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11692 lines
475 KiB
Markdown
11692 lines
475 KiB
Markdown
Luanti Lua Modding API Reference
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================================
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**WARNING**: if you're looking for the `minetest` namespace (e.g. `minetest.something`),
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it's now called `core` due to the renaming of Luanti (formerly Minetest).
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`minetest` will keep existing as an alias, so that old code won't break.
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* More information at <http://www.minetest.net/>
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* Developer Wiki: <http://dev.minetest.net/>
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* (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
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* Modding tools: <https://github.com/minetest/modtools>
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Introduction
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------------
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Content and functionality can be added to Luanti using Lua scripting
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in run-time loaded mods.
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A mod is a self-contained bunch of scripts, textures and other related
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things, which is loaded by and interfaces with Luanti.
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Mods are contained and ran solely on the server side. Definitions and media
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files are automatically transferred to the client.
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If you see a deficiency in the API, feel free to attempt to add the
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functionality in the engine and API, and to document it here.
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Programming in Lua
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------------------
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If you have any difficulty in understanding this, please read
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[Programming in Lua](http://www.lua.org/pil/).
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Startup
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-------
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Mods are loaded during server startup from the mod load paths by running
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the `init.lua` scripts in a shared environment.
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Paths
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-----
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Luanti keeps and looks for files mostly in two paths. `path_share` or `path_user`.
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`path_share` contains possibly read-only content for the engine (incl. games and mods).
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`path_user` contains mods or games installed by the user but also the users
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worlds or settings.
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With a local build (`RUN_IN_PLACE=1`) `path_share` and `path_user` both point to
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the build directory. For system-wide builds on Linux the share path is usually at
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`/usr/share/minetest` while the user path resides in `.minetest` in the home directory.
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Paths on other operating systems will differ.
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Games
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=====
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Games are looked up from:
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* `$path_share/games/<gameid>/`
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* `$path_user/games/<gameid>/`
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Where `<gameid>` is unique to each game.
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The game directory can contain the following files:
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* `game.conf`, with the following keys:
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* `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
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* `name`: (Deprecated) same as title.
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* `description`: Short description to be shown in the content tab.
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See [Translating content meta](#translating-content-meta).
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* `first_mod`: Use this to specify the mod that must be loaded before any other mod.
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* `last_mod`: Use this to specify the mod that must be loaded after all other mods
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* `allowed_mapgens = <comma-separated mapgens>`
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e.g. `allowed_mapgens = v5,v6,flat`
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Mapgens not in this list are removed from the list of mapgens for the
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game.
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If not specified, all mapgens are allowed.
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* `disallowed_mapgens = <comma-separated mapgens>`
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e.g. `disallowed_mapgens = v5,v6,flat`
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These mapgens are removed from the list of mapgens for the game.
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When both `allowed_mapgens` and `disallowed_mapgens` are
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specified, `allowed_mapgens` is applied before
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`disallowed_mapgens`.
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* `disallowed_mapgen_settings= <comma-separated mapgen settings>`
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e.g. `disallowed_mapgen_settings = mgv5_spflags`
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These mapgen settings are hidden for this game in the world creation
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dialog and game start menu. Add `seed` to hide the seed input field.
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* `disabled_settings = <comma-separated settings>`
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e.g. `disabled_settings = enable_damage, creative_mode`
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These settings are hidden for this game in the "Start game" tab
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and will be initialized as `false` when the game is started.
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Prepend a setting name with an exclamation mark to initialize it to `true`
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(this does not work for `enable_server`).
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Only these settings are supported:
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`enable_damage`, `creative_mode`, `enable_server`.
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* `map_persistent`: Specifies whether newly created worlds should use
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a persistent map backend. Defaults to `true` (= "sqlite3")
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* `author`: The author's ContentDB username.
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* `release`: Ignore this: Should only ever be set by ContentDB, as it is
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an internal ID used to track versions.
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* `textdomain`: Textdomain used to translate description. Defaults to game id.
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See [Translating content meta](#translating-content-meta).
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* `minetest.conf`:
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Used to set default settings when running this game.
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* `settingtypes.txt`:
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In the same format as the one in builtin.
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This settingtypes.txt will be parsed by the menu and the settings will be
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displayed in the "Games" category in the advanced settings tab.
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* If the game contains a folder called `textures` the server will load it as a
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texturepack, overriding mod textures.
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Any server texturepack will override mod textures and the game texturepack.
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Menu images
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-----------
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Games can provide custom main menu images. They are put inside a `menu`
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directory inside the game directory.
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The images are named `$identifier.png`, where `$identifier` is one of
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`overlay`, `background`, `footer`, `header`.
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If you want to specify multiple images for one identifier, add additional
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images named like `$identifier.$n.png`, with an ascending number $n starting
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with 1, and a random image will be chosen from the provided ones.
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Menu music
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-----------
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Games can provide custom main menu music. They are put inside a `menu`
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directory inside the game directory.
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The music files are named `theme.ogg`.
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If you want to specify multiple music files for one game, add additional
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images named like `theme.$n.ogg`, with an ascending number $n starting
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with 1 (max 10), and a random music file will be chosen from the provided ones.
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Mods
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====
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Mod load path
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-------------
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Paths are relative to the directories listed in the [Paths] section above.
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* `games/<gameid>/mods/`
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* `mods/`
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* `worlds/<worldname>/worldmods/`
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World-specific games
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--------------------
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It is possible to include a game in a world; in this case, no mods or
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games are loaded or checked from anywhere else.
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This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
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directory exists.
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Mods should then be placed in `<worldname>/game/mods/`.
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Modpacks
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--------
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Mods can be put in a subdirectory, if the parent directory, which otherwise
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should be a mod, contains a file named `modpack.conf`.
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The file is a key-value store of modpack details.
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* `name`: The modpack name. Allows Luanti to determine the modpack name even
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if the folder is wrongly named.
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* `title`: A human-readable title to address the modpack. See [Translating content meta](#translating-content-meta).
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* `description`: Description of mod to be shown in the Mods tab of the main
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menu. See [Translating content meta](#translating-content-meta).
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* `author`: The author's ContentDB username.
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* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
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internal ID used to track versions.
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* `textdomain`: Textdomain used to translate title and description. Defaults to modpack name.
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See [Translating content meta](#translating-content-meta).
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Note: to support 0.4.x, please also create an empty modpack.txt file.
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Mod directory structure
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-----------------------
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mods
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├── modname
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│ ├── mod.conf
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│ ├── screenshot.png
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│ ├── settingtypes.txt
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│ ├── init.lua
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│ ├── models
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│ ├── textures
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│ │ ├── modname_stuff.png
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│ │ ├── modname_stuff_normal.png
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│ │ ├── modname_something_else.png
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│ │ ├── subfolder_foo
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│ │ │ ├── modname_more_stuff.png
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│ │ │ └── another_subfolder
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│ │ └── bar_subfolder
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│ ├── sounds
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│ ├── media
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│ ├── locale
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│ └── <custom data>
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└── another
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### modname
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The location of this directory can be fetched by using
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`core.get_modpath(modname)`.
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### mod.conf
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A `Settings` file that provides meta information about the mod.
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* `name`: The mod name. Allows Luanti to determine the mod name even if the
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folder is wrongly named.
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* `title`: A human-readable title to address the mod. See [Translating content meta](#translating-content-meta).
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* `description`: Description of mod to be shown in the Mods tab of the main
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menu. See [Translating content meta](#translating-content-meta).
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* `depends`: A comma separated list of dependencies. These are mods that must be
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loaded before this mod.
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* `optional_depends`: A comma separated list of optional dependencies.
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Like a dependency, but no error if the mod doesn't exist.
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* `author`: The author's ContentDB username.
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* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
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internal ID used to track versions.
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* `textdomain`: Textdomain used to translate title and description. Defaults to modname.
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See [Translating content meta](#translating-content-meta).
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### `screenshot.png`
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A screenshot shown in the mod manager within the main menu. It should
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have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
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### `depends.txt`
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**Deprecated:** you should use mod.conf instead.
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This file is used if there are no dependencies in mod.conf.
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List of mods that have to be loaded before loading this mod.
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A single line contains a single modname.
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Optional dependencies can be defined by appending a question mark
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to a single modname. This means that if the specified mod
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is missing, it does not prevent this mod from being loaded.
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### `description.txt`
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**Deprecated:** you should use mod.conf instead.
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This file is used if there is no description in mod.conf.
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A file containing a description to be shown in the Mods tab of the main menu.
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### `settingtypes.txt`
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The format is documented in `builtin/settingtypes.txt`.
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It is parsed by the main menu settings dialogue to list mod-specific
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settings in the "Mods" category.
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`core.settings` can be used to read custom or engine settings.
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See [`Settings`].
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### `init.lua`
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The main Lua script. Running this script should register everything it
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wants to register. Subsequent execution depends on Luanti calling the
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registered callbacks.
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### `textures`, `sounds`, `media`, `models`, `locale`
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Media files (textures, sounds, whatever) that will be transferred to the
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client and will be available for use by the mod and translation files for
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the clients (see [Translations]). Accepted characters for names are:
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a-zA-Z0-9_.-
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Accepted formats are:
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images: .png, .jpg, .tga, (deprecated:) .bmp
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sounds: .ogg vorbis
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models: .x, .b3d, .obj, (since version 5.10:) .gltf, .glb
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Other formats won't be sent to the client (e.g. you can store .blend files
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in a folder for convenience, without the risk that such files are transferred)
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It is suggested to use the folders for the purpose they are thought for,
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eg. put textures into `textures`, translation files into `locale`,
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models for entities or meshnodes into `models` et cetera.
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These folders and subfolders can contain subfolders.
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Subfolders with names starting with `_` or `.` are ignored.
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If a subfolder contains a media file with the same name as a media file
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in one of its parents, the parent's file is used.
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Although it is discouraged, a mod can overwrite a media file of any mod that it
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depends on by supplying a file with an equal name.
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Only a subset of model file format features is supported:
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Simple textured meshes (with multiple textures), optionally with normals.
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The .x, .b3d and .gltf formats additionally support (a single) animation.
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#### glTF
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The glTF model file format for now only serves as a
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more modern alternative to the other static model file formats;
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it unlocks no special rendering features.
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Binary glTF (`.glb`) files are supported and recommended over `.gltf` files
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due to their space savings.
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This means that many glTF features are not supported *yet*, including:
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* Animations
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* Only a single animation is supported, use frame ranges within this animation.
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* Cameras
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* Materials
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* Only base color textures are supported
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* Backface culling is overridden
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* Double-sided materials don't work
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* Alternative means of supplying data
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* Embedded images
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* References to files via URIs
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Textures are supplied solely via the same means as for the other model file formats:
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The `textures` object property, the `tiles` node definition field and
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the list of textures used in the `model[]` formspec element.
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The order in which textures are to be supplied
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is that in which they appear in the `textures` array in the glTF file.
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Do not rely on glTF features not being supported; they may be supported in the future.
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The backwards compatibility guarantee does not extend to ignoring unsupported features.
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For example, if your model used an emissive material,
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you should expect that a future version of Luanti may respect this,
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and thus cause your model to render differently there.
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Naming conventions
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------------------
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Registered names should generally be in this format:
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modname:<whatever>
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`<whatever>` can have these characters:
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a-zA-Z0-9_
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This is to prevent conflicting names from corrupting maps and is
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enforced by the mod loader.
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Registered names can be overridden by prefixing the name with `:`. This can
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be used for overriding the registrations of some other mod.
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The `:` prefix can also be used for maintaining backwards compatibility.
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### Example
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In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
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So the name should be `experimental:tnt`.
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Any mod can redefine `experimental:tnt` by using the name
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:experimental:tnt
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when registering it. For this to work correctly, that mod must have
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`experimental` as a dependency.
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Aliases
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||
=======
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Aliases of itemnames can be added by using
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`core.register_alias(alias, original_name)` or
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`core.register_alias_force(alias, original_name)`.
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This adds an alias `alias` for the item called `original_name`.
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From now on, you can use `alias` to refer to the item `original_name`.
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The only difference between `core.register_alias` and
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`core.register_alias_force` is that if an item named `alias` already exists,
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`core.register_alias` will do nothing while
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`core.register_alias_force` will unregister it.
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This can be used for maintaining backwards compatibility.
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This can also set quick access names for things, e.g. if
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you have an item called `epiclylongmodname:stuff`, you could do
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core.register_alias("stuff", "epiclylongmodname:stuff")
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||
and be able to use `/giveme stuff`.
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Mapgen aliases
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--------------
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In a game, a certain number of these must be set to tell core mapgens which
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of the game's nodes are to be used for core mapgen generation. For example:
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core.register_alias("mapgen_stone", "default:stone")
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### Aliases for non-V6 mapgens
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||
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#### Essential aliases
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||
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* `mapgen_stone`
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* `mapgen_water_source`
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* `mapgen_river_water_source`
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||
|
||
`mapgen_river_water_source` is required for mapgens with sloping rivers where
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it is necessary to have a river liquid node with a short `liquid_range` and
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`liquid_renewable = false` to avoid flooding.
|
||
|
||
#### Optional aliases
|
||
|
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* `mapgen_lava_source`
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||
|
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Fallback lava node used if cave liquids are not defined in biome definitions.
|
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Deprecated, define cave liquids in biome definitions instead.
|
||
|
||
* `mapgen_cobble`
|
||
|
||
Fallback node used if dungeon nodes are not defined in biome definitions.
|
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Deprecated, define dungeon nodes in biome definitions instead.
|
||
|
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### Aliases for Mapgen V6
|
||
|
||
#### Essential
|
||
|
||
* `mapgen_stone`
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* `mapgen_water_source`
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||
* `mapgen_lava_source`
|
||
* `mapgen_dirt`
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||
* `mapgen_dirt_with_grass`
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||
* `mapgen_sand`
|
||
|
||
* `mapgen_tree`
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||
* `mapgen_leaves`
|
||
* `mapgen_apple`
|
||
|
||
* `mapgen_cobble`
|
||
|
||
#### Optional
|
||
|
||
* `mapgen_gravel` (falls back to stone)
|
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* `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`), Bitmap (`.bmp`)
|
||
and Targa (`.tga`).
|
||
Since better alternatives exist, the latter two may be removed in the future.
|
||
|
||
Texture modifiers
|
||
-----------------
|
||
|
||
There are various texture modifiers that can be used
|
||
to let the client generate textures on-the-fly.
|
||
The modifiers are applied directly in sRGB colorspace,
|
||
i.e. without gamma-correction.
|
||
|
||
### 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>`: a `ColorString`.
|
||
|
||
Creates a texture of the given size and color, optionally with an `<x>,<y>`
|
||
position. An alpha value may be specified in the `Colorstring`.
|
||
|
||
The optional `<x>,<y>` position is only used if the `[fill` is being overlaid
|
||
onto another texture with '^'.
|
||
|
||
When `[fill` is overlaid onto another texture it will not upscale or change
|
||
the resolution of the texture, the base texture will determine the output
|
||
resolution.
|
||
|
||
Examples:
|
||
|
||
[fill:16x16:#20F02080
|
||
texture.png^[fill:8x8:4,4:red
|
||
|
||
#### `[lowpart:<percent>:<file>`
|
||
|
||
Blit the lower `<percent>`% part of `<file>` on the texture.
|
||
|
||
Example:
|
||
|
||
base.png^[lowpart:25:overlay.png
|
||
|
||
#### `[verticalframe:<t>:<n>`
|
||
|
||
* `<t>`: animation frame count
|
||
* `<n>`: current animation 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 full `param2` for
|
||
palette indexing. These nodes can have 256 different colors.
|
||
The palette should contain 256 pixels.
|
||
* `paramtype2 = "colorwallmounted"` for nodes which use the first
|
||
five bits (most significant) of `param2` for palette indexing.
