -- maximum packet time jitter avg_jitter = 0.03, -- average packet time jitter -- the following information is available in a debug build only!!! -- DO NOT USE IN MODS --ser_vers = 26, -- serialization version used by client --major = 0, -- major version number --minor = 4, -- minor version number --patch = 10, -- patch version number --vers_string = "0.4.9-git", -- full version string --state = "Active" -- current client state }
-
core.get_player_window_information(player_name)
:-- Will only be present if the client sent this information (requires v5.7+) -- -- Note that none of these things are constant, they are likely to change during a client -- connection as the player resizes the window and moves it between monitors -- -- real_gui_scaling and real_hud_scaling can be used instead of DPI. -- OSes don't necessarily give the physical DPI, as they may allow user configuration. -- real_*_scaling is just OS DPI / 96 but with another level of user configuration. { -- Current size of the in-game render target (pixels). -- -- This is usually the window size, but may be smaller in certain situations, -- such as side-by-side mode. size = { x = 1308, y = 577, }, -- Estimated maximum formspec size before Luanti will start shrinking the -- formspec to fit. For a fullscreen formspec, use this formspec size and -- `padding[0,0]`. `bgcolor[;true]` is also recommended. max_formspec_size = { x = 20, y = 11.25 }, -- GUI Scaling multiplier -- Equal to the setting `gui_scaling` multiplied by `dpi / 96` real_gui_scaling = 1, -- HUD Scaling multiplier -- Equal to the setting `hud_scaling` multiplied by `dpi / 96` real_hud_scaling = 1, -- Whether the touchscreen controls are enabled. -- Usually (but not always) `true` on Android. -- Requires at least version 5.9.0 on the client. For older clients, it -- is always set to `false`. touch_controls = false, }
-
core.mkdir(path)
: returns success.- Creates a directory specified by
path
, creating parent directories if they don't exist.
- Creates a directory specified by
-
core.rmdir(path, recursive)
: returns success.- Removes a directory specified by
path
. - If
recursive
is set totrue
, the directory is recursively removed. Otherwise, the directory will only be removed if it is empty. - Returns true on success, false on failure.
- Removes a directory specified by
-
core.cpdir(source, destination)
: returns success.- Copies a directory specified by
path
todestination
- Any files in
destination
will be overwritten if they already exist. - Returns true on success, false on failure.
- Copies a directory specified by
-
core.mvdir(source, destination)
: returns success.- Moves a directory specified by
path
todestination
. - If the
destination
is a non-empty directory, then the move will fail. - Returns true on success, false on failure.
- Moves a directory specified by
-
core.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.
- is_dir is one of:
-
core.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()
- 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:
-
core.get_version()
: returns a table containing components of the engine version. Components:project
: Name of the project, eg, "Luanti"string
: Simple version, eg, "1.2.3-dev"proto_min
: The minimum supported protocol versionproto_max
: The maximum supported protocol versionhash
: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty".is_dev
: Boolean value indicating whether it's a development build Use this for informational purposes only. The information in the returned table does not represent the capabilities of the engine, nor is it reliable or verifiable. Compatible forks will have a different name and version entirely. To check for the presence of engine features, test whether the functions exported by the wanted features exist. For example:if core.check_for_falling then ... end
.
-
core.sha1(data, [raw])
: returns the sha1 hash of datadata
: string of data to hashraw
: return raw bytes instead of hex digits, default: false
-
core.sha256(data, [raw])
: returns the sha256 hash of datadata
: string of data to hashraw
: return raw bytes instead of hex digits, default: false
-
core.colorspec_to_colorstring(colorspec)
: Converts a ColorSpec to a ColorString. If the ColorSpec is invalid, returnsnil
.colorspec
: The ColorSpec to convert
-
core.colorspec_to_bytes(colorspec)
: Converts a ColorSpec to a raw string of four bytes in an RGBA layout, returned as a string.colorspec
: The ColorSpec to convert
-
core.colorspec_to_table(colorspec)
: Converts a ColorSpec into RGBA table form. If the ColorSpec is invalid, returnsnil
. You can use this to parse ColorStrings.colorspec
: The ColorSpec to convert
-
core.time_to_day_night_ratio(time_of_day)
: Returns a "day-night ratio" value (as accepted byObjectRef:override_day_night_ratio
) that is equivalent to the given "time of day" value (as returned bycore.get_timeofday
). -
core.encode_png(width, height, data, [compression])
: Encode a PNG image and return it in string form.width
: Width of the imageheight
: Height of the imagedata
: Image data, one of:- array table of ColorSpec, length must be width*height
- string with raw RGBA pixels, length must be widthheight4
compression
: Optional zlib compression level, number in range 0 to 9. The data is one-dimensional, starting in the upper left corner of the image and laid out in scanlines going from left to right, then top to bottom. You can usecolorspec_to_bytes
to generate raw RGBA values. Palettes are not supported at the moment. You may use this to procedurally generate textures during server init.
-
core.urlencode(str)
: Encodes reserved URI characters by a percent sign followed by two hex digits. See RFC 3986, section 2.3.
Logging
core.debug(...)
- Equivalent to
core.log(table.concat({...}, "\t"))
- Equivalent to
core.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
core.register_node(name, node definition)
core.register_craftitem(name, item definition)
core.register_tool(name, item definition)
core.override_item(name, redefinition, del_fields)
redefinition
is a table of fields[name] = new_value
, overwriting fields of or adding fields to the existing definition.del_fields
is a list of field names to be set tonil
("deleted from") the original definition.- 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:
core.override_item("default:mese", {light_source=core.LIGHT_MAX}, {"sounds"})
: Overwrites thelight_source
field, removes the sounds from the definition of the mese block.
core.unregister_item(name)
- Unregisters the item from the engine, and deletes the entry with key
name
fromcore.registered_items
and from the associated item table according to its nature:core.registered_nodes
, etc.
- Unregisters the item from the engine, and deletes the entry with key
core.register_entity(name, entity definition)
core.register_abm(abm definition)
core.register_lbm(lbm definition)
core.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.
core.register_alias_force(alias, original_name)
core.register_ore(ore definition)
- Returns an integer object handle uniquely identifying the registered ore on success.
- The order of ore registrations determines the order of ore generation.
core.register_biome(biome definition)
- Returns an integer object handle uniquely identifying the registered
biome on success. To get the biome ID, use
core.get_biome_id
.
- Returns an integer object handle uniquely identifying the registered
biome on success. To get the biome ID, use
core.unregister_biome(name)
- Unregisters the biome from the engine, and deletes the entry with key
name
fromcore.registered_biomes
. - Warning: This alters the biome to biome ID correspondences, so any decorations or ores using the 'biomes' field must afterwards be cleared and re-registered.
- Unregisters the biome from the engine, and deletes the entry with key
core.register_decoration(decoration definition)
- Returns an integer object handle uniquely identifying the registered
decoration on success. To get the decoration ID, use
core.get_decoration_id
. - The order of decoration registrations determines the order of decoration generation.
- Returns an integer object handle uniquely identifying the registered
decoration on success. To get the decoration ID, use
core.register_schematic(schematic definition)
- Returns an integer object handle uniquely identifying the registered schematic on success.
- If the schematic is loaded from a file, the
name
field is set to the filename. - If the function is called when loading the mod, and
name
is a relative path, then the current mod path will be prepended to the schematic filename.
core.clear_registered_biomes()
- Clears all biomes currently registered.
- Warning: Clearing and re-registering biomes alters the biome to biome ID correspondences, so any decorations or ores using the 'biomes' field must afterwards be cleared and re-registered.
core.clear_registered_decorations()
- Clears all decorations currently registered.
core.clear_registered_ores()
- Clears all ores currently registered.
core.clear_registered_schematics()
- Clears all schematics currently registered.
Gameplay
core.register_craft(recipe)
- Check recipe table syntax for different types below.
core.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
core.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.
core.register_chatcommand(cmd, chatcommand definition)
core.override_chatcommand(name, redefinition)
- Overrides fields of a chatcommand registered with
register_chatcommand
.
- Overrides fields of a chatcommand registered with
core.unregister_chatcommand(name)
- Unregisters a chatcommands registered with
register_chatcommand
.
- Unregisters a chatcommands registered with
core.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 thebasic_privs
minetest.conf setting.
core.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!
core.register_globalstep(function(dtime))
- Called every server step, usually interval of 0.1s.
dtime
is the time since last execution in seconds.
core.register_on_mods_loaded(function())
- Called after mods have finished loading and before the media is cached or the aliases handled.
core.register_on_shutdown(function())
- Called before server shutdown
- Players that were kicked by the shutdown procedure are still fully accessible
in
core.get_connected_players()
. - 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.
core.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 fromitemstack
placer
may be any valid ObjectRef or nil.- Not recommended; use
on_construct
orafter_place_node
in node definition whenever possible.
core.register_on_dignode(function(pos, oldnode, digger))
- Called when a node has been dug.
- Not recommended; Use
on_destruct
orafter_dig_node
in node definition whenever possible.
core.register_on_punchnode(function(pos, node, puncher, pointed_thing))
- Called when a node is punched
core.register_on_generated(function(minp, maxp, blockseed))
- Called after generating a piece of world between
minp
andmaxp
. - Avoid using this whenever possible. As with other callbacks this blocks the main thread and introduces noticeable latency. Consider [Mapgen environment] for an alternative.
- Called after generating a piece of world between
core.register_on_newplayer(function(ObjectRef))
- Called when a new player enters the world for the first time
core.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 punchedhitter
: ObjectRef - Player that hit. Can be nil.time_from_last_punch
: Meant for disallowing spamming of clicks (can be nil).tool_capabilities
: Capability table of used item (can be nil)dir
: Unit vector of direction of punch. Always defined. Points from the puncher to the punched.damage
: Number that represents the damage calculated by the engine- should return
true
to prevent the default damage mechanism
core.register_on_rightclickplayer(function(player, clicker))
- Called when the 'place/use' key was used while pointing a player (not necessarily an actual rightclick)
player
: ObjectRef - Player that is acted uponclicker
: ObjectRef - Object that acted uponplayer
, may or may not be a player
core.register_on_player_hpchange(function(player, hp_change, reason), modifier)
- Called when the player gets damaged or healed
- When
hp == 0
, damage doesn't trigger this callback. - When
hp == hp_max
, healing does still trigger this callback. player
: ObjectRef of the playerhp_change
: the amount of change. Negative when it is damage.- Historically, the new HP value was clamped to [0, 65535] before calculating the HP change. This clamping has been removed as of version 5.10.0
reason
: a PlayerHPChangeReason table.- The
type
field will have one of the following values:set_hp
: A mod or the engine calledset_hp
without giving a type - use this for custom damage types.punch
: Was punched.reason.object
will hold the puncher, or nil if none.fall
node_damage
:damage_per_second
from a neighboring node.reason.node
will hold the node name or nil.reason.node_pos
will hold the position of the nodedrown
respawn
- Any of the above types may have additional fields from mods.
reason.from
will bemod
orengine
.
- The
modifier
: when true, the function should return the actualhp_change
. Note: modifiers only get a temporaryhp_change
that can be modified by later modifiers. Modifiers can return true as a second argument to stop the execution of further functions. Non-modifiers receive the final HP change calculated by the modifiers.
core.register_on_dieplayer(function(ObjectRef, reason))
- Called when a player dies
reason
: a PlayerHPChangeReason table, see register_on_player_hpchange- For customizing the death screen, see
core.show_death_screen
.
core.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
core.register_on_prejoinplayer(function(name, ip))
- Called when a client connects to the server, prior to authentication
- If it returns a string, the client is disconnected with that string as reason.
core.register_on_joinplayer(function(ObjectRef, last_login))
- Called when a player joins the game
last_login
: The timestamp of the previous login, or nil if player is new
core.register_on_leaveplayer(function(ObjectRef, timed_out))
- Called when a player leaves the game
- Does not get executed for connected players on shutdown.
timed_out
: True for timeout, false for other reasons.
core.register_on_authplayer(function(name, ip, is_success))
- Called when a client attempts to log into an account.
name
: The name of the account being authenticated.ip
: The IP address of the clientis_success
: Whether the client was successfully authenticated- For newly registered accounts,
is_success
will always be true
core.register_on_auth_fail(function(name, ip))
- Deprecated: use
core.register_on_authplayer(name, ip, is_success)
instead.
- Deprecated: use
core.register_on_cheat(function(ObjectRef, cheat))
- Called when a player cheats
cheat
:{type=<cheat_type>}
, where<cheat_type>
is one of:moved_too_fast
interacted_too_far
interacted_with_self
interacted_while_dead
finished_unknown_dig
dug_unbreakable
dug_too_fast
core.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.
core.register_on_chatcommand(function(name, command, params))
- Called always when a chatcommand is triggered, before
core.registered_chatcommands
is checked to see if the command exists, but after the input is parsed. - Return
true
to mark the command as handled, which means that the default handlers will be prevented.
- Called always when a chatcommand is triggered, before
core.register_on_player_receive_fields(function(player, formname, fields))
- Called when the server received input from
player
. Specifically, this is called on any of the following events: * a button was pressed, * Enter was pressed while the focus was on a text field * a checkbox was toggled, * something was selected in a dropdown list, * a different tab was selected, * selection was changed in a textlist or table, * an entry was double-clicked in a textlist or table, * a scrollbar was moved, or * the form was actively closed by the player. formname
is the name passed tocore.show_formspec
. Special case: The empty string refers to the player inventory (the formspec set by theset_inventory_formspec
player method).- Fields are sent for formspec elements which define a field.
fields
is a table containing each formspecs element value (as string), with thename
parameter as index for each. The value depends on the formspec element type:animated_image
: Returns the index of the current frame.button
and variants: If pressed, contains the user-facing button text as value. If not pressed, isnil
field
,textarea
and variants: Text in the fielddropdown
: Either the index or value, depending on theindex event
dropdown argument.tabheader
: Tab index, starting with"1"
(only if tab changed)checkbox
:"true"
if checked,"false"
if uncheckedtextlist
: Seecore.explode_textlist_event
table
: Seecore.explode_table_event
scrollbar
: Seecore.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 indexkey_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
- Called when the server received input from
core.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))
- Called when
player
crafts something itemstack
is the outputold_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, ornil
, to not modify it.
- Called when
core.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.
core.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))
- Determines how much of a stack may be taken, put or moved to a player inventory.
- Function arguments: see
core.register_on_player_inventory_action
- Return a numeric value to limit the amount of items to be taken, put or
moved. A value of
-1
fortake
will make the source stack infinite.
core.register_on_player_inventory_action(function(player, action, inventory, inventory_info))
- Called after an item take, put or move event from/to/in a player inventory
- These inventory actions are recognized:
- move: Item was moved within the player inventory
- put: Item was put into player inventory from another inventory
- take: Item was taken from player inventory and put into another inventory
player
(typeObjectRef
) is the player who modified the inventoryinventory
(typeInvRef
).- List of possible
action
(string) values and theirinventory_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 asput
- Does not accept or handle any return value.
core.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
core.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.
- Called by
core.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))
- Called when an item is eaten, by
core.item_eat
- Return
itemstack
to cancel the default item eat response (i.e.: hp increase).
- Called when an item is eaten, by
core.register_on_item_pickup(function(itemstack, picker, pointed_thing, time_from_last_punch, ...))
- Called by
core.item_pickup
before an item is picked up. - Function is added to
core.registered_on_item_pickups
. - Oldest functions are called first.
- Parameters are the same as in the
on_pickup
callback. - Return an itemstack to cancel the default item pick-up response (i.e.: adding the item into inventory).
- Called by
core.register_on_priv_grant(function(name, granter, priv))
- Called when
granter
grants the privpriv
toname
. - 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.
- Called when
core.register_on_priv_revoke(function(name, revoker, priv))
- Called when
revoker
revokes the privpriv
fromname
. - 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.
- Called when
core.register_can_bypass_userlimit(function(name, ip))
- Called when
name
user connects withip
. - Return
true
to by pass the player limit
- Called when
core.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.
core.register_on_liquid_transformed(function(pos_list, node_list))
- Called after liquid nodes (
liquidtype ~= "none"
) are modified by the engine's liquid transformation process. pos_list
is an array of all modified positions.node_list
is an array of the old node that was previously at the position with the corresponding index in pos_list.
- Called after liquid nodes (
core.register_on_mapblocks_changed(function(modified_blocks, modified_block_count))
- Called soon after any nodes or node metadata have been modified. No modifications will be missed, but there may be false positives.
- Will never be called more than once per server step.
modified_blocks
is the set of modified mapblock position hashes. These are in the same format as those produced bycore.hash_node_position
, and can be converted to positions withcore.get_position_from_hash
. The set is a table where the keys are hashes and the values aretrue
.modified_block_count
is the number of entries in the set.- Note: callbacks must be registered at mod load time.
Setting-related
core.settings
: Settings object containing all of the settings from the main config file (minetest.conf
). See [Settings
].core.setting_get_pos(name)
: Loads a setting from the main settings and parses it as a position (in the format(1,2,3)
). Returns a position or nil. Deprecated: usecore.settings:get_pos()
instead
Authentication
-
core.string_to_privs(str[, delim])
:- Converts string representation of privs into table form
delim
: String separating the privs. Defaults to","
.- Returns
{ priv1 = true, ... }
-
core.privs_to_string(privs[, delim])
:- Returns the string representation of
privs
delim
: String to delimit privs. Defaults to","
.
- Returns the string representation of
-
core.get_player_privs(name) -> {priv1=true,...}
-
core.check_player_privs(player_or_name, ...)
: returnsbool, 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 }
.
-
core.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.
-
core.get_password_hash(name, raw_password)
- Convert a name-password pair to a password hash that Luanti 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
core.check_password_entry
instead.
-
core.get_player_ip(name)
: returns an IP address string for the playername
.- The player needs to be online for this to be successful.
-
core.get_auth_handler()
: Return the currently active auth handler- Must be called after load time, to ensure that any custom auth handler was already registered.
- See the [Authentication handler definition]
- Use this to e.g. get the authentication data for a player:
local auth_data = core.get_auth_handler().get_auth(playername)
-
core.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
-
core.set_player_password(name, password_hash)
: Set password hash of playername
. -
core.set_player_privs(name, privs)
: Set privileges of playername
.privs
is a set of privileges: A table where the keys are names of privileges and the values aretrue
.- Example:
core.set_player_privs("singleplayer", {interact = true, fly = true})
. This sets the player privileges tointeract
andfly
;singleplayer
will only have these two privileges afterwards.
-
core.change_player_privs(name, changes)
: Helper to grant or revoke privileges.changes
: Table of changes to make. A field[privname] = true
grants a privilege, whereas[privname] = false
revokes a privilege.- Example:
core.change_player_privs("singleplayer", {interact = true, fly = false})
will grant singleplayer theinteract
privilege and revoke singleplayer'sfly
privilege. All other privileges will remain unchanged.
-
core.auth_reload()
- See
reload()
in authentication handler definition
- See
core.set_player_password
, core.set_player_privs
,
core.get_player_privs
and core.auth_reload
call the authentication
handler.
Chat
core.chat_send_all(text)
: send chat message to all playerscore.chat_send_player(name, text)
: send chat message to specific playername
: Name of the player
core.format_chat_message(name, message)
- Used by the server to format a chat message, based on the setting
chat_message_format
. Refer to the documentation of the setting for a list of valid placeholders. - Takes player name and message, and returns the formatted string to be sent to players.
- Can be redefined by mods if required, for things like colored names or messages.
- Only the first occurrence of each placeholder will be replaced.
- Used by the server to format a chat message, based on the setting
Environment access
-
core.set_node(pos, node)
- Set node at position
pos
. - Any existing metadata is deleted.
node
: table{name=string, param1=number, param2=number}
If param1 or param2 is omitted, it's set to0
.- e.g.
core.set_node({x=0, y=10, z=0}, {name="default:wood"})
- Set node at position
-
core.add_node(pos, node)
: alias tocore.set_node
-
core.bulk_set_node({pos1, pos2, pos3, ...}, node)
- Set the same node at all positions in the first argument.
- e.g.
core.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
core.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.
-
core.swap_node(pos, node)
- Swap node at position with another.
- This keeps the metadata intact and will not run con-/destructor callbacks.
-
core.bulk_swap_node({pos1, pos2, pos3, ...}, node)
- Equivalent to
core.swap_node
but in bulk.
- Equivalent to
-
core.remove_node(pos)
: Remove a node- Equivalent to
core.set_node(pos, {name="air"})
, but a bit faster.
- Equivalent to
-
core.get_node(pos)
- Returns the node at the given position as table in the same format as
set_node
. - This function never returns
nil
and instead returns{name="ignore", param1=0, param2=0}
for unloaded areas.
- Returns the node at the given position as table in the same format as
-
core.get_node_or_nil(pos)
- Same as
get_node
but returnsnil
for unloaded areas. - Note that even loaded areas can contain "ignore" nodes.
- Same as
-
core.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
and15
ornil
nil
is returned e.g. when the map isn't loaded atpos
-
core.get_natural_light(pos[, timeofday])
- Figures out the sunlight (or moonlight) value at pos at the given time of day.
pos
: The position of the nodetimeofday
:nil
for current time,0
for night,0.5
for day- Returns a number between
0
and15
ornil
- This function tests 203 nodes in the worst case, which happens very unlikely
-
core.get_artificial_light(param1)
- Calculates the artificial light (light from e.g. torches) value from the
param1
value. param1
: The param1 value of aparamtype = "light"
node.- Returns a number between
0
and15
- Currently it's the same as
math.floor(param1 / 16)
, except that it ensures compatibility.
- Calculates the artificial light (light from e.g. torches) value from the
-
core.place_node(pos, node[, placer])
- Place node with the same effects that a player would cause
placer
: The ObjectRef that places the node (optional)
-
core.dig_node(pos[, digger])
- Dig node with the same effects that a player would cause
digger
: The ObjectRef that digs the node (optional)- Returns
true
if successful,false
on failure (e.g. protected location)
-
core.punch_node(pos[, puncher])
- Punch node with the same effects that a player would cause
puncher
: The ObjectRef that punches the node (optional)
-
core.spawn_falling_node(pos)
- Change node into falling node
- Returns
true
and the ObjectRef of the spawned entity if successful,false
on failure
-
core.find_nodes_with_meta(pos1, pos2)
- Get a table of positions of nodes that have metadata within a region {pos1, pos2}.
-
core.get_meta(pos)
- Get a
NodeMetaRef
at that position
- Get a
-
core.get_node_timer(pos)
- Get
NodeTimerRef
- Get
-
core.add_entity(pos, name, [staticdata])
: Spawn Lua-defined entity at position.- Returns
ObjectRef
, ornil
if failed - Entities with
static_save = true
can be added also to unloaded and non-generated blocks.
- Returns
-
core.add_item(pos, item)
: Spawn item- Returns
ObjectRef
, ornil
if failed - Items can be added also to unloaded and non-generated blocks.
- Returns
-
core.get_player_by_name(name)
: Get anObjectRef
to a player- Returns nothing in case of error (player offline, doesn't exist, ...).
-
core.get_objects_inside_radius(center, radius)
- returns a list of ObjectRefs
radius
: using a Euclidean metric- Warning: Any kind of interaction with the environment or other APIs
can cause later objects in the list to become invalid while you're iterating it.
(e.g. punching an entity removes its children)
It is recommended to use
core.objects_inside_radius
instead, which transparently takes care of this possibility.
-
core.objects_inside_radius(center, radius)
- returns an iterator of valid objects
- example:
for obj in core.objects_inside_radius(center, radius) do obj:punch(...) end
-
core.get_objects_in_area(min_pos, max_pos)
- returns a list of ObjectRefs
min_pos
andmax_pos
are the min and max positions of the area to search- Warning: The same warning as for
core.get_objects_inside_radius
applies. Usecore.objects_in_area
instead to iterate only valid objects.
-
core.objects_in_area(min_pos, max_pos)
- returns an iterator of valid objects
-
core.set_timeofday(val)
: set time of dayval
is between0
and1
;0
for midnight,0.5
for midday
-
core.get_timeofday()
: get time of day -
core.get_gametime()
: returns the time, in seconds, since the world was created. The time is not available (nil
) before the first server step. -
core.get_day_count()
: returns number days elapsed since world was created.- Time changes are accounted for.