|
||
The remaining three bits are describing rotation, as in `wallmounted`
|
||
paramtype2. Division by 8 yields the palette index (without stretching the
|
||
palette). These nodes can have 32 different colors, and the palette
|
||
should contain 32 pixels.
|
||
Examples:
|
||
* `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
|
||
pixel will be picked from the palette.
|
||
* `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
|
||
pixel will be picked from the palette.
|
||
* `paramtype2 = "colorfacedir"` for nodes which use the first
|
||
three bits of `param2` for palette indexing. The remaining
|
||
five bits are describing rotation, as in `facedir` paramtype2.
|
||
Division by 32 yields the palette index (without stretching the
|
||
palette). These nodes can have 8 different colors, and the
|
||
palette should contain 8 pixels.
|
||
Examples:
|
||
* `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
|
||
first (= 0 + 1) pixel will be picked from the palette.
|
||
* `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
|
||
second (= 1 + 1) pixel will be picked from the palette.
|
||
* `paramtype2 = "color4dir"` for nodes which use the first
|
||
six bits of `param2` for palette indexing. The remaining
|
||
two bits are describing rotation, as in `4dir` paramtype2.
|
||
Division by 4 yields the palette index (without stretching the
|
||
palette). These nodes can have 64 different colors, and the
|
||
palette should contain 64 pixels.
|
||
Examples:
|
||
* `param2 = 17` is 4 * 4 + 1, so the rotation is 1 and the
|
||
fifth (= 4 + 1) pixel will be picked from the palette.
|
||
* `param2 = 35` is 8 * 4 + 3, so the rotation is 3 and the
|
||
ninth (= 8 + 1) pixel will be picked from the palette.
|
||
|
||
To colorize a node on the map, set its `param2` value (according
|
||
to the node's paramtype2).
|
||
|
||
### Conversion between nodes in the inventory and on the map
|
||
|
||
Static coloring is the same for both cases, there is no need
|
||
for conversion.
|
||
|
||
If the `ItemStack`'s metadata contains the `color` field, it will be
|
||
lost on placement, because nodes on the map can only use palettes.
|
||
|
||
If the `ItemStack`'s metadata contains the `palette_index` field, it is
|
||
automatically transferred between node and item forms by the engine,
|
||
when a player digs or places a colored node.
|
||
You can disable this feature by setting the `drop` field of the node
|
||
to itself (without metadata).
|
||
To transfer the color to a special drop, you need a drop table.
|
||
|
||
Example:
|
||
|
||
```lua
|
||
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:
|
||
|
||
```lua
|
||
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):
|
||
|
||
```lua
|
||
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 of `1.0`. By setting gain for
|
||
a positional sound higher than `1.0`, one can increase the radius inside which
|
||
maximal gain is reached.
|
||
Furthermore, gain of positional sounds doesn't increase inside a 1 node radius.
|
||
The gain given here describes the gain at a distance of 3 nodes.
|
||
* `pitch`:
|
||
Applies a pitch-shift to the sound.
|
||
Each factor of `2.0` results in a pitch-shift of +12 semitones.
|
||
Must be positive.
|
||
* `fade`:
|
||
If > `0.0`, the sound is faded in, with this value in gain per second, until
|
||
`gain` is reached.
|
||
|
||
`gain`, `pitch` and `fade` are optional and default to `1.0`, `1.0` and `0.0`.
|
||
|
||
Examples:
|
||
|
||
* `""`: No sound
|
||
* `{}`: No sound
|
||
* `"default_place_node"`: Play e.g. `default_place_node.ogg`
|
||
* `{name = "default_place_node"}`: Same as above
|
||
* `{name = "default_place_node", gain = 0.5}`: 50% volume
|
||
* `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
|
||
|
||
Sound parameter table
|
||
---------------------
|
||
|
||
Table used to specify how a sound is played:
|
||
|
||
```lua
|
||
{
|
||
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:
|
||
|
||
```lua
|
||
-- 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 jumps
|
||
* `default_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:
|
||
|
||
```lua
|
||
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
|
||
|
||
```lua
|
||
core.registered_nodes[node.name]
|
||
```
|
||
|
||
See [Registered definitions].
|
||
|
||
Nodes are passed by value between Lua and the engine.
|
||
They are represented by a table:
|
||
|
||
```lua
|
||
{name="name", param1=num, param2=num}
|
||
```
|
||
|
||
`param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
|
||
them for certain automated functions. If you don't use these functions, you can
|
||
use them to store arbitrary values.
|
||
|
||
Node paramtypes
|
||
---------------
|
||
|
||
The functions of `param1` and `param2` are determined by certain fields in the
|
||
node definition.
|
||
|
||
The function of `param1` is determined by `paramtype` in node definition.
|
||
`param1` is reserved for the engine when `paramtype != "none"`.
|
||
|
||
* `paramtype = "light"`
|
||
* The value stores light with and without sun in its lower and upper 4 bits
|
||
respectively.
|
||
* Required by a light source node to enable spreading its light.
|
||
* Required by the following drawtypes as they determine their visual
|
||
brightness from their internal light value:
|
||
* torchlike
|
||
* signlike
|
||
* firelike
|
||
* fencelike
|
||
* raillike
|
||
* nodebox
|
||
* mesh
|
||
* plantlike
|
||
* plantlike_rooted
|
||
* `paramtype = "none"`
|
||
* `param1` will not be used by the engine and can be used to store
|
||
an arbitrary value
|
||
|
||
The function of `param2` is determined by `paramtype2` in node definition.
|
||
`param2` is reserved for the engine when `paramtype2 != "none"`.
|
||
|
||
* `paramtype2 = "flowingliquid"`
|
||
* Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
|
||
* The liquid level and a flag of the liquid are stored in `param2`
|
||
* Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
|
||
see `core.get_node_level`, `core.set_node_level` and `core.add_node_level`
|
||
to access/manipulate the content of this field
|
||
* Bit 3: If set, liquid is flowing downwards (no graphical effect)
|
||
* `paramtype2 = "wallmounted"`
|
||
* Supported drawtypes: "torchlike", "signlike", "plantlike",
|
||
"plantlike_rooted", "normal", "nodebox", "mesh"
|
||
* The rotation of the node is stored in `param2`
|
||
* Node is 'mounted'/facing towards one of 6 directions
|
||
* You can make this value by using `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.
|
||
* Rooted plantlike:
|
||
* The height of the 'plantlike' section is stored in `param2`.
|
||
* The height is (`param2` / 16) nodes.
|
||
* `paramtype2 = "degrotate"`
|
||
* Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
|
||
stored in `param2`.
|
||
* Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
|
||
get the actual rotation in degrees of the node.
|
||
* `paramtype2 = "meshoptions"`
|
||
* Only valid for "plantlike" drawtype. `param2` encodes the shape and
|
||
optional modifiers of the "plant". `param2` is a bitfield.
|
||
* Bits 0 to 2 select the shape.
|
||
Use only one of the values below:
|
||
* 0 = an "x" shaped plant (ordinary plant)
|
||
* 1 = a "+" shaped plant (just rotated 45 degrees)
|
||
* 2 = a "*" shaped plant with 3 faces instead of 2
|
||
* 3 = a "#" shaped plant with 4 faces instead of 2
|
||
* 4 = a "#" shaped plant with 4 faces that lean outwards
|
||
* 5-7 are unused and reserved for future meshes.
|
||
* Bits 3 to 7 are used to enable any number of optional modifiers.
|
||
Just add the corresponding value(s) below to `param2`:
|
||
* 8 - Makes the plant slightly vary placement horizontally
|
||
* 16 - Makes the plant mesh 1.4x larger
|
||
* 32 - Moves each face randomly a small bit down (1/8 max)
|
||
* values 64 and 128 (bits 6-7) are reserved for future use.
|
||
* Example: `param2 = 0` selects a normal "x" shaped plant
|
||
* Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
|
||
* `paramtype2 = "color"`
|
||
* `param2` tells which color is picked from the palette.
|
||
The palette should have 256 pixels.
|
||
* `paramtype2 = "colorfacedir"`
|
||
* Same as `facedir`, but with colors.
|
||
* The 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.
|
||
* `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.
|
||
* `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.
|
||
* `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)
|
||
* `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` and `allfaces` according to
|
||
the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
|
||
* With 'Simple Leaves' selected, the texture specified in `special_tiles`
|
||
is used instead, if present. This allows a visually thicker texture to be
|
||
used to compensate for how `glasslike` reduces visual thickness.
|
||
* `torchlike`
|
||
* A single vertical texture.
|
||
* If `paramtype2="[color]wallmounted"`:
|
||
* If placed on top of a node, uses the first texture specified in `tiles`.
|
||
* If placed against the underside of a node, uses the second texture
|
||
specified in `tiles`.
|
||
* If placed on the side of a node, uses the third texture specified in
|
||
`tiles` and is perpendicular to that node.
|
||
* If `paramtype2="none"`:
|
||
* Will be rendered as if placed on top of a node (see
|
||
above) and only the first texture is used.
|
||
* `signlike`
|
||
* A single texture parallel to, and mounted against, the top, underside or
|
||
side of a node.
|
||
* If `paramtype2="[color]wallmounted"`, it rotates according to `param2`
|
||
* If `paramtype2="none"`, it will always be on the floor.
|
||
* `plantlike`
|
||
* Two vertical and diagonal textures at right-angles to each other.
|
||
* See `paramtype2 = "meshoptions"` above for other options.
|
||
* `firelike`
|
||
* When above a flat surface, appears as 6 textures, the central 2 as
|
||
`plantlike` plus 4 more surrounding those.
|
||
* If not above a surface the central 2 do not appear, but the texture
|
||
appears against the faces of surrounding nodes if they are present.
|
||
* `fencelike`
|
||
* A 3D model suitable for a wooden fence.
|
||
* One placed node appears as a single vertical post.
|
||
* Adjacently-placed nodes cause horizontal bars to appear between them.
|
||
* `raillike`
|
||
* Often used for tracks for mining carts.
|
||
* Requires 4 textures to be specified in `tiles`, in order: Straight,
|
||
curved, t-junction, crossing.
|
||
* Each placed node automatically switches to a suitable rotated texture
|
||
determined by the adjacent `raillike` nodes, in order to create a
|
||
continuous track network.
|
||
* Becomes a sloping node if placed against stepped nodes.
|
||
* `nodebox`
|
||
* Often used for stairs and slabs.
|
||
* Allows defining nodes consisting of an arbitrary number of boxes.
|
||
* See [Node boxes] below for more information.
|
||
* `mesh`
|
||
* Uses models for nodes.
|
||
* Tiles should hold model materials textures.
|
||
* Only static meshes are implemented.
|
||
* For supported model formats see Irrlicht engine documentation.
|
||
* `plantlike_rooted`
|
||
* Enables underwater `plantlike` without air bubbles around the nodes.
|
||
* Consists of a base cube at the coordinates of the node plus a
|
||
`plantlike` extension above
|
||
* If `paramtype2="leveled", the `plantlike` extension has a height
|
||
of `param2 / 16` nodes, otherwise it's the height of 1 node
|
||
* If `paramtype2="wallmounted"`, the `plantlike` extension
|
||
will be at one of the corresponding 6 sides of the base cube.
|
||
Also, the base cube rotates like a `normal` cube would
|
||
* The `plantlike` extension visually passes through any nodes above the
|
||
base cube without affecting them.
|
||
* The base cube texture tiles are defined as normal, the `plantlike`
|
||
extension uses the defined special tile, for example:
|
||
`special_tiles = {{name = "default_papyrus.png"}},`
|
||
|
||
`*_optional` drawtypes need less rendering time if deactivated
|
||
(always client-side).
|
||
|
||
Node boxes
|
||
----------
|
||
|
||
Node selection boxes are defined using "node boxes".
|
||
|
||
A nodebox is defined as any of:
|
||
|
||
```lua
|
||
{
|
||
-- 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:
|
||
|
||
```lua
|
||
{x1, y1, z1, x2, y2, z2}
|
||
```
|
||
|
||
A box of a regular node would look like:
|
||
|
||
```lua
|
||
{-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.
|
||
The `x` and `y` fields apply to the respective axes.
|
||
Positive values scale the source image.
|
||
Negative values represent percentages relative to screen dimensions.
|
||
Example: `{x = -20, y = 3}` means the image will be drawn 20% of screen width wide,
|
||
and 3 times as high as the source image is.
|
||
* `text`: The name of the texture that is displayed.
|
||
* `alignment`: The alignment of the image.
|
||
* `offset`: offset in pixels from position.
|
||
|
||
### `text`
|
||
|
||
Displays text on the HUD.
|
||
|
||
* `scale`: Defines the bounding rectangle of the text.
|
||
A value such as `{x=100, y=100}` should work.
|
||
* `text`: The text to be displayed in the HUD element.
|
||
Supports `core.translate` (always)
|
||
and `core.colorize` (since protocol version 44)
|
||
* `number`: An integer containing the RGB value of the color used to draw the
|
||
text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
|
||
* `alignment`: The alignment of the text.
|
||
* `offset`: offset in pixels from position.
|
||
* `size`: size of the text.
|
||
The player-set font size is multiplied by size.x (y value isn't used).
|
||
* `style`: determines font style
|
||
Bitfield with 1 = bold, 2 = italic, 4 = monospace
|
||
|
||
### `statbar`
|
||
|
||
Displays a horizontal bar made up of half-images with an optional background.
|
||
|
||
* `text`: The name of the texture to use.
|
||
* `text2`: Optional texture name to enable a background / "off state"
|
||
texture (useful to visualize the maximal value). Both textures
|
||
must have the same size.
|
||
* `number`: The number of half-textures that are displayed.
|
||
If odd, will end with a vertically center-split texture.
|
||
* `item`: Same as `number` but for the "off state" texture
|
||
* `direction`: To which direction the images will extend to
|
||
* `offset`: offset in pixels from position.
|
||
* `size`: If used, will force full-image size to this value (override texture
|
||
pack image size)
|
||
|
||
### `inventory`
|
||
|
||
* `text`: The name of the inventory list to be displayed.
|
||
* `number`: Number of items in the inventory to be displayed.
|
||
* `item`: Position of item that is selected.
|
||
* `direction`: Direction the list will be displayed in
|
||
* `offset`: offset in pixels from position.
|
||
* `alignment`: The alignment of the inventory. Aligned at the top left corner if not specified.
|
||
|
||
### `hotbar`
|
||
|
||
* `direction`: Direction the list will be displayed in
|
||
* `offset`: offset in pixels from position.
|
||
* `alignment`: The alignment of the inventory.
|
||
|
||
### `waypoint`
|
||
|
||
Displays distance to selected world position.
|
||
|
||
* `name`: The name of the waypoint.
|
||
* `text`: Distance suffix. Can be blank.
|
||
* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
|
||
If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
|
||
When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
|
||
`precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
|
||
`precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
|
||
`precision = n` will show multiples of `1/n`
|
||
* `number:` An integer containing the RGB value of the color used to draw the
|
||
text.
|
||
* `world_pos`: World position of the waypoint.
|
||
* `offset`: offset in pixels from position.
|
||
* `alignment`: The alignment of the waypoint.
|
||
|
||
### `image_waypoint`
|
||
|
||
Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
|
||
|
||
* `scale`: The scale of the image, with `{x = 1, y = 1}` being the original texture size.
|
||
The `x` and `y` fields apply to the respective axes.
|
||
Positive values scale the source image.
|
||
Negative values represent percentages relative to screen dimensions.
|
||
Example: `{x = -20, y = 3}` means the image will be drawn 20% of screen width wide,
|
||
and 3 times as high as the source image is.
|
||
* `text`: The name of the texture that is displayed.
|
||
* `alignment`: The alignment of the image.