-
core.find_node_near(pos, radius, nodenames, [search_center])
: returns pos ornil
.radius
: using a maximum metricnodenames
: e.g.{"ignore", "group:tree"}
or"default:dirt"
search_center
is an optional boolean (default:false
) If truepos
is also checked for the nodes
-
core.find_nodes_in_area(pos1, pos2, nodenames, [grouped])
pos1
andpos2
are the min and max positions of the area to search.nodenames
: e.g.{"ignore", "group:tree"}
or"default:dirt"
- If
grouped
is true the return value is a table indexed by node name which contains lists of positions. - If
grouped
is false or absent the return values are as follows: first value: Table with all node positions second value: Table with the count of each node with the node name as index - Area volume is limited to 4,096,000 nodes
-
core.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
-
core.get_perlin(noiseparams)
- Return world-specific perlin noise.
- The actual seed used is the noiseparams seed plus the world seed.
-
core.get_perlin(seeddiff, octaves, persistence, spread)
- Deprecated: use
core.get_perlin(noiseparams)
instead. - Return world-specific perlin noise.
- Deprecated: use
-
core.get_voxel_manip([pos1, pos2])
- Return voxel manipulator object.
- Loads the manipulator from the map if positions are passed.
-
core.set_gen_notify(flags, [deco_ids], [custom_ids])
- Set the types of on-generate notifications that should be collected.
flags
: flag field, see [gennotify
] for available generation notification types.- The following parameters are optional:
deco_ids
is a list of IDs of decorations which notification is requested for.custom_ids
is a list of user-defined IDs (strings) which are requested. By convention these should be the mod name with an optional colon and specifier added, e.g."default"
or"default:dungeon_loot"
-
core.get_gen_notify()
- Returns a flagstring, a table with the
deco_id
s and a table with user-defined IDs.
- Returns a flagstring, a table with the
-
core.get_decoration_id(decoration_name)
- Returns the decoration ID number for the provided decoration name string,
or
nil
on failure.
- Returns the decoration ID number for the provided decoration name string,
or
-
core.get_mapgen_object(objectname)
- Return requested mapgen object if available (see [Mapgen objects])
-
core.get_heat(pos)
- Returns the heat at the position, or
nil
on failure.
- Returns the heat at the position, or
-
core.get_humidity(pos)
- Returns the humidity at the position, or
nil
on failure.
- Returns the humidity at the position, or
-
core.get_biome_data(pos)
- Returns a table containing:
biome
the biome id of the biome at that positionheat
the heat at the positionhumidity
the humidity at the position
- Or returns
nil
on failure.
- Returns a table containing:
-
core.get_biome_id(biome_name)
- Returns the biome id, as used in the biomemap Mapgen object and returned
by
core.get_biome_data(pos)
, for a given biome_name string.
- Returns the biome id, as used in the biomemap Mapgen object and returned
by
-
core.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
.
- Returns the biome name string for the provided biome id, or
-
core.get_mapgen_params()
- Deprecated: use
core.get_mapgen_setting(name)
instead. - Returns a table containing:
mgname
seed
chunksize
water_level
flags
- Deprecated: use
-
core.set_mapgen_params(MapgenParams)
- Deprecated: use
core.set_mapgen_setting(name, value, override)
instead. - Set map generation parameters.
- Function cannot be called after the registration period.
- Takes a table as an argument with the fields:
mgname
seed
chunksize
water_level
flags
- Leave field unset to leave that parameter unchanged.
flags
contains a comma-delimited string of flags to set, or if the prefix"no"
is attached, clears instead.flags
is in the same format and has the same options asmg_flags
inminetest.conf
.
- Deprecated: use
-
core.get_mapgen_edges([mapgen_limit[, chunksize]])
- Returns the minimum and maximum possible generated node positions in that order.
mapgen_limit
is an optional number. If it is absent, its value is that of the active mapgen setting"mapgen_limit"
.chunksize
is an optional number. If it is absent, its value is that of the active mapgen setting"chunksize"
.
-
core.get_mapgen_setting(name)
- Gets the active mapgen setting (or nil if none exists) in string
format with the following order of precedence:
- Settings loaded from map_meta.txt or overrides set during mod execution.
- Settings set by mods without a metafile override
- Settings explicitly set in the user config file, minetest.conf
- Settings set as the user config default
- Gets the active mapgen setting (or nil if none exists) in string
format with the following order of precedence:
-
core.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.
- Same as above, but returns the value as a NoiseParams table if the
setting
-
core.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"
.
- Sets a mapgen param to
-
core.set_mapgen_setting_noiseparams(name, value, [override_meta])
- Same as above, except value is a NoiseParams table.
-
core.set_noiseparams(name, noiseparams, set_default)
- Sets the noiseparams setting of
name
to the noiseparams table specified innoiseparams
. set_default
is an optional boolean (default:true
) that specifies whether the setting should be applied to the default config or current active config.
- Sets the noiseparams setting of
-
core.get_noiseparams(name)
- Returns a table of the noiseparams for name.
-
core.generate_ores(vm, pos1, pos2)
- Generate all registered ores within the VoxelManip
vm
and in the area frompos1
topos2
. pos1
andpos2
are optional and default to mapchunk minp and maxp.
- Generate all registered ores within the VoxelManip
-
core.generate_decorations(vm, pos1, pos2)
- Generate all registered decorations within the VoxelManip
vm
and in the area frompos1
topos2
. pos1
andpos2
are optional and default to mapchunk minp and maxp.
- Generate all registered decorations within the VoxelManip
-
core.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.
- mode =
-
core.load_area(pos1[, pos2])
- Load the mapblocks containing the area from
pos1
topos2
.pos2
defaults topos1
if not specified. - This function does not trigger map generation.
- Load the mapblocks containing the area from
-
core.emerge_area(pos1, pos2, [callback], [param])
- Queue all blocks in the area from
pos1
topos2
, 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:core.EMERGE_CANCELLED
core.EMERGE_ERRORED
core.EMERGE_FROM_MEMORY
core.EMERGE_FROM_DISK
core.EMERGE_GENERATED
calls_remaining
is the number of callbacks to be expected after this one.param
is the user-defined parameter passed to emerge_area (or nil if the parameter was absent).
- Queue all blocks in the area from
-
core.delete_area(pos1, pos2)
- delete all mapblocks in the area from pos1 to pos2, inclusive
-
core.line_of_sight(pos1, pos2)
: returnsboolean, 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 positionpos2
: Second position
-
core.raycast(pos1, pos2, objects, liquids, pointabilities)
: returnsRaycast
- Creates a
Raycast
object. pos1
: start of the raypos2
: end of the rayobjects
: if false, only nodes will be returned. Default istrue
.liquids
: if false, liquid nodes (liquidtype ~= "none"
) won't be returned. Default isfalse
.pointabilities
: Allows overriding thepointable
property of nodes and objects. Uses the same format as thepointabilities
property of item definitions. Default isnil
.
- Creates a
-
core.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
- returns table containing path that can be walked on
- returns a table of 3D points representing a path from
pos1
topos2
ornil
on failure. - Reasons for failure:
- No path exists at all
- No path exists within
searchdistance
(see below) - Start or end pos is buried in land
pos1
: start positionpos2
: end positionsearchdistance
: maximum distance from the search positions to search in. In detail: Path must be completely inside a cuboid. The minimumsearchdistance
of 1 will confine search betweenpos1
andpos2
. Larger values will increase the size of this cuboid in all directionsmax_jump
: maximum height difference to consider walkablemax_drop
: maximum height difference to consider droppablealgorithm
: One of"A*_noprefetch"
(default),"A*"
,"Dijkstra"
. Difference between"A*"
and"A*_noprefetch"
is that"A*"
will pre-calculate the cost-data, the other will calculate it on-the-fly
-
core.spawn_tree (pos, {treedef})
- spawns L-system tree at given
pos
with definition intreedef
table
- spawns L-system tree at given
-
core.spawn_tree_on_vmanip(vmanip, pos, treedef)
- analogous to
core.spawn_tree
, but spawns a L-system tree onto the specified VoxelManip objectvmanip
instead of the map.
- analogous to
-
core.transforming_liquid_add(pos)
- add node to liquid flow update queue
-
core.get_node_max_level(pos)
- get max available level for leveled node
-
core.get_node_level(pos)
- get level of leveled node (water, snow)
-
core.set_node_level(pos, level)
- set level of leveled node, default
level
equals1
- if
totallevel > maxlevel
, returns rest (total-max
).
- set level of leveled node, default
-
core.add_node_level(pos, level)
- increase level of leveled node by level, default
level
equals1
- if
totallevel > maxlevel
, returns rest (total-max
) level
must be between -127 and 127
- increase level of leveled node by level, default
-
core.get_node_boxes(box_type, pos, [node])
box_type
must be"node_box"
,"collision_box"
or"selection_box"
.pos
must be a node position.node
can be a table in the form{name=string, param1=number, param2=number}
. Ifnode
isnil
, the actual node atpos
is used instead.- Resolves any facedir-rotated boxes, connected boxes and the like into actual boxes.
- Returns a list of boxes in the form
{{x1, y1, z1, x2, y2, z2}, {x1, y1, z1, x2, y2, z2}, ...}
. Coordinates are relative topos
. - See also: Node boxes
-
core.fix_light(pos1, pos2)
: returnstrue
/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
-
core.check_single_for_falling(pos)
- causes an unsupported
group:falling_node
node to fall and causes an unattachedgroup:attached_node
node to fall. - does not spread these updates to neighbors.
- causes an unsupported
-
core.check_for_falling(pos)
- causes an unsupported
group:falling_node
node to fall and causes an unattachedgroup:attached_node
node to fall. - spread these updates to neighbors and can cause a cascade of nodes to fall.
- causes an unsupported
-
core.get_spawn_level(x, z)
- Returns a player spawn y coordinate for the provided (x, z)
coordinates, or
nil
for an unsuitable spawn point. - For most mapgens a 'suitable spawn point' is one with y between
water_level
andwater_level + 16
, and in mgv7 well away from rivers, sonil
will be returned for many (x, z) coordinates. - 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.
- Returns a player spawn y coordinate for the provided (x, z)
coordinates, or
Mod channels
You can find mod channels communication scheme in doc/mod_channels.png
.
core.mod_channel_join(channel_name)
- Server joins channel
channel_name
, and creates it if necessary. You should listen for incoming messages withcore.register_on_modchannel_message
- Server joins channel
Inventory
core.get_inventory(location)
: returns an InvRef
location
= e.g.{type="player", name="celeron55"}
{type="node", pos={x=, y=, z=}}
{type="detached", name="creative"}
core.create_detached_inventory(name, callbacks, [player_name])
: returns anInvRef
.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.
core.remove_detached_inventory(name)
- Returns a
boolean
indicating whether the removal succeeded.
- Returns a
core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
: returns leftover ItemStack or nil to indicate no inventory change- See
core.item_eat
andcore.register_on_item_eat
- See
Formspec
core.show_formspec(playername, formname, formspec)
playername
: name of player to show formspecformname
: name passed toon_player_receive_fields
callbacks. It should follow the"modname:<whatever>"
naming convention.formname
must not be empty, unless you want to reshow the inventory formspec without updating it for future opens.formspec
: formspec to display
core.close_formspec(playername, formname)
playername
: name of player to close formspecformname
: has to exactly match the one given inshow_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
core.close_formspec(playername, "")
. USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
core.formspec_escape(string)
: returns a string- escapes the characters "[", "]", "", "," and ";", which cannot be used in formspecs.
core.hypertext_escape(string)
: returns a string- escapes the characters "", "<", and ">" to show text in a hypertext element.
- not safe for use with tag attributes.
- this function does not do formspec escaping, you will likely need to do
core.formspec_escape(core.hypertext_escape(string))
if the hypertext is not already being formspec escaped.
core.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
- returns e.g.
core.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
- returns e.g.
core.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
- returns e.g.
core.show_death_screen(player, reason)
- Called when the death screen should be shown.
player
is an ObjectRef,reason
is a PlayerHPChangeReason table or nil.- By default, this shows a simple formspec with the option to respawn.
Respawning is done via
ObjectRef:respawn
. - You can override this to show a custom death screen.
- For general death handling, use
core.register_on_dieplayer
instead.
Item handling
-
core.inventorycube(img1, img2, img3)
- Returns a string for making an image of a cube (useful as an item image)
-
core.get_pointed_thing_position(pointed_thing, above)
- Returns the position of a
pointed_thing
ornil
if thepointed_thing
does not refer to a node or entity. - If the optional
above
parameter is true and thepointed_thing
refers to a node, then it will return theabove
position of thepointed_thing
.
- Returns the position of a
-
core.dir_to_facedir(dir, is6d)
- Convert a vector to a facedir value, used in
param2
forparamtype2="facedir"
. - passing something non-
nil
/false
for the optional second parameter causes it to take the y component into account.
- Convert a vector to a facedir value, used in
-
core.facedir_to_dir(facedir)
- Convert a facedir back into a vector aimed directly out the "back" of a node.
-
core.dir_to_fourdir(dir)
- Convert a vector to a 4dir value, used in
param2
forparamtype2="4dir"
.
- Convert a vector to a 4dir value, used in
-
core.fourdir_to_dir(fourdir)
- Convert a 4dir back into a vector aimed directly out the "back" of a node.
-
core.dir_to_wallmounted(dir)
- Convert a vector to a wallmounted value, used for
paramtype2="wallmounted"
.
- Convert a vector to a wallmounted value, used for
-
core.wallmounted_to_dir(wallmounted)
- Convert a wallmounted value back into a vector aimed directly out the "back" of a node.
-
core.dir_to_yaw(dir)
- Convert a vector into a yaw (angle)
-
core.yaw_to_dir(yaw)
- Convert yaw (angle) to a vector
-
core.is_colored_paramtype(ptype)
- Returns a boolean. Returns
true
if the givenparamtype2
contains color information (color
,colorwallmounted
,colorfacedir
, etc.).
- Returns a boolean. Returns
-
core.strip_param2_color(param2, paramtype2)
- Removes everything but the color information from the
given
param2
value. - Returns
nil
if the givenparamtype2
does not contain color information.
- Removes everything but the color information from the
given
-
core.get_node_drops(node, toolname)
- Returns list of itemstrings that are dropped by
node
when dug with the itemtoolname
(not limited to tools). node
: node as table or node nametoolname
: name of the item used to dig (can benil
)
- Returns list of itemstrings that are dropped by
-
core.get_craft_result(input)
: returnsoutput, decremented_input
input.method
="normal"
or"cooking"
or"fuel"
input.width
= for example3
input.items
= for example{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}
output.item
=ItemStack
, if unsuccessful: emptyItemStack
output.time
= a number, if unsuccessful:0
output.replacements
= List of replacementItemStack
s that couldn't be placed indecremented_input.items
. Replacements can be placed indecremented_input
if the stack of the replaced item has a count of 1.decremented_input
= likeinput
-
core.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 example3
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
-
core.get_all_craft_recipes(query item)
: returns a table ornil
- 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 recipeitems
: indexed [1-9] table with recipe itemsoutput
: string with item name and quantity
- Example result for
"default:gold_ingot"
with two recipes:{ { method = "cooking", width = 3, output = "default:gold_ingot", items = {"default:gold_lump"} }, { method = "normal", width = 1, output = "default:gold_ingot 9", items = {"default:goldblock"} } }
- returns indexed table with all registered recipes for query item (node)
or
-
core.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)
-
core.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
-
core.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
core.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"
.
core.rollback_revert_actions_by(actor, seconds)
: returnsboolean, log_messages
.- Revert latest actions of someone
actor
:"player:<name>"
, also"liquid"
.
Defaults for the on_place
and on_drop
item definition functions
core.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])
- Place item as a node
param2
overridesfacedir
and wallmountedparam2
prevent_after_place
: if set totrue
,after_place_node
is not called for the newly placed node to prevent a callback and placement loop- returns
itemstack, position
position
: the location the node was placed to.nil
if nothing was placed.
core.item_place_object(itemstack, placer, pointed_thing)
- Place item as-is
- returns the leftover itemstack
- Note: This function is deprecated and will never be called.
core.item_place(itemstack, placer, pointed_thing[, param2])
- Wrapper that calls
core.item_place_node
if appropriate - Calls
on_rightclick
ofpointed_thing.under
if defined instead - Note: is not called when wielded item overrides
on_place
param2
overrides facedir and wallmountedparam2
- returns
itemstack, position
position
: the location the node was placed to.nil
if nothing was placed.
- Wrapper that calls
core.item_pickup(itemstack, picker, pointed_thing, time_from_last_punch, ...)
- Runs callbacks registered by
core.register_on_item_pickup
and adds the item to the picker's"main"
inventory list. - Parameters are the same as in
on_pickup
. - Returns the leftover itemstack.
- Runs callbacks registered by
core.item_drop(itemstack, dropper, pos)
- Drop the item
- returns the leftover itemstack
core.item_eat(hp_change[, replace_with_item])
- Returns
function(itemstack, user, pointed_thing)
as a function wrapper forcore.do_item_eat
. replace_with_item
is the itemstring which is added to the inventory. If the player is eating a stack andreplace_with_item
doesn't fit onto the eaten stack, then the remainings go to a different spot, or are dropped.
- Returns
Defaults for the on_punch
and on_dig
node definition callbacks
core.node_punch(pos, node, puncher, pointed_thing)
- Calls functions registered by
core.register_on_punchnode()
- Calls functions registered by
core.node_dig(pos, node, digger)
- Checks if node can be dug, puts item into inventory, removes node
- Calls functions registered by
core.registered_on_dignodes()
Sounds
core.sound_play(spec, parameters, [ephemeral])
: returns a handlespec
is aSimpleSoundSpec
parameters
is a sound parameter tableephemeral
is a boolean (default: false) Ephemeral sounds will not return a handle and can't be stopped or faded. It is recommend to use this for short sounds that happen in response to player actions (e.g. door closing).
core.sound_stop(handle)
handle
is a handle returned bycore.sound_play
core.sound_fade(handle, step, gain)
handle
is a handle returned bycore.sound_play
step
determines how fast a sound will fade. The gain will change by this much per second, until it reaches the target gain. Note: Older versions used a signed step. This is deprecated, but old code will still work. (the client uses abs(step) to correct it)gain
the target gain for the fade. Fading to zero will delete the sound.
Timing
-
core.after(time, func, ...)
: returns job table to use as below.- Call the function
func
aftertime
seconds, may be fractional - Optional: Variable number of arguments that are passed to
func
- Jobs set for earlier times are executed earlier. If multiple jobs expire at exactly the same time, then they are executed in registration order.
time
is a lower bound. The job is executed in the first server-step that started at leasttime
seconds after the last time a server-step started, measured with globalstep dtime.- If
time
is0
, the job is executed in the next step.
- Call the function
-
job:cancel()
- Cancels the job function from being called
Async environment
The engine allows you to submit jobs to be ran in an isolated environment concurrently with normal server operation. A job consists of a function to be ran in the async environment, any amount of arguments (will be serialized) and a callback that will be called with the return value of the job function once it is finished.
The async environment does not have access to the map, entities, players or any
globals defined in the 'usual' environment. Consequently, functions like
core.get_node()
or core.get_player_by_name()
simply do not exist in it.
Arguments and return values passed through this can contain certain userdata objects that will be seamlessly copied (not shared) to the async environment. This allows you easy interoperability for delegating work to jobs.
core.handle_async(func, callback, ...)
:- Queue the function
func
to be ran in an async environment. Note that there are multiple persistent workers and any of them may end up running a given job. The engine will scale the amount of worker threads automatically. - When
func
returns the callback is called (in the normal environment) with all of the return values as arguments. - Optional: Variable number of arguments that are passed to
func
- Queue the function
core.register_async_dofile(path)
:- Register a path to a Lua file to be imported when an async environment
is initialized. You can use this to preload code which you can then call
later using
core.handle_async()
.
- Register a path to a Lua file to be imported when an async environment
is initialized. You can use this to preload code which you can then call
later using
List of APIs available in an async environment
Classes:
AreaStore
ItemStack
PerlinNoise
PerlinNoiseMap
PseudoRandom
PcgRandom
SecureRandom
VoxelArea
VoxelManip
- only if transferred into environment; can't read/write to map
Settings
Class instances that can be transferred between environments:
ItemStack
PerlinNoise
PerlinNoiseMap
VoxelManip
Functions:
- Standalone helpers such as logging, filesystem, encoding, hashing or compression APIs
core.register_portable_metatable
- IPC
Variables:
core.settings
core.registered_items
,registered_nodes
,registered_tools
,registered_craftitems
andregistered_aliases
- with all functions and userdata values replaced by
true
, calling any callbacks here is obviously not possible
- with all functions and userdata values replaced by
Mapgen environment
The engine runs the map generator on separate threads, each of these also has a Lua environment. Its primary purpose is to allow mods to operate on newly generated parts of the map to e.g. generate custom structures. Internally it is referred to as "emerge environment".
Refer to [Async environment] for the usual disclaimer on what environment isolation entails.
The map generator threads, which also contain the above mentioned Lua environment, are initialized after all mods have been loaded by the server. After that the registered scripts (not all mods!) - see below - are run during initialization of the mapgen environment. After that only callbacks happen. The mapgen env does not have a global step or timer.
core.register_mapgen_script(path)
:- Register a path to a Lua file to be imported when a mapgen environment is initialized. Run in order of registration.
List of APIs exclusive to the mapgen env
core.register_on_generated(function(vmanip, minp, maxp, blockseed))
- Called after the engine mapgen finishes a chunk but before it is written to the map.
- Chunk data resides in
vmanip
. Other parts of the map are not accessible. The area of the chunk if comprised ofminp
andmaxp
, note that is smaller than the emerged area of the VoxelManip. Note: callingread_from_map()
orwrite_to_map()
on the VoxelManipulator object is not necessary and is disallowed. blockseed
: 64-bit seed number used for this chunk
core.save_gen_notify(id, data)
- Saves data for retrieval using the gennotify mechanism (see [Mapgen objects]).
- Data is bound to the chunk that is currently being processed, so this function
only makes sense inside the
on_generated
callback. id
: user-defined ID (a string) By convention these should be the mod name with an optional colon and specifier added, e.g."default"
or"default:dungeon_loot"
data
: any Lua object (will be serialized, no userdata allowed)- returns
true
if the data was remembered. That is ifcore.set_gen_notify
was called with the same user-defined ID before.
List of APIs available in the mapgen env
Classes:
AreaStore
ItemStack
PerlinNoise
PerlinNoiseMap
PseudoRandom
PcgRandom
SecureRandom
VoxelArea
VoxelManip
- only given by callbacks; cannot access rest of map
Settings
Functions:
- Standalone helpers such as logging, filesystem, encoding, hashing or compression APIs
core.get_biome_id
,get_biome_name
,get_heat
,get_humidity
,get_biome_data
,get_mapgen_object
,get_mapgen_params
,get_mapgen_edges
,get_mapgen_setting
,get_noiseparams
,get_decoration_id
and morecore.get_node
,set_node
,find_node_near
,find_nodes_in_area
,spawn_tree
and similar- these only operate on the current chunk (if inside a callback)
- IPC
Variables:
core.settings
core.registered_items
,registered_nodes
,registered_tools
,registered_craftitems
andregistered_aliases
- with all functions and userdata values replaced by
true
, calling any callbacks here is obviously not possible
- with all functions and userdata values replaced by
core.registered_biomes
,registered_ores
,registered_decorations
Note that node metadata does not exist in the mapgen env, we suggest deferring
setting any metadata you need to the on_generated
callback in the regular env.
You can use the gennotify mechanism to transfer this information.
Server
core.request_shutdown([message],[reconnect],[delay])
: request for server shutdown. Will displaymessage
to clients.reconnect
== true displays a reconnect buttondelay
adds an optional delay (in seconds) before shutdown. Negative delay cancels the current active shutdown. Zero delay triggers an immediate shutdown.
core.cancel_shutdown_requests()
: cancel current delayed shutdowncore.get_server_status(name, joined)
- Returns the server status string when a player joins or when the command
/status
is called. Returnsnil
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.