|
||
* `world_pos`: World position of the waypoint.
|
||
* `offset`: offset in pixels from position.
|
||
|
||
### `compass`
|
||
|
||
Displays an image oriented or translated according to current heading direction.
|
||
|
||
* `size`: The size of this element. Negative values represent percentage
|
||
of the screen; e.g. `x=-100` means 100% (width).
|
||
* `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
|
||
* `text`: The name of the texture to use.
|
||
* `alignment`: The alignment of the image.
|
||
* `offset`: Offset in pixels from position.
|
||
* `direction`: How the image is rotated/translated:
|
||
* 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` or `y`
|
||
is specified as a percentage, the resulting pixel size will be used for
|
||
both `x` and `y`. Example: On a 1920x1080 screen, `{x = 0, y = -25}` will
|
||
result in a 270x270 minimap.
|
||
* Negative values are supported starting with protocol version 45.
|
||
* `alignment`: The alignment of the minimap.
|
||
* `offset`: offset in pixels from position.
|
||
|
||
Representations of simple things
|
||
================================
|
||
|
||
Vector (ie. a position)
|
||
-----------------------
|
||
|
||
```lua
|
||
vector.new(x, y, z)
|
||
```
|
||
|
||
See [Spatial Vectors] for details.
|
||
|
||
`pointed_thing`
|
||
---------------
|
||
|
||
* `{type="nothing"}`
|
||
* `{type="node", under=pos, above=pos}`
|
||
* Indicates a pointed node selection box.
|
||
* `under` refers to the node position behind the pointed face.
|
||
* `above` refers to the node position in front of the pointed face.
|
||
* `{type="object", ref=ObjectRef}`
|
||
|
||
Exact pointing location (currently only `Raycast` supports these fields):
|
||
|
||
* `pointed_thing.intersection_point`: The absolute world coordinates of the
|
||
point on the selection box which is pointed at. May be in the selection box
|
||
if the pointer is in the box too.
|
||
* `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
|
||
from 1).
|
||
* `pointed_thing.intersection_normal`: Unit vector, points outwards of the
|
||
selected selection box. This specifies which face is pointed at.
|
||
Is a null vector `vector.zero()` when the pointer is inside the selection box.
|
||
For entities with rotated selection boxes, this will be rotated properly
|
||
by the entity's rotation - it will always be in absolute world space.
|
||
|
||
|
||
|
||
|
||
Flag Specifier Format
|
||
=====================
|
||
|
||
Flags using the standardized flag specifier format can be specified in either
|
||
of two ways, by string or table.
|
||
|
||
The string format is a comma-delimited set of flag names; whitespace and
|
||
unrecognized flag fields are ignored. Specifying a flag in the string sets the
|
||
flag, and specifying a flag prefixed by the string `"no"` explicitly
|
||
clears the flag from whatever the default may be.
|
||
|
||
In addition to the standard string flag format, the schematic flags field can
|
||
also be a table of flag names to boolean values representing whether or not the
|
||
flag is set. Additionally, if a field with the flag name prefixed with `"no"`
|
||
is present, mapped to a boolean of any value, the specified flag is unset.
|
||
|
||
E.g. A flag field of value
|
||
|
||
```lua
|
||
{place_center_x = true, place_center_y=false, place_center_z=true}
|
||
```
|
||
|
||
is equivalent to
|
||
|
||
```lua
|
||
{place_center_x = true, noplace_center_y=true, place_center_z=true}
|
||
```
|
||
|
||
which is equivalent to
|
||
|
||
```lua
|
||
"place_center_x, noplace_center_y, place_center_z"
|
||
```
|
||
|
||
or even
|
||
|
||
```lua
|
||
"place_center_x, place_center_z"
|
||
```
|
||
|
||
since, by default, no schematic attributes are set.
|
||
|
||
|
||
|
||
|
||
Items
|
||
=====
|
||
|
||
Items are things that can be held by players, dropped in the map and
|
||
stored in inventories.
|
||
Items come in the form of item stacks, which are collections of equal
|
||
items that occupy a single inventory slot.
|
||
|
||
Item types
|
||
----------
|
||
|
||
There are three kinds of items: nodes, tools and craftitems.
|
||
|
||
* Node: Placeable item form of a node in the world's voxel grid
|
||
* Tool: Has a changeable wear property but cannot be stacked
|
||
* Craftitem: Has no special properties
|
||
|
||
Every registered node (the voxel in the world) has a corresponding
|
||
item form (the thing in your inventory) that comes along with it.
|
||
This item form can be placed which will create a node in the
|
||
world (by default).
|
||
Both the 'actual' node and its item form share the same identifier.
|
||
For all practical purposes, you can treat the node and its item form
|
||
interchangeably. We usually just say 'node' to the item form of
|
||
the node as well.
|
||
|
||
Note the definition of tools is purely technical. The only really
|
||
unique thing about tools is their wear, and that's basically it.
|
||
Beyond that, you can't make any gameplay-relevant assumptions
|
||
about tools or non-tools. It is perfectly valid to register something
|
||
that acts as tool in a gameplay sense as a craftitem, and vice-versa.
|
||
|
||
Craftitems can be used for items that neither need to be a node
|
||
nor a tool.
|
||
|
||
Amount and wear
|
||
---------------
|
||
|
||
All item stacks have an amount between 0 and 65535. It is 1 by
|
||
default. Tool item stacks cannot have an amount greater than 1.
|
||
|
||
Tools use a wear (damage) value ranging from 0 to 65535. The
|
||
value 0 is the default and is used for unworn tools. The values
|
||
1 to 65535 are used for worn tools, where a higher value stands for
|
||
a higher wear. Non-tools technically also have a wear property,
|
||
but it is always 0. There is also a special 'toolrepair' crafting
|
||
recipe that is only available to tools.
|
||
|
||
Item formats
|
||
------------
|
||
|
||
Items and item stacks can exist in three formats: Serializes, table format
|
||
and `ItemStack`.
|
||
|
||
When an item must be passed to a function, it can usually be in any of
|
||
these formats.
|
||
|
||
### Serialized
|
||
|
||
This is called "stackstring" or "itemstring". It is a simple string with
|
||
1-4 components:
|
||
|
||
1. Full item identifier ("item name")
|
||
2. Optional amount
|
||
3. Optional wear value
|
||
4. Optional item metadata
|
||
|
||
Syntax:
|
||
|
||
<identifier> [<amount>[ <wear>[ <metadata>]]]
|
||
|
||
Examples:
|
||
|
||
* `"default:apple"`: 1 apple
|
||
* `"default:dirt 5"`: 5 dirt
|
||
* `"default:pick_stone"`: a new stone pickaxe
|
||
* `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
|
||
* `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`:
|
||
* a wooden pickaxe from the `default` mod,
|
||
* amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
|
||
* with the `description` field set to `"My worn out pick"` in its metadata
|
||
* `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`:
|
||
* analogous to the above example
|
||
* note how the wear is set to `0` as dirt is not a tool
|
||
|
||
You should ideally use the `ItemStack` format to build complex item strings
|
||
(especially if they use item metadata)
|
||
without relying on the serialization format. Example:
|
||
|
||
local stack = ItemStack("default:pick_wood")
|
||
stack:set_wear(21323)
|
||
stack:get_meta():set_string("description", "My worn out pick")
|
||
local itemstring = stack:to_string()
|
||
|
||
Additionally the methods `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:
|
||
|
||
```lua
|
||
{name="default:dirt", count=5, wear=0, metadata=""}
|
||
```
|
||
|
||
A wooden pick about 1/3 worn out:
|
||
|
||
```lua
|
||
{name="default:pick_wood", count=1, wear=21323, metadata=""}
|
||
```
|
||
|
||
An apple:
|
||
|
||
```lua
|
||
{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:
|
||
|
||
```lua
|
||
-- 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
|
||
|
||
```lua
|
||
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].
|
||
|
||
```lua
|
||
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:
|
||
|
||
```lua
|
||
"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:
|
||
|
||
```lua
|
||
"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:
|
||
|
||
```lua
|
||
{
|
||
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`).
|
||
|
||
```lua
|
||
{
|
||
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 other
|
||
* `dig_immediate`: Player can always pick up node without reducing tool wear
|
||
* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
|
||
* `3`: the node always gets the digging time 0 seconds (torch)
|
||
* `disable_jump`: Player (and possibly other things) cannot jump from node
|
||
or if their feet are in the node. Note: not supported for `new_move = false`
|
||
* `disable_descend`: Player (and possibly other things) cannot *actively*
|
||
descend in node using Sneak or Aux1 key (for liquids and climbable nodes
|
||
only). Note: not supported for `new_move = false`
|
||
* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
|
||
the top of this node. There's also an armor group with the same name.
|
||
The final player damage is determined by the following formula:
|
||
```lua
|
||
damage =
|
||
collision speed
|
||
* ((node_fall_damage_add_percent + 100) / 100) -- node group
|
||
* ((player_fall_damage_add_percent + 100) / 100) -- player armor group
|
||
- (14) -- constant tolerance
|
||
```
|
||
Negative damage values are discarded as no damage.
|
||
* `falling_node`: if there is no walkable block under the node it will fall
|
||
* `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
|
||
* A liquid source with `groups = {falling_node = 1, float = 1}`
|
||
will fall through flowing liquids.
|
||
* `level`: Can be used to give an additional sense of progression in the game.
|
||
* A larger level will cause e.g. a weapon of a lower level make much less
|
||
damage, and get worn out much faster, or not be able to get drops
|
||
from destroyed nodes.
|
||
* `0` is something that is directly accessible at the start of gameplay
|
||
* There is no upper limit
|
||
* See also: `leveldiff` in [Tool Capabilities]
|
||
* `slippery`: Players and items will slide on the node.
|
||
Slipperiness rises steadily with `slippery` value, starting at 1.
|
||
|
||
|
||
### Tool-only groups
|
||
|
||
* `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
|
||
`"toolrepair"` crafting recipe
|
||
|
||
|
||
### `ObjectRef` armor groups
|
||
|
||
* `immortal`: Skips all damage and breath handling for an object. This group
|
||
will also hide the integrated HUD status bars for players. It is
|
||
automatically set to all players when damage is disabled on the server and
|
||
cannot be reset (subject to change).
|
||
* `fall_damage_add_percent`: Modifies the fall damage suffered by players
|
||
when they hit the ground. It is analog to the node group with the same
|
||
name. See the node group above for the exact calculation.
|
||
* `punch_operable`: For entities; disables the regular damage mechanism for
|
||
players punching it by hand or a non-tool item, so that it can do something
|
||
else than take damage.
|
||
|
||
|
||
|
||
Known damage and digging time defining groups
|
||
---------------------------------------------
|
||
|
||
* `crumbly`: dirt, sand
|
||
* `cracky`: tough but crackable stuff like stone.
|
||
* `snappy`: something that can be cut using things like scissors, shears,
|
||
bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
|
||
* `choppy`: something that can be cut using force; e.g. trees, wooden planks
|
||
* `fleshy`: Living things like animals and the player. This could imply
|
||
some blood effects when hitting.
|
||
* `explody`: Especially prone to explosions
|
||
* `oddly_breakable_by_hand`:
|
||
Can be added to nodes that shouldn't logically be breakable by the
|
||
hand but are. Somewhat similar to `dig_immediate`, but times are more
|
||
like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
|
||
digging speed of an item if it can dig at a faster speed than this
|
||
suggests for the hand.
|
||
|
||
Examples of custom groups
|
||
-------------------------
|
||
|
||
Item groups are often used for defining, well, _groups of items_.
|
||
|
||
* `meat`: any meat-kind of a thing (rating might define the size or healing
|
||
ability or be irrelevant -- it is not defined as of yet)
|
||
* `eatable`: anything that can be eaten. Rating might define HP gain in half
|
||
hearts.
|
||
* `flammable`: can be set on fire. Rating might define the intensity of the
|
||
fire, affecting e.g. the speed of the spreading of an open fire.
|
||
* `wool`: any wool (any origin, any color)
|
||
* `metal`: any metal
|
||
* `weapon`: any weapon
|
||
* `heavy`: anything considerably heavy
|
||
|
||
Digging time calculation specifics
|
||
----------------------------------
|
||
|
||
Groups such as `crumbly`, `cracky` and `snappy` are used for this
|
||
purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
|
||
faster digging time.
|
||
|
||
The `level` group is used to limit the toughness of nodes an item capable
|
||
of digging can dig and to scale the digging times / damage to a greater extent.
|
||
|
||
**Please do understand this**, otherwise you cannot use the system to it's
|
||
full potential.
|
||
|
||
Items define their properties by a list of parameters for groups. They
|
||
cannot dig other groups; thus it is important to use a standard bunch of
|
||
groups to enable interaction with items.
|
||
|
||
|
||
|
||
|
||
Tool Capabilities
|
||
=================
|
||
|
||
'Tool capabilities' is a property of items that defines two things:
|
||
|
||
1) Which nodes it can dig and how fast
|
||
2) Which objects it can hurt by punching and by how much
|
||
|
||
Tool capabilities are available for all items, not just tools.
|
||
But only tools can receive wear from digging and punching.
|
||
|
||
Missing or incomplete tool capabilities will default to the
|
||
player's hand.
|
||
|
||
Tool capabilities definition
|
||
----------------------------
|
||
|
||
Tool capabilities define:
|
||
|
||
* Full punch interval
|
||
* Maximum drop level
|
||
* For an arbitrary list of node groups:
|
||
* Uses (until the tool breaks)
|
||
* Maximum level (usually `0`, `1`, `2` or `3`)
|
||
* Digging times
|
||
* Damage groups
|
||
* Punch attack uses (until the tool breaks)
|
||
|
||
### Full punch interval `full_punch_interval`
|
||
|
||
When used as a weapon, the item will do full damage if this time is spent
|
||
between punches. If e.g. half the time is spent, the item will do half
|
||
damage.
|
||
|
||
### Maximum drop level `max_drop_level`
|
||
|
||
Suggests the maximum level of node, when dug with the item, that will drop
|
||
its useful item. (e.g. iron ore to drop a lump of iron).
|
||
|
||
This value is not used in the engine; it is the responsibility of the game/mod
|
||
code to implement this.
|
||
|
||
### Uses `uses` (tools only)
|
||
|
||
Determines how many uses the tool has when it is used for digging a node,
|
||
of this group, of the maximum level. The maximum supported number of
|
||
uses is 65535. The special number 0 is used for infinite uses.
|
||
For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
|
||
`leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
|
||
node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
|
||
|
||
* `uses=10, leveldiff=0`: actual uses: 10
|
||
* `uses=10, leveldiff=1`: actual uses: 30
|
||
* `uses=10, leveldiff=2`: actual uses: 90
|
||
|
||
For non-tools, this has no effect.
|
||
|
||
### Maximum level `maxlevel`
|
||
|
||
Tells what is the maximum level of a node of this group that the item will
|
||
be able to dig.
|
||
|
||
### Digging times `times`
|
||
|
||
List of digging times for different ratings of the group, for nodes of the
|
||
maximum level.
|
||
|
||
For example, as a Lua table, `times={[2]=2.00, [3]=0.70}`. This would
|
||
result in the item to be able to dig nodes that have a rating of `2` or `3`
|
||
for this group, and unable to dig the rating `1`, which is the toughest.
|
||
Unless there is a matching group that enables digging otherwise.
|
||
|
||
If the result digging time is 0, a delay of 0.15 seconds is added between
|
||
digging nodes. If the player releases LMB after digging, this delay is set to 0,
|
||
i.e. players can more quickly click the nodes away instead of holding LMB.