- Returns the server status string when a player joins or when the command
core.get_server_uptime()
: returns the server uptime in secondscore.get_server_max_lag()
: returns the current maximum lag of the server in seconds or nil if server is not fully loaded yetcore.remove_player(name)
: remove player from database (if they are not connected).- As auth data is not removed,
core.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)
- As auth data is not removed,
core.remove_player_auth(name)
: remove player authentication data- Returns boolean indicating success (false if player nonexistent)
core.dynamic_add_media(options, callback)
options
: table containing the following parametersfilename
: name the media file will be usable as (optional iffilepath
present)filepath
: path to the file on the filesystem [*]filedata
: the data of the file to be sent [*]to_player
: name of the player the media should be sent to instead of all players (optional)ephemeral
: boolean that marks the media as ephemeral, it will not be cached on the client (optional, default false)- Exactly one of the parameters marked [*] must be specified.
callback
: function with argumentsname
, which is a player name- Pushes the specified media file to client(s). (details below) The file must be a supported image, sound or model format. Dynamically added media is not persisted between server restarts.
- Returns false on error, true if the request was accepted
- The given callback will be called for every player as soon as the media is available on the client.
- Details/Notes:
- If
ephemeral
=false andto_player
is unset the file is added to the media sent to clients on startup, this means the media will appear even on old clients if they rejoin the server. - If
ephemeral
=false the file must not be modified, deleted, moved or renamed after calling this function. - Regardless of any use of
ephemeral
, adding media files with the same name twice is not possible/guaranteed to work. An exception to this is the use ofto_player
to send the same, already existent file to multiple chosen players. - You can also call this at startup time. In that case
callback
MUST benil
and you cannot useephemeral
orto_player
, as these logically do not make sense.
- If
- Clients will attempt to fetch files added this way via remote media, this can make transfer of bigger files painless (if set up). Nevertheless it is advised not to use dynamic media for big media files.
IPC
The engine provides a generalized mechanism to enable sharing data between the different Lua environments (main, mapgen and async). It is essentially a shared in-memory key-value store.
core.ipc_get(key)
:- Read a value from the shared data area.
key
: string, should use the"modname:thing"
convention to avoid conflicts.- returns an arbitrary Lua value, or
nil
if this key does not exist
core.ipc_set(key, value)
:- Write a value to the shared data area.
key
: as abovevalue
: an arbitrary Lua value, cannot be or contain userdata.
Interacting with the shared data will perform an operation comparable to (de)serialization on each access. For that reason modifying references will not have any effect, as in this example:
core.ipc_set("test:foo", {})
core.ipc_get("test:foo").subkey = "value" -- WRONG!
core.ipc_get("test:foo") -- returns an empty table
Advanced:
core.ipc_cas(key, old_value, new_value)
:- Write a value to the shared data area, but only if the previous value equals what was given. This operation is called Compare-and-Swap and can be used to implement synchronization between threads.
key
: as aboveold_value
: value compared to using==
(nil
compares equal for non-existing keys)new_value
: value that will be set- returns: true on success, false otherwise
core.ipc_poll(key, timeout)
:- Do a blocking wait until a value (other than
nil
) is present at the key. - IMPORTANT: You usually don't need this function. Use this as a last resort if nothing else can satisfy your use case! None of the Lua environments the engine has are safe to block for extended periods, especially on the main thread any delays directly translate to lag felt by players.
key
: as abovetimeout
: maximum wait time, in milliseconds (positive values only)- returns: true on success, false on timeout
- Do a blocking wait until a value (other than
Bans
core.get_ban_list()
: returns a list of all bans formatted as stringcore.get_ban_description(ip_or_name)
: returns list of bans matching IP address or name formatted as stringcore.ban_player(name)
: ban the IP of a currently connected player- Returns boolean indicating success
core.unban_player_or_ip(ip_or_name)
: remove ban record matching IP address or namecore.kick_player(name[, reason[, reconnect]])
: disconnect a player with an optional reason.- Returns boolean indicating success (false if player nonexistent)
- If
reconnect
is true, allow the user to reconnect.
core.disconnect_player(name[, reason[, reconnect]])
: disconnect a player with an optional reason, this will not prefix with 'Kicked: ' like kick_player. If no reason is given, it will default to 'Disconnected.'- Returns boolean indicating success (false if player nonexistent)
Particles
-
core.add_particle(particle definition)
- Deprecated:
core.add_particle(pos, velocity, acceleration, expirationtime, size, collisiondetection, texture, playername)
- Deprecated:
-
core.add_particlespawner(particlespawner definition)
- Add a
ParticleSpawner
, an object that spawns an amount of particles overtime
seconds. - Returns an
id
, and -1 if adding didn't succeed - Deprecated:
core.add_particlespawner(amount, time, minpos, maxpos, minvel, maxvel, minacc, maxacc, minexptime, maxexptime, minsize, maxsize, collisiondetection, texture, playername)
- Add a
-
core.delete_particlespawner(id, player)
- Delete
ParticleSpawner
withid
(return value fromcore.add_particlespawner
). - If playername is specified, only deletes on the player's client, otherwise on all clients.
- Delete
Schematics
-
core.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
andprob
.pos
is the 3D vector specifying the absolute coordinates of the node being modified,prob
is an integer value from0
to255
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 byp1
andp2
, it is ignored. - If
probability_list
equalsnil
, 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
andprob
.ypos
indicates the y position of the slice with a probability applied, the lowest slice beingypos = 0
.- If slice probability list equals
nil
, no slice probabilities are applied.
- Saves schematic in the Luanti Schematic format to filename.
-
core.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 thanair
andignore
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
- Place the schematic specified by schematic (see [Schematic specifier]) at
-
core.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)
:- This function is analogous to core.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
- This function is analogous to core.place_schematic, but places a
schematic onto the specified VoxelManip object
-
core.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 andformat
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 andformat
is "lua", the Lua code generated will use that number of spaces as indentation instead of a tab character.
- If
-
core.read_schematic(schematic, options)
- Returns a Lua table representing the schematic (see: [Schematic specifier])
schematic
is the schematic to read (see: [Schematic specifier])options
is a table containing the following optional parameters:write_yslice_prob
: string value:none
: nowrite_yslice_prob
table is inserted,low
: only probabilities that are not 254 or 255 are written in thewrite_ylisce_prob
table,all
: write all probabilities to thewrite_yslice_prob
table.- The default for this option is
all
. - Any invalid value will be interpreted as
all
.
HTTP Requests
core.request_http_api()
:- returns
HTTPApiTable
containing http functions if the calling mod has been granted access by being listed in thesecure.http_mods
orsecure.trusted_mods
setting, otherwise returnsnil
. - The returned table contains the functions
fetch
,fetch_async
andfetch_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 Luanti server was built with cURL support.
- DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN A LOCAL VARIABLE!
- returns
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
- Performs given request asynchronously and returns handle for
HTTPApiTable.fetch_async_get(handle)
: returns HTTPRequestResult- Return response data for given asynchronous HTTP request
Storage API
core.get_mod_storage()
:- returns reference to mod private
StorageRef
- must be called during mod load time
- returns reference to mod private
Misc.
-
core.get_connected_players()
: returns list ofObjectRefs
-
core.is_player(obj)
: boolean, whetherobj
is a player -
core.player_exists(name)
: boolean, whether player exists (regardless of online status) -
core.is_valid_player_name(name)
: boolean, whether the given name could be used as a player name (regardless of whether said player exists). -
core.hud_replace_builtin(name, hud_definition)
- Replaces definition of a builtin hud element
name
:"breath"
,"health"
,"minimap"
or"hotbar"
hud_definition
: definition to replace builtin definition
-
core.parse_relative_number(arg, relative_to)
: returns number or nil- Helper function for chat commands.
- For parsing an optionally relative number of a chat command parameter, using the chat command tilde notation.
arg
: String snippet containing the number; possible values:"<number>"
: return as number"~<number>"
: returnrelative_to + <number>
"~"
: returnrelative_to
- Anything else will return
nil
relative_to
: Number to which thearg
number might be relative to- Examples:
core.parse_relative_number("5", 10)
returns 5core.parse_relative_number("~5", 10)
returns 15core.parse_relative_number("~", 10)
returns 10
-
core.send_join_message(player_name)
- This function can be overridden by mods to change the join message.
-
core.send_leave_message(player_name, timed_out)
- This function can be overridden by mods to change the leave message.
-
core.hash_node_position(pos)
: returns a 48-bit integerpos
: table {x=number, y=number, z=number},- Gives a unique hash number for a node position (16+16+16=48bit)
-
core.get_position_from_hash(hash)
: returns a position- Inverse transform of
core.hash_node_position
- Inverse transform of
-
core.get_item_group(name, group)
: returns a rating- Get rating of a group of an item. (
0
means: not in group)
- Get rating of a group of an item. (
-
core.get_node_group(name, group)
: returns a rating- Deprecated: An alias for the former.
-
core.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.
-
core.get_content_id(name)
: returns an integer- Gets the internal content ID of
name
- Gets the internal content ID of
-
core.get_name_from_content_id(content_id)
: returns a string- Gets the name of the content with that content ID
-
core.parse_json(string[, nullvalue, return_error])
: returns something- Convert a string containing JSON data into the Lua equivalent
nullvalue
: returned in place of the JSON null; defaults tonil
- On success returns a table, a string, a number, a boolean or
nullvalue
- On failure: If
return_error
is not set or isfalse
, outputs an error message and returnsnil
. Otherwise returnsnil, err
(error message). - Example:
parse_json("[10, {\"a\":false}]")
, returns{10, {a = false}}
-
core.write_json(data[, styled])
: returns a string ornil
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.
- You can only use strings and positive integers of at least one as keys.
- You cannot mix string and integer keys. This is due to the fact that JSON has two distinct array and object values.
- Example:
write_json({10, {a = false}})
, returns'[10, {"a": false}]'
-
core.serialize(table)
: returns a string- Convert a table containing tables, strings, numbers, booleans and
nil
s into string form readable bycore.deserialize
- Example:
serialize({foo="bar"})
, returns'return { ["foo"] = "bar" }'
- Convert a table containing tables, strings, numbers, booleans and
-
core.deserialize(string[, safe])
: returns a table- Convert a string returned by
core.serialize
into a table string
is loaded in an empty sandbox environment.- Will load functions if safe is false or omitted. Although these functions cannot directly access the global environment, they could bypass this restriction with maliciously crafted Lua bytecode if mod security is disabled.
- This function should not be used on untrusted data, regardless of the
value of
safe
. It is fine to serialize then deserialize user-provided data, but directly providing user input to deserialize is always unsafe. - Example:
deserialize('return { ["foo"] = "bar" }')
, returns{foo="bar"}
- Example:
deserialize('print("foo")')
, returnsnil
(function call fails), returnserror:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
- Convert a string returned by
-
core.compress(data, method, ...)
: returnscompressed_data
- Compress a string of data.
method
is a string identifying the compression method to be used.- Supported compression methods:
- Deflate (zlib):
"deflate"
- Zstandard:
"zstd"
- Deflate (zlib):
...
indicates method-specific arguments. Currently defined arguments are:- Deflate:
level
- Compression level,0
-9
ornil
. - Zstandard:
level
- Compression level. Integer ornil
. Default3
. Note any supported Zstandard compression level could be used here, but these are subject to change between Zstandard versions.
- Deflate:
-
core.decompress(compressed_data, method, ...)
: returns data- Decompress a string of data using the algorithm specified by
method
. - See documentation on
core.compress()
for supported compression methods. ...
indicates method-specific arguments. Currently, no methods use this
- Decompress a string of data using the algorithm specified by
-
core.rgba(red, green, blue[, alpha])
: returns a string- Each argument is an 8 Bit unsigned integer
- Returns the ColorString from rgb or rgba values
- Example:
core.rgba(10, 20, 30, 40)
, returns"#0A141E28"
-
core.encode_base64(string)
: returns string encoded in base64- Encodes a string in base64.
-
core.decode_base64(string)
: returns string or nil on failure- Padding characters are only supported starting at version 5.4.0, where 5.5.0 and newer perform proper checks.
- Decodes a string encoded in base64.
-
core.is_protected(pos, name)
: returns boolean- Returning
true
restricts the playername
from modifying (i.e. digging, placing) the node at positionpos
. name
will be""
for non-players or unknown players.- This function should be overridden by protection mods. It is highly
recommended to grant access to players with the
protection_bypass
privilege. - Cache and call the old version of this function if the position is not protected by the mod. This will allow using multiple protection mods.
- Example:
local old_is_protected = core.is_protected function core.is_protected(pos, name) if mymod:position_protected_from(pos, name) then return true end return old_is_protected(pos, name) end
- Returning
-
core.record_protection_violation(pos, name)
- This function calls functions registered with
core.register_on_protection_violation
.
- This function calls functions registered with
-
core.is_creative_enabled(name)
: returns boolean- Returning
true
means that Creative Mode is enabled for playername
. name
will be""
for non-players or if the player is unknown.- This function should be overridden by Creative Mode-related mods to implement a per-player Creative Mode.
- By default, this function returns
true
if the settingcreative_mode
istrue
andfalse
otherwise.
- Returning
-
core.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 betweenpos1
andpos2
. - Returns
false
if no protections were found. - Applies
is_protected()
to a 3D lattice of points in the defined volume. The points are spaced evenly throughout the volume and have a spacing similar to, but no larger than,interval
. - All corners and edges of the defined volume are checked.
interval
defaults to 4.interval
should be carefully chosen and maximized to avoid an excessive number of points being checked.- Like
core.is_protected
, this function may be extended or overwritten by mods to provide a faster implementation to check the cuboid for intersections.
- Returns the position of the first node that
-
core.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
: iftrue
, the itemstack is not changed. Otherwise the stacks are handled normally.orient_flags
: Optional table containing extra tweaks to the placement code:invert_wall
: iftrue
, place wall-orientation on the ground and ground-orientation on the wall.force_wall
: iftrue
, always place the node in wall orientation.force_ceiling
: iftrue
, always place on the ceiling.force_floor
: iftrue
, always place the node on the floor.force_facedir
: iftrue
, 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 tocore.item_place_node
- Returns the new itemstack after placement
- Attempt to predict the desired orientation of the facedir-capable node
defined by
-
core.rotate_node(itemstack, placer, pointed_thing)
- calls
rotate_and_place()
withinfinitestacks
set according to the state of the creative mode setting, checks for "sneak" to set theinvert_wall
parameter andprevent_after_place
set totrue
.
- calls
-
core.calculate_knockback(player, hitter, time_from_last_punch, tool_capabilities, dir, distance, damage)
- Returns the amount of knockback applied on the punched player.
- Arguments are equivalent to
register_on_punchplayer
, except the following:distance
: distance between puncher and punched player
- This function can be overridden by mods that wish to modify this behavior.
- You may want to cache and call the old function to allow multiple mods to change knockback behavior.
-
core.forceload_block(pos[, transient[, limit]])
- forceloads the position
pos
. - returns
true
if area could be forceloaded - If
transient
isfalse
or absent, the forceload will be persistent (saved between server runs). Iftrue
, the forceload will be transient (not saved between server runs). limit
is an optional limit on the number of blocks that can be forceloaded at once. Iflimit
is negative, there is no limit. If it is absent, the limit is the value of the setting"max_forceloaded_blocks"
. If the call would put the number of blocks over the limit, the call fails.
- forceloads the position
-
core.forceload_free_block(pos[, transient])
- stops forceloading the position
pos
- If
transient
isfalse
or absent, frees a persistent forceload. Iftrue
, frees a transient forceload.
- stops forceloading the position
-
core.compare_block_status(pos, condition)
- Checks whether the mapblock at position
pos
is in the wanted condition. condition
may be one of the following values:"unknown"
: not in memory"emerging"
: in the queue for loading from disk or generating"loaded"
: in memory but inactive (no ABMs are executed)"active"
: in memory and active- Other values are reserved for future functionality extensions
- Return value, the comparison status:
false
: Mapblock does not fulfill the wanted conditiontrue
: Mapblock meets the requirementnil
: Unsupportedcondition
value
- Checks whether the mapblock at position
-
core.request_insecure_environment()
: returns an environment containing insecure functions if the calling mod has been listed as trusted in thesecure.trusted_mods
setting or security is disabled, otherwise returnsnil
.- Only works at init time and must be called from the mod's main scope (ie: the init.lua of the mod, not from another Lua file or within a function).
- DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN A LOCAL VARIABLE!
-
core.global_exists(name)
- Checks if a global variable has been set, without triggering a warning.
-
core.register_portable_metatable(name, mt)
:- Register a metatable that should be preserved when Lua data is transferred
between environments (via IPC or
handle_async
). name
is a string that identifies the metatable. It is recommended to follow themodname:name
convention for this identifier.mt
is the metatable to register.- Note that the same metatable can be registered under multiple names, but multiple metatables must not be registered under the same name.
- You must register the metatable in both the main environment and the async environment for this mechanism to work.
- Register a metatable that should be preserved when Lua data is transferred
between environments (via IPC or
Global objects
core.env
:EnvRef
of the server environment and world.- Any function in the
core
namespace can be called using the syntaxcore.env:somefunction(somearguments)
instead ofcore.somefunction(somearguments)
- Deprecated, but support is not to be dropped soon
- Any function in the
minetest
: alias for thecore
namespace- Deprecated, but support is not to be dropped soon
Global tables
Registered definition tables
core.registered_items
- Map of registered items, indexed by name
core.registered_nodes
- Map of registered node definitions, indexed by name
core.registered_craftitems
- Map of registered craft item definitions, indexed by name
core.registered_tools
- Map of registered tool definitions, indexed by name
core.registered_entities
- Map of registered entity prototypes, indexed by name
- Values in this table may be modified directly. Note: changes to initial properties will only affect entities spawned afterwards, as they are only read when spawning.
core.object_refs
- Map of object references, indexed by active object id
core.luaentities
- Map of Lua entities, indexed by active object id
core.registered_abms
- List of ABM definitions
core.registered_lbms
- List of LBM definitions
core.registered_aliases
- Map of registered aliases, indexed by name
core.registered_ores
- Map of registered ore definitions, indexed by the
name
field. - If
name
is nil, the key is the object handle returned bycore.register_ore
.
- Map of registered ore definitions, indexed by the
core.registered_biomes
- Map of registered biome definitions, indexed by the
name
field. - If
name
is nil, the key is the object handle returned bycore.register_biome
.
- Map of registered biome definitions, indexed by the
core.registered_decorations
- Map of registered decoration definitions, indexed by the
name
field. - If
name
is nil, the key is the object handle returned bycore.register_decoration
.
- Map of registered decoration definitions, indexed by the
core.registered_chatcommands
- Map of registered chat command definitions, indexed by name
core.registered_privileges
- Map of registered privilege definitions, indexed by name
- Registered privileges can be modified directly in this table.
Registered callback tables
All callbacks registered with [Global callback registration functions] are added
to corresponding core.registered_*
tables.
For historical reasons, the use of an -s suffix in these names is inconsistent.
core.registered_on_chat_messages
core.registered_on_chatcommands
core.registered_globalsteps
core.registered_on_punchnodes
core.registered_on_placenodes
core.registered_on_dignodes
core.registered_on_generateds
core.registered_on_newplayers
core.registered_on_dieplayers
core.registered_on_respawnplayers
core.registered_on_prejoinplayers
core.registered_on_joinplayers
core.registered_on_leaveplayers
core.registered_on_player_receive_fields
core.registered_on_cheats
core.registered_on_crafts
core.registered_craft_predicts
core.registered_on_item_eats
core.registered_on_item_pickups
core.registered_on_punchplayers
core.registered_on_authplayers
core.registered_on_player_inventory_actions
core.registered_allow_player_inventory_actions
core.registered_on_rightclickplayers
core.registered_on_mods_loaded
core.registered_on_shutdown
core.registered_on_protection_violation
core.registered_on_priv_grant
core.registered_on_priv_revoke
core.registered_can_bypass_userlimit
core.registered_on_modchannel_message
core.registered_on_liquid_transformed
core.registered_on_mapblocks_changed
Class reference
Sorted alphabetically.
AreaStore
AreaStore is a data structure to calculate intersections of 3D cuboid volumes
and points. The data
field (string) may be used to store and retrieve any
mod-relevant information to the specified area.
Despite its name, mods must take care of persisting AreaStore data. They may use the provided load and write functions for this.
Methods
-
AreaStore(type_name)
- Returns a new AreaStore instance
type_name
: optional, forces the internally used API.- Possible values:
"LibSpatial"
(default). - When other values are specified, or SpatialIndex is not available, the custom Luanti functions are used.
- Possible values:
-
get_area(id, include_corners, include_data)
- Returns the area information about the specified ID.
- Returned values are either of these:
nil -- Area not found true -- Without `include_corners` and `include_data` { min = pos, max = pos -- `include_corners == true` data = string -- `include_data == true` }
-
get_areas_for_pos(pos, include_corners, include_data)
- Returns all areas as table, indexed by the area ID.
- Table values: see
get_area
.
-
get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)
- Returns all areas that contain all nodes inside the area specified by
corner2
(inclusive). accept_overlap
: iftrue
, areas are returned that have nodes in common (intersect) with the specified area.- Returns the same values as
get_areas_for_pos
.
- Returns all areas that contain all nodes inside the area specified by
-
insert_area(corner1, corner2, data, [id])
: inserts an area into the store.- Returns the new area's ID, or nil if the insertion failed.
- The (inclusive) positions
corner1
andcorner2
describe the area. data
is a string stored with the area.id
(optional): will be used as the internal area ID if it is a unique number between 0 and 2^32-2.
-
reserve(count)
- Requires SpatialIndex, no-op function otherwise.
- Reserves resources for
count
many contained areas to improve efficiency when working with many area entries. Additional areas can still be inserted afterwards at the usual complexity.
-
remove_area(id)
: removes the area with the given id from the store, returns success. -
set_cache_params(params)
: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.params
is a table with the following fields:{ enabled = boolean, -- Whether to enable, default true block_radius = int, -- The radius (in nodes) of the areas the cache -- generates prefiltered lists for, minimum 16, -- default 64 limit = int, -- The cache size, minimum 20, default 1000 }
-
to_string()
: Experimental. Returns area store serialized as a (binary) string. -
to_file(filename)
: Experimental. Liketo_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. Likefrom_string()
, but reads the data from a file.
InvRef
An InvRef
is a reference to an inventory.
Methods
is_empty(listname)
: returntrue
if list is emptyget_size(listname)
: get size of a listset_size(listname, size)
: set size of a list- If
listname
is not known, a new list will be created - Setting
size
to 0 deletes a list - returns
false
on error (e.g. invalidlistname
orsize
)
- If
get_width(listname)
: get width of a listset_width(listname, width)
: set width of list; currently used for crafting- returns
false
on error (e.g. invalidlistname
orwidth
)
- returns
get_stack(listname, i)
: get a copy of stack indexi
in listset_stack(listname, i, stack)
: copystack
to indexi
in listget_list(listname)
: returns full list (list ofItemStack
s) ornil
if list doesn't exist (size 0)set_list(listname, list)
: set full list (size will not change)get_lists()
: returns table that maps listnames to inventory listsset_lists(lists)
: sets inventory lists (size will not change)add_item(listname, stack)
: add item somewhere in list, returns leftoverItemStack
.room_for_item(listname, stack):
returnstrue
if the stack of items can be fully added to the listcontains_item(listname, stack, [match_meta])
: returnstrue
if the stack of items can be fully taken from the list. Ifmatch_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 anItemStack
) -- 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 useset_stack
with an emptyItemStack
.get_location()
: returns a location compatible tocore.get_inventory(location)
.- returns
{type="undefined"}
in case location is not known
- returns
Callbacks
Detached & nodemeta inventories provide the following callbacks for move actions:
Before
The allow_*
callbacks return how many items can be moved.
allow_move
/allow_metadata_inventory_move
: Moving items in the inventoryallow_take
/allow_metadata_inventory_take
: Taking items from the inventoryallow_put
/allow_metadata_inventory_put
: Putting items to the inventory
After
The on_*
callbacks are called after the items have been placed in the inventories.
on_move
/on_metadata_inventory_move
: Moving items in the inventoryon_take
/on_metadata_inventory_take
: Taking items from the inventoryon_put
/on_metadata_inventory_put
: Putting items to the inventory
Swapping
When a player tries to put an item to a place where another item is, the items are swapped. This means that all callbacks will be called twice (once for each action).
ItemStack
An ItemStack
is a stack of items.
It can be created via ItemStack(x)
, where x is an ItemStack
,
an itemstring, a table or nil
.
Methods
is_empty()
: returnstrue
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 clearedcount
: 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 clearedwear
: number, unsigned 16 bit integer
get_meta()
: returns ItemStackMetaRef. See section for more detailsget_metadata()
: Deprecated. Returns metadata (a string attached to an item stack).- If you need to access this to maintain backwards compatibility,
use
stack:get_meta():get_string("")
instead.
- If you need to access this to maintain backwards compatibility,
use
set_metadata(metadata)
: Deprecated. Returns true.- If you need to set this to maintain backwards compatibility,
use
stack:get_meta():set_string("", metadata)
instead.
- If you need to set this to maintain backwards compatibility,
use
get_description()
: returns the description shown in inventory list tooltips.- The engine uses this when showing item descriptions in tooltips.
- Fields for finding the description, in order:
description
in item metadata (See [Item Metadata].)description
in item definition- item name
get_short_description()
: returns the short description or nil.- Unlike the description, this does not include new lines.
- Fields for finding the short description, in order:
short_description
in item metadata (See [Item Metadata].)short_description
in item definition- first line of the description (From item meta or def, see
get_description()
.) - Returns nil if none of the above are set
clear()
: removes all items from the stack, making it empty.replace(item)
: replace the contents of this stack.item
can also be an itemstring or table.
to_string()
: returns the stack in itemstring form.to_table()
: returns the stack in Lua table form.get_stack_max()
: returns the maximum size of the stack (depends on the item).get_free_space()
: returnsget_stack_max() - get_count()
.is_known()
: returnstrue
if the item name refers to a defined item type.get_definition()
: returns the item definition table.get_tool_capabilities()
: returns the digging properties of the item, or those of the hand if none are defined for this item typeadd_wear(amount)
- Increases wear by
amount
if the item is a tool, otherwise does nothing - Valid
amount
range is [0,65536] amount
: number, integer
- Increases wear by
add_wear_by_uses(max_uses)
- Increases wear in such a way that, if only this function is called,
the item breaks after
max_uses
times - Valid
max_uses
range is [0,65536] - Does nothing if item is not a tool or if
max_uses
is 0
- Increases wear in such a way that, if only this function is called,
the item breaks after
get_wear_bar_params()
: returns the wear bar parameters of the item, or nil if none are defined for this item type or in the stack's metaadd_item(item)
: returns leftoverItemStack
- Put some item or stack onto this stack
item_fits(item)
: returnstrue
if item or stack can be fully added to this one.take_item(n)
: returns takenItemStack
- Take (and remove) up to
n
items from this stack n
: number, default:1
- Take (and remove) up to
peek_item(n)
: returns takenItemStack
- Copy (don't remove) up to
n
items from this stack n
: number, default:1
- Copy (don't remove) up to
equals(other)
:- returns
true
if this stack is identical toother
. - Note:
stack1:to_string() == stack2:to_string()
is not reliable, as stack metadata can be serialized in arbitrary order. - Note: if
other
is an itemstring or table representation of an ItemStack, this will always return false, even if it is "equivalent".
- returns
Operators
stack1 == stack2
:- Returns whether
stack1
andstack2
are identical. - Note:
stack1:to_string() == stack2:to_string()
is not reliable, as stack metadata can be serialized in arbitrary order. - Note: if
stack2
is an itemstring or table representation of an ItemStack, this will always return false, even if it is "equivalent".
- Returns whether
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.
set_wear_bar_params([wear_bar_params])
- Overrides the item's wear bar parameters (see "Wear Bar Color" section)
- A nil value will clear the override data and restore the original behavior.
MetaDataRef
Base class used by [StorageRef
], [NodeMetaRef
], [ItemStackMetaRef
],
and [PlayerMetaRef
].
Note: If a metadata value is in the format ${k}
, an attempt to get the value
will return the value associated with key k
. There is a low recursion limit.
This behavior is deprecated and will be removed in a future version. Usage
of the ${k}
syntax in formspecs is not deprecated.
Methods
contains(key)
: Returns true if key present, otherwise false.- Returns
nil
when the MetaData is inexistent.
- Returns
get(key)
: Returnsnil
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)
- The range for the value is system-dependent (usually 32 bits). The value will be converted into a string when stored.
get_int(key)
: Returns0
if key not present.set_float(key, value)
- The range for the value is system-dependent (usually 32 bits). The value will be converted into a string when stored.
get_float(key)
: Returns0
if key not present.get_keys()
: returns a list of all keys in the metadata.to_table()
:- Returns a metadata table (see below) or
nil
on failure.
- Returns a metadata table (see below) or
from_table(data)
- Imports metadata from a metadata table
- If
data
is a metadata table (see below), the metadata it represents will replace all metadata of this MetaDataRef object - Any non-table value for
data
will clear all metadata - Item table values the
inventory
field may also be itemstrings - Returns
true
on success
equals(other)
- returns
true
if this metadata has the same key-value pairs asother
- returns
Metadata tables
Metadata tables represent MetaDataRef in a Lua table form (see from_table
/to_table
).
A metadata table is a table that has the following keys:
fields
: key-value storage of metadata fields- all values are stored as strings
- numbers must be converted to strings first
inventory
(for NodeMetaRef only): A node inventory in table form- inventory table keys are inventory list names
- inventory table values are item tables
- item table keys are slot IDs (starting with 1)
- item table values are ItemStacks
Example:
metadata_table = {
-- metadata fields (key/value store)
fields = {
infotext = "Container",
another_key = "Another Value",
},
-- inventory data (for nodes)
inventory = {
-- inventory list "main" with 4 slots
main = {
-- list of all item slots
[1] = "example:dirt",
[2] = "example:stone 25",
[3] = "", -- empty slot
[4] = "example:pickaxe",
},
-- inventory list "hidden" with 1 slot
hidden = {
[1] = "example:diamond",
},
},
}
ModChannel
An interface to use mod channels on client and server
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.
- Server leaves channel
is_writeable()
: returns true if channel is writeable and mod can send over it.send_all(message)
: Sendmessage
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 core.get_meta(pos)
.
Methods
- All methods in MetaDataRef
get_inventory()
: returnsInvRef
mark_as_private(name or {name1, name2, ...})
: Mark specific vars as private This will prevent them from being sent to the client. Note that the "private" status will only be remembered if an associated key-value pair exists, meaning it's best to call this when initializing all other meta (e.g.on_construct
).
NodeTimerRef
Node Timers: a high resolution persistent per-node timer.
Can be gotten via core.get_node_timer(pos)
.
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
equals0
, timer is inactive
- if
get_elapsed()
: returns current elapsed time in seconds- the node's
on_timer
function will be called after(timeout - elapsed)
seconds.
- the node's
is_started()
: returns boolean state of timer- returns
true
if timer is started, otherwisefalse
- returns
ObjectRef
Moving things in the game are generally these.
This is basically a reference to a C++ ServerActiveObject
.
Advice on handling ObjectRefs
When you receive an ObjectRef
as a callback argument or from another API
function, it is possible to store the reference somewhere and keep it around.
It will keep functioning until the object is unloaded or removed.
However, doing this is NOT recommended - ObjectRefs
should be "let go"
of as soon as control is returned from Lua back to the engine.
Doing so is much less error-prone and you will never need to wonder if the object you are working with still exists.
If this is not feasible, you can test whether an ObjectRef
is still valid
via object:is_valid()
.
Getters may be called for invalid objects and will return nothing then. All other methods should not be called on invalid objects.
Attachments
It is possible to attach objects to other objects (set_attach
method).
When an object is attached, it is positioned relative to the parent's position
and rotation. get_pos
and get_rotation
will always return the parent's
values and changes via their setter counterparts are ignored.
To change position or rotation call set_attach
again with the new values.
Note: Just like model dimensions, the relative position in set_attach
must be multiplied by 10 compared to world positions.
It is also possible to attach to a bone of the parent object. In that case the child will follow movement and rotation of that bone.
Methods
is_valid()
: returns whether the object is valid.- See "Advice on handling
ObjectRefs
" above.
- See "Advice on handling
get_pos()
: returns position as vector{x=num, y=num, z=num}
set_pos(pos)
:- Sets the position of the object.
- No-op if object is attached.
pos
is a vector{x=num, y=num, z=num}
add_pos(pos)
:- Changes position by adding to the current position.
- No-op if object is attached.
pos
is a vector{x=num, y=num, z=num}
.- In comparison to using
set_pos
,add_pos
will avoid synchronization problems.
get_velocity()
: returns the velocity, a vector.add_velocity(vel)
- Changes velocity by adding to the current velocity.
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 usingset_velocity
,add_velocity
is supposed to avoid synchronization problems. Additionally, players also do not supportset_velocity
. - If object is a player:
- Does not apply during
free_move
. - Note that since the player speed is normalized at each move step, increasing e.g. Y velocity beyond what would usually be achieved (see: physics overrides) will cause existing X/Z velocity to be reduced.
- Example:
add_velocity({x=0, y=6.5, z=0})
is equivalent to pressing the jump key (assuming default settings)
- Does not apply during
move_to(pos, continuous=false)
- Does an interpolated move for Lua entities for visually smooth transitions.
- If
continuous
is true, the Lua entity will not be moved to the current position before starting the interpolated move. - For players this does the same as
set_pos
,continuous
is ignored. - no-op if object is attached
punch(puncher, time_from_last_punch, tool_capabilities, dir)
- punches the object, triggering all consequences a normal punch would have
puncher
: anotherObjectRef
which punched the object ornil
dir
: direction vector of punch- Other arguments: See
on_punch
for entities - Arguments
time_from_last_punch
,tool_capabilities
, anddir
will be replaced with a default value when the caller sets them tonil
.
right_click(clicker)
:- simulates using the 'place/use' key on the object
- triggers all consequences as if a real player had done this
clicker
is anotherObjectRef
which has clicked- note: this is called
right_click
for historical reasons only
get_hp()
: returns number of health pointsset_hp(hp, reason)
: set number of health points- See reason in register_on_player_hpchange
- Is limited to the range of 0 ... 65535 (2^16 - 1)
- For players: HP are also limited by
hp_max
specified in object properties
get_inventory()
: returns anInvRef
for players, otherwise returnsnil
get_wield_list()
: returns the name of the inventory list the wielded item is in.get_wield_index()
: returns the wield list index of the wielded item (starting with 1)get_wielded_item()
: returns a copy of the wielded item as anItemStack
set_wielded_item(item)
: replaces the wielded item, returnstrue
if successful.get_armor_groups()
:- returns a table with all of the object's armor group ratings
- syntax: the table keys are the armor group names, the table values are the corresponding group ratings
- see section '
ObjectRef
armor groups' for details
set_armor_groups({group1=rating, group2=rating, ...})
- sets the object's full list of armor groups
- same table syntax as for
get_armor_groups
- note: all armor groups not in the table will be removed
set_animation(frame_range, frame_speed, frame_blend, frame_loop)
- Sets the object animation parameters and (re)starts the animation
- Animations only work with a
"mesh"
visual frame_range
: Beginning and end frame (as specified in the mesh file).- Syntax:
{x=start_frame, y=end_frame}
- Animation interpolates towards the end frame but stops when it is reached
- If looped, there is no interpolation back to the start frame
- If looped, the model should look identical at start and end
- default:
{x=1.0, y=1.0}
- Syntax:
frame_speed
: How fast the animation plays, in frames per second (number)- default:
15.0
- default:
frame_blend
: number, default:0.0
frame_loop
: Iftrue
, animation will loop. If false, it will play once- default:
true
- default:
get_animation()
: returns current animation parameters set byset_animation
:frame_range
,frame_speed
,frame_blend
,frame_loop
.
set_animation_frame_speed(frame_speed)
- Sets the frame speed of the object's animation
- Unlike
set_animation
, this will not restart the animation frame_speed
: Seeset_animation
set_attach(parent[, bone, position, rotation, forced_visible])
- Attaches object to
parent
- See 'Attachments' section for details
parent
:ObjectRef
to attach tobone
: Bone to attach to. Default is""
(the root bone)position
: relative position, default{x=0, y=0, z=0}
rotation
: relative rotation in degrees, default{x=0, y=0, z=0}
forced_visible
: Boolean to control whether the attached entity should appear in first person, defaultfalse
.- This command may fail silently (do nothing) when it would result in circular attachments.
- Attaches object to
get_attach()
:- returns current attachment parameters or nil if it isn't attached
- If attached, returns
parent
,bone
,position
,rotation
,forced_visible
get_children()
: returns a list of ObjectRefs that are attached to the object.set_detach()
: Detaches object. No-op if object was not attached.set_bone_position([bone, position, rotation])
- Sets absolute bone overrides, e.g. it is equivalent to
obj:set_bone_override(bone, { position = {vec = position, absolute = true}, rotation = {vec = rotation:apply(math.rad), absolute = true} })
- Note: Rotation is in degrees, not radians.
- Deprecated: Use
set_bone_override
instead.
- Sets absolute bone overrides, e.g. it is equivalent to
get_bone_position(bone)
: returns the previously set position and rotation of the bone- Shorthand for
get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)
. - Note: Returned rotation is in degrees, not radians.
- Deprecated: Use
get_bone_override
instead.
- Shorthand for
set_bone_override(bone, override)
bone
: stringoverride
:{ position = property, rotation = property, scale = property }
ornil
override = nil
(including omission) is shorthand foroverride = {}
which clears the override- Each
property
is a table of the form{ vec = vector, interpolation = 0, absolute = false }
ornil
vec
is in the same coordinate system as the model, and in radians for rotation. It defaults tovector.zero()
for translation and rotation andvector.new(1, 1, 1)
for scale.interpolation
: The old and new overrides are interpolated over this timeframe (in seconds).absolute
: If set tofalse
(which is the default), the override will be relative to the animated property:- Translation in the case of
position
; - Composition in the case of
rotation
; - Per-axis multiplication in the case of
scale
- Translation in the case of
property = nil
is equivalent to no override on that property- Note: Unlike
set_bone_position
, the rotation is in radians, not degrees. - Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation. All values are treated as absolute and are set immediately (no interpolation).
get_bone_override(bone)
: returnsoverride
in the above format- Note: Unlike
get_bone_position
, the returned rotation is in radians, not degrees.
- Note: Unlike
get_bone_overrides()
: returns all bone overrides as table{[bonename] = override, ...}
set_properties(object property table)
get_properties()
: returns a table of all object propertiesset_observers(observers)
: sets observers (players this object is sent to)- If
observers
isnil
, the object's observers are "unmanaged": The object is sent to all players as governed by server settings. This is the default. observers
is a "set" of player names:{name1 = true, name2 = true, ...}
- A set is a table where the keys are the elements of the set
(in this case, valid player names) and the values are all
true
.
- A set is a table where the keys are the elements of the set
(in this case, valid player names) and the values are all
- Attachments: The effective observers of an object are made up of all players who can observe the object and are also effective observers of its parent object (if there is one).
- Players are automatically added to their own observer sets. Players must effectively observe themselves.
- Object activation and deactivation are unaffected by observability.
- Attached sounds do not work correctly and thus should not be used on objects with managed observers yet.
- If
get_observers()
:- throws an error if the object is invalid
- returns
nil
if the observers are unmanaged - returns a table with all observer names as keys and
true
values (a "set") otherwise
get_effective_observers()
:- Like
get_observers()
, but returns the "effective" observers, taking into account attachments - Time complexity: O(nm)
- n: number of observers of the involved entities
- m: number of ancestors along the attachment chain
- Like
is_player()
: returns true for players, false otherwiseget_nametag_attributes()
- returns a table with the attributes of the nametag of an object
- a nametag is a HUD text rendered above the object
-
{ text = "", color = {a=0..255, r=0..255, g=0..255, b=0..255}, bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255}, }
set_nametag_attributes(attributes)
- sets the attributes of the nametag of an object
attributes
:{ text = "My Nametag", color = ColorSpec, -- ^ Text color bgcolor = ColorSpec or false, -- ^ Sets background color of nametag -- `false` will cause the background to be set automatically based on user settings -- Default: false }
Lua entity only (no-op for other objects)
remove()
: remove object- The object is removed after returning from Lua. However the
ObjectRef
itself instantly becomes unusable with all further method calls having no effect and returningnil
.
- The object is removed after returning from Lua. However the
set_velocity(vel)
- Sets the velocity
vel
is a vector, e.g.{x=0.0, y=2.3, z=1.0}
set_acceleration(acc)
- Sets the acceleration
acc
is a vector
get_acceleration()
: returns the acceleration, a vectorset_rotation(rot)
- Sets the rotation
rot
is a vector (radians). X is pitch (elevation), Y is yaw (heading) and Z is roll (bank).- Does not reset rotation incurred through
automatic_rotate
. Remove & re-add your objects to force a certain rotation.
get_rotation()
: returns the rotation, a vector (radians)set_yaw(yaw)
: sets the yaw in radians (heading).get_yaw()
: returns number in radiansset_texture_mod(mod)
- Set a texture modifier to the base texture, for sprites and meshes.
- When calling
set_texture_mod
again, the previous one is discarded. mod
the texture modifier. See [Texture modifiers].
get_texture_mod()
returns current texture modifierset_sprite(start_frame, num_frames, framelength, select_x_by_camera)
- Specifies and starts a sprite animation
- Only used by
sprite
andupright_sprite
visuals - Animations iterate along the frame
y
position. start_frame
: {x=column number, y=row number}, the coordinate of the first frame, default:{x=0, y=0}
num_frames
: Total frames in the texture, default:1
framelength
: Time per animated frame in seconds, default:0.2
select_x_by_camera
: Only for visual =sprite
. Changes the framex
position according to the view direction. default:false
.- First column: subject facing the camera
- Second column: subject looking to the left
- Third column: subject backing the camera
- Fourth column: subject looking to the right
- Fifth column: subject viewed from above
- Sixth column: subject viewed from below
get_luaentity()
:- Returns the object's associated luaentity table, if there is one
- Otherwise returns
nil
(e.g. for players)
get_entity_name()
:- Deprecated: Will be removed in a future version,
use
:get_luaentity().name
instead.
- Deprecated: Will be removed in a future version,
use
Player only (no-op for other objects)
-
get_player_name()
: Returns player name or""
if is not a player -
get_player_velocity()
: DEPRECATED, use get_velocity() instead. table {x, y, z} representing the player's instantaneous velocity in nodes/s -
add_player_velocity(vel)
: DEPRECATED, use add_velocity(vel) instead. -
get_look_dir()
: get camera direction as a unit vector -
get_look_vertical()
: pitch in radians- Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
-
get_look_horizontal()
: yaw in radians- Angle is counter-clockwise from the +z direction.
-
set_look_vertical(radians)
: sets look pitch- radians: Angle from looking forward, where positive is downwards.
-
set_look_horizontal(radians)
: sets look yaw- radians: Angle from the +z direction, where positive is counter-clockwise.
-
get_look_pitch()
: pitch in radians - Deprecated as broken. Useget_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. Useget_look_horizontal
.- Angle is counter-clockwise from the +x direction.
-
set_look_pitch(radians)
: sets look pitch - Deprecated. Useset_look_vertical
. -
set_look_yaw(radians)
: sets look yaw - Deprecated. Useset_look_horizontal
. -
get_breath()
: returns player's breath -
set_breath(value)
: sets player's breath- values:
0
: player is drowning- max: bubbles bar is not shown
- See [Object properties] for more information
- Is limited to range 0 ... 65535 (2^16 - 1)
- values:
-
set_fov(fov, is_multiplier, transition_time)
: Sets player's FOVfov
: Field of View (FOV) value.is_multiplier
: Set totrue
if the FOV value is a multiplier. Defaults tofalse
.transition_time
: If defined, enables smooth FOV transition. Interpreted as the time (in seconds) to reach target FOV. If set to 0, FOV change is instantaneous. Defaults to 0.- Set
fov
to 0 to clear FOV override.
-
get_fov()
: Returns the following:- Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
- Boolean indicating whether the FOV value is a multiplier.
- Time (in seconds) taken for the FOV transition. Set by
set_fov
.
-
set_attribute(attribute, value)
: DEPRECATED, use get_meta() instead- Sets an extra attribute with value on player.
value
must be a string, or a number which will be converted to a string.- If
value
isnil
, 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 metadata associated with the player (a PlayerMetaRef). -
set_inventory_formspec(formspec)
- Redefine player's inventory form
- Should usually be called in
on_joinplayer
- If
formspec
is""
, the player's inventory is disabled.
-
get_inventory_formspec()
: returns a formspec string -
set_formspec_prepend(formspec)
:- the formspec string will be added to every formspec shown to the user, except for those with a no_prepend[] tag.
- This should be used to set style elements such as background[] and bgcolor[], any non-style elements (eg: label) may result in weird behavior.
- Only affects formspecs shown after this is called.
-
get_formspec_prepend()
: returns a formspec string. -
get_player_control()
: returns table with player input- The table contains the following boolean fields representing the pressed
keys:
up
,down
,left
,right
,jump
,aux1
,sneak
,dig
,place
,LMB
,RMB
andzoom
. - The fields
LMB
andRMB
are equal todig
andplace
respectively, and exist only to preserve backwards compatibility. - The table also contains the fields
movement_x
andmovement_y
.- They represent the movement of the player. Values are numbers in the range [-1.0,+1.0].
- They take both keyboard and joystick input into account.
- You should prefer them over
up
,down
,left
andright
to support different input methods correctly.
- Returns an empty table
{}
if the object is not a player.
- The table contains the following boolean fields representing the pressed
keys:
-
get_player_control_bits()
: returns integer with bit packed player pressed keys.- Bits:
- 0 - up
- 1 - down
- 2 - left
- 3 - right
- 4 - jump
- 5 - aux1
- 6 - sneak
- 7 - dig
- 8 - place
- 9 - zoom
- Returns
0
(no bits set) if the object is not a player.
- Bits:
-
set_physics_override(override_table)
- Overrides the physics attributes of the player
override_table
is a table with the following fields:speed
: multiplier to all movement speed (speed_*
) and acceleration (acceleration_*
) values (default:1
)speed_walk
: multiplier to default walk speed value (default:1
)- Note: The actual walk speed is the product of
speed
andspeed_walk
- Note: The actual walk speed is the product of
speed_climb
: multiplier to default climb speed value (default:1
)- Note: The actual climb speed is the product of
speed
andspeed_climb
- Note: The actual climb speed is the product of
speed_crouch
: multiplier to default sneak speed value (default:1
)- Note: The actual sneak speed is the product of
speed
andspeed_crouch
- Note: The actual sneak speed is the product of
speed_fast
: multiplier to default speed value in Fast Mode (default:1
)- Note: The actual fast speed is the product of
speed
andspeed_fast
- Note: The actual fast speed is the product of
jump
: multiplier to default jump value (default:1
)gravity
: multiplier to default gravity value (default:1
)liquid_fluidity
: multiplier to liquid movement resistance value (for nodes withliquid_move_physics
); the higher this value, the lower the resistance to movement. Atmath.huge
, the resistance is zero and you can move through any liquid like air. (default:1
)- Warning: Values below 1 are currently unsupported.
liquid_fluidity_smooth
: multiplier to default maximum liquid resistance value (for nodes withliquid_move_physics
); controls deceleration when entering node at high speed. At higher values you come to a halt more quickly (default:1
)liquid_sink
: multiplier to default liquid sinking speed value; (for nodes withliquid_move_physics
) (default:1
)acceleration_default
: multiplier to horizontal and vertical acceleration on ground or when climbing (default:1
)- Note: The actual acceleration is the product of
speed
andacceleration_default
- Note: The actual acceleration is the product of
acceleration_air
: multiplier to acceleration when jumping or falling (default:1
)- Note: The actual acceleration is the product of
speed
andacceleration_air
- Note: The actual acceleration is the product of
acceleration_fast
: multiplier to acceleration in Fast Mode (default:1
)- Note: The actual acceleration is the product of
speed
andacceleration_fast
- Note: The actual acceleration is the product of
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. Whenfalse
the exact old code is used for the specific old sneak behavior (default:true
)
- Note: All numeric fields above modify a corresponding
movement_*
setting. - For games, we recommend for simpler code to first modify the
movement_*
settings (e.g. via the game'sminetest.conf
) to set a global base value for all players and only useset_physics_override
when you need to change from the base value on a per-player basis - Note: Some of the fields don't exist in old API versions, see feature
physics_overrides_v2
.