|
||
|
||
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
|
||
-------------------------------------------------
|
||
|
||
```lua
|
||
tool_capabilities = {
|
||
groupcaps={
|
||
crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
|
||
},
|
||
}
|
||
```
|
||
|
||
This makes the item capable of digging nodes that fulfill both of these:
|
||
|
||
* Have the `crumbly` group
|
||
* Have a `level` group less or equal to `2`
|
||
|
||
Table of resulting digging times:
|
||
|
||
crumbly 0 1 2 3 4 <- level
|
||
-> 0 - - - - -
|
||
1 0.80 1.60 1.60 - -
|
||
2 0.60 1.20 1.20 - -
|
||
3 0.40 0.80 0.80 - -
|
||
|
||
level diff: 2 1 0 -1 -2
|
||
|
||
Table of resulting tool uses:
|
||
|
||
-> 0 - - - - -
|
||
1 180 60 20 - -
|
||
2 180 60 20 - -
|
||
3 180 60 20 - -
|
||
|
||
**Notes**:
|
||
|
||
* At `crumbly==0`, the node is not diggable.
|
||
* At `crumbly==3`, the level difference digging time divider kicks in and makes
|
||
easy nodes to be quickly breakable.
|
||
* At `level > 2`, the node is not diggable, because it's `level > maxlevel`
|
||
|
||
|
||
|
||
|
||
Entity damage mechanism
|
||
=======================
|
||
|
||
Damage calculation:
|
||
|
||
damage = 0
|
||
foreach group in cap.damage_groups:
|
||
damage += cap.damage_groups[group]
|
||
* limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
|
||
* (object.armor_groups[group] / 100.0)
|
||
-- Where object.armor_groups[group] is 0 for inexistent values
|
||
return damage
|
||
|
||
Client predicts damage based on damage groups. Because of this, it is able to
|
||
give an immediate response when an entity is damaged or dies; the response is
|
||
pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
|
||
TODO).
|
||
Currently a smoke puff will appear when an entity dies.
|
||
|
||
The group `immortal` completely disables normal damage.
|
||
|
||
Entities can define a special armor group, which is `punch_operable`. This
|
||
group disables the regular damage mechanism for players punching it by hand or
|
||
a non-tool item, so that it can do something else than take damage.
|
||
|
||
On the Lua side, every punch calls:
|
||
|
||
```lua
|
||
entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
|
||
damage)
|
||
```
|
||
|
||
This should never be called directly, because damage is usually not handled by
|
||
the entity itself.
|
||
|
||
* `puncher` is the object performing the punch. Can be `nil`. Should never be
|
||
accessed unless absolutely required, to encourage interoperability.
|
||
* `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
|
||
* `tool_capabilities` can be `nil`.
|
||
* `direction` is a unit vector, pointing from the source of the punch to
|
||
the punched object.
|
||
* `damage` damage that will be done to entity
|
||
Return value of this function will determine if damage is done by this function
|
||
(retval true) or shall be done by engine (retval false)
|
||
|
||
To punch an entity/object in Lua, call:
|
||
|
||
```lua
|
||
object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
|
||
```
|
||
|
||
* Return value is tool wear.
|
||
* Parameters are equal to the above callback.
|
||
* If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
|
||
will be automatically filled in based on the location of `puncher`.
|
||
|
||
|
||
|
||
|
||
Metadata
|
||
========
|
||
|
||
Node Metadata
|
||
-------------
|
||
|
||
The instance of a node in the world normally only contains the three values
|
||
mentioned in [Nodes]. However, it is possible to insert extra data into a node.
|
||
It is called "node metadata"; See `NodeMetaRef`.
|
||
|
||
Node metadata contains two things:
|
||
|
||
* A key-value store
|
||
* An inventory
|
||
|
||
Some of the values in the key-value store are handled specially:
|
||
|
||
* `formspec`: Defines an inventory menu that is opened with the
|
||
'place/use' key. Only works if no `on_rightclick` was
|
||
defined for the node. See also [Formspec].
|
||
* `infotext`: Text shown on the screen when the node is pointed at.
|
||
Line-breaks will be applied automatically.
|
||
If the infotext is very long, it will be truncated.
|
||
|
||
Example:
|
||
|
||
```lua
|
||
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_image
|
||
* `inventory_overlay`: Override inventory_overlay
|
||
* `wield_image`: Override wield_image
|
||
* `wield_overlay`: Override wield_overlay
|
||
* `wield_scale`: Override wield_scale, use vector.to_string
|
||
* `color`: A `ColorString`, which sets the stack's color.
|
||
* `palette_index`: If the item has a palette, this is used to get the
|
||
current color from the palette.
|
||
* `count_meta`: Replace the displayed count with any string.
|
||
* `count_alignment`: Set the alignment of the displayed count value. This is an
|
||
int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
|
||
4th bit specify the alignment in y-direction:
|
||
0 = default, 1 = left / up, 2 = middle, 3 = right / down
|
||
The default currently is the same as right/down.
|
||
Example: 6 = 2 + 1*4 = middle,up
|
||
* `range`: Overrides the pointing range
|
||
Example: `meta:set_float("range", 4.2)`
|
||
|
||
Example:
|
||
|
||
```lua
|
||
local meta = stack:get_meta()
|
||
meta:set_string("key", "value")
|
||
print(dump(meta:to_table()))
|
||
```
|
||
|
||
Example manipulations of "description" and expected output behaviors:
|
||
|
||
```lua
|
||
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` and `position` (if present) elements.
|
||
* Defines the location of the anchor point within the formspec.
|
||
* For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
|
||
for example:
|
||
* [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
|
||
* [1.0, 0.0] sets the anchor to the top right of the formspec.
|
||
* Defaults to the center of the formspec [0.5, 0.5].
|
||
|
||
* `position` and `anchor` elements need suitable values to avoid a formspec
|
||
extending off the game window due to particular game window sizes.
|
||
|
||
### `padding[<X>,<Y>]`
|
||
|
||
* Must be used after the `size`, `position`, and `anchor` elements (if present).
|
||
* Defines how much space is padded around the formspec if the formspec tries to
|
||
increase past the size of the screen and coordinates have to be shrunk.
|
||
* For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
|
||
screen), and 0.5 represents half the screen (which forces the coordinate size
|
||
to 0). If negative, the formspec can extend off the edge of the screen.
|
||
* Defaults to [0.05, 0.05].
|
||
|
||
### `no_prepend[]`
|
||
|
||
* Must be used after the `size`, `position`, `anchor`, and `padding` elements
|
||
(if present).
|
||
* Disables player:set_formspec_prepend() from applying to this formspec.
|
||
|
||
### `real_coordinates[<bool>]`
|
||
|
||
* INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
|
||
* When set to true, all following formspec elements will use the new coordinate system.
|
||
* If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
|
||
(if present), the form size will use the new coordinate system.
|
||
* **Note**: Formspec prepends are not affected by the coordinates in the main form.
|
||
They must enable it explicitly.
|
||
* For information on converting forms to the new coordinate system, see `Migrating
|
||
to Real Coordinates`.
|
||
|
||
### `container[<X>,<Y>]`
|
||
|
||
* Start of a container block, moves all physical elements in the container by
|
||
(X, Y).
|
||
* Must have matching `container_end`
|
||
* Containers can be nested, in which case the offsets are added
|
||
(child containers are relative to parent containers)
|
||
|
||
### `container_end[]`
|
||
|
||
* End of a container, following elements are no longer relative to this
|
||
container.
|
||
|
||
### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>;<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` times `scroll factor` along the orientation `orientation` and
|
||
* be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
|
||
* `orientation`: possible values are `vertical` and `horizontal`.
|
||
* `scroll factor`: optional, defaults to `0.1`.
|
||
* `content padding`: (optional), in formspec coordinate units
|
||
* If specified, the scrollbar properties `max` and `thumbsize` are calculated automatically
|
||
based on the content size plus `content padding` at the end of the container. `min` is set to 0.
|
||
* Negative `scroll factor` is not supported.
|
||
* When active, `scrollbaroptions[]` has no effect on the affected properties.
|
||
* Defaults to empty value (= disabled).
|
||
* Nesting is possible.
|
||
* Some elements might work a little different if they are in a scroll_container.
|
||
* Note: If you want the scroll_container to actually work, you also need to add a
|
||
scrollbar element with the specified name. Furthermore, it is highly recommended
|
||
to use a scrollbaroptions element on this scrollbar.
|
||
|
||
### `scroll_container_end[]`
|
||
|
||
* End of a scroll_container, following elements are no longer bound to this
|
||
container.
|
||
|
||
### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
|
||
|
||
* Show an inventory list if it has been sent to the client.
|
||
* If the inventory list changes (eg. it didn't exist before, it's resized, or its items
|
||
are moved) while the formspec is open, the formspec element may (but is not guaranteed
|
||
to) adapt to the new inventory list.
|
||
* Item slots are drawn in a grid from left to right, then up to down, ordered
|
||
according to the slot index.
|
||
* `W` and `H` are in inventory slots, not in coordinates.
|
||
* `starting item index` (Optional): The index of the first (upper-left) item to draw.
|
||
Indices start at `0`. Default is `0`.
|
||
* The number of shown slots is the minimum of `W*H` and the inventory list's size minus
|
||
`starting item index`.
|
||
* **Note**: With the new coordinate system, the spacing between inventory
|
||
slots is one-fourth the size of an inventory slot by default. Also see
|
||
[Styling Formspecs] for changing the size of slots and spacing.
|
||
|
||
### `listring[<inventory location>;<list name>]`
|
||
|
||
* Appends to an internal ring of inventory lists.
|
||
* Shift-clicking on items in one element of the ring
|
||
will send them to the next inventory list inside the ring
|
||
* The first occurrence of an element inside the ring will
|
||
determine the inventory where items will be sent to
|
||
|
||
### `listring[]`
|
||
|
||
* Shorthand for doing `listring[<inventory location>;<list name>]`
|
||
for the last two inventory lists added by list[...]
|
||
|
||
### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
|
||
|
||
* Sets background color of slots as `ColorString`
|
||
* Sets background color of slots on mouse hovering
|
||
|
||
### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
|
||
|
||
* Sets background color of slots as `ColorString`
|
||
* Sets background color of slots on mouse hovering
|
||
* Sets color of slots border
|
||
|
||
### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
|
||
|
||
* Sets background color of slots as `ColorString`
|
||
* Sets background color of slots on mouse hovering
|
||
* Sets color of slots border
|
||
* Sets default background color of tooltips
|
||
* Sets default font color of tooltips
|
||
|
||
### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
|
||
|
||
* Adds tooltip for an element
|
||
* `bgcolor` tooltip background color as `ColorString` (optional)
|
||
* `fontcolor` tooltip font color as `ColorString` (optional)
|
||
|
||
### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
|
||
|
||
* Adds tooltip for an area. Other tooltips will take priority when present.
|
||
* `bgcolor` tooltip background color as `ColorString` (optional)
|
||
* `fontcolor` tooltip font color as `ColorString` (optional)
|
||
|
||
### `image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]`
|
||
|
||
* Show an image.
|
||
* `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
|
||
* Requires formspec version >= 6.
|
||
* See `background9[]` documentation for more information.
|
||
|
||
### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]`
|
||
|
||
* Show an animated image. The image is drawn like a "vertical_frames" tile
|
||
animation (See [Tile animation definition]), but uses a frame count/duration for simplicity
|
||
* `name`: Element name to send when an event occurs. The event value is the index of the current frame.
|
||
* `texture name`: The image to use.
|
||
* `frame count`: The number of frames animating the image.
|
||
* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
|
||
* `frame start` (optional): The index of the frame to start on. Default `1`.
|
||
* `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
|
||
* Requires formspec version >= 6.
|
||
* See `background9[]` documentation for more information.
|
||
|
||
### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
|
||
|
||
* Show a mesh model.
|
||
* `name`: Element name that can be used for styling
|
||
* `mesh`: The mesh model to use.
|
||
* `textures`: The mesh textures to use according to the mesh materials.
|
||
Texture names must be separated by commas.
|
||
* `rotation` (Optional): Initial rotation of the camera, format `x,y`.
|
||
The axes are euler angles in degrees.
|
||
* `continuous` (Optional): Whether the rotation is continuous. Default `false`.
|
||
* `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
|
||
* `frame loop range` (Optional): Range of the animation frames.
|
||
* Defaults to the full range of all available frames.
|
||
* Syntax: `<begin>,<end>`
|
||
* `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
|
||
|
||
### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
|
||
|
||
* Show an inventory image of registered item/node
|
||
|
||
### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
|
||
|
||
* Sets background color of formspec.
|
||
* `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
|
||
of the non-fullscreen and the fullscreen background.
|
||
* `fullscreen` (optional) can be one of the following:
|
||
* `false`: Only the non-fullscreen background color is drawn. (default)
|
||
* `true`: Only the fullscreen background color is drawn.
|
||
* `both`: The non-fullscreen and the fullscreen background color are drawn.
|
||
* `neither`: No background color is drawn.
|
||
* Note: Leave a parameter empty to not modify the value.
|
||
* Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
|
||
are not bools are only available since formspec version 3.
|
||
|
||
### `background[<X>,<Y>;<W>,<H>;<texture name>]`
|
||
|
||
* Example for formspec 8x4 in 16x resolution: image shall be sized
|
||
8 times 16px times 4 times 16px.
|
||
|
||
### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
|
||
|
||
* Example for formspec 8x4 in 16x resolution:
|
||
image shall be sized 8 times 16px times 4 times 16px
|
||
* If `auto_clip` is `true`, the background is clipped to the formspec size
|
||
(`x` and `y` are used as offset values, `w` and `h` are ignored)
|
||
|
||
### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
|
||
|
||
* 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
|
||
* Middle is a rect which defines the middle of the 9-slice.
|
||
* `x` - The middle will be x pixels from all sides.
|
||
* `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
|
||
* `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
|
||
will be added to the width and height of the texture, allowing it to be used as the
|
||
distance from the far end.
|
||
* All numbers in middle are integers.
|
||
* If `auto_clip` is `true`, the background is clipped to the formspec size
|
||
(`x` and `y` are used as offset values, `w` and `h` are ignored)
|
||
* Available since formspec version 2
|
||
|
||
### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
|
||
|
||
* Textual password style field; will be sent to server when a button is clicked
|
||
* When enter is pressed in field, `fields.key_enter_field` will be sent with the
|
||
name of this field.
|
||
* With the old coordinate system, fields are a set height, but will be vertically
|
||
centered on `H`. With the new coordinate system, `H` will modify the height.
|
||
* `name` is the name of the field as returned in fields to `on_receive_fields`
|
||
* `label`, if not blank, will be text printed on the top left above the field
|
||
* See `field_close_on_enter` to stop enter closing the formspec
|
||
|
||
### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
|
||
|
||
* Textual field; will be sent to server when a button is clicked
|
||
* When enter is pressed in field, `fields.key_enter_field` will be sent with
|
||
the name of this field.
|
||
* With the old coordinate system, fields are a set height, but will be vertically
|
||
centered on `H`. With the new coordinate system, `H` will modify the height.
|
||
* `name` is the name of the field as returned in fields to `on_receive_fields`
|
||
* `label`, if not blank, will be text printed on the top left above the field
|
||
* `default` is the default value of the field
|
||
* `default` may contain variable references such as `${text}` which
|
||
will fill the value from the metadata value `text`
|
||
* **Note**: no extra text or more than a single variable is supported ATM.
|
||
* See `field_close_on_enter` to stop enter closing the formspec
|
||
|
||
### `field[<name>;<label>;<default>]`
|
||
|
||
* As above, but without position/size units
|
||
* When enter is pressed in field, `fields.key_enter_field` will be sent with
|
||
the name of this field.
|
||
* Special field for creating simple forms, such as sign text input
|
||
* Must be used without a `size[]` element
|
||
* A "Proceed" button will be added automatically
|
||
* See `field_close_on_enter` to stop enter closing the formspec
|
||
|
||
### `field_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 <kbd>Enter</kbd> 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 <kbd>Enter</kbd> 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` and `h` work as per field
|
||
* `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
|
||
* `text` is the formatted text using `Markup Language` described below.
|
||
|
||
### `vertlabel[<X>,<Y>;<label>]`
|
||
* Textual label drawn vertically
|
||
* `label` is the text on the label
|
||
* **Note**: If the new coordinate system is enabled, vertlabels are
|
||
positioned from the center of the text, not the left.
|
||
|
||
### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
|
||
|
||
* Clickable button. When clicked, fields will be sent.
|
||
* With the old coordinate system, buttons are a set height, but will be vertically
|
||
centered on `H`. With the new coordinate system, `H` will modify the height.
|
||
* `label` is the text on the button
|
||
|
||
### `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 with `http://` or `https://`.
|
||
|
||
### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
|
||
|
||
* `texture name` is the filename of an image
|
||
* **Note**: Height is supported on both the old and new coordinate systems
|
||
for image_buttons.
|
||
|
||
### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
|
||
|
||
* `texture name` is the filename of an image
|
||
* `noclip=true` means the image button doesn't need to be within specified
|
||
formsize.
|
||
* `drawborder`: draw button border or not
|
||
* `pressed texture name` is the filename of an image on pressed state
|
||
|
||
### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
|
||
|
||
* `item name` is the registered name of an item/node
|
||
* `name` 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 tab**header** at specific position (ignores formsize)
|
||
* `X` and `Y`: position of the tabheader
|
||
* *Note*: Width and height are automatically chosen with this syntax
|
||
* `name` fieldname data is transferred to Lua
|
||
* `caption 1`...: name shown on top of tab
|
||
* `current_tab`: index of selected tab 1...
|
||
* `transparent` (optional): if true, tabs are semi-transparent
|
||
* `draw_border` (optional): if true, draw a thin line at tab base
|
||
|
||
### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
|
||
|
||
* Show a tab**header** at specific position (ignores formsize)
|
||
* **Important note**: This syntax for tabheaders can only be used with the
|
||
new coordinate system.
|
||
* `X` and `Y`: position of the tabheader
|
||
* `H`: height of the tabheader. Width is automatically determined with this syntax.
|
||
* `name` fieldname data is transferred to Lua
|
||
* `caption 1`...: name shown on top of tab
|
||
* `current_tab`: index of selected tab 1...
|
||
* `transparent` (optional): show transparent
|
||
* `draw_border` (optional): draw border
|
||
|
||
### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
|
||
|
||
* Show a tab**header** at specific position (ignores formsize)
|
||
* **Important note**: This syntax for tabheaders can only be used with the
|
||
new coordinate system.
|
||
* `X` and `Y`: position of the tabheader
|
||
* `W` and `H`: width and height of the tabheader
|
||
* `name` fieldname data is transferred to Lua
|
||
* `caption 1`...: name shown on top of tab
|
||
* `current_tab`: index of selected tab 1...
|
||
* `transparent` (optional): show transparent
|
||
* `draw_border` (optional): draw border
|
||
|
||
### `box[<X>,<Y>;<W>,<H>;<color>]`
|
||
|
||
* Simple colored box
|
||
* `color` is color specified as a `ColorString`.
|
||
If the alpha component is left blank, the box will be semitransparent.
|
||
If the color is not specified, the box will use the options specified by
|
||
its style. If the color is specified, all styling options will be ignored.
|
||
|
||
### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
|
||
|
||
* Show a dropdown field
|
||
* **Important note**: There are two different operation modes:
|
||
1. handle directly on change (only changed dropdown is submitted)
|
||
2. read the value on pressing a button (all dropdown values are available)
|
||
* `X` and `Y`: position of the dropdown
|
||
* `W`: width of the dropdown. Height is automatically chosen with this syntax.
|
||
* Fieldname data is transferred to Lua
|
||
* Items to be shown in dropdown
|
||
* Index of currently selected dropdown item
|
||
* `index event` (optional, allowed parameter since formspec version 4): Specifies the
|
||
event field value for selected items.
|
||
* `true`: Selected item index
|
||
* `false` (default): Selected item value
|
||
|
||
### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
|
||
|
||
* Show a dropdown field
|
||
* **Important note**: This syntax for dropdowns can only be used with the
|
||
new coordinate system.
|
||
* **Important note**: There are two different operation modes:
|
||
1. handle directly on change (only changed dropdown is submitted)
|
||
2. read the value on pressing a button (all dropdown values are available)
|
||
* `X` and `Y`: position of the dropdown
|
||
* `W` and `H`: width and height of the dropdown
|
||
* Fieldname data is transferred to Lua
|
||
* Items to be shown in dropdown
|
||
* Index of currently selected dropdown item
|
||
* `index event` (optional, allowed parameter since formspec version 4): Specifies the
|
||
event field value for selected items.
|
||
* `true`: Selected item index
|
||
* `false` (default): Selected item value
|
||
|
||
### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
|
||
|
||
* Show a checkbox
|
||
* `name` fieldname data is transferred to Lua
|
||
* `label` to be shown left of checkbox
|
||
* `selected` (optional): `true`/`false`
|
||
* **Note**: If the new coordinate system is enabled, checkboxes are
|
||
positioned from the center of the checkbox, not the top.
|
||
|
||
### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
|
||
|
||
* Show a scrollbar using options defined by the previous `scrollbaroptions[]`
|
||
* There are two ways to use it:
|
||
1. handle the changed event (only changed scrollbar is available)
|
||
2. read the value on pressing a button (all scrollbars are available)
|
||
* `orientation`: `vertical`/`horizontal`. Default horizontal.
|
||
* Fieldname data is transferred to Lua
|
||
* Value of this trackbar is set to (`0`-`1000`) by default
|
||
* See also `core.explode_scrollbar_event`
|
||
|
||
### `scrollbaroptions[opt1;opt2;...]`
|
||
* Sets options for all following `scrollbar[]` elements
|
||
* `min=<int>`
|
||
* Sets scrollbar minimum value, defaults to `0`.
|
||
* `max=<int>`
|
||
* Sets scrollbar maximum value, defaults to `1000`.
|
||
If the max is equal to the min, the scrollbar will be disabled.
|
||
* `smallstep=<int>`
|
||
* Sets scrollbar step value when the arrows are clicked or the mouse wheel is
|
||
scrolled.
|
||
* If this is set to a negative number, the value will be reset to `10`.
|
||
* `largestep=<int>`
|
||
* Sets scrollbar step value used by page up and page down.
|
||
* If this is set to a negative number, the value will be reset to `100`.
|
||
* `thumbsize=<int>`
|
||
* Sets size of the thumb on the scrollbar. Size is calculated in the number of
|
||
units the thumb spans out of the range of the scrollbar values.
|
||
* Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
|
||
would span a tenth of the scrollbar space.
|
||
* If this is set to zero or less, the value will be reset to `1`.
|
||
* `arrows=<show/hide/default>`
|
||
* Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
|
||
when the scrollbar gets too small, but shows them otherwise.
|
||
|
||
### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
|
||
|
||
* Show scrollable table using options defined by the previous `tableoptions[]`
|
||
* Displays cells as defined by the previous `tablecolumns[]`
|
||
* `name`: fieldname sent to server on row select or double-click
|
||
* `cell 1`...`cell n`: cell contents given in row-major order
|
||
* `selected idx`: index of row to be selected within table (first row = `1`)
|
||
* See also `core.explode_table_event`
|
||
|
||
### `tableoptions[<opt 1>;<opt 2>;...]`
|
||
|
||
* Sets options for `table[]`
|
||
* `color=#RRGGBB`
|
||
* default text color (`ColorString`), defaults to `#FFFFFF`
|
||
* `background=#RRGGBB`
|
||
* table background color (`ColorString`), defaults to `#000000`
|
||
* `border=<true/false>`
|
||
* should the table be drawn with a border? (default: `true`)
|
||
* `highlight=#RRGGBB`
|
||
* highlight background color (`ColorString`), defaults to `#466432`
|
||
* `highlight_text=#RRGGBB`
|
||
* highlight text color (`ColorString`), defaults to `#FFFFFF`
|
||
* `opendepth=<value>`
|
||
* all subtrees up to `depth < value` are open (default value = `0`)
|
||
* only useful when there is a column of type "tree"
|
||
|
||
### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
|
||
|
||
* Sets columns for `table[]`
|
||
* Types: `text`, `image`, `color`, `indent`, `tree`
|
||
* `text`: show cell contents as text
|
||
* `image`: cell contents are an image index, use column options to define
|
||
images. 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` and `image`: content alignment within cells.
|
||
Available values: `left` (default), `center`, `right`, `inline`
|
||
* `width=<value>`
|
||
* for `text` and `image`: minimum width in em (default: `0`)
|
||
* for `indent` and `tree`: indent width in em (default: `1.5`)
|
||
* `padding=<value>`: padding left of the column, in em (default `0.5`).
|
||
Exception: defaults to 0 for indent columns
|
||
* `tooltip=<value>`: tooltip text (default: empty)
|
||
* `image` column options:
|
||
* `0=<value>` sets image for image index 0
|
||
* `1=<value>` sets image for image index 1
|
||
* `2=<value>` sets image for image index 2
|
||
* and so on; defined indices need not be contiguous. empty or
|
||
non-numeric cells are treated as `0`.
|
||
* `color` column options:
|
||
* `span=<value>`: number of following columns to affect
|
||
(default: infinite).
|
||
|
||
### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
|
||
|
||
* Set the style for the element(s) matching `selector` by name.
|
||
* `selector` can be one of:
|
||
* `<name>` - An element name. Includes `*`, which represents every element.
|
||
* `<name>:<state>` - An element name, a colon, and one or more states.
|
||
* `state` is a list of states separated by the `+` character.
|
||
* If a state is provided, the style will only take effect when the element is in that state.
|
||
* All provided states must be active for the style to apply.
|
||
* Note: this **must** be before the element is defined.
|
||
* See [Styling Formspecs].
|
||
|
||
|
||
### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
|
||
|
||
* Set the style for the element(s) matching `selector` by type.
|
||
* `selector` can be one of:
|
||
* `<type>` - An element type. Includes `*`, which represents every element.
|
||
* `<type>:<state>` - An element type, a colon, and one or more states.
|
||
* `state` is a list of states separated by the `+` character.
|
||
* If a state is provided, the style will only take effect when the element is in that state.
|
||
* All provided states must be active for the style to apply.
|
||
* See [Styling Formspecs].
|
||
|
||
### `set_focus[<name>;<force>]`
|
||
|
||
* Sets the focus to the element with the same `name` parameter.
|
||
* **Note**: This element must be placed before the element it focuses.
|
||
* `force` (optional, default `false`): By default, focus is not applied for
|
||
re-sent formspecs with the same name so that player-set focus is kept.
|
||
`true` sets the focus to the specified element for every sent formspec.
|
||
* The following elements have the ability to be focused:
|
||
* checkbox
|
||
* button
|
||
* button_exit
|
||
* image_button
|
||
* image_button_exit
|
||
* item_image_button
|
||
* table
|
||
* textlist
|
||
* dropdown
|
||
* field
|
||
* pwdfield
|
||
* textarea
|
||
* scrollbar
|
||
|
||
Migrating to Real Coordinates
|
||
-----------------------------
|
||
|
||
In the old system, positions included padding and spacing. Padding is a gap between
|
||
the formspec window edges and content, and spacing is the gaps between items. For
|
||
example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
|
||
and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
|
||
in the new coordinate system from scratch.
|
||
|
||
To recreate an old layout with padding, you'll need to pass the positions and sizes
|
||
through the following formula to re-introduce padding:
|
||
|
||
```
|
||
pos = (oldpos + 1)*spacing + padding
|
||
where
|
||
padding = 3/8
|
||
spacing = 5/4
|
||
```
|
||
|
||
You'll need to change the `size[]` tag like this:
|
||
|
||
```
|
||
size = (oldsize-1)*spacing + padding*2 + 1
|
||
```
|
||
|
||
A few elements had random offsets in the old system. Here is a table which shows these
|
||
offsets when migrating:
|
||
|
||
| Element | Position | Size | Notes
|
||
|---------|------------|---------|-------
|
||
| box | +0.3, +0.1 | 0, -0.4 |
|
||
| button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
|
||
| list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
|
||
| label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
|
||
|
||
Styling Formspecs
|
||
-----------------
|
||
|
||
Formspec elements can be themed using the style elements:
|
||
|
||
style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
|
||
style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
|
||
style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
|
||
style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
|
||
|
||
Where a prop is:
|
||
|
||
property_name=property_value
|
||
|
||
For example:
|
||
|
||
style_type[button;bgcolor=#006699]
|
||
style[world_delete;bgcolor=red;textcolor=yellow]
|
||
button[4,3.95;2.6,1;world_delete;Delete]
|
||
|
||
A name/type can optionally be a comma separated list of names/types, like so:
|
||
|
||
world_delete,world_create,world_configure
|
||
button,image_button
|
||
|
||
A `*` type can be used to select every element in the formspec.
|
||
|
||
Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
|
||
|
||
world_delete:hovered+pressed
|
||
button:pressed
|
||
|
||
States allow you to apply styles in response to changes in the element, instead of applying at all times.
|
||
|
||
Setting a property to nothing will reset it to the default value. For example:
|
||
|
||
style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
|
||
style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
|
||
|
||
|
||
### Supported Element Types
|
||
|
||
Some types may inherit styles from parent types.
|
||
|
||
* animated_image, inherits from image
|
||
* box
|
||
* button
|
||
* button_exit, inherits from button
|
||
* checkbox
|
||
* dropdown
|
||
* field
|
||
* image
|
||
* image_button
|
||
* item_image_button
|
||
* label
|
||
* list
|
||
* model
|
||
* pwdfield, inherits from field
|
||
* scrollbar
|
||
* tabheader
|
||
* table
|
||
* textarea
|
||
* textlist
|
||
* vertlabel, inherits from label
|
||
|
||
|
||
### Valid Properties
|
||
|
||
* animated_image
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* box
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* Defaults to false in formspec_version version 3 or higher
|
||
* **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
|
||
* Single value (e.g. `#FF0`): All corners/borders.
|
||
* Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
|
||
top and bottom,left and right.
|
||
* Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
|
||
* These work similarly to CSS borders.
|
||
* colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
|
||
* bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
|
||
* borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
|
||
negative, the border will extend inside the box, whereas positive extends outside
|
||
the box. A width of zero results in no border; this is default.
|
||
* button, button_exit, image_button, item_image_button
|
||
* alpha - boolean, whether to draw alpha in bgimg. Default true.
|
||
* bgcolor - color, sets button tint.
|
||
* bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
|
||
* This is deprecated, use states instead.
|
||
* bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
|
||
* This is deprecated, use states instead.
|
||
* bgimg - standard background image. Defaults to none.
|
||
* bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
|
||
* This is deprecated, use states instead.
|
||
* bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
|
||
See background9[] documentation for more details. This property also pads the
|
||
button's content when set.
|
||
* bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
|
||
* This is deprecated, use states instead.
|
||
* font - Sets font type. This is a comma separated list of options. Valid options:
|
||
* Main font type options. These cannot be combined with each other:
|
||
* `normal`: Default font
|
||
* `mono`: Monospaced font
|
||
* Font modification options. If used without a main font type, `normal` is used:
|
||
* `bold`: Makes font bold.
|
||
* `italic`: Makes font italic.
|
||
Default `normal`.
|
||
* font_size - Sets font size. Default is user-set. Can have multiple values:
|
||
* `<number>`: Sets absolute font size to `number`.
|
||
* `+<number>`/`-<number>`: Offsets default font size by `number` points.
|
||
* `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
|
||
* border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
|
||
* content_offset - 2d vector, shifts the position of the button's content without resizing it.