-
get_physics_override()
: returns the table given toset_physics_override
-
hud_add(hud definition)
: add a HUD element described by HUD def, returns ID number on success -
hud_remove(id)
: remove the HUD element of the specified id -
hud_change(id, stat, value)
: change a value of a previously added HUD element.stat
supports the same keys as in the hud definition table except for"type"
(or the deprecated"hud_elem_type"
).
-
hud_get(id)
: gets the HUD element definition structure of the specified ID -
hud_get_all()
:- Returns a table in the form
{ [id] = HUD definition, [id] = ... }
. - A mod should keep track of its introduced IDs and only use this to access foreign elements.
- It is discouraged to change foreign HUD elements.
- Returns a table in the form
-
hud_set_flags(flags)
: sets specified HUD flags of player.flags
: A table with the following fields set to boolean valueshotbar
healthbar
crosshair
wielditem
breathbar
minimap
: Modifies the client's permission to view the minimap. The client may locally elect to not view the minimap.minimap_radar
: is only usable whenminimap
is truebasic_debug
: Allow showing basic debug info that might give a gameplay advantage. This includes map seed, player position, look direction, the pointed node and block bounds. Does not affect players with thedebug
privilege.chat
: Modifies the client's permission to view chat on the HUD. The client may locally elect to not view chat. Does not affect the console.
- If a flag equals
nil
, the flag is not modified
-
hud_get_flags()
: returns a table of player HUD flags with boolean values.- See
hud_set_flags
for a list of flags that can be toggled.
- See
-
hud_set_hotbar_itemcount(count)
: sets number of items in builtin hotbarcount
: number of items, must be between1
and32
- If
count
exceeds the"main"
list size, the list size will be used instead.
-
hud_get_hotbar_itemcount()
: returns number of visible items- This value is also clamped by the
"main"
list size.
- This value is also clamped by the
-
hud_set_hotbar_image(texturename)
- sets background image for hotbar
-
hud_get_hotbar_image()
: returns texturename -
hud_set_hotbar_selected_image(texturename)
- sets image for selected item of hotbar
-
hud_get_hotbar_selected_image()
: returns texturename -
set_minimap_modes({mode, mode, ...}, selected_mode)
- Overrides the available minimap modes (and toggle order), and changes the selected mode.
mode
is a table consisting of up to four fields:type
: Available type:off
: Minimap offsurface
: Minimap in surface moderadar
: Minimap in radar modetexture
: Texture to be displayed instead of terrain map (texture is centered around 0,0 and can be scaled). Texture size is limited to 512 x 512 pixel.
label
: Optional label to display on minimap mode toggle The translation must be handled within the mod.size
: Sidelength or diameter, in number of nodes, of the terrain displayed in minimaptexture
: Only for texture type, name of the texture to displayscale
: Only for texture type, scale of the texture map in nodes per pixel (for example ascale
of 2 means each pixel represents a 2x2 nodes square)
selected_mode
is the mode index to be selected after modes have been changed (0 is the first mode).
-
set_sky(sky_parameters)
- The presence of the function
set_sun
,set_moon
orset_stars
indicates whetherset_sky
accepts this format. Check the legacy format otherwise. - Passing no arguments resets the sky to its default values.
sky_parameters
is a table with the following optional fields:base_color
: ColorSpec, meaning depends ontype
(default:#ffffff
)body_orbit_tilt
: Float, rotation angle of sun/moon orbit in degrees. By default, orbit is controlled by a client-side setting, and this field is not set. After a value is assigned, it can only be changed to another float value. Valid range [-60.0,60.0] (default: not set)type
: Available types:"regular"
: Uses 0 textures,base_color
ignored"skybox"
: Uses 6 textures,base_color
used as fog."plain"
: Uses 0 textures,base_color
used as both fog and sky. (default:"regular"
)
textures
: A table containing up to six textures in the following order: Y+ (top), Y- (bottom), X+ (east), X- (west), Z- (south), Z+ (north). The top and bottom textures are oriented in-line with the east (X+) face (the top edge of the bottom texture and the bottom edge of the top texture touch the east face). Some top and bottom textures expect to be aligned with the north face and will need to be rotated by -90 and 90 degrees, respectively, to fit the eastward orientation.clouds
: Boolean for whether clouds appear. (default:true
)sky_color
: A table used in"regular"
type only, containing the following values (alpha is ignored):day_sky
: ColorSpec, for the top half of the sky during the day. (default:#61b5f5
)day_horizon
: ColorSpec, for the bottom half of the sky during the day. (default:#90d3f6
)dawn_sky
: ColorSpec, for the top half of the sky during dawn/sunset. (default:#b4bafa
) The resulting sky color will be a darkened version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.dawn_horizon
: ColorSpec, for the bottom half of the sky during dawn/sunset. (default:#bac1f0
) The resulting sky color will be a darkened version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.night_sky
: ColorSpec, for the top half of the sky during the night. (default:#006bff
) The resulting sky color will be a dark version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.night_horizon
: ColorSpec, for the bottom half of the sky during the night. (default:#4090ff
) The resulting sky color will be a dark version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.indoors
: ColorSpec, for when you're either indoors or underground. (default:#646464
)fog_sun_tint
: ColorSpec, changes the fog tinting for the sun at sunrise and sunset. (default:#f47d1d
)fog_moon_tint
: ColorSpec, changes the fog tinting for the moon at sunrise and sunset. (default:#7f99cc
)fog_tint_type
: string, changes which mode the directional fog abides by,"custom"
usessun_tint
andmoon_tint
, while"default"
uses the classic Luanti sun and moon tinting. Will use tonemaps, if set to"default"
. (default:"default"
)
fog
: A table with following optional fields:fog_distance
: integer, set an upper bound for the client's viewing_range. Any value >= 0 sets the desired upper bound for viewing_range, disables range_all and prevents disabling fog (F3 key by default). Any value < 0 resets the behavior to being client-controlled. (default: -1)fog_start
: float, override the client's fog_start. Fraction of the visible distance at which fog starts to be rendered. Any value between [0.0, 0.99] set the fog_start as a fraction of the viewing_range. Any value < 0, resets the behavior to being client-controlled. (default: -1)fog_color
: ColorSpec, override the color of the fog. Unlikebase_color
above this will apply regardless of the skybox type. (default:"#00000000"
, which means no override)
- The presence of the function
-
set_sky(base_color, type, {texture names}, clouds)
- Deprecated. Use
set_sky(sky_parameters)
base_color
: ColorSpec, defaults to whitetype
: 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
)
- Deprecated. Use
-
get_sky(as_table)
:as_table
: boolean that determines whether the deprecated version of this function is being used.true
returns a table containing sky parameters as defined inset_sky(sky_parameters)
.- Deprecated:
false
ornil
returns base_color, type, table of textures, clouds.
-
get_sky_color()
:- Deprecated: Use
get_sky(as_table)
instead. - returns a table with the
sky_color
parameters as inset_sky
.
- Deprecated: Use
-
set_sun(sun_parameters)
:- Passing no arguments resets the sun to its default values.
sun_parameters
is a table with the following optional fields:visible
: Boolean for whether the sun is visible. (default:true
)texture
: A regular texture for the sun. Setting to""
will re-enable the mesh sun. (default: "sun.png", if it exists) The texture appears non-rotated at sunrise and rotated 180 degrees (upside down) at sunset.tonemap
: A 512x1 texture containing the tonemap for the sun (default:"sun_tonemap.png"
)sunrise
: A regular texture for the sunrise texture. (default:"sunrisebg.png"
)sunrise_visible
: Boolean for whether the sunrise texture is visible. (default:true
)scale
: Float controlling the overall size of the sun. (default:1
) Note: For legacy reasons, the sun is bigger than the moon by a factor of about1.57
for equalscale
values.
-
get_sun()
: returns a table with the current sun parameters as inset_sun
. -
set_moon(moon_parameters)
:- Passing no arguments resets the moon to its default values.
moon_parameters
is a table with the following optional fields:visible
: Boolean for whether the moon is visible. (default:true
)texture
: A regular texture for the moon. Setting to""
will re-enable the mesh moon. (default:"moon.png"
, if it exists) The texture appears non-rotated at sunrise / moonset and rotated 180 degrees (upside down) at sunset / moonrise. Note: Relative to the sun, the moon texture is hence rotated by 180°. You can use the^[transformR180
texture modifier to achieve the same orientation.tonemap
: A 512x1 texture containing the tonemap for the moon (default:"moon_tonemap.png"
)scale
: Float controlling the overall size of the moon (default:1
) Note: For legacy reasons, the sun is bigger than the moon by a factor of about1.57
for equalscale
values.
-
get_moon()
: returns a table with the current moon parameters as inset_moon
. -
set_stars(star_parameters)
:- Passing no arguments resets stars to their default values.
star_parameters
is a table with the following optional fields:visible
: Boolean for whether the stars are visible. (default:true
)day_opacity
: Float for maximum opacity of stars at day. No effect ifvisible
is false. (default: 0.0; maximum: 1.0; minimum: 0.0)count
: Integer number to set the number of stars in the skybox. Only applies to"skybox"
and"regular"
sky types. (default:1000
)star_color
: ColorSpec, sets the colors of the stars, alpha channel is used to set overall star brightness. (default:#ebebff69
)scale
: Float controlling the overall size of the stars (default:1
)
-
get_stars()
: returns a table with the current stars parameters as inset_stars
. -
set_clouds(cloud_parameters)
: set cloud parameters- Passing no arguments resets clouds to their default values.
cloud_parameters
is a table with the following optional fields:density
: from0
(no clouds) to1
(full clouds) (default0.4
)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, usually120
)thickness
: cloud thickness in nodes (default16
). if set to zero the clouds are rendered flat.speed
: 2D cloud speed + direction in nodes per second (default{x=0, z=-2}
).shadow
: shadow color, applied to the base of the cloud (default#cccccc
).
-
get_clouds()
: returns a table with the current cloud parameters as inset_clouds
. -
override_day_night_ratio(ratio or nil)
0
...1
: Overrides day-night ratio, controlling sunlight to a specific amount.- Passing no arguments disables override, defaulting to sunlight based on day-night cycle
- See also
core.time_to_day_night_ratio
,
-
get_day_night_ratio()
: returns the ratio or nil if it isn't overridden -
set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)
: set animation for player model in third person view.- Every animation equals to a
{x=starting frame, y=ending frame}
table. frame_speed
sets the animations frame speed. Default is 30.
- Every animation equals to a
-
get_local_animation()
: returns idle, walk, dig, walk_while_dig tables andframe_speed
. -
set_eye_offset([firstperson, thirdperson_back, thirdperson_front])
: Sets camera offset vectors.firstperson
: Offset in first person view. Defaults tovector.zero()
if unspecified.thirdperson_back
: Offset in third person back view. Clamped betweenvector.new(-10, -10, -5)
andvector.new(10, 15, 5)
. Defaults tovector.zero()
if unspecified.thirdperson_front
: Offset in third person front view. Same limits as forthirdperson_back
apply. Defaults tothirdperson_back
if unspecified.
-
get_eye_offset()
: Returns camera offset vectors as set viaset_eye_offset
. -
send_mapblock(blockpos)
:- Sends an already loaded mapblock to the player.
- Returns
false
if nothing was sent (note that this can also mean that the client already has the block) - Resource intensive - use sparsely
-
set_lighting(light_definition)
: sets lighting for the player- Passing no arguments resets lighting to its default values.
light_definition
is a table with the following optional fields:saturation
sets the saturation (vividness; default:1.0
).- It is applied according to the function
result = b*(1-s) + c*s
, where:c
is the original colorb
is the greyscale version of the color with the same lumas
is the saturation set here
- The resulting color always has the same luma (perceived brightness) as the original.
- This means that:
- values > 1 oversaturate
- values < 1 down to 0 desaturate, 0 being entirely greyscale
- values < 0 cause an effect similar to inversion, but keeping original luma and being symmetrical in terms of saturation (eg. -1 and 1 is the same saturation and luma, but different hues)
- This value has no effect on clients who have shaders or post-processing disabled.
- It is applied according to the function
shadows
is a table that controls ambient shadows- This has no effect on clients who have the "Dynamic Shadows" effect disabled.
intensity
sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)tint
tints the shadows with the provided color, with RGB values ranging from 0 to 255. (default{r=0, g=0, b=0}
)
exposure
is a table that controls automatic exposure. The basic exposure factor equation ise = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)
- This has no effect on clients who have the "Automatic Exposure" effect disabled.
luminance_min
set the lower luminance boundary to use in the calculation (default:-3.0
)luminance_max
set the upper luminance boundary to use in the calculation (default:-3.0
)exposure_correction
correct observed exposure by the given EV value (default:0.0
)speed_dark_bright
set the speed of adapting to bright light (default:1000.0
)speed_bright_dark
set the speed of adapting to dark scene (default:1000.0
)center_weight_power
set the power factor for center-weighted luminance measurement (default:1.0
)
bloom
is a table that controls bloom.- This has no effect on clients with protocol version < 46 or clients who have the "Bloom" effect disabled.
intensity
defines much bloom is applied to the rendered image.- Recommended range: from 0.0 to 1.0, default: 0.05
- If set to 0, bloom is disabled.
- The default value is to be changed from 0.05 to 0 in the future. If you wish to keep the current default value, you should set it explicitly.
strength_factor
defines the magnitude of bloom overexposure.- Recommended range: from 0.1 to 10.0, default: 1.0
radius
is a logical value that controls how far the bloom effect spreads from the bright objects.- Recommended range: from 0.1 to 8.0, default: 1.0
- The behavior of values outside the recommended range is unspecified.
volumetric_light
: is a table that controls volumetric light (a.k.a. "godrays")- This has no effect on clients who have the "Volumetric Lighting" or "Bloom" effects disabled.
strength
: sets the strength of the volumetric light effect from 0 (off, default) to 1 (strongest).0.2
is a reasonable standard value.- Currently, bloom
intensity
andstrength_factor
affect volumetric lightingstrength
and vice versa. This behavior is to be changed in the future, do not rely on it.
-
get_lighting()
: returns the current state of lighting for the player.- Result is a table with the same fields as
light_definition
inset_lighting
.
- Result is a table with the same fields as
-
respawn()
: Respawns the player using the same mechanism as the death screen, including callingon_respawnplayer
callbacks. -
get_flags()
: returns a table of player flags (the following boolean fields):breathing
: Whether breathing (regaining air) is enabled, defaulttrue
.drowning
: Whether drowning (losing air) is enabled, defaulttrue
.node_damage
: Whether the player takes damage from nodes, defaulttrue
.
-
set_flags(flags)
: sets flags- takes a table in the same format as returned by
get_flags
- absent fields are left unchanged
- takes a table in the same format as returned by
PcgRandom
A 32-bit pseudorandom number generator. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
- constructor
PcgRandom(seed, [seq])
seed
: 64-bit unsigned seedseq
: 64-bit unsigned sequence, optional
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
, andvariance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
- Increasing
num_trials
improves accuracy of the approximation
get_state()
: return generator state encoded in stringset_state(state_string)
: restore generator state from encoded string
PerlinNoise
A perlin noise generator.
It can be created via PerlinNoise()
or core.get_perlin()
.
For core.get_perlin()
, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
PerlinNoise(noiseparams)
PerlinNoise(seed, octaves, persistence, spread)
(Deprecated).
core.get_perlin(noiseparams)
core.get_perlin(seeddiff, octaves, persistence, spread)
(Deprecated).
Methods
get_2d(pos)
: returns 2D noise value atpos={x=,y=}
get_3d(pos)
: returns 3D noise value atpos={x=,y=,z=}
PerlinNoiseMap
A fast, bulk perlin noise generator.
It can be created via PerlinNoiseMap(noiseparams, size)
or
core.get_perlin_map(noiseparams, size)
.
For core.get_perlin_map()
, the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
Format of size
is {x=dimx, y=dimy, z=dimz}
. The z
component is omitted
for 2D noise, and it must be larger than 1 for 3D noise (otherwise
nil
is returned).
For each of the functions with an optional buffer
parameter: If buffer
is
not nil, this table will be used to store the result instead of creating a new
table.
Methods
get_2d_map(pos)
: returns a<size.x>
times<size.y>
2D array of 2D noise with values starting atpos={x=,y=}
get_3d_map(pos)
: returns a<size.x>
times<size.y>
times<size.z>
3D array of 3D noise with values starting atpos={x=,y=,z=}
.get_2d_map_flat(pos, buffer)
: returns a flat<size.x * size.y>
element array of 2D noise with values starting atpos={x=,y=}
get_3d_map_flat(pos, buffer)
: Same asget2dMap_flat
, but 3D noisecalc_2d_map(pos)
: Calculates the 2d noise map starting atpos
. The result is stored internally.calc_3d_map(pos)
: Calculates the 3d noise map starting atpos
. 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 coordinatesslice_offset
and takes a chunk ofslice_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 thatslice_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.
Note:
PseudoRandom
is slower and has worse random distribution than PcgRandom
.
Use PseudoRandom
only if you need output to match the well-known LCG algorithm introduced by K&R.
Otherwise, use PcgRandom
.
- constructor
PseudoRandom(seed)
seed
: 32-bit signed number
Methods
next()
: return next integer random number [0
...32767
]next(min, max)
: return next integer random number [min
...max
]- Either
max - min == 32767
ormax - min <= 6553
must be true due to the simple implementation making a bad distribution otherwise.
- Either
get_state()
: return state of pseudorandom generator as number- use returned number as seed in PseudoRandom constructor to restore
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
core.raycast(pos1, pos2, objects, liquids)
where:
pos1
: start of the raypos2
: end of the rayobjects
: if false, only nodes will be returned. Default is true.liquids
: if false, liquid nodes (liquidtype ~= "none"
) won't be returned. Default is false.
Limitations
Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
Rotated selectionboxes paired with automatic_rotate
are not reliable either since the server
can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
The server calculates the total rotation incurred through automatic_rotate
as a "best guess"
assuming the object was active & rotating on the client all the time since its creation.
This may be significantly out of sync with what clients see.
Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off; toggling automatic rotation may however cause errors to add up.
In multiplayer mode, the error may be arbitrarily large.
Methods
next()
: returns apointed_thing
with exact pointing location- Returns the next thing pointed by the ray or nil.
SecureRandom
Interface for the operating system's crypto-secure PRNG.
It can be created via SecureRandom()
. The constructor throws an error if a
secure random device cannot be found on the system.
Methods
next_bytes([count])
: return nextcount
(default 1, capped at 2048) many random bytes, as a string.
Settings
An interface to read config files in the format of minetest.conf
.
core.settings
is a Settings
instance that can be used to access the
main config file (minetest.conf
). Instances for other config files can be
created via Settings(filename)
.
Engine settings on the core.settings
object have internal defaults that
will be returned if a setting is unset.
The engine does not (yet) read settingtypes.txt
for this purpose. This
means that no defaults will be returned for mod settings.
Methods
get(key)
: returns a value- Returns
nil
ifkey
is not found.
- Returns
get_bool(key, [default])
: returns a booleandefault
is the value returned ifkey
is not found.- Returns
nil
ifkey
is not found anddefault
not specified.
get_np_group(key)
: returns a NoiseParams table- Returns
nil
ifkey
is not found.
- Returns
get_flags(key)
:- Returns
{flag = true/false, ...}
according to the set flags. - Is currently limited to mapgen flags
mg_flags
and mapgen-specific flags likemgv5_spflags
. - Returns
nil
ifkey
is not found.
- Returns
get_pos(key)
:- Returns a
vector
- Returns
nil
if no value is found or parsing failed.
- Returns a
set(key, value)
- Setting names can't contain whitespace or any of
="{}#
. - Setting values can't contain the sequence
\n"""
. - Setting names starting with "secure." can't be set on the main settings
object (
core.settings
).
- Setting names can't contain whitespace or any of
set_bool(key, value)
- See documentation for
set()
above.
- See documentation for
set_np_group(key, value)
value
is a NoiseParams table.- Also, see documentation for
set()
above.
set_pos(key, value)
value
is avector
.- Also, see documentation for
set()
above.
remove(key)
: returns a boolean (true
for success)get_names()
: returns{key1,...}
has(key)
:- Returns a boolean indicating whether
key
exists. - In contrast to the various getter functions,
has()
doesn't consider any default values. - This means that on the main settings object (
core.settings
),get(key)
might return a value even ifhas(key)
returnsfalse
.
- Returns a boolean indicating whether
write()
: returns a boolean (true
for success)- Writes changes to file.
to_table()
: returns{[key1]=value1,...}
Format
The settings have the format key = value
. Example:
foo = example text
bar = """
Multiline
value
"""
StorageRef
Mod metadata: per mod metadata, saved automatically.
Can be obtained via core.get_mod_storage()
during load time.
WARNING: This storage backend is incapable of saving raw binary data due to restrictions of JSON.
Methods
- All methods in MetaDataRef
Definition tables
Object properties
Used by ObjectRef
methods. Part of an Entity definition.
These properties are not persistent, but are applied automatically to the
corresponding Lua entity using the given registration fields.
Player properties need to be saved manually.
{
hp_max = 10,
-- Defines the maximum and default HP of the object.
-- For Lua entities, the maximum is not enforced.
-- For players, this defaults to `core.PLAYER_MAX_HP_DEFAULT` (20).
-- For Lua entities, the default is 10.
breath_max = 0,
-- For players only. Defines the maximum amount of "breath" for the player.
-- Defaults to `core.PLAYER_MAX_BREATH_DEFAULT` (10).
zoom_fov = 0.0,
-- For players only. Zoom FOV in degrees.
-- Note that zoom loads and/or generates world beyond the server's
-- maximum send and generate distances, so acts like a telescope.
-- Smaller zoom_fov values increase the distance loaded/generated.
-- Defaults to 15 in creative mode, 0 in survival mode.
-- zoom_fov = 0 disables zooming for the player.
eye_height = 1.625,
-- For players only. Camera height above feet position in nodes.
physical = false,
-- Collide with `walkable` nodes.
collide_with_objects = true,
-- Collide with other objects if physical = true
collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }, -- default
selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
-- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
-- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
-- If not set, the selection box copies the collision box, and will also not rotate.
-- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
-- If `rotate = true`, it will match the object's rotation and any attachment rotations.
-- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
-- For server-side raycasts to work correctly,
-- the selection box should extend at most 5 units in each direction.
pointable = true,
-- Can be `true` if it is pointable, `false` if it can be pointed through,
-- or `"blocking"` if it is pointable but not selectable.
-- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
-- Can be overridden by the `pointabilities` of the held item.
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
-- "cube" is a node-sized cube.
-- "sprite" is a flat texture always facing the player.
-- "upright_sprite" is a vertical flat texture.
-- "mesh" uses the defined mesh model.
-- "wielditem" is used for dropped items.
-- (see builtin/game/item_entity.lua).
-- For this use 'wield_item = itemname'.
-- Setting 'textures = {itemname}' has the same effect, but is deprecated.
-- If the item has a 'wield_image' the object will be an extrusion of
-- that, otherwise:
-- If 'itemname' is a cubic node or nodebox the object will appear
-- identical to 'itemname'.
-- If 'itemname' is a plantlike node the object will be an extrusion
-- of its texture.
-- Otherwise for non-node items, the object will be an extrusion of
-- 'inventory_image'.
-- If 'itemname' contains a ColorString or palette index (e.g. from
-- `core.itemstring_with_palette()`), the entity will inherit the color.
-- Wielditems are scaled a bit. If you want a wielditem to appear
-- to be as large as a node, use `0.667` in `visual_size`
-- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
visual_size = {x = 1, y = 1, z = 1},
-- Multipliers for the visual size. If `z` is not specified, `x` will be used
-- to scale the entity along both horizontal axes.
mesh = "model.obj",
-- File name of mesh when using "mesh" visual
textures = {},
-- Number of required textures depends on visual.
-- "cube" uses 6 textures just like a node, but all 6 must be defined.
-- "sprite" uses 1 texture.
-- "upright_sprite" uses 2 textures: {front, back}.
-- "mesh" requires one texture for each mesh buffer/material (in order)
-- Deprecated usage of "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {},
-- Number of required colors depends on visual
use_texture_alpha = false,
-- Use texture's alpha channel.