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* padding - rect, adds space between the edges of the button and the content. This value is
|
||
relative to bgimg_middle.
|
||
* sound - a sound to be played when triggered.
|
||
* textcolor - color, default white.
|
||
* checkbox
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* sound - a sound to be played when triggered.
|
||
* dropdown
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* sound - a sound to be played when the entry is changed.
|
||
* field, pwdfield, textarea
|
||
* border - set to false to hide the textbox background and border. Default true.
|
||
* font - Sets font type. See button `font` property for more information.
|
||
* font_size - Sets font size. See button `font_size` property for more information.
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* textcolor - color. Default white.
|
||
* model
|
||
* bgcolor - color, sets background color.
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* Default to false in formspec_version version 3 or higher
|
||
* image
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* Default to false in formspec_version version 3 or higher
|
||
* item_image
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
|
||
* label, vertlabel
|
||
* font - Sets font type. See button `font` property for more information.
|
||
* font_size - Sets font size. See button `font_size` property for more information.
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* list
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* size - 2d vector, sets the size of inventory slots in coordinates.
|
||
* spacing - 2d vector, sets the space between inventory slots in coordinates.
|
||
* image_button (additional properties)
|
||
* fgimg - standard image. Defaults to none.
|
||
* fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
|
||
* This is deprecated, use states instead.
|
||
* fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
|
||
* This is deprecated, use states instead.
|
||
* fgimg_middle - Makes the fgimg textures render in 9-sliced mode and defines the middle rect.
|
||
See background9[] documentation for more details.
|
||
* NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
|
||
* sound - a sound to be played when triggered.
|
||
* scrollbar
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* tabheader
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
* sound - a sound to be played when a different tab is selected.
|
||
* textcolor - color. Default white.
|
||
* table, textlist
|
||
* font - Sets font type. See button `font` property for more information.
|
||
* font_size - Sets font size. See button `font_size` property for more information.
|
||
* noclip - boolean, set to true to allow the element to exceed formspec bounds.
|
||
|
||
### Valid States
|
||
|
||
* *all elements*
|
||
* default - Equivalent to providing no states
|
||
* button, button_exit, image_button, item_image_button
|
||
* 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 a `colorspec`.
|
||
* `size`: Text size.
|
||
* `font`: Text font (`mono` or `normal`).
|
||
|
||
`<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
|
||
|
||
Sets global style.
|
||
|
||
Global only styles:
|
||
|
||
* `background`: Text background, a `colorspec` or `none`.
|
||
* `margin`: Page margins in pixel.
|
||
* `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
|
||
|
||
Inheriting styles (affects child elements):
|
||
|
||
* `color`: Default text color. Given color is a `colorspec`.
|
||
* `hovercolor`: Color of <action> tags when mouse is over.
|
||
* `size`: Default text size.
|
||
* `font`: Default text font (`mono` or `normal`).
|
||
* `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
|
||
|
||
This tag needs to be placed only once as it changes the global settings of the
|
||
text. Anyway, if several tags are placed, each changed will be made in the order
|
||
tags appear.
|
||
|
||
`<tag name=... color=... hovercolor=... font=... size=...>`
|
||
|
||
Defines or redefines tag style. This can be used to define new tags.
|
||
|
||
* `name`: Name of the tag to define or change.
|
||
* `color`: Text color. Given color is a `colorspec`.
|
||
* `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
|
||
* `size`: Text size.
|
||
* `font`: Text font (`mono` or `normal`).
|
||
|
||
Following tags are the usual tags for text layout. They are defined by default.
|
||
Other tags can be added using `<tag ...>` tag.
|
||
|
||
`<normal>...</normal>`: Normal size text
|
||
|
||
`<big>...</big>`: Big text
|
||
|
||
`<bigger>...</bigger>`: Bigger text
|
||
|
||
`<center>...</center>`: Centered text
|
||
|
||
`<left>...</left>`: Left-aligned text
|
||
|
||
`<right>...</right>`: Right-aligned text
|
||
|
||
`<justify>...</justify>`: Justified text
|
||
|
||
`<mono>...</mono>`: Monospaced font
|
||
|
||
`<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
|
||
|
||
`<action name=...>...</action>`
|
||
|
||
Make that text a clickable text triggering an action.
|
||
|
||
* `name`: Name of the action (mandatory).
|
||
* `url`: URL to open when the action is triggered (optional).
|
||
|
||
When clicked, the formspec is send to the server. The value of the text field
|
||
sent to `on_player_receive_fields` will be "action:" concatenated to the action
|
||
name.
|
||
|
||
`<img name=... float=... width=... height=...>`
|
||
|
||
Draws an image which is present in the client media cache.
|
||
|
||
* `name`: Name of the texture (mandatory).
|
||
* `float`: If present, makes the image floating (`left` or `right`).
|
||
* `width`: Force image width instead of taking texture width.
|
||
* `height`: Force image height instead of taking texture height.
|
||
|
||
If only width or height given, texture aspect is kept.
|
||
|
||
`<item name=... float=... width=... height=... rotate=...>`
|
||
|
||
Draws an item image.
|
||
|
||
* `name`: Item string of the item to draw (mandatory).
|
||
* `float`: If present, makes the image floating (`left` or `right`).
|
||
* `width`: Item image width.
|
||
* `height`: Item image height.
|
||
* `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
|
||
rotation speeds in percent of standard speed (-1000 to 1000). Works only if
|
||
`inventory_items_animations` is set to true.
|
||
* `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
|
||
X, Y and Z being angles around each three axes. Works only if
|
||
`inventory_items_animations` is set to true.
|
||
|
||
Inventory
|
||
=========
|
||
|
||
Inventory locations
|
||
-------------------
|
||
|
||
* `"context"`: Selected node metadata (deprecated: `"current_name"`)
|
||
* `"current_player"`: Player to whom the menu is shown
|
||
* `"player:<name>"`: Any player
|
||
* `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
|
||
* `"detached:<name>"`: A detached inventory
|
||
|
||
Player Inventory lists
|
||
----------------------
|
||
|
||
* `main`: list containing the default inventory
|
||
* `craft`: list containing the craft input
|
||
* `craftpreview`: list containing the craft prediction
|
||
* `craftresult`: list containing the crafted output
|
||
* `hand`: list containing an override for the empty hand
|
||
* Is not created automatically, use `InvRef:set_size`
|
||
* Is only used to enhance the empty hand's tool capabilities
|
||
|
||
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.
|
||
|
||
1. The "allow take" and "allow put" callbacks are each run once for the source
|
||
and destination inventory.
|
||
2. The allowed ItemStacks are exchanged.
|
||
3. The "on take" callbacks are run for the source and destination inventories
|
||
4. 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](https://www.w3.org/TR/css-color-4/#named-color).
|
||
To specify the value of the alpha channel, append `#A` or `#AA` to the end of
|
||
the color name (e.g. `colorname#08`).
|
||
|
||
`ColorSpec`
|
||
-----------
|
||
|
||
A ColorSpec specifies a 32-bit color. It can be written in any of the following
|
||
forms:
|
||
|
||
* table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
|
||
* `colorspec = {a=255, r=0, g=255, b=0}`
|
||
* numerical form: The raw integer value of an ARGB8 quad:
|
||
* `colorspec = 0xFF00FF00`
|
||
* string form: A ColorString (defined above):
|
||
* `colorspec = "green"`
|
||
|
||
|
||
|
||
|
||
Escape sequences
|
||
================
|
||
|
||
Most text can contain escape sequences, that can for example color the text.
|
||
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
|
||
The following functions provide escape sequences:
|
||
|
||
* `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")`
|
||
* `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`.
|
||
* `core.strip_background_colors(str)`
|
||
* Removes background colors added by `get_background_escape_sequence`.
|
||
* `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 use `vector.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 as `vector.zero()` and
|
||
`vector.new(v)` does the same as `vector.copy(v)`
|
||
* `vector.zero()`:
|
||
* Returns a new vector `(0, 0, 0)`.
|
||
* `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`.
|
||
* `vector.from_string(s[, init])`:
|
||
* Returns `v, np`, where `v` is a vector read from the given string `s` and
|
||
`np` is the next position in the string after the vector.
|
||
* Returns `nil` on failure.
|
||
* `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
|
||
spaces, leaving away commas and adding an additional comma to the end
|
||
is allowed.
|
||
* `init`: If given starts looking for the vector at this string index.
|
||
* `vector.to_string(v)`:
|
||
* Returns a string of the form `"(x, y, z)"`.
|
||
* `tostring(v)` does the same.
|
||
* `vector.direction(p1, p2)`:
|
||
* Returns a vector of length 1 with direction `p1` to `p2`.
|
||
* If `p1` and `p2` are identical, returns `(0, 0, 0)`.
|
||
* `vector.distance(p1, p2)`:
|
||
* Returns zero or a positive number, the distance between `p1` and `p2`.
|
||
* `vector.length(v)`:
|
||
* Returns zero or a positive number, the length of vector `v`.
|
||
* `vector.normalize(v)`:
|
||
* Returns a vector of length 1 with direction of vector `v`.
|
||
* If `v` has zero length, returns `(0, 0, 0)`.
|
||
* `vector.floor(v)`:
|
||
* Returns a vector, each dimension rounded down.
|
||
* `vector.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.
|
||
* `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 to `func`.
|
||
* `vector.combine(v, w, func)`:
|
||
* Returns a vector where the function `func` has combined both components of `v` and `w`
|
||
for each component
|
||
* `vector.equals(v1, v2)`:
|
||
* Returns a boolean, `true` if the vectors are identical.
|
||
* `vector.sort(v1, v2)`:
|
||
* Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
|
||
* `vector.angle(v1, v2)`:
|
||
* Returns the angle between `v1` and `v2` in radians.
|
||
* `vector.dot(v1, v2)`:
|
||
* Returns the dot product of `v1` and `v2`.
|
||
* `vector.cross(v1, v2)`:
|
||
* Returns the cross product of `v1` and `v2`.
|
||
* `vector.offset(v, x, y, z)`:
|
||
* Returns the sum of the vectors `v` and `(x, y, z)`.
|
||
* `vector.check(v)`:
|
||
* Returns a boolean value indicating whether `v` is a real vector, eg. created
|
||
by a `vector.*` function.
|
||
* Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
|
||
* `vector.in_area(pos, min, max)`:
|
||
* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
|
||
* `min` and `max` are inclusive.
|
||
* If `min` is bigger than `max` 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.
|
||
* `vector.random_in_area(min, max)`:
|
||
* Returns a random integer position in area formed by `min` and `max`
|
||
* `min` and `max` are inclusive.
|
||
* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
|
||
|
||
For the following functions `x` can be either a vector or a number:
|
||
|
||
* `vector.add(v, x)`:
|
||
* Returns a vector.
|
||
* If `x` is a vector: Returns the sum of `v` and `x`.
|
||
* If `x` is a number: Adds `x` to each component of `v`.
|
||
* `vector.subtract(v, x)`:
|
||
* Returns a vector.
|
||
* If `x` is a vector: Returns the difference of `v` subtracted by `x`.
|
||
* If `x` is a number: Subtracts `x` from each component of `v`.
|
||
* `vector.multiply(v, s)`:
|
||
* Returns a scaled vector.
|
||
* Deprecated: If `s` is a vector: Returns the Schur product.
|
||
* `vector.divide(v, s)`:
|
||
* Returns a scaled vector.
|
||
* Deprecated: If `s` is a vector: Returns the Schur quotient.
|
||
|
||
Operators
|
||
---------
|
||
|
||
Operators can be used if all of the involved vectors have metatables:
|
||
|
||
* `v1 == v2`:
|
||
* Returns whether `v1` and `v2` are identical.
|
||
* `-v`:
|
||
* Returns the additive inverse of v.
|
||
* `v1 + v2`:
|
||
* Returns the sum of both vectors.
|
||
* Note: `+` cannot be used together with scalars.
|
||
* `v1 - v2`:
|
||
* Returns the difference of `v1` subtracted by `v2`.
|
||
* Note: `-` cannot be used together with scalars.
|
||
* `v * s` or `s * v`:
|
||
* Returns `v` scaled by `s`.
|
||
* `v / s`:
|
||
* Returns `v` scaled by `1 / s`.
|
||
|
||
Rotation-related functions
|
||
--------------------------
|
||
|
||
For the following functions `a` is an angle in radians and `r` is a rotation
|
||
vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
|
||
angles in radians.
|
||
|
||
* `vector.rotate(v, r)`:
|
||
* Applies the rotation `r` to `v` and returns the result.
|
||
* `vector.rotate(vector.new(0, 0, 1), r)` and
|
||
`vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
|
||
forward and up relative to an entity's rotation `r`.
|
||
* `vector.rotate_around_axis(v1, v2, a)`:
|
||
* Returns `v1` rotated around axis `v2` by `a` radians according to
|
||
the right hand rule.
|
||
* `vector.dir_to_rotation(direction[, up])`:
|
||
* Returns a rotation vector for `direction` pointing forward using `up`
|
||
as the up vector.
|
||
* If `up` is omitted, the roll of the returned vector defaults to zero.
|
||
* Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
|
||
|
||
Further helpers
|
||
---------------
|
||
|
||
There are more helper functions involving vectors, but they are listed elsewhere
|
||
because they only work on specific sorts of vectors or involve things that are not
|
||
vectors.
|
||
|
||
For example:
|
||
|
||
* `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 makes `obj`
|
||
human-readable, handles reference loops.
|
||
* `obj`: arbitrary variable
|
||
* `name`: string, default: `"_"`
|
||
* `dumped`: table, default: `{}`
|
||
* `dump(obj, dumped)`: returns a string which makes `obj` human-readable
|
||
* `obj`: arbitrary variable
|
||
* `dumped`: table, default: `{}`
|
||
* `math.hypot(x, y)`
|
||
* Get the hypotenuse of a triangle with legs x and y.
|
||
Useful for distance calculation.
|
||
* `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
|
||
* Get the sign of a number.
|
||
* tolerance: number, default: `0.0`
|
||
* If the absolute value of `x` is within the `tolerance` or `x` is NaN,
|
||
`0` is returned.
|
||
* `math.factorial(x)`: returns the factorial of `x`
|
||
* `math.round(x)`: Returns `x` rounded to the nearest integer.
|
||
* At a multiple of 0.5, rounds away from zero.
|
||
* `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
|
||
* `separator`: string, 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"`
|
||
* `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 line
|
||
* `as_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 or `nil`
|
||
* 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`
|
||
* `table.indexof(list, val)`: returns the smallest numerical index containing
|
||
the value `val` in the table `list`. Non-numerical indices are ignored.
|
||
If `val` could not be found, `-1` is returned. `list` must not have
|
||
negative indices.
|
||
* `table.keyof(table, val)`: returns the key containing
|
||
the value `val` in the table `table`. If multiple keys contain `val`,
|
||
it is unspecified which key will be returned.
|
||
If `val` could not be found, `nil` is returned.
|
||
* `table.insert_all(table, other_table)`:
|
||
* Appends all values in `other_table` to `table` - uses `#table + 1` to
|
||
find new indices.
|
||
* `table.key_value_swap(t)`: returns a table with keys and values swapped
|
||
* If multiple keys in `t` map to the same value, it is unspecified which
|
||
value maps to that key.
|
||
* `table.shuffle(table, [from], [to], [random_func])`:
|
||
* Shuffles elements `from` to `to` in `table` in place
|
||
* `from` defaults to `1`
|
||
* `to` defaults to `#table`
|
||
* `random_func` defaults to `math.random`. This function receives two
|
||
integers as arguments and should return a random integer inclusively
|
||
between them.