-- Excludes "upright_sprite" and "wielditem".
-- Note: currently causes visual issues when viewed through other
-- semi-transparent materials such as water.
spritediv = {x = 1, y = 1},
-- Used with spritesheet textures for animation and/or frame selection
-- according to position relative to player.
-- Defines the number of columns and rows in the spritesheet:
-- {columns, rows}.
initial_sprite_basepos = {x = 0, y = 0},
-- Used with spritesheet textures.
-- Defines the {column, row} position of the initially used frame in the
-- spritesheet.
is_visible = true,
-- If false, object is invisible and can't be pointed.
makes_footstep_sound = false,
-- If true, is able to make footstep sounds of nodes
-- (see node sound definition for details).
automatic_rotate = 0,
-- Set constant rotation in radians per second, positive or negative.
-- Object rotates along the local Y-axis, and works with set_rotation.
-- Set to 0 to disable constant rotation.
stepheight = 0,
-- If positive number, object will climb upwards when it moves
-- horizontally against a `walkable` node, if the height difference
-- is within `stepheight`.
automatic_face_movement_dir = 0.0,
-- Automatically set yaw to movement direction, offset in degrees.
-- 'false' to disable.
automatic_face_movement_max_rotation_per_sec = -1,
-- Limit automatic rotation to this value in degrees per second.
-- No limit if value <= 0.
backface_culling = true,
-- Set to false to disable backface_culling for model
glow = 0,
-- Add this much extra lighting when calculating texture color.
-- Value < 0 disables light's effect on texture color.
-- For faking self-lighting, UI style entities, or programmatic coloring
-- in mods.
nametag = "",
-- The name to display on the head of the object. By default empty.
-- If the object is a player, a nil or empty nametag is replaced by the player's name.
-- For all other objects, a nil or empty string removes the nametag.
-- To hide a nametag, set its color alpha to zero. That will disable it entirely.
nametag_color = <ColorSpec>,
-- Sets text color of nametag
nametag_bgcolor = <ColorSpec>,
-- Sets background color of nametag
-- `false` will cause the background to be set automatically based on user settings.
-- Default: false
infotext = "",
-- Same as infotext for nodes. Empty by default
static_save = true,
-- If false, never save this object statically. It will simply be
-- deleted when the block gets unloaded.
-- The get_staticdata() callback is never called then.
-- Defaults to 'true'.
damage_texture_modifier = "^[brighten",
-- Texture modifier to be applied for a short duration when object is hit
shaded = true,
-- Setting this to 'false' disables diffuse lighting of entity
show_on_minimap = false,
-- Defaults to true for players, false for other entities.
-- If set to true the entity will show as a marker on the minimap.
}
Entity definition
Used by core.register_entity
.
The entity definition table becomes a metatable of a newly created per-entity
luaentity table, meaning its fields (e.g. initial_properties
) will be shared
between all instances of an entity.
{
initial_properties = {
visual = "mesh",
mesh = "boats_boat.obj",
...,
},
-- A table of object properties, see the `Object properties` section.
-- The properties in this table are applied to the object
-- once when it is spawned.
-- Refer to the "Registered entities" section for explanations
on_activate = function(self, staticdata, dtime_s) end,
on_deactivate = function(self, removal) end,
on_step = function(self, dtime, moveresult) end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) end,
on_death = function(self, killer) end,
on_rightclick = function(self, clicker) end,
on_attach_child = function(self, child) end,
on_detach_child = function(self, child) end,
on_detach = function(self, parent) end,
get_staticdata = function(self) end,
_custom_field = whatever,
-- You can define arbitrary member variables here (see Item definition
-- for more info) by using a '_' prefix
}
ABM (ActiveBlockModifier) definition
Used by core.register_abm
.
{
label = "Lava cooling",
-- Descriptive label for profiling purposes (optional).
-- Definitions with identical labels will be listed as one.
nodenames = {"default:lava_source"},
-- Apply `action` function to these nodes.
-- `group:groupname` can also be used here.
neighbors = {"default:water_source", "default:water_flowing"},
-- Only apply `action` to nodes that have one of, or any
-- combination of, these neighbors.
-- If left out or empty, any neighbor will do.
-- `group:groupname` can also be used here.
without_neighbors = {"default:lava_source", "default:lava_flowing"},
-- Only apply `action` to nodes that have no one of these neighbors.
-- If left out or empty, it has no effect.
-- `group:groupname` can also be used here.
interval = 10.0,
-- Operation interval in seconds
chance = 50,
-- Probability of triggering `action` per-node per-interval is 1.0 / chance (integers only)
min_y = -32768,
max_y = 32767,
-- min and max height levels where ABM will be processed (inclusive)
-- can be used to reduce CPU usage
catch_up = true,
-- If true, catch-up behavior is enabled: The `chance` value is
-- temporarily reduced when returning to an area to simulate time lost
-- by the area being unattended. Note that the `chance` value can often
-- be reduced to 1.
action = function(pos, node, active_object_count, active_object_count_wider),
-- Function triggered for each qualifying node.
-- `active_object_count` is number of active objects in the node's
-- mapblock.
-- `active_object_count_wider` is number of active objects in the node's
-- mapblock plus all 26 neighboring mapblocks. If any neighboring
-- mapblocks are unloaded an estimate is calculated for them based on
-- loaded mapblocks.
}
LBM (LoadingBlockModifier) definition
Used by core.register_lbm
.
A loading block modifier (LBM) is used to define a function that is called for
specific nodes (defined by nodenames
) when a mapblock which contains such nodes
gets activated (not loaded!).
Note: LBMs operate on a "snapshot" of node positions taken once before they are triggered. That means if an LBM callback adds a node, it won't be taken into account. However the engine guarantees that when the callback is called that all given position(s) contain a matching node.
{
label = "Upgrade legacy doors",
-- Descriptive label for profiling purposes (optional).
-- Definitions with identical labels will be listed as one.
name = "modname:replace_legacy_door",
-- Identifier of the LBM, should follow the modname:<whatever> convention
nodenames = {"default:lava_source"},
-- List of node names to trigger the LBM on.
-- Names of non-registered nodes and groups (as group:groupname)
-- will work as well.
run_at_every_load = false,
-- Whether to run the LBM's action every time a block gets activated,
-- and not only the first time the block gets activated after the LBM
-- was introduced.
action = function(pos, node, dtime_s) end,
-- Function triggered for each qualifying node.
-- `dtime_s` is the in-game time (in seconds) elapsed since the block
-- was last active.
bulk_action = function(pos_list, dtime_s) end,
-- Function triggered with a list of all applicable node positions at once.
-- This can be provided as an alternative to `action` (not both).
-- Available since `core.features.bulk_lbms` (5.10.0)
-- `dtime_s`: as above
}
Tile definition
"image.png"
{name="image.png", animation={Tile Animation definition}}
{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}
- backface culling enabled by default for most nodes
- align style determines whether the texture will be rotated with the node
or kept aligned with its surroundings. "user" means that client
setting will be used, similar to
glasslike_framed_optional
. Note: supported by solid nodes and nodeboxes only. - scale is used to make texture span several (exactly
scale
) nodes, instead of just one, in each direction. Works for world-aligned textures only. Note that as the effect is applied on per-mapblock basis,16
should be equally divisible byscale
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 core.register_node
, core.register_craftitem
, and
core.register_tool
.
{
description = "",
-- Can contain new lines. "\n" has to be used as new line character.
-- See also: `get_description` in [`ItemStack`]
short_description = "",
-- Must not contain new lines.
-- Defaults to nil.
-- Use an [`ItemStack`] to get the short description, e.g.:
-- ItemStack(itemname):get_short_description()
groups = {},
-- key = name, value = rating; rating = <number>.
-- If rating not applicable, use 1.
-- e.g. {wool = 1, fluffy = 3}
-- {soil = 2, outerspace = 1, crumbly = 1}
-- {bendy = 2, snappy = 1},
-- {hard = 1, metal = 1, spikes = 1}
inventory_image = "",
-- Texture shown in the inventory GUI
-- Defaults to a 3D rendering of the node if left empty.
inventory_overlay = "",
-- An overlay texture which is not affected by colorization
wield_image = "",
-- Texture shown when item is held in hand
-- Defaults to a 3D rendering of the node if left empty.
wield_overlay = "",
-- Like inventory_overlay but only used in the same situation as wield_image
wield_scale = {x = 1, y = 1, z = 1},
-- Scale for the item when held in hand
palette = "",
-- An image file containing the palette of a node.
-- You can set the currently used color as the "palette_index" field of
-- the item stack metadata.
-- The palette is always stretched to fit indices between 0 and 255, to
-- ensure compatibility with "colorfacedir" (and similar) nodes.
color = "#ffffffff",
-- Color the item is colorized with. The palette overrides this.
stack_max = 99,
-- Maximum amount of items that can be in a single stack.
-- The default can be changed by the setting `default_stack_max`
range = 4.0,
-- Range of node and object pointing that is possible with this item held
-- Can be overridden with itemstack meta.
liquids_pointable = false,
-- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
-- even those for which `pointable = false`
pointabilities = {
nodes = {
["default:stone"] = "blocking",
["group:leaves"] = false,
},
objects = {
["modname:entityname"] = true,
["group:ghosty"] = true, -- (an armor group)
},
},
-- Contains lists to override the `pointable` property of nodes and objects.
-- The index can be a node/entity name or a group with the prefix `"group:"`.
-- (For objects `armor_groups` are used and for players the entity name is irrelevant.)
-- If multiple fields fit, the following priority order is applied:
-- 1. value of matching node/entity name
-- 2. `true` for any group
-- 3. `false` for any group
-- 4. `"blocking"` for any group
-- 5. `liquids_pointable` if it is a liquid node
-- 6. `pointable` property of the node or object
light_source = 0,
-- When used for nodes: Defines amount of light emitted by node.
-- Otherwise: Defines texture glow when viewed as a dropped item
-- To set the maximum (14), use the value 'core.LIGHT_MAX'.
-- A value outside the range 0 to core.LIGHT_MAX causes undefined
-- behavior.
-- See "Tool Capabilities" section for an example including explanation
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 0,
groupcaps = {
-- For example:
choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
},
damage_groups = {groupname = damage},
-- Damage values must be between -32768 and 32767 (2^15)
punch_attack_uses = nil,
-- Amount of uses this tool has for attacking players and entities
-- by punching them (0 = infinite uses).
-- For compatibility, this is automatically set from the first
-- suitable groupcap using the formula "uses * 3^(maxlevel - 1)".
-- It is recommend to set this explicitly instead of relying on the
-- fallback behavior.
},
-- Set wear bar color of the tool by setting color stops and blend mode
-- See "Wear Bar Color" section for further explanation including an example
wear_color = {
-- interpolation mode: 'constant' or 'linear'
-- (nil defaults to 'constant')
blend = "linear",
color_stops = {
[0.0] = "#ff0000",
[0.5] = "#ffff00",
[1.0] = "#00ff00",
}
},
node_placement_prediction = nil,
-- If nil and item is node, prediction is made automatically.
-- If nil and item is not a node, no prediction is made.
-- If "" and item is anything, no prediction is made.
-- Otherwise should be name of node which the client immediately places
-- on ground when the player places the item. Server will always update
-- with actual result shortly.
node_dig_prediction = "air",
-- if "", no prediction is made.
-- if "air", node is removed.
-- Otherwise should be name of node which the client immediately places
-- upon digging. Server will always update with actual result shortly.
touch_interaction = <TouchInteractionMode> OR {
pointed_nothing = <TouchInteractionMode>,
pointed_node = <TouchInteractionMode>,
pointed_object = <TouchInteractionMode>,
},
-- Only affects touchscreen clients.
-- Defines the meaning of short and long taps with the item in hand.
-- If specified as a table, the field to be used is selected according to
-- the current `pointed_thing`.
-- There are three possible TouchInteractionMode values:
-- * "long_dig_short_place" (long tap = dig, short tap = place)
-- * "short_dig_long_place" (short tap = dig, long tap = place)
-- * "user":
-- * For `pointed_object`: Equivalent to "short_dig_long_place" if the
-- client-side setting "touch_punch_gesture" is "short_tap" (the
-- default value) and the item is able to punch (i.e. has no on_use
-- callback defined).
-- Equivalent to "long_dig_short_place" otherwise.
-- * For `pointed_node` and `pointed_nothing`:
-- Equivalent to "long_dig_short_place".
-- * The behavior of "user" may change in the future.
-- The default value is "user".
sound = {
-- Definition of item sounds to be played at various events.
-- All fields in this table are optional.
breaks = <SimpleSoundSpec>,
-- When tool breaks due to wear. Ignored for non-tools
eat = <SimpleSoundSpec>,
-- When item is eaten with `core.do_item_eat`
punch_use = <SimpleSoundSpec>,
-- When item is used with the 'punch/mine' key pointing at a node or entity
punch_use_air = <SimpleSoundSpec>,
-- When item is used with the 'punch/mine' key pointing at nothing (air)
},
on_place = function(itemstack, placer, pointed_thing),
-- When the 'place' key was pressed with the item in hand
-- and a node was pointed at.
-- Shall place item and return the leftover itemstack
-- or nil to not modify the inventory.
-- The placer may be any ObjectRef or nil.
-- default: core.item_place
on_secondary_use = function(itemstack, user, pointed_thing),
-- Same as on_place but called when not pointing at a node.
-- Function must return either nil if inventory shall not be modified,
-- or an itemstack to replace the original itemstack.
-- The user may be any ObjectRef or nil.
-- default: nil
on_drop = function(itemstack, dropper, pos),
-- Shall drop item and return the leftover itemstack.
-- The dropper may be any ObjectRef or nil.
-- default: core.item_drop
on_pickup = function(itemstack, picker, pointed_thing, time_from_last_punch, ...),
-- Called when a dropped item is punched by a player.
-- Shall pick-up the item and return the leftover itemstack or nil to not
-- modify the dropped item.
-- Parameters:
-- * `itemstack`: The `ItemStack` to be picked up.
-- * `picker`: Any `ObjectRef` or `nil`.
-- * `pointed_thing` (optional): The dropped item (a `"__builtin:item"`
-- luaentity) as `type="object"` `pointed_thing`.
-- * `time_from_last_punch, ...` (optional): Other parameters from
-- `luaentity:on_punch`.
-- default: `core.item_pickup`
on_use = function(itemstack, user, pointed_thing),
-- default: nil
-- When user pressed the 'punch/mine' key with the item in hand.
-- Function must return either nil if inventory shall not be modified,
-- or an itemstack to replace the original itemstack.
-- e.g. itemstack:take_item(); return itemstack
-- Otherwise, the function is free to do what it wants.
-- The user may be any ObjectRef or nil.
-- The default functions handle regular use cases.
after_use = function(itemstack, user, node, digparams),
-- default: nil
-- If defined, should return an itemstack and will be called instead of
-- wearing out the item (if tool). If returns nil, does nothing.
-- If after_use doesn't exist, it is the same as:
-- function(itemstack, user, node, digparams)
-- itemstack:add_wear(digparams.wear)
-- return itemstack
-- end
-- The user may be any ObjectRef or nil.
_custom_field = whatever,
-- Add your own custom fields. By convention, all custom field names
-- should start with `_` to avoid naming collisions with future engine
-- usage.
}
Node definition
Used by core.register_node
.
{
-- <all fields allowed in item definitions>
drawtype = "normal", -- See "Node drawtypes"
visual_scale = 1.0,
-- Supported for drawtypes "plantlike", "signlike", "torchlike",
-- "firelike", "mesh", "nodebox", "allfaces".
-- For plantlike and firelike, the image will start at the bottom of the
-- node. For torchlike, the image will start at the surface to which the
-- node "attaches". For the other drawtypes the image will be centered
-- on the node.
tiles = {tile definition 1, def2, def3, def4, def5, def6},
-- Textures of node; +Y, -Y, +X, -X, +Z, -Z
-- List can be shortened to needed length.
overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
-- Same as `tiles`, but these textures are drawn on top of the base
-- tiles. You can use this to colorize only specific parts of your
-- texture. If the texture name is an empty string, that overlay is not
-- drawn. Since such tiles are drawn twice, it is not recommended to use
-- overlays on very common nodes.
special_tiles = {tile definition 1, Tile definition 2},
-- Special textures of node; used rarely.
-- List can be shortened to needed length.
color = ColorSpec,
-- The node's original color will be multiplied with this color.
-- If the node has a palette, then this setting only has an effect in
-- the inventory and on the wield item.
use_texture_alpha = ...,
-- Specifies how the texture's alpha channel will be used for rendering.
-- Possible values:
-- * "opaque":
-- Node is rendered opaque regardless of alpha channel.
-- * "clip":
-- A given pixel is either fully see-through or opaque
-- depending on the alpha channel being below/above 50% in value.
-- Use this for nodes with fully transparent and fully opaque areas.
-- * "blend":
-- The alpha channel specifies how transparent a given pixel
-- of the rendered node is. This comes at a performance cost.
-- Only use this when correct rendering
-- among semitransparent nodes is necessary.
-- The default is "opaque" for drawtypes normal, liquid and flowingliquid,
-- mesh and nodebox or "clip" otherwise.
-- If set to a boolean value (deprecated): true either sets it to blend
-- or clip, false sets it to clip or opaque mode depending on the drawtype.
palette = "",
-- The node's `param2` is used to select a pixel from the image.
-- Pixels are arranged from left to right and from top to bottom.
-- The node's color will be multiplied with the selected pixel's color.
-- Tiles can override this behavior.
-- Only when `paramtype2` supports palettes.
post_effect_color = "#00000000",
-- Screen tint if a player is inside this node, see `ColorSpec`.
-- Color is alpha-blended over the screen.
post_effect_color_shaded = false,
-- Determines whether `post_effect_color` is affected by lighting.
paramtype = "none", -- See "Nodes"
paramtype2 = "none", -- See "Nodes"
place_param2 = 0,
-- Value for param2 that is set when player places node
wallmounted_rotate_vertical = false,
-- If true, place_param2 is nil, and this is a wallmounted node,
-- this node might use the special 90° rotation when placed
-- on the floor or ceiling, depending on the direction.
-- See the explanation about wallmounted for details.
-- Otherwise, the rotation is always the same on vertical placement.
is_ground_content = true,
-- If false, the cave generator and dungeon generator will not carve
-- through this node.
-- Specifically, this stops mod-added nodes being removed by caves and
-- dungeons when those generate in a neighbor mapchunk and extend out
-- beyond the edge of that mapchunk.
sunlight_propagates = false,
-- If true, sunlight will go infinitely through this node
walkable = true, -- If true, objects collide with node
pointable = true,
-- Can be `true` if it is pointable, `false` if it can be pointed through,
-- or `"blocking"` if it is pointable but not selectable.
-- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
-- Can be overridden by the `pointabilities` of the held item.
-- A client may be able to point non-pointable nodes, since it isn't checked server-side.
diggable = true, -- If false, can never be dug
climbable = false, -- If true, can be climbed on like a ladder
move_resistance = 0,
-- Slows down movement of players through this node (max. 7).
-- If this is nil, it will be equal to liquid_viscosity.
-- Note: If liquid movement physics apply to the node
-- (see `liquid_move_physics`), the movement speed will also be
-- affected by the `movement_liquid_*` settings.
buildable_to = false, -- If true, placed nodes can replace this node
floodable = false,
-- If true, liquids flow into and replace this node.
-- Warning: making a liquid node 'floodable' will cause problems.
liquidtype = "none", -- specifies liquid flowing physics
-- * "none": no liquid flowing physics
-- * "source": spawns flowing liquid nodes at all 4 sides and below;
-- recommended drawtype: "liquid".
-- * "flowing": spawned from source, spawns more flowing liquid nodes
-- around it until `liquid_range` is reached;
-- will drain out without a source;
-- recommended drawtype: "flowingliquid".
-- If it's "source" or "flowing", then the
-- `liquid_alternative_*` fields _must_ be specified
liquid_alternative_flowing = "",
liquid_alternative_source = "",
-- These fields may contain node names that represent the
-- flowing version (`liquid_alternative_flowing`) and
-- source version (`liquid_alternative_source`) of a liquid.
--
-- Specifically, these fields are required if `liquidtype ~= "none"` or
-- `drawtype == "flowingliquid"`.
--
-- Liquids consist of up to two nodes: source and flowing.
--
-- There are two ways to define a liquid:
-- 1) Source node and flowing node. This requires both fields to be
-- specified for both nodes.
-- 2) Standalone source node (cannot flow). `liquid_alternative_source`
-- must be specified and `liquid_range` must be set to 0.
--
-- Example:
-- liquid_alternative_flowing = "example:water_flowing",
-- liquid_alternative_source = "example:water_source",
liquid_viscosity = 0,
-- Controls speed at which the liquid spreads/flows (max. 7).
-- 0 is fastest, 7 is slowest.
-- By default, this also slows down movement of players inside the node
-- (can be overridden using `move_resistance`)
liquid_renewable = true,
-- If true, a new liquid source can be created by placing two or more
-- sources nearby
liquid_move_physics = nil, -- specifies movement physics if inside node
-- * false: No liquid movement physics apply.
-- * true: Enables liquid movement physics. Enables things like
-- ability to "swim" up/down, sinking slowly if not moving,
-- smoother speed change when falling into, etc. The `movement_liquid_*`
-- settings apply.
-- * nil: Will be treated as true if `liquidtype ~= "none"`
-- and as false otherwise.
air_equivalent = nil,
-- unclear meaning, the engine sets this to true for 'air' and 'ignore'
-- deprecated.
leveled = 0,
-- Only valid for "nodebox" drawtype with 'type = "leveled"'.
-- Allows defining the nodebox height without using param2.
-- The nodebox height is 'leveled' / 64 nodes.
-- The maximum value of 'leveled' is `leveled_max`.
leveled_max = 127,
-- Maximum value for `leveled` (0-127), enforced in
-- `core.set_node_level` and `core.add_node_level`.
-- Values above 124 might causes collision detection issues.
liquid_range = 8,
-- Maximum distance that flowing liquid nodes can spread around
-- source on flat land;
-- maximum = 8; set to 0 to disable liquid flow
drowning = 0,
-- Player will take this amount of damage if no bubbles are left
damage_per_second = 0,
-- If player is inside node, this damage is caused
node_box = {type = "regular"}, -- See "Node boxes"
connects_to = {},
-- Used for nodebox nodes with the type == "connected".
-- Specifies to what neighboring nodes connections will be drawn.
-- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
connect_sides = {},
-- Tells connected nodebox nodes to connect only to these sides of this
-- node. possible: "top", "bottom", "front", "left", "back", "right"
mesh = "",
-- File name of mesh when using "mesh" drawtype
selection_box = {
-- see [Node boxes] for possibilities
},
-- Custom selection box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and selection_box is nil, then node_box
-- definition is used for the selection box.
collision_box = {
-- see [Node boxes] for possibilities
},
-- Custom collision box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and collision_box is nil, then node_box
-- definition is used for the collision box.
-- Support maps made in and before January 2012
legacy_facedir_simple = false,
legacy_wallmounted = false,
waving = 0,
-- Valid for drawtypes:
-- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
-- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
-- 2 - wave node like leaves (whole node moves side-to-side)
-- 3 - wave node like liquids (whole node moves up and down)
-- Not all models will properly wave.
-- plantlike drawtype can only wave like plants.
-- allfaces_optional drawtype can only wave like leaves.
-- liquid, flowingliquid drawtypes can only wave like liquids.
sounds = {
-- Definition of node sounds to be played at various events.
-- All fields in this table are optional.
footstep = <SimpleSoundSpec>,
-- If walkable, played when object walks on it. If node is
-- climbable or a liquid, played when object moves through it.
-- Sound is played at the base of the object's collision-box.
-- Gain is multiplied by `0.6`.
-- For local player, it's played position-less, with normal gain.
dig = <SimpleSoundSpec> or "__group",
-- While digging node.
-- If `"__group"`, then the sound will be
-- `{name = "default_dig_<groupname>", gain = 0.5}` , where `<groupname>` is the
-- name of the item's digging group with the fastest digging time.
-- In case of a tie, one of the sounds will be played (but we
-- cannot predict which one)
-- Default value: `"__group"`
dug = <SimpleSoundSpec>,
-- Node was dug
place = <SimpleSoundSpec>,
-- Node was placed. Also played after falling
place_failed = <SimpleSoundSpec>,
-- When node placement failed.
-- Note: This happens if the _built-in_ node placement failed.
-- This sound will still be played if the node is placed in the
-- `on_place` callback manually.
fall = <SimpleSoundSpec>,
-- When node starts to fall or is detached
},
drop = "",
-- Name of dropped item when dug.
-- Default dropped item is the node itself.
-- Using a table allows multiple items, drop chances and item filtering:
drop = {
max_items = 1,
-- Maximum number of item lists to drop.
-- The entries in 'items' are processed in order. For each:
-- Item filtering is applied, chance of drop is applied, if both are
-- successful the entire item list is dropped.
-- Entry processing continues until the number of dropped item lists
-- equals 'max_items'.
-- Therefore, entries should progress from low to high drop chance.
items = {
-- Examples:
{
-- 1 in 1000 chance of dropping a diamond.
-- Default rarity is '1'.
rarity = 1000,
items = {"default:diamond"},
},
{
-- Only drop if using an item whose name is identical to one
-- of these.
tools = {"default:shovel_mese", "default:shovel_diamond"},
rarity = 5,
items = {"default:dirt"},
-- Whether all items in the dropped item list inherit the
-- hardware coloring palette color from the dug node.
-- Default is 'false'.
inherit_color = true,
},
{
-- Only drop if using an item whose name contains
-- "default:shovel_" (this item filtering by string matching
-- is deprecated, use tool_groups instead).
tools = {"~default:shovel_"},
rarity = 2,
-- The item list dropped.
items = {"default:sand", "default:desert_sand"},
},
{
-- Only drop if using an item in the "magicwand" group, or
-- an item that is in both the "pickaxe" and the "lucky"
-- groups.
tool_groups = {
"magicwand",
{"pickaxe", "lucky"}
},
items = {"default:coal_lump"},
},
},
},
on_construct = function(pos),
-- Node constructor; called after adding node.
-- Can set up metadata and stuff like that.
-- Not called for bulk node placement (i.e. schematics and VoxelManip).
-- Note: Within an on_construct callback, core.set_node can cause an
-- infinite loop if it invokes the same callback.
-- Consider using core.swap_node instead.
-- default: nil
on_destruct = function(pos),
-- Node destructor; called before removing node.
-- Not called for bulk node placement.
-- default: nil
after_destruct = function(pos, oldnode),
-- Node destructor; called after removing node.
-- Not called for bulk node placement.
-- default: nil
on_flood = function(pos, oldnode, newnode),
-- Called when a liquid (newnode) is about to flood oldnode, if it has
-- `floodable = true` in the nodedef. Not called for bulk node placement
-- (i.e. schematics and VoxelManip) or air nodes. If return true the
-- node is not flooded, but on_flood callback will most likely be called
-- over and over again every liquid update interval.
-- Default: nil
-- Warning: making a liquid node 'floodable' will cause problems.
preserve_metadata = function(pos, oldnode, oldmeta, drops),
-- Called when `oldnode` is about be converted to an item, but before the
-- node is deleted from the world or the drops are added. This is
-- generally the result of either the node being dug or an attached node
-- becoming detached.
-- * `pos`: node position
-- * `oldnode`: node table of node before it was deleted
-- * `oldmeta`: metadata of node before it was deleted, as a metadata table
-- * `drops`: a table of `ItemStack`s, so any metadata to be preserved can
-- be added directly to one or more of the dropped items. See
-- "ItemStackMetaRef".
-- default: `nil`
after_place_node = function(pos, placer, itemstack, pointed_thing),
-- Called after constructing node when node was placed using
-- core.item_place_node / core.place_node.
-- If return true no item is taken from itemstack.
-- `placer` may be any valid ObjectRef or nil.
-- default: nil
after_dig_node = function(pos, oldnode, oldmetadata, digger),
-- Called after destructing the node when node was dug using
-- `core.node_dig` / `core.dig_node`.
-- * `pos`: node position
-- * `oldnode`: node table of node before it was dug
-- * `oldmetadata`: metadata of node before it was dug,
-- as a metadata table
-- * `digger`: ObjectRef of digger
-- default: nil
can_dig = function(pos, [player]),
-- Returns true if node can be dug, or false if not.
-- default: nil
on_punch = function(pos, node, puncher, pointed_thing),
-- default: core.node_punch
-- Called when puncher (an ObjectRef) punches the node at pos.
-- By default calls core.register_on_punchnode callbacks.
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
-- default: nil
-- Called when clicker (an ObjectRef) used the 'place/build' key
-- (not necessarily an actual rightclick)
-- while pointing at the node at pos with 'node' being the node table.
-- itemstack will hold clicker's wielded item.
-- Shall return the leftover itemstack.
-- Note: pointed_thing can be nil, if a mod calls this function.
-- This function does not get triggered by clients <=0.4.16 if the
-- "formspec" node metadata field is set.
on_dig = function(pos, node, digger),
-- default: core.node_dig
-- By default checks privileges, wears out item (if tool) and removes node.
-- return true if the node was dug successfully, false otherwise.
-- Deprecated: returning nil is the same as returning true.
on_timer = function(pos, elapsed),
-- default: nil
-- called by NodeTimers, see core.get_node_timer and NodeTimerRef.
-- elapsed is the total time passed since the timer was started.
-- return true to run the timer for another cycle with the same timeout
-- value.
on_receive_fields = function(pos, formname, fields, sender),
-- fields = {name1 = value1, name2 = value2, ...}
-- formname should be the empty string; you **must not** use formname.
-- Called when an UI form (e.g. sign text input) returns data.
-- See core.register_on_player_receive_fields for more info.
-- default: nil
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
-- Called when a player wants to move items inside the inventory.
-- Return value: number of items allowed to move.
allow_metadata_inventory_put = function(pos, listname, index, stack, player),
-- Called when a player wants to put something into the inventory.
-- Return value: number of items allowed to put.
-- Return value -1: Allow and don't modify item count in inventory.
allow_metadata_inventory_take = function(pos, listname, index, stack, player),
-- Called when a player wants to take something out of the inventory.
-- Return value: number of items allowed to take.
-- Return value -1: Allow and don't modify item count in inventory.
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
on_metadata_inventory_put = function(pos, listname, index, stack, player),
on_metadata_inventory_take = function(pos, listname, index, stack, player),
-- Called after the actual action has happened, according to what was
-- allowed.
-- No return value.
on_blast = function(pos, intensity),
-- intensity: 1.0 = mid range of regular TNT.
-- If defined, called when an explosion touches the node, instead of
-- removing the node.
mod_origin = "modname",
-- stores which mod actually registered a node
-- If the source could not be determined it contains "??"
-- Useful for getting which mod truly registered something
-- example: if a node is registered as ":othermodname:nodename",
-- nodename will show "othermodname", but mod_origin will say "modname"
}
Wear Bar Color
'Wear Bar' is a property of items that defines the coloring of the bar that appears under damaged tools. If it is absent, the default behavior of green-yellow-red is used.
Wear bar colors definition
Syntax
{
-- 'constant' or 'linear'
-- (nil defaults to 'constant')
blend = "linear",
color_stops = {
[0.0] = "#ff0000",
[0.5] = "slateblue",
[1.0] = {r=0, g=255, b=0, a=150},
}
}
Blend mode blend
linear
: blends smoothly between each defined color point.constant
: each color starts at its defined point, and continues up to the next point
Color stops color_stops
Specified as ColorSpec
color values assigned to float
durability keys.
"Durability" is defined as 1 - (wear / 65535)
.
Shortcut usage
Wear bar color can also be specified as a single ColorSpec
instead of a table.
Crafting recipes
Crafting converts one or more inputs to one output itemstack of arbitrary count (except for fuels, which don't have an output). The conversion reduces each input ItemStack by 1.
Craft recipes are registered by core.register_craft
and use a
table format. The accepted parameters are listed below.
Recipe input items can either be specified by item name (item count = 1) or by group (see "Groups in crafting recipes" for details).
The following sections describe the types and syntaxes of recipes.
Shaped
This is the default recipe type (when no type
is specified).
A shaped recipe takes one or multiple items as input and has a single item stack as output. The input items must be specified in a 2-dimensional matrix (see parameters below) to specify the exact arrangement (the "shape") in which the player must place them in the crafting grid.
For example, for a 3x3 recipe, the recipes
table must have
3 rows and 3 columns.
In order to craft the recipe, the players' crafting grid must have equal or larger dimensions (both width and height).
Parameters:
type = "shaped"
: (optional) specifies recipe type as shapedoutput
: Itemstring of output itemstack (item counts >= 1 are allowed)recipe
: A 2-dimensional matrix of items, with a width w and height h.- w and h are chosen by you, they don't have to be equal but must be at least 1
- The matrix is specified as a table containing tables containing itemnames
- The inner tables are the rows. There must be h tables, specified from the top to the bottom row
- Values inside of the inner table are the columns. Each inner table must contain a list of w items, specified from left to right
- Empty slots must be filled with the empty string
replacements
: (optional) Allows you to replace input items with some other items when something is crafted- Provided as a list of item pairs of the form
{ old_item, new_item }
whereold_item
is the input item to replace (same syntax as for a regular input slot; groups are allowed) andnew_item
is an itemstring for the item stack it will become - When the output is crafted, Luanti iterates through the list
of input items if the crafting grid. For each input item stack, it checks if
it matches with an
old_item
in the item pair list.- If it matches, the item will be replaced. Also, this item pair will not be applied again for the remaining items
- If it does not match, the item is consumed (reduced by 1) normally
- The
new_item
will appear in one of 3 places:- Crafting grid, if the input stack size was exactly 1
- Player inventory, if input stack size was larger
- Drops as item entity, if it fits neither in craft grid or inventory
- Provided as a list of item pairs of the form
Examples
A typical shaped recipe:
-- Stone pickaxe
{
output = "example:stone_pickaxe",
-- A 3x3 recipe which needs 3 stone in the 1st row,
-- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
-- The 4 remaining slots have to be empty.
recipe = {
{"example:stone", "example:stone", "example:stone"}, -- row 1
{"", "example:stick", "" }, -- row 2
{"", "example:stick", "" }, -- row 3
-- ^ column 1 ^ column 2 ^ column 3
},
-- There is no replacements table, so every input item
-- will be consumed.
}
Simple replacement example:
-- Wet sponge
{
output = "example:wet_sponge",
-- 1x2 recipe with a water bucket above a dry sponge
recipe = {
{"example:water_bucket"},
{"example:dry_sponge"},
},
-- When the wet sponge is crafted, the water bucket
-- in the input slot is replaced with an empty
-- bucket
replacements = {
{"example:water_bucket", "example:empty_bucket"},
},
}
Complex replacement example 1:
-- Very wet sponge
{
output = "example:very_wet_sponge",
-- 3x3 recipe with a wet sponge in the center
-- and 4 water buckets around it
recipe = {
{"","example:water_bucket",""},
{"example:water_bucket","example:wet_sponge","example:water_bucket"},
{"","example:water_bucket",""},
},
-- When the wet sponge is crafted, all water buckets
-- in the input slot become empty
replacements = {
-- Without these repetitions, only the first
-- water bucket would be replaced.
{"example:water_bucket", "example:empty_bucket"},
{"example:water_bucket", "example:empty_bucket"},
{"example:water_bucket", "example:empty_bucket"},
{"example:water_bucket", "example:empty_bucket"},
},
}
Complex replacement example 2:
-- Magic book:
-- 3 magic orbs + 1 book crafts a magic book,
-- and the orbs will be replaced with 3 different runes.
{
output = "example:magic_book",
-- 3x2 recipe
recipe = {
-- 3 items in the group `magic_orb` on top of a book in the middle
{"group:magic_orb", "group:magic_orb", "group:magic_orb"},
{"", "example:book", ""},
},
-- When the book is crafted, the 3 magic orbs will be turned into
-- 3 runes: ice rune, earth rune and fire rune (from left to right)
replacements = {
{"group:magic_orb", "example:ice_rune"},
{"group:magic_orb", "example:earth_rune"},
{"group:magic_orb", "example:fire_rune"},
},
}
Shapeless
Takes a list of input items (at least 1). The order or arrangement of input items does not matter.
In order to craft the recipe, the players' crafting grid must have matching or larger count of slots. The grid dimensions do not matter.
Parameters:
type = "shapeless"
: Mandatoryoutput
: Same as for shaped reciperecipe
: List of item namesreplacements
: Same as for shaped recipe
Example
{
-- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
-- (no matter where in the input grid the items are placed)
type = "shapeless",
output = "example:mushroom_stew",
recipe = {
"example:bowl",
"example:mushroom_brown",
"example:mushroom_red",
},
}
Tool repair
Syntax:
{
type = "toolrepair",
additional_wear = -0.02, -- multiplier of 65536
}
Adds a shapeless recipe for every tool that doesn't have the disable_repair=1
group. If this recipe is used, repairing is possible with any crafting grid
with at least 2 slots.
The player can put 2 equal tools in the craft grid to get one "repaired" tool
back.
The wear of the output is determined by the wear of both tools, plus a
'repair bonus' given by additional_wear
. To reduce the wear (i.e. 'repair'),
you want additional_wear
to be negative.
The formula used to calculate the resulting wear is:
65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear))
The result is rounded and can't be lower than 0. If the result is 65536 or higher, no crafting is possible.
Cooking
A cooking recipe has a single input item, a single output item stack and a cooking time. It represents cooking/baking/smelting/etc. items in an oven, furnace, or something similar; the exact meaning is up for games to decide, if they choose to use cooking at all.
The engine does not implement anything specific to cooking recipes, but
the recipes can be retrieved later using core.get_craft_result
to
have a consistent interface across different games/mods.
Parameters:
type = "cooking"
: Mandatoryoutput
: Same as for shaped reciperecipe
: An itemname of the single input itemcooktime
: (optional) Time it takes to cook this item, in seconds. A floating-point number. (default: 3.0)replacements
: Same meaning as for shaped recipes, but the mods that utilize cooking recipes (e.g. for adding a furnace node) need to implement replacements on their own
Note: Games and mods are free to re-interpret the cooktime in special cases, e.g. for a super furnace that cooks items twice as fast.
Example
Cooking sand to glass in 3 seconds:
{
type = "cooking",
output = "example:glass",
recipe = "example:sand",
cooktime = 3.0,
}
Fuel
A fuel recipe is an item associated with a "burning time" and an optional item replacement. There is no output. This is usually used as fuel for furnaces, ovens, stoves, etc.
Like with cooking recipes, the engine does not do anything specific with
fuel recipes and it's up to games and mods to use them by retrieving
them via core.get_craft_result
.
Parameters:
type = "fuel"
: Mandatoryrecipe
: Itemname of the item to be used as fuelburntime
: (optional) Burning time this item provides, in seconds. A floating-point number. (default: 1.0)replacements
: Same meaning as for shaped recipes, but the mods that utilize fuels need to implement replacements on their own
Note: Games and mods are free to re-interpret the burntime in special cases, e.g. for an efficient furnace in which fuels burn twice as long.
Examples
Coal lump with a burntime of 20 seconds. Will be consumed when used.
{
type = "fuel",
recipe = "example:coal_lump",
burntime = 20.0,
}
Lava bucket with a burn time of 60 seconds. Will become an empty bucket if used:
{
type = "fuel",
recipe = "example:lava_bucket",
burntime = 60.0,
replacements = {{"example:lava_bucket", "example:empty_bucket"}},
}
Ore definition
Used by core.register_ore
.
See [Ores] section above for essential information.
{
ore_type = "",
-- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
ore = "",
-- Ore node to place
ore_param2 = 0,
-- Param2 to set for ore (e.g. facedir rotation)
wherein = "",
-- Node to place ore in. Multiple are possible by passing a list.
clust_scarcity = 8 * 8 * 8,
-- Ore has a 1 out of clust_scarcity chance of spawning in a node.
-- If the desired average distance between ores is 'd', set this to
-- d * d * d.
clust_num_ores = 8,
-- Number of ores in a cluster
clust_size = 3,
-- Size of the bounding box of the cluster.
-- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
-- nodes are coal ore.
y_min = -31000,
y_max = 31000,
-- Lower and upper limits for ore (inclusive)
flags = "",
-- Attributes for the ore generation, see 'Ore attributes' section above
noise_threshold = 0,
-- If noise is above this threshold, ore is placed. Not needed for a
-- uniform distribution.
noise_params = {
offset = 0,
scale = 1,
spread = {x = 100, y = 100, z = 100},
seed = 23,
octaves = 3,
persistence = 0.7
},
-- NoiseParams structure describing one of the perlin noises used for
-- ore distribution.
-- Needed by "sheet", "puff", "blob" and "vein" ores.
-- Omit from "scatter" ore for a uniform ore distribution.
-- Omit from "stratum" ore for a simple horizontal strata from y_min to
-- y_max.
biomes = {"desert", "rainforest"},
-- List of biomes in which this ore occurs.
-- Occurs in all biomes if this is omitted, and ignored if the Mapgen
-- being used does not support biomes.
-- Can be a list of (or a single) biome names, IDs, or definitions.
-- Type-specific parameters
-- "sheet"
column_height_min = 1,
column_height_max = 16,
column_midpoint_factor = 0.5,
-- "puff"
np_puff_top = {
offset = 4,
scale = 2,
spread = {x = 100, y = 100, z = 100},
seed = 47,
octaves = 3,
persistence = 0.7
},
np_puff_bottom = {
offset = 4,
scale = 2,
spread = {x = 100, y = 100, z = 100},
seed = 11,
octaves = 3,
persistence = 0.7
},
-- "vein"
random_factor = 1.0,
-- "stratum"
np_stratum_thickness = {
offset = 8,
scale = 4,
spread = {x = 100, y = 100, z = 100},
seed = 17,
octaves = 3,
persistence = 0.7
},
stratum_thickness = 8, -- only used if no noise defined
}
Biome definition
Used by core.register_biome
.
The maximum number of biomes that can be used is 65535. However, using an excessive number of biomes will slow down map generation. Depending on desired performance and computing power the practical limit is much lower.
{
name = "tundra",
node_dust = "default:snow",
-- Node dropped onto upper surface after all else is generated
node_top = "default:dirt_with_snow",
depth_top = 1,
-- Node forming surface layer of biome and thickness of this layer
node_filler = "default:permafrost",
depth_filler = 3,
-- Node forming lower layer of biome and thickness of this layer
node_stone = "default:bluestone",
-- Node that replaces all stone nodes between roughly y_min and y_max.
node_water_top = "default:ice",
depth_water_top = 10,
-- Node forming a surface layer in seawater with the defined thickness
node_water = "",
-- Node that replaces all seawater nodes not in the surface layer
node_river_water = "default:ice",
-- Node that replaces river water in mapgens that use
-- default:river_water
node_riverbed = "default:gravel",
depth_riverbed = 2,
-- Node placed under river water and thickness of this layer
node_cave_liquid = "default:lava_source",
node_cave_liquid = {"default:water_source", "default:lava_source"},
-- Nodes placed inside 50% of the medium size caves.
-- Multiple nodes can be specified, each cave will use a randomly
-- chosen node from the list.
-- If this field is left out or 'nil', cave liquids fall back to
-- classic behavior of lava and water distributed using 3D noise.
-- For no cave liquid, specify "air".
node_dungeon = "default:cobble",
-- Node used for primary dungeon structure.
-- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
-- alias, if that is also absent, dungeon nodes fall back to the biome
-- 'node_stone'.
-- If present, the following two nodes are also used.
node_dungeon_alt = "default:mossycobble",
-- Node used for randomly-distributed alternative structure nodes.
-- If alternative structure nodes are not wanted leave this absent.
node_dungeon_stair = "stairs:stair_cobble",
-- Node used for dungeon stairs.
-- If absent, stairs fall back to 'node_dungeon'.
y_max = 31000,
y_min = 1,
-- Upper and lower limits for biome.
-- Alternatively you can use xyz limits as shown below.
max_pos = {x = 31000, y = 128, z = 31000},
min_pos = {x = -31000, y = 9, z = -31000},
-- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
-- Biome is limited to a cuboid defined by these positions.
-- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
-- 31000 in 'max_pos'.
vertical_blend = 8,
-- Vertical distance in nodes above 'y_max' over which the biome will
-- blend with the biome above.
-- Set to 0 for no vertical blend. Defaults to 0.
heat_point = 0,
humidity_point = 50,
-- Characteristic temperature and humidity for the biome.
-- These values create 'biome points' on a voronoi diagram with heat and
-- humidity as axes. The resulting voronoi cells determine the
-- distribution of the biomes.
-- Heat and humidity have average values of 50, vary mostly between
-- 0 and 100 but can exceed these values.
weight = 1.0,
-- Relative weight of the biome in the Voronoi diagram.
-- A value of 0 (or less) is ignored and equivalent to 1.0.
}
Decoration definition
See [Decoration types]. Used by core.register_decoration
.
{
deco_type = "simple",
-- Type. "simple", "schematic" or "lsystem" supported
place_on = "default:dirt_with_grass",
-- Node (or list of nodes) that the decoration can be placed on
sidelen = 8,
-- Size of the square (X / Z) divisions of the mapchunk being generated.
-- Determines the resolution of noise variation if used.
-- If the chunk size is not evenly divisible by sidelen, sidelen is made
-- equal to the chunk size.
fill_ratio = 0.02,
-- The value determines 'decorations per surface node'.
-- Used only if noise_params is not specified.
-- If >= 10.0 complete coverage is enabled and decoration placement uses
-- a different and much faster method.
noise_params = {
offset = 0,
scale = 0.45,
spread = {x = 100, y = 100, z = 100},
seed = 354,
octaves = 3,
persistence = 0.7,
lacunarity = 2.0,
flags = "absvalue"
},
-- NoiseParams structure describing the perlin noise used for decoration
-- distribution.
-- A noise value is calculated for each square division and determines
-- 'decorations per surface node' within each division.
-- If the noise value >= 10.0 complete coverage is enabled and
-- decoration placement uses a different and much faster method.
biomes = {"Oceanside", "Hills", "Plains"},
-- List of biomes in which this decoration occurs. Occurs in all biomes
-- if this is omitted, and ignored if the Mapgen being used does not
-- support biomes.
-- Can be a list of (or a single) biome names, IDs, or definitions.
y_min = -31000,
y_max = 31000,
-- Lower and upper limits for decoration (inclusive).
-- These parameters refer to the Y coordinate of the 'place_on' node.
spawn_by = "default:water",
-- Node (or list of nodes) that the decoration only spawns next to.
-- Checks the 8 neighboring nodes on the same height,
-- and also the ones at the height plus the check_offset, excluding both center nodes.
check_offset = -1,
-- Specifies the offset that spawn_by should also check
-- The default value of -1 is useful to e.g check for water next to the base node.
-- 0 disables additional checks, valid values: {-1, 0, 1}
num_spawn_by = 1,
-- Number of spawn_by nodes that must be surrounding the decoration
-- position to occur.
-- If absent or -1, decorations occur next to any nodes.
flags = "liquid_surface, force_placement, all_floors, all_ceilings",
-- Flags for all decoration types.
-- "liquid_surface": Find the highest liquid (not solid) surface under
-- open air. Search stops and fails on the first solid node.
-- Cannot be used with "all_floors" or "all_ceilings" below.
-- "force_placement": Nodes other than "air" and "ignore" are replaced
-- by the decoration.
-- "all_floors", "all_ceilings": Instead of placement on the highest
-- surface in a mapchunk the decoration is placed on all floor and/or
-- ceiling surfaces, for example in caves and dungeons.
-- Ceiling decorations act as an inversion of floor decorations so the
-- effect of 'place_offset_y' is inverted.
-- Y-slice probabilities do not function correctly for ceiling
-- schematic decorations as the behavior is unchanged.
-- If a single decoration registration has both flags the floor and
-- ceiling decorations will be aligned vertically.
----- Simple-type parameters
decoration = "default:grass",
-- The node name used as the decoration.
-- If instead a list of strings, a randomly selected node from the list
-- is placed as the decoration.
height = 1,
-- Decoration height in nodes.
-- If height_max is not 0, this is the lower limit of a randomly
-- selected height.
height_max = 0,
-- Upper limit of the randomly selected height.