|
||
* `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 used
|
||
* `initial_wear`: The initial wear the tool starts with (default: 0)
|
||
* `core.get_dig_params(groups, tool_capabilities [, wear])`:
|
||
Simulates an item that digs a node.
|
||
Returns a table with the following fields:
|
||
* `diggable`: `true` if node can be dug, `false` otherwise.
|
||
* `time`: Time it would take to dig the node.
|
||
* `wear`: How much wear would be added to the tool (ignored for non-tools).
|
||
`time` and `wear` are meaningless if node's not diggable
|
||
Parameters:
|
||
* `groups`: Table of the node groups of the node that would be dug
|
||
* `tool_capabilities`: Tool capabilities table of the item
|
||
* `wear`: 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 object
|
||
* `tool_capabilities`: Tool capabilities table of the item
|
||
* `time_from_last_punch`: time in seconds since last punch action
|
||
* `wear`: Amount of wear the item starts with (default: 0)
|
||
|
||
|
||
|
||
|
||
Translations
|
||
============
|
||
|
||
Texts can be translated client-side with the help of `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 around
|
||
`core.translate` and `core.translate_n`.
|
||
After `local S, NS = core.get_translator(textdomain)`, we have
|
||
`S(str, ...)` equivalent to `core.translate(textdomain, str, ...)`, and
|
||
`NS(str, str_plural, n, ...)` to `core.translate_n(textdomain, str, str_plural, n, ...)`.
|
||
It is intended to be used in the following way, so that it avoids verbose
|
||
repetitions of `core.translate`:
|
||
|
||
```lua
|
||
local S, NS = core.get_translator(textdomain)
|
||
S(str, ...)
|
||
```
|
||
|
||
As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
|
||
|
||
* `core.translate(textdomain, str, ...)` translates the string `str` with
|
||
the given `textdomain` for disambiguation. The textdomain must match the
|
||
textdomain specified in the translation file in order to get the string
|
||
translated. This can be used so that a string is translated differently in
|
||
different contexts.
|
||
It is advised to use the name of the mod as textdomain whenever possible, to
|
||
avoid clashes with other mods.
|
||
This function must be given a number of arguments equal to the number of
|
||
arguments the translated string expects.
|
||
Arguments are literal strings -- they will not be translated.
|
||
|
||
* `core.translate_n(textdomain, str, str_plural, n, ...)` translates the
|
||
string `str` with the given `textdomain` for disambiguaion. The value of
|
||
`n`, which must be a nonnegative integer, is used to decide whether to use
|
||
the singular or the plural version of the string. Depending on the locale of
|
||
the client, the choice between singular and plural might be more complicated,
|
||
but the choice will be done automatically using the value of `n`.
|
||
|
||
You can read https://www.gnu.org/software/gettext/manual/html_node/Plural-forms.html
|
||
for more details on the differences of plurals between languages.
|
||
|
||
Also note that plurals are only handled in .po or .mo files, and not in .tr files.
|
||
|
||
For instance, suppose we want to greet players when they join and provide a
|
||
command that shows the amount of time since the player joined. We can do the
|
||
following:
|
||
|
||
```lua
|
||
local S, NS = core.get_translator("hello")
|
||
core.register_on_joinplayer(function(player)
|
||
local name = player:get_player_name()
|
||
core.chat_send_player(name, S("Hello @1, how are you today?", name))
|
||
end)
|
||
core.register_chatcommand("playtime", {
|
||
func = function(name)
|
||
local last_login = core.get_auth_handler().get_auth(name).last_login
|
||
local playtime = math.floor((last_login-os.time())/60)
|
||
return true, NS(
|
||
"You have been playing for @1 minute.",
|
||
"You have been playing for @1 minutes.",
|
||
minutes, tostring(minutes))
|
||
end,
|
||
})
|
||
```
|
||
|
||
When someone called "CoolGuy" joins the game with an old client or a client
|
||
that does not have localization enabled, they will see `Hello CoolGuy, how are
|
||
you today?`. If they use the `/playtime` command, they will see `You have been
|
||
playing for 1 minute` or (for example) `You have been playing for 4 minutes.`
|
||
|
||
However, if we have for instance a translation file named `hello.de.po`
|
||
containing the following:
|
||
|
||
```po
|
||
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:
|
||
|
||
```sh
|
||
xgettext -L lua -kS -kNS:1,2 -kcore.translate:1c,2 -kcore.translate_n:1c,2,3 \
|
||
-d hello -o locale/hello.pot *.lua
|
||
```
|
||
|
||
The above command can also be used to update the translation template when new
|
||
translatable strings are added.
|
||
|
||
The German translator can then create the translation file with
|
||
|
||
```sh
|
||
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
|
||
|
||
```sh
|
||
msgmerge -U locale/hello.de.po locale/hello.pot
|
||
```
|
||
|
||
Refer to the [Gettext manual](https://www.gnu.org/software/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`. Both `original`
|
||
and `translated` can contain escape sequences beginning with `@` to insert
|
||
arguments, literal `@`, `=` or newline (See [Escapes] below).
|
||
There must be no extraneous whitespace around the `=` or at the beginning or
|
||
the end of the line.
|
||
|
||
Using the earlier example of greeting the player, the translation file would be
|
||
|
||
```
|
||
# textdomain: hello
|
||
Hello @1, how are you today?=Hallo @1, wie geht es dir heute?
|
||
```
|
||
|
||
For old translation files, consider using the script `mod_translation_updater.py`
|
||
in the Luanti [modtools](https://github.com/minetest/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:
|
||
|
||
```po
|
||
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`, where `n` is a digit between 1 and 9, is an argument for the translated
|
||
string that will be inlined when translated. Due to how translations are
|
||
implemented, the original translation string **must** have its arguments in
|
||
increasing order, without gaps or repetitions, starting from 1.
|
||
* `@=` acts as a literal `=`. It is not required in strings given to
|
||
`core.translate`, but is in translation files to avoid being confused
|
||
with the `=` separating the original from the translation.
|
||
* `@\n` (where the `\n` is a literal newline) acts as a literal newline.
|
||
As with `@=`, this escape is not required in strings given to
|
||
`core.translate`, but is in translation files.
|
||
* `@n` acts as a literal newline as well.
|
||
|
||
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:
|
||
|
||
```lua
|
||
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:
|
||
|
||
```lua
|
||
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 of `prob` is 255.
|
||
* The `data` field is a flat table of MapNode tables making up the schematic,
|
||
in the order of `[z [y [x]]]`. (required field)
|
||
Each MapNode table contains:
|
||
* `name`: the name of the map node to place (required)
|
||
* `prob` (alias `param1`): the probability of this node being placed
|
||
(default: 255)
|
||
* `param2`: the raw param2 value of the node being placed onto the map
|
||
(default: 0)
|
||
* `force_place`: boolean representing if the node should forcibly overwrite
|
||
any previous contents (default: false)
|
||
|
||
About probability values:
|
||
|
||
* A probability value of `0` or `1` means that node will never appear
|
||
(0% chance).
|
||
* A probability value of `254` or `255` means the node will always appear
|
||
(100% chance).
|
||
* If the probability value `p` is greater than `1`, then there is a
|
||
`(p / 256 * 100)` percent chance that node will appear when the schematic is
|
||
placed on the map.
|
||
|
||
Schematic attributes
|
||
--------------------
|
||
|
||
See section [Flag Specifier Format].
|
||
|
||
Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
|
||
`force_placement`.
|
||
|
||
* `place_center_x`: Placement of this decoration is centered along the X axis.
|
||
* `place_center_y`: Placement of this decoration is centered along the Y axis.
|
||
* `place_center_z`: Placement of this decoration is centered along the Z axis.
|
||
* `force_placement`: Schematic nodes other than "ignore" will replace existing
|
||
nodes.
|
||
|
||
|
||
|
||
|
||
Lua Voxel Manipulator
|
||
=====================
|
||
|
||
About VoxelManip
|
||
----------------
|
||
|
||
VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
|
||
facility. The purpose of this object is for fast, low-level, bulk access to
|
||
reading and writing Map content. As such, setting map nodes through VoxelManip
|
||
will lack many of the higher level features and concepts you may be used to
|
||
with other methods of setting nodes. For example, nodes will not have their
|
||
construction and destruction callbacks run, and no rollback information is
|
||
logged.
|
||
|
||
It is important to note that VoxelManip is designed for speed, and *not* ease
|
||
of use or flexibility. If your mod requires a map manipulation facility that
|
||
will handle 100% of all edge cases, or the use of high level node placement
|
||
features, perhaps `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, and
|
||
* `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
|
||
|
||
See section [Flat array format] for more details.
|
||
|
||
It is very important to understand that the tables returned by any of the above
|
||
three functions represent a snapshot of the VoxelManip's internal state at the
|
||
time of the call. This copy of the data will not magically update itself if
|
||
another function modifies the internal VoxelManip state.
|
||
Any functions that modify a VoxelManip's contents work on the VoxelManip's
|
||
internal state unless otherwise explicitly stated.
|
||
|
||
Once the bulk data has been edited to your liking, the internal VoxelManip
|
||
state can be set using:
|
||
|
||
* `VoxelManip:set_data()` for node content (in Content ID form, see section
|
||
[Content IDs]),
|
||
* `VoxelManip:set_light_data()` for node light levels, and
|
||
* `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
|
||
|
||
The parameter to each of the above three functions can use any table at all in
|
||
the same flat array format as produced by `get_data()` etc. and is not required
|
||
to be a table retrieved from `get_data()`.
|
||
|
||
Once the internal VoxelManip state has been modified to your liking, the
|
||
changes can be committed back to the map by calling `VoxelManip:write_to_map()`
|
||
|
||
### Flat array format
|
||
|
||
Let
|
||
`Nx = p2.X - p1.X + 1`,
|
||
`Ny = p2.Y - p1.Y + 1`, and
|
||
`Nz = p2.Z - p1.Z + 1`.
|
||
|
||
Then, for a loaded region of p1..p2, this array ranges from `1` up to and
|
||
including the value of the expression `Nx * Ny * Nz`.
|
||
|
||
Positions offset from p1 are present in the array with the format of:
|
||
|
||
[
|
||
(0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
|
||
(0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
|
||
...
|
||
(0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
|
||
(0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
|
||
...
|
||
(0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
|
||
...
|
||
(0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
|
||
]
|
||
|
||
and the array index for a position p contained completely in p1..p2 is:
|
||
|
||
`(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
|
||
|
||
Note that this is the same "flat 3D array" format as
|
||
`PerlinNoiseMap:get3dMap_flat()`.
|
||
VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
|
||
of the index for a single point in a flat VoxelManip array.
|
||
|
||
### Content IDs
|
||
|
||
A Content ID is a unique integer identifier for a specific node type.
|
||
These IDs are used by VoxelManip in place of the node name string for
|
||
`VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
|
||
`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" nodes
|
||
* `core.CONTENT_AIR`: ID for "air" nodes
|
||
* `core.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 the `minp`, `maxp`
|
||
parameters of `on_generated()`. Refer to `core.get_mapgen_object` docs.
|
||
Once you're done you still need to call `VoxelManip:write_to_map()`
|
||
|
||
* The `on_generated()` callbacks of some mods may place individual nodes in the
|
||
generated area using non-VoxelManip map modification methods. Because the
|
||
same Mapgen VoxelManip object is passed through each `on_generated()`
|
||
callback, it becomes necessary for the Mapgen VoxelManip object to maintain
|
||
consistency with the current map state. For this reason, calling any of
|
||
`core.add_node()`, `core.set_node()` or `core.swap_node()`
|
||
will also update the Mapgen VoxelManip object's internal state active on the
|
||
current thread.
|
||
|
||
* After modifying the Mapgen VoxelManip object's internal buffer, it may be
|
||
necessary to update lighting information using either:
|
||
`VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
|
||
|
||
### 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 for `VoxelManip:get_node_at()`.
|
||
|
||
* If you attempt to use a VoxelManip to read a region of the map that has
|
||
already been generated, but is not currently loaded, that region will be
|
||
loaded from disk. This means that reading a region of the map with a
|
||
VoxelManip has a similar effect as calling `core.load_area` on that
|
||
region.
|
||
|
||
* If a region of the map has either not yet been generated or is outside the
|
||
map boundaries, it is filled with "ignore" nodes. Writing to regions of the
|
||
map that are not yet generated may result in unexpected behavior. You
|
||
can use `core.emerge_area` to make sure that the area you want to
|
||
read/write is already generated.
|
||
|
||
* Other mods, or the core itself, could possibly modify the area of the map
|
||
currently loaded into a VoxelManip object. With the exception of Mapgen
|
||
VoxelManips (see above section), the internal buffers are not updated. For
|
||
this reason, it is strongly encouraged to complete the usage of a particular
|
||
VoxelManip object in the same callback it had been created.
|
||
|
||
* If a VoxelManip object will be used often, such as in an `on_generated()`
|
||
callback, consider passing a file-scoped table as the optional parameter to
|
||
`VoxelManip:get_data()`, which serves as a static buffer the function can use
|
||
to write map data to instead of returning a new table each call. This greatly
|
||
enhances performance by avoiding unnecessary memory allocations.
|
||
|
||
Methods
|
||
-------
|
||
|
||
* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
|
||
containing the region formed by `p1` and `p2`.
|
||
* returns actual emerged `pmin`, actual emerged `pmax`
|
||
* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
|
||
the map.
|
||
* **important**: data must be set using `VoxelManip:set_data()` before
|
||
calling this.
|
||
* if `light` is true, then lighting is automatically recalculated.
|
||
The default value is true.
|
||
If `light` is false, no light calculations happen, and you should correct
|
||
all modified blocks with `core.fix_light()` as soon as possible.
|
||
Keep in mind that modifying the map where light is incorrect can cause
|
||
more lighting bugs.
|
||
* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
|
||
the `VoxelManip` at that position
|
||
* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
|
||
that position.
|
||
* `get_data([buffer])`: Retrieves the node content data loaded into the
|
||
`VoxelManip` object.
|
||
* returns raw node data in the form of an array of node content IDs
|
||
* if the param `buffer` is present, this table will be used to store the
|
||
result instead.
|
||
* `set_data(data)`: Sets the data contents of the `VoxelManip` object
|
||
* `update_map()`: Does nothing, kept for compatibility.
|
||
* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
|
||
a uniform value.
|
||
* `light` is a table, `{day=<0...15>, night=<0...15>}`
|
||
* To be used only by a `VoxelManip` object from
|
||
`core.get_mapgen_object`.
|
||
* (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
|
||
area if left out.
|
||
* `get_light_data([buffer])`: Gets the light data read into the
|
||
`VoxelManip` object
|
||
* Returns an array (indices 1 to volume) of integers ranging from `0` to
|
||
`255`.
|
||
* Each value is the bitwise combination of day and night light values
|
||
(`0` to `15` each).
|
||
* `light = day + (night * 16)`
|
||
* If the param `buffer` is present, this table will be used to store the
|
||
result instead.
|
||
* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
|
||
in the `VoxelManip`.
|
||
* expects lighting data in the same format that `get_light_data()` returns
|
||
* `get_param2_data([buffer])`: Gets the raw `param2` data read into the
|
||
`VoxelManip` object.
|
||
* Returns an array (indices 1 to volume) of integers ranging from `0` to
|
||
`255`.
|
||
* If the param `buffer` is present, this table will be used to store the
|
||
result instead.
|
||
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
|
||
the `VoxelManip`.
|
||
* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
|
||
`VoxelManip`.
|
||
* To be used only with a `VoxelManip` object from `core.get_mapgen_object`.
|
||
* (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
|
||
area if left out or nil. For almost all uses these should be left out
|
||
or nil to use the default.