-- If absent, the parameter 'height' is used as a constant.
param2 = 0,
-- Param2 value of decoration nodes.
-- If param2_max is not 0, this is the lower limit of a randomly
-- selected param2.
param2_max = 0,
-- Upper limit of the randomly selected param2.
-- If absent, the parameter 'param2' is used as a constant.
place_offset_y = 0,
-- Y offset of the decoration base node relative to the standard base
-- node position.
-- Can be positive or negative. Default is 0.
-- Effect is inverted for "all_ceilings" decorations.
-- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- to the 'place_on' node.
----- Schematic-type parameters
schematic = "foobar.mts",
-- If schematic is a string, it is the filepath relative to the current
-- working directory of the specified Luanti schematic file.
-- Could also be the ID of a previously registered schematic.
schematic = {
size = {x = 4, y = 6, z = 4},
data = {
{name = "default:cobble", param1 = 255, param2 = 0},
{name = "default:dirt_with_grass", param1 = 255, param2 = 0},
{name = "air", param1 = 255, param2 = 0},
...
},
yslice_prob = {
{ypos = 2, prob = 128},
{ypos = 5, prob = 64},
...
},
},
-- Alternative schematic specification by supplying a table. The fields
-- size and data are mandatory whereas yslice_prob is optional.
-- See 'Schematic specifier' for details.
replacements = {["oldname"] = "convert_to", ...},
-- Map of node names to replace in the schematic after reading it.
flags = "place_center_x, place_center_y, place_center_z",
-- Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90",
-- Rotation can be "0", "90", "180", "270", or "random"
place_offset_y = 0,
-- If the flag 'place_center_y' is set this parameter is ignored.
-- Y offset of the schematic base node layer relative to the 'place_on'
-- node.
-- Can be positive or negative. Default is 0.
-- Effect is inverted for "all_ceilings" decorations.
-- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- to the 'place_on' node.
----- L-system-type parameters
treedef = {},
-- Same as for `core.spawn_tree`.
-- See section [L-system trees] for more details.
}
Chat command definition
Used by core.register_chatcommand
.
Specifies the function to be called and the privileges required when a player issues the command. A help message that is the concatenation of the params and description fields is shown when the "/help" chatcommand is issued.
{
params = "",
-- Short parameter description. See the below note.
description = "",
-- General description of the command's purpose.
privs = {},
-- Required privileges to run. See `core.check_player_privs()` for
-- the format and see [Privileges] for an overview of privileges.
func = function(name, param),
-- Called when command is run.
-- * `name` is the name of the player who issued the command.
-- * `param` is a string with the full arguments to the command.
-- Returns a boolean for success and a string value.
-- The string is shown to the issuing player upon exit of `func` or,
-- if `func` returns `false` and no string, the help message is shown.
}
Note that in params, the conventional use of symbols is as follows:
<>
signifies a placeholder to be replaced when the command is used. For example, when a player name is needed:<name>
[]
signifies param is optional and not required when the command is used. For example, if you require param1 but param2 is optional:<param1> [<param2>]
|
signifies exclusive or. The command requires one param from the options provided. For example:<param1> | <param2>
()
signifies grouping. For example, when param1 and param2 are both required, or only param3 is required:(<param1> <param2>) | <param3>
Example:
{
params = "<name> <privilege>",
description = "Remove privilege from player",
privs = {privs=true}, -- Require the "privs" privilege to run
func = function(name, param),
}
Privilege definition
Used by core.register_privilege
.
{
description = "",
-- Privilege description
give_to_singleplayer = true,
-- Whether to grant the privilege to singleplayer.
give_to_admin = true,
-- Whether to grant the privilege to the server admin.
-- Uses value of 'give_to_singleplayer' by default.
on_grant = function(name, granter_name),
-- Called when given to player 'name' by 'granter_name'.
-- 'granter_name' will be nil if the priv was granted by a mod.
on_revoke = function(name, revoker_name),
-- Called when taken from player 'name' by 'revoker_name'.
-- 'revoker_name' will be nil if the priv was revoked by a mod.
-- Note that the above two callbacks will be called twice if a player is
-- responsible, once with the player name, and then with a nil player
-- name.
-- Return true in the above callbacks to stop register_on_priv_grant or
-- revoke being called.
}
Detached inventory callbacks
Used by core.create_detached_inventory
.
{
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
-- Called when a player wants to move items inside the inventory.
-- Return value: number of items allowed to move.
allow_put = function(inv, listname, index, stack, player),
-- Called when a player wants to put something into the inventory.
-- Return value: number of items allowed to put.
-- Return value -1: Allow and don't modify item count in inventory.
allow_take = function(inv, listname, index, stack, player),
-- Called when a player wants to take something out of the inventory.
-- Return value: number of items allowed to take.
-- Return value -1: Allow and don't modify item count in inventory.
on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
on_put = function(inv, listname, index, stack, player),
on_take = function(inv, listname, index, stack, player),
-- Called after the actual action has happened, according to what was
-- allowed.
-- No return value.
}
HUD Definition
Since most values have multiple different functions, please see the documentation in [HUD] section.
Used by ObjectRef:hud_add
. Returned by ObjectRef:hud_get
.
{
type = "image",
-- Type of element, can be "compass", "hotbar" (46 ¹), "image", "image_waypoint",
-- "inventory", "minimap" (44 ¹), "statbar", "text" or "waypoint"
-- ¹: minimal protocol version for client-side support
-- If undefined "text" will be used.
hud_elem_type = "image",
-- Deprecated, same as `type`.
-- In case both are specified `type` will be used.
position = {x=0.5, y=0.5},
-- Top left corner position of element
name = "<name>",
scale = {x = 1, y = 1},
text = "<text>",
text2 = "<text>",
number = 0,
item = 0,
direction = 0,
-- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
alignment = {x=0, y=0},
offset = {x=0, y=0},
world_pos = {x=0, y=0, z=0},
size = {x=0, y=0},
z_index = 0,
-- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
style = 0,
}
Particle definition
Used by core.add_particle
.
{
pos = {x=0, y=0, z=0},
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
-- Spawn particle at pos with velocity and acceleration
expirationtime = 1,
-- Disappears after expirationtime seconds
size = 1,
-- Scales the visual size of the particle texture.
-- If `node` is set, size can be set to 0 to spawn a randomly-sized
-- particle (just like actual node dig particles).
collisiondetection = false,
-- If true collides with `walkable` nodes and, depending on the
-- `object_collision` field, objects too.
collision_removal = false,
-- If true particle is removed when it collides.
-- Requires collisiondetection = true to have any effect.
object_collision = false,
-- If true particle collides with objects that are defined as
-- `physical = true,` and `collide_with_objects = true,`.
-- Requires collisiondetection = true to have any effect.
vertical = false,
-- If true faces player using y axis only
texture = "image.png",
-- The texture of the particle
-- v5.6.0 and later: also supports the table format described in the
-- following section, but due to a bug this did not take effect
-- (beyond the texture name).
-- v5.9.0 and later: fixes the bug.
-- Note: "texture.animation" is ignored here. Use "animation" below instead.
playername = "singleplayer",
-- Optional, if specified spawns particle only on the player's client
animation = {Tile Animation definition},
-- Optional, specifies how to animate the particle texture
glow = 0
-- Optional, specify particle self-luminescence in darkness.
-- Values 0-14.
node = {name = "ignore", param2 = 0},
-- Optional, if specified the particle will have the same appearance as
-- node dig particles for the given node.
-- `texture` and `animation` will be ignored if this is set.
node_tile = 0,
-- Optional, only valid in combination with `node`
-- If set to a valid number 1-6, specifies the tile from which the
-- particle texture is picked.
-- Otherwise, the default behavior is used. (currently: any random tile)
drag = {x=0, y=0, z=0},
-- v5.6.0 and later: Optional drag value, consult the following section
-- Note: Only a vector is supported here. Alternative forms like a single
-- number are not supported.
jitter = {min = ..., max = ..., bias = 0},
-- v5.6.0 and later: Optional jitter range, consult the following section
bounce = {min = ..., max = ..., bias = 0},
-- v5.6.0 and later: Optional bounce range, consult the following section
}
ParticleSpawner
definition
Used by core.add_particlespawner
.
Before v5.6.0, particlespawners used a different syntax and had a more limited set of features. Definition fields that are the same in both legacy and modern versions are shown in the next listing, and the fields that are used by legacy versions are shown separated by a comment; the modern fields are too complex to compactly describe in this manner and are documented after the listing.
The older syntax can be used in combination with the newer syntax (e.g. having
minpos
, maxpos
, and pos
all set) to support older servers. On newer servers,
the new syntax will override the older syntax; on older servers, the newer syntax
will be ignored.
{
-------------------
-- Common fields --
-------------------
-- (same name and meaning in both new and legacy syntax)
amount = 1,
-- Number of particles spawned over the time period `time`.
time = 1,
-- Lifespan of spawner in seconds.
-- If time is 0 spawner has infinite lifespan and spawns the `amount` on
-- a per-second basis.
collisiondetection = false,
-- If true collide with `walkable` nodes and, depending on the
-- `object_collision` field, objects too.
collision_removal = false,
-- If true particles are removed when they collide.
-- Requires collisiondetection = true to have any effect.
object_collision = false,
-- If true particles collide with objects that are defined as
-- `physical = true,` and `collide_with_objects = true,`.
-- Requires collisiondetection = true to have any effect.
attached = ObjectRef,
-- If defined, particle positions, velocities and accelerations are
-- relative to this object's position and yaw
vertical = false,
-- If true face player using y axis only
texture = "image.png",
-- The texture of the particle
-- v5.6.0 and later: also supports the table format described in the
-- following section.
playername = "singleplayer",
-- Optional, if specified spawns particles only on the player's client
animation = {Tile Animation definition},
-- Optional, specifies how to animate the particles' texture
-- v5.6.0 and later: set length to -1 to synchronize the length
-- of the animation with the expiration time of individual particles.
-- (-2 causes the animation to be played twice, and so on)
glow = 0,
-- Optional, specify particle self-luminescence in darkness.
-- Values 0-14.
node = {name = "ignore", param2 = 0},
-- Optional, if specified the particles will have the same appearance as
-- node dig particles for the given node.
-- `texture` and `animation` will be ignored if this is set.
node_tile = 0,
-- Optional, only valid in combination with `node`
-- If set to a valid number 1-6, specifies the tile from which the
-- particle texture is picked.
-- Otherwise, the default behavior is used. (currently: any random tile)
-------------------
-- Legacy fields --
-------------------
minpos = {x=0, y=0, z=0},
maxpos = {x=0, y=0, z=0},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 1,
-- The particles' properties are random values between the min and max
-- values.
-- applies to: pos, velocity, acceleration, expirationtime, size
-- If `node` is set, min and maxsize can be set to 0 to spawn
-- randomly-sized particles (just like actual node dig particles).
}
Modern definition fields
After v5.6.0, spawner properties can be defined in several different ways depending
on the level of control you need. pos
for instance can be set as a single vector,
in which case all particles will appear at that exact point throughout the lifetime
of the spawner. Alternately, it can be specified as a min-max pair, specifying a
cubic range the particles can appear randomly within. Finally, some properties can
be animated by suffixing their key with _tween
(e.g. pos_tween
) and supplying
a tween table.
The following definitions are all equivalent, listed in order of precedence from lowest (the legacy syntax) to highest (tween tables). If multiple forms of a property definition are present, the highest-precedence form will be selected and all lower-precedence fields will be ignored, allowing for graceful degradation in older clients).
{
-- old syntax
maxpos = {x = 0, y = 0, z = 0},
minpos = {x = 0, y = 0, z = 0},
-- absolute value
pos = 0,
-- all components of every particle's position vector will be set to this
-- value
-- vec3
pos = vector.new(0,0,0),
-- all particles will appear at this exact position throughout the lifetime
-- of the particlespawner
-- vec3 range
pos = {
-- the particle will appear at a position that is picked at random from
-- within a cubic range
min = vector.new(0,0,0),
-- `min` is the minimum value this property will be set to in particles
-- spawned by the generator
max = vector.new(0,0,0),
-- `max` is the minimum value this property will be set to in particles
-- spawned by the generator
bias = 0,
-- when `bias` is 0, all random values are exactly as likely as any
-- other. when it is positive, the higher it is, the more likely values
-- will appear towards the minimum end of the allowed spectrum. when
-- it is negative, the lower it is, the more likely values will appear
-- towards the maximum end of the allowed spectrum. the curve is
-- exponential and there is no particular maximum or minimum value
},
-- tween table
pos_tween = {...},
-- a tween table should consist of a list of frames in the same form as the
-- untweened pos property above, which the engine will interpolate between,
-- and optionally a number of properties that control how the interpolation
-- takes place. currently **only two frames**, the first and the last, are
-- used, but extra frames are accepted for the sake of forward compatibility.
-- any of the above definition styles can be used here as well in any combination
-- supported by the property type
pos_tween = {
style = "fwd",
-- linear animation from first to last frame (default)
style = "rev",
-- linear animation from last to first frame
style = "pulse",
-- linear animation from first to last then back to first again
style = "flicker",
-- like "pulse", but slightly randomized to add a bit of stutter
reps = 1,
-- number of times the animation is played over the particle's lifespan
start = 0.0,
-- point in the spawner's lifespan at which the animation begins. 0 is
-- the very beginning, 1 is the very end
-- frames can be defined in a number of different ways, depending on the
-- underlying type of the property. for now, all but the first and last
-- frame are ignored
-- frames
-- floats
0, 0,
-- vec3s
vector.new(0,0,0),
vector.new(0,0,0),
-- vec3 ranges
{ min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
{ min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
-- mixed
0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
},
}
All of the properties that can be defined in this way are listed in the next section, along with the datatypes they accept.
List of particlespawner properties
All properties in this list of type "vec3 range", "float range" or "vec3" can
be animated with *_tween
tables. For example, jitter
can be tweened by
setting a jitter_tween
table instead of (or in addition to) a jitter
table/value.
In this section, a float range is a table defined as so: { min = A, max = B } A and B are your supplemented values. For a vec3 range this means they are vectors. Types used are defined in the previous section.
-
vec3 range
pos
: the position at which particles can appear -
vec3 range
vel
: the initial velocity of the particle -
vec3 range
acc
: the direction and speed with which the particle accelerates -
float range
size
: scales the visual size of the particle texture. ifnode
is set, this can be set to 0 to spawn randomly-sized particles (just like actual node dig particles). -
vec3 range
jitter
: offsets the velocity of each particle by a random amount within the specified range each frame. used to create Brownian motion. -
vec3 range
drag
: the amount by which absolute particle velocity along each axis is decreased per second. a value of 1.0 means that the particle will be slowed to a stop over the space of a second; a value of -1.0 means that the particle speed will be doubled every second. to avoid interfering with gravity provided byacc
, a drag vector likevector.new(1,0,1)
can be used instead of a uniform value. -
float range
bounce
: how bouncy the particles are whencollisiondetection
is turned on. values less than or equal to0
turn off particle bounce;1
makes the particles bounce without losing any velocity, and2
makes them double their velocity with every bounce.bounce
is not bounded but values much larger than1.0
probably aren't very useful. -
float range
exptime
: the number of seconds after which the particle disappears. -
table
attract
: sets the birth orientation of particles relative to various shapes defined in world coordinate space. this is an alternative means of setting the velocity which allows particles to emerge from or enter into some entity or node on the map, rather than simply being assigned random velocity values within a range. the velocity calculated by this method will be added to that specified byvel
ifvel
is also set, so in most casesvel
should be set to 0.attract
has the fields:-
string
kind
: selects the kind of shape towards which the particles will be oriented. it must have one of the following values:"none"
: no attractor is set and theattractor
table is ignored"point"
: the particles are attracted to a specific point in space. use this also if you want a sphere-like effect, in combination with theradius
property."line"
: the particles are attracted to an (infinite) line passing through the pointsorigin
andangle
. use this for e.g. beacon effects, energy beam effects, etc."plane"
: the particles are attracted to an (infinite) plane on whose surfaceorigin
designates a point in world coordinate space. use this for e.g. particles entering or emerging from a portal.
-
float range
strength
: the speed with which particles will move towardsattractor
. If negative, the particles will instead move away from that point. -
vec3
origin
: the origin point of the shape towards which particles will initially be oriented. functions as an offset iforigin_attached
is also set. -
vec3
direction
: sets the direction in which the attractor shape faces. for lines, this sets the angle of the line; e.g. a vector of (0,1,0) will create a vertical line that passes throughorigin
. for planes,direction
is the surface normal of an infinite plane on whose surfaceorigin
is a point. functions as an offset ifdirection_attached
is also set. -
ObjectRef
origin_attached
: allows the origin to be specified as an offset from the position of an entity rather than a coordinate in world space. -
ObjectRef
direction_attached
: allows the direction to be specified as an offset from the position of an entity rather than a coordinate in world space. -
bool
die_on_contact
: if true, the particles' lifetimes are adjusted so that they will die as they cross the attractor threshold. this behavior is the default but is undesirable for some kinds of animations; set it to false to allow particles to live out their natural lives.
-
-
vec3 range
radius
: if set, particles will be arranged in a sphere aroundpos
. A constant can be used to create a spherical shell of particles, a vector to create an ovoid shell, and a range to create a volume; e.g.{min = 0.5, max = 1, bias = 1}
will allow particles to appear between 0.5 and 1 nodes away frompos
but will cluster them towards the center of the sphere. Usually ifradius
is used,pos
should be a single point, but it can still be a range if you really know what you're doing (e.g. to create a "roundcube" emitter volume).
Textures
In versions before v5.6.0, particle/particlespawner textures could only be specified as a single texture string. After v5.6.0, textures can now be specified as a table as well. This table contains options that allow simple animations to be applied to the texture.
texture = {
name = "mymod_particle_texture.png",
-- the texture specification string
alpha = 1.0,
-- controls how visible the particle is; at 1.0 the particle is fully
-- visible, at 0, it is completely invisible.
alpha_tween = {1, 0},
-- can be used instead of `alpha` to animate the alpha value over the
-- particle's lifetime. these tween tables work identically to the tween
-- tables used in particlespawner properties, except that time references
-- are understood with respect to the particle's lifetime, not the
-- spawner's. {1,0} fades the particle out over its lifetime.
scale = 1,
scale = {x = 1, y = 1},
-- scales the texture onscreen
scale_tween = {
{x = 1, y = 1},
{x = 0, y = 1},
},
-- animates the scale over the particle's lifetime. works like the
-- alpha_tween table, but can accept two-dimensional vectors as well as
-- integer values. the example value would cause the particle to shrink
-- in one dimension over the course of its life until it disappears
blend = "alpha",
-- (default) blends transparent pixels with those they are drawn atop
-- according to the alpha channel of the source texture. useful for
-- e.g. material objects like rocks, dirt, smoke, or node chunks
-- note: there will be rendering bugs when particles interact with
-- translucent nodes. particles are also not transparency-sorted
-- relative to each other.
blend = "clip",
-- pixels are either fully opaque or fully transparent,
-- depending on whether alpha is greater than or less than 50%
-- (just like `use_texture_alpha = "clip"` for nodes).
-- you should prefer this if you don't need semi-transparency, as it's faster.
blend = "add",
-- adds the value of pixels to those underneath them, modulo the sources
-- alpha channel. useful for e.g. bright light effects like sparks or fire
blend = "screen",
-- like "add" but less bright. useful for subtler light effects. note that
-- this is NOT formally equivalent to the "screen" effect used in image
-- editors and compositors, as it does not respect the alpha channel of
-- of the image being blended
blend = "sub",
-- the inverse of "add"; the value of the source pixel is subtracted from
-- the pixel underneath it. a white pixel will turn whatever is underneath
-- it black; a black pixel will be "transparent". useful for creating
-- darkening effects
animation = {Tile Animation definition},
-- overrides the particlespawner's global animation property for a single
-- specific texture
}
For particlespawners, it is also possible to set the texpool
property instead
of a single texture definition. A texpool
consists of a list of possible
particle textures. Every time a particle is spawned, the engine will pick a
texture at random from the texpool
and assign it as that particle's texture.
You can also specify a texture
in addition to a texpool
; the texture
value will be ignored on newer clients but will be sent to older (pre-v5.6.0)
clients that do not implement texpools.
texpool = {
"mymod_particle_texture.png";
{ name = "mymod_spark.png", alpha_tween = {1, 0} },
{
name = "mymod_dust.png",
alpha = 0.3,
scale = 1.5,
animation = {
type = "vertical_frames",
aspect_w = 16, aspect_h = 16,
length = 3,
-- the animation lasts for 3s and then repeats
length = -3,
-- repeat the animation three times over the particle's lifetime
-- (post-v5.6.0 clients only)
},
},
}
List of animatable texture properties
While animated particlespawner values vary over the course of the particlespawner's lifetime, animated texture properties vary over the lifespans of the individual particles spawned with that texture. So a particle with the texture property
alpha_tween = {
0.0, 1.0,
style = "pulse",
reps = 4,
}
would be invisible at its spawning, pulse visible four times throughout its lifespan, and then vanish again before expiring.
- float
alpha
(0.0 - 1.0): controls the visibility of the texture - vec2
scale
: controls the size of the displayed billboard onscreen. Its units are multiples of the parent particle's assigned size (see thesize
property above)
HTTPRequest
definition
Used by HTTPApiTable.fetch
and HTTPApiTable.fetch_async
.
{
url = "http://example.org",
timeout = 10,
-- Timeout for request to be completed in seconds. Default depends on engine settings.
method = "GET", "POST", "PUT" or "DELETE"
-- The http method to use. Defaults to "GET".
data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
-- Data for the POST, PUT or DELETE request.
-- Accepts both a string and a table. If a table is specified, encodes
-- table as x-www-form-urlencoded key-value pairs.
user_agent = "ExampleUserAgent",
-- Optional, if specified replaces the default Luanti user agent with
-- given string
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- Optional, if specified adds additional headers to the HTTP request.
-- You must make sure that the header strings follow HTTP specification
-- ("Key: Value").
multipart = boolean
-- Optional, if true performs a multipart HTTP request.
-- Default is false.
-- Post only, data must be array
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- Deprecated, use `data` instead. Forces `method = "POST"`.
}
HTTPRequestResult
definition
Passed to HTTPApiTable.fetch
callback. Returned by
HTTPApiTable.fetch_async_get
.
{
completed = true,
-- If true, the request has finished (either succeeded, failed or timed
-- out)
succeeded = true,
-- If true, the request was successful
timeout = false,
-- If true, the request timed out
code = 200,
-- HTTP status code
data = "response"
}
Authentication handler definition
Used by core.register_authentication_handler
.
{
get_auth = function(name),
-- Get authentication data for existing player `name` (`nil` if player
-- doesn't exist).
-- Returns following structure:
-- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
create_auth = function(name, password),
-- Create new auth data for player `name`.
-- Note that `password` is not plain-text but an arbitrary
-- representation decided by the engine.
delete_auth = function(name),
-- Delete auth data of player `name`.
-- Returns boolean indicating success (false if player is nonexistent).
set_password = function(name, password),
-- Set password of player `name` to `password`.
-- Auth data should be created if not present.
set_privileges = function(name, privileges),
-- Set privileges of player `name`.
-- `privileges` is in table form: keys are privilege names, values are `true`;
-- auth data should be created if not present.
reload = function(),
-- Reload authentication data from the storage location.
-- Returns boolean indicating success.
record_login = function(name),
-- Called when player joins, used for keeping track of last_login
iterate = function(),
-- Returns an iterator (use with `for` loops) for all player names
-- currently in the auth database
}
Bit Library
Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
See http://bitop.luajit.org/ for advanced information.
Tracy Profiler
Luanti can be built with support for the Tracy profiler, which can also be
useful for profiling mods and is exposed to Lua as the global tracy
.
See doc/developing/misc.md for details.
Note: This is a development feature and not covered by compatibility promises.
Error Handling
When an error occurs that is not caught, Luanti calls the function
core.error_handler
with the error object as its first argument. The second
argument is the stack level where the error occurred. The return value is the
error string that should be shown. By default this is a backtrace from
debug.traceback
. If the error object is not a string, it is first converted
with tostring
before being displayed. This means that you can use tables as
error objects so long as you give them __tostring
metamethods.
You can override core.error_handler
. You should call the previous handler
with the correct stack level in your implementation.