|
||
* `propagate_shadow` is an optional boolean deciding whether shadows in a
|
||
generated mapchunk above are propagated down into the mapchunk, defaults
|
||
to `true` if left out.
|
||
* `update_liquids()`: Update liquid flow
|
||
* `was_modified()`: Returns `true` if the data in the voxel manipulator has been modified
|
||
since it was last read from the map. This means you have to call `get_data` again.
|
||
This only applies to a `VoxelManip` object from `core.get_mapgen_object`,
|
||
where the engine will keep the map and the VM in sync automatically.
|
||
* 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 by
|
||
`MinEdge` and `MaxEdge`.
|
||
* `getVolume()`: returns the volume of the area formed by `MinEdge` and
|
||
`MaxEdge`.
|
||
* `index(x, y, z)`: returns the index of an absolute position in a flat array
|
||
starting at `1`.
|
||
* `x`, `y` and `z` must be integers to avoid an incorrect index result.
|
||
* The position (x, y, z) is not checked for being inside the area volume,
|
||
being outside can cause an incorrect index result.
|
||
* Useful for things like `VoxelManip`, raw Schematic specifiers,
|
||
`PerlinNoiseMap:get2d`/`3dMap`, and so on.
|
||
* `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
|
||
* As with `index(x, y, z)`, the components of `p` must be integers, and `p`
|
||
is not checked for being inside the area volume.
|
||
* `position(i)`: returns the absolute position vector corresponding to index
|
||
`i`.
|
||
* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
|
||
`MinEdge` and `MaxEdge`.
|
||
* `containsp(p)`: same as above, except takes a vector
|
||
* `containsi(i)`: same as above, except takes an index `i`
|
||
* `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
|
||
indices.
|
||
* from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
|
||
`[z [y [x]]]`.
|
||
* `iterp(minp, maxp)`: same as above, except takes a vector
|
||
|
||
### Y stride and z stride of a flat array
|
||
|
||
For a particular position in a voxel area, whose flat array index is known,
|
||
it is often useful to know the index of a neighboring or nearby position.
|
||
The table below shows the changes of index required for 1 node movements along
|
||
the axes in a voxel area:
|
||
|
||
Movement Change of index
|
||
+x +1
|
||
-x -1
|
||
+y +ystride
|
||
-y -ystride
|
||
+z +zstride
|
||
-z -zstride
|
||
|
||
If, for example:
|
||
|
||
local area = VoxelArea(emin, emax)
|
||
|
||
The values of `ystride` and `zstride` can be obtained using `area.ystride` and
|
||
`area.zstride`.
|
||
|
||
|
||
|
||
|
||
Mapgen objects
|
||
==============
|
||
|
||
A mapgen object is a construct used in map generation. Mapgen objects can be
|
||
used by an `on_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 rooms
|
||
* `temple`: 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 an `ObjectRef` pointing to the object
|
||
* The original prototype is visible directly via a metatable
|
||
|
||
Callbacks:
|
||
|
||
* `on_activate(self, staticdata, dtime_s)`
|
||
* Called when the object is instantiated.
|
||
* `dtime_s` is the time passed since the object was unloaded, which can be
|
||
used for updating the entity state.
|
||
* `on_deactivate(self, removal)`
|
||
* Called when the object is about to get removed or unloaded.
|
||
* `removal`: boolean indicating whether the object is about to get removed.
|
||
Calling `object:remove()` on an active object will call this with `removal=true`.
|
||
The mapblock the entity resides in being unloaded will call this with `removal=false`.
|
||
* Note that this won't be called if the object hasn't been activated in the first place.
|
||
In particular, `core.clear_objects({mode = "full"})` won't call this,
|
||
whereas `core.clear_objects({mode = "quick"})` might call this.
|
||
* `on_step(self, dtime, moveresult)`
|
||
* Called on every server tick, after movement and collision processing.
|
||
* `dtime`: elapsed time since last call
|
||
* `moveresult`: table with collision info (only available if physical=true)
|
||
* `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
|
||
* Called when somebody punches the object.
|
||
* Note that you probably want to handle most punches using the automatic
|
||
armor group system.
|
||
* `puncher`: an `ObjectRef` (can be `nil`)
|
||
* `time_from_last_punch`: Meant for disallowing spamming of clicks
|
||
(can be `nil`).
|
||
* `tool_capabilities`: capability table of used item (can be `nil`)
|
||
* `dir`: unit vector of direction of punch. Always defined. Points from the
|
||
puncher to the punched.
|
||
* `damage`: damage that will be done to entity.
|
||
* Can return `true` to prevent the default damage mechanism.
|
||
* `on_death(self, killer)`
|
||
* Called when the object dies.
|
||
* `killer`: an `ObjectRef` (can be `nil`)
|
||
* `on_rightclick(self, clicker)`
|
||
* Called when `clicker` pressed the 'place/use' key while pointing
|
||
to the object (not necessarily an actual rightclick)
|
||
* `clicker`: an `ObjectRef` (may or may not be a player)
|
||
* `on_attach_child(self, child)`
|
||
* Called after another object is attached to this object.
|
||
* `child`: an `ObjectRef` of the child
|
||
* `on_detach_child(self, child)`
|
||
* Called after another object has detached from this object.
|
||
* `child`: an `ObjectRef` of the child
|
||
* `on_detach(self, parent)`
|
||
* Called after detaching from another object.
|
||
* `parent`: an `ObjectRef` 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.
|
||
|
||
Collision info passed to `on_step` (`moveresult` argument):
|
||
|
||
```lua
|
||
{
|
||
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
|
||
---------------
|
||
|
||
```lua
|
||
treedef={
|
||
axiom, --string initial tree axiom
|
||
rules_a, --string rules set A
|
||
rules_b, --string rules set B
|
||
rules_c, --string rules set C
|
||
rules_d, --string rules set D
|
||
trunk, --string trunk node name
|
||
leaves, --string leaves node name
|
||
leaves2, --string secondary leaves node name
|
||
leaves2_chance,--num chance (0-100) to replace leaves with leaves2
|
||
angle, --num angle in deg
|
||
iterations, --num max # of iterations, usually 2 -5
|
||
random_level, --num factor to lower number of iterations, usually 0 - 3
|
||
trunk_type, --string single/double/crossed) type of trunk: 1 node,
|
||
-- 2x2 nodes or 3x3 in cross shape
|
||
thin_branches, --boolean true -> use thin (1 node) branches
|
||
fruit, --string fruit node name
|
||
fruit_chance, --num chance (0-100) to replace leaves with fruit node
|
||
seed, --num random seed, if no seed is provided, the engine will create one.
|
||
}
|
||
```
|
||
|
||
Key for special L-System symbols used in axioms
|
||
-----------------------------------------------
|
||
|
||
* `G`: move forward one unit with the pen up
|
||
* `F`: move forward one unit with the pen down drawing trunks and branches
|
||
* `f`: move forward one unit with the pen down drawing leaves (100% chance)
|
||
* `T`: move forward one unit with the pen down drawing trunks only
|
||
* `R`: move forward one unit with the pen down placing fruit
|
||
* `A`: replace with rules set A
|
||
* `B`: replace with rules set B
|
||
* `C`: replace with rules set C
|
||
* `D`: replace with rules set D
|
||
* `a`: replace with rules set A, chance 90%
|
||
* `b`: replace with rules set B, chance 80%
|
||
* `c`: replace with rules set C, chance 70%
|
||
* `d`: replace with rules set D, chance 60%
|
||
* `+`: yaw the turtle right by `angle` parameter
|
||
* `-`: yaw the turtle left by `angle` parameter
|
||
* `&`: pitch the turtle down by `angle` parameter
|
||
* `^`: pitch the turtle up by `angle` parameter
|
||
* `/`: roll the turtle to the right by `angle` parameter
|
||
* `*`: roll the turtle to the left by `angle` parameter
|
||
* `[`: save in stack current state info
|
||
* `]`: recover from stack state info
|
||
|
||
Example
|
||
-------
|
||
|
||
Spawn a small apple tree:
|
||
|
||
```lua
|
||
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 the `interact`
|
||
privilege can only travel and observe the world.
|
||
|
||
* Advanced privileges allow bypassing certain aspects of the gameplay:
|
||
* `fast`: can use "fast mode" to move with maximum speed.
|
||
* `fly`: can use "fly mode" to move freely above the ground without falling.
|
||
* `noclip`: can use "noclip mode" to fly through solid nodes (e.g. walls).
|
||
* `teleport`: can use `/teleport` command to move to any point in the world.
|
||
* `creative`: can access creative inventory.
|
||
* `bring`: can teleport other players to oneself.
|
||
* `give`: can use `/give` and `/giveme` commands to give any item
|
||
in the game to oneself or others.
|
||
* `settime`: can use `/time` command to change current in-game time.
|
||
* `debug`: can enable wireframe rendering mode.
|
||
|
||
* Security-related privileges:
|
||
* `privs`: can modify privileges of the players using `/grant[me]` and
|
||
`/revoke[me]` commands.
|
||
* `basic_privs`: can grant and revoke basic privileges as defined by
|
||
the `basic_privs` setting.
|
||
* `kick`: can kick other players from the server using `/kick` command.
|
||
* `ban`: can ban other players using `/ban` command.
|
||
* `password`: can use `/setpassword` and `/clearpassword` commands
|
||
to manage players' passwords.
|
||
* `protection_bypass`: can bypass node protection. Note that the engine does not act upon this privilege,
|
||
it is only an implementation suggestion for games.
|
||
|
||
* Administrative privileges:
|
||
* `server`: can use `/fixlight`, `/deleteblocks` and `/deleteobjects`
|
||
commands. Can clear inventory of other players using `/clearinv` command.
|
||
* `rollback`: can use `/rollback_check` and `/rollback` commands.
|
||
|
||
Related settings
|
||
----------------
|
||
|
||
Luanti includes the following settings to control behavior of privileges:
|
||
|
||
* `default_privs`: defines privileges granted to new players.
|
||
* `basic_privs`: defines privileges that can be granted/revoked by players having
|
||
the `basic_privs` privilege. This can be used, for example, to give
|
||
limited moderation powers to selected users.
|
||
|
||
'core' 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 from `game.conf` in the game's root directory.
|
||
|
||
```lua
|
||
{
|
||
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
|
||
|
||
```lua
|
||
{
|
||
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,
|
||
}
|
||
```
|
||
|
||
* `core.has_feature(arg)`: returns `boolean, missing_features`
|
||
* `arg`: string or table in format `{foo=true, bar=true}`
|
||
* `missing_features`: `{foo=true, bar=true}`
|
||
* `core.get_player_information(player_name)`: Table containing information
|
||
about a player. Example return value:
|
||
|
||
```lua
|
||
{
|
||
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)`:
|
||
|
||
```lua
|
||
-- 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.
|
||
* `core.rmdir(path, recursive)`: returns success.
|
||
* Removes a directory specified by `path`.
|
||
* If `recursive` is set to `true`, the directory is recursively removed.
|
||
Otherwise, the directory will only be removed if it is empty.
|
||
* Returns true on success, false on failure.
|
||
* `core.cpdir(source, destination)`: returns success.
|
||
* Copies a directory specified by `path` to `destination`
|
||
* Any files in `destination` will be overwritten if they already exist.
|
||
* Returns true on success, false on failure.
|
||
* `core.mvdir(source, destination)`: returns success.
|
||
* Moves a directory specified by `path` to `destination`.
|
||
* If the `destination` is a non-empty directory, then the move will fail.
|
||
* Returns true on success, false on failure.
|
||
* `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.
|
||
* `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()`
|
||
* `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 version
|
||
* `proto_max`: The maximum supported protocol version
|
||
* `hash`: Full git version (only set if available),
|
||
eg, "1.2.3-dev-01234567-dirty".
|
||
* `is_dev`: Boolean value indicating whether it's a development build
|
||
Use this for informational purposes only. The information in the returned
|
||
table does not represent the capabilities of the engine, nor is it
|
||
reliable or verifiable. Compatible forks will have a different name and
|
||
version entirely. To check for the presence of engine features, test
|
||
whether the functions exported by the wanted features exist. For example:
|
||
`if core.check_for_falling then ... end`.
|
||
* `core.sha1(data, [raw])`: returns the sha1 hash of data
|
||
* `data`: string of data to hash
|
||
* `raw`: return raw bytes instead of hex digits, default: false
|
||
* `core.sha256(data, [raw])`: returns the sha256 hash of data
|
||
* `data`: string of data to hash
|
||
* `raw`: 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, returns `nil`.
|
||
* `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, returns `nil`. 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 by `ObjectRef:override_day_night_ratio`) that is equivalent to
|
||
the given "time of day" value (as returned by `core.get_timeofday`).
|
||
* `core.encode_png(width, height, data, [compression])`: Encode a PNG
|
||
image and return it in string form.
|
||
* `width`: Width of the image
|
||
* `height`: Height of the image
|
||
* `data`: Image data, one of:
|
||
* array table of ColorSpec, length must be width*height
|
||
* string with raw RGBA pixels, length must be width*height*4
|
||
* `compression`: Optional zlib compression level, number in range 0 to 9.
|
||
The data is one-dimensional, starting in the upper left corner of the image
|
||
and laid out in scanlines going from left to right, then top to bottom.
|
||
You can use `colorspec_to_bytes` to generate raw RGBA values.
|
||
Palettes are not supported at the moment.
|
||
You may use this to procedurally generate textures during server init.
|
||
* `core.urlencode(str)`: Encodes reserved URI characters by a
|
||
percent sign followed by two hex digits. See
|
||
[RFC 3986, section 2.3](https://datatracker.ietf.org/doc/html/rfc3986#section-2.3).
|
||
|
||
Logging
|
||
-------
|
||
|
||
* `core.debug(...)`
|
||
* Equivalent to `core.log(table.concat({...}, "\t"))`
|
||
* `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
|
||
to `nil` ("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 the `light_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` from `core.registered_items` and from the associated item table
|
||
according to its nature: `core.registered_nodes`, etc.
|
||
* `core.register_entity(name, entity definition)`
|
||
* `core.register_abm(abm definition)`
|
||
* `core.register_lbm(lbm definition)`
|
||
* `core.register_alias(alias, original_name)`
|
||
* 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`.
|
||
* `core.unregister_biome(name)`
|
||
* Unregisters the biome from the engine, and deletes the entry with key
|
||
`name` from `core.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.
|
||
* `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.
|
||
* `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`.
|
||
* `core.unregister_chatcommand(name)`
|
||
* Unregisters a chatcommands registered with `register_chatcommand`.
|
||
* `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 the `basic_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 from `itemstack`
|
||
* `placer` may be any valid ObjectRef or nil.
|
||
* **Not recommended**; use `on_construct` or `after_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` or `after_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` and `maxp`.
|
||
* **Avoid using this** whenever possible. As with other callbacks this blocks
|
||
the main thread and introduces noticeable latency.
|
||
Consider [Mapgen environment] for an alternative.
|
||
* `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 punched
|
||
* `hitter`: 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 upon
|
||
* `clicker`: ObjectRef - Object that acted upon `player`, 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 player
|
||
* `hp_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 called `set_hp` without
|
||
giving a type - use this for custom damage types.
|
||
* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
|
||
* `fall`
|
||
* `node_damage`: `damage_per_second` from a neighboring node.
|
||
`reason.node` will hold the node name or nil.
|
||
`reason.node_pos` will hold the position of the node
|
||
* `drown`
|
||
* `respawn`
|
||
* Any of the above types may have additional fields from mods.
|
||
* `reason.from` will be `mod` or `engine`.
|
||
* `modifier`: when true, the function should return the actual `hp_change`.
|
||
Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
|
||
Modifiers can return true as a second argument to stop the execution of further functions.
|
||
Non-modifiers receive the final HP change calculated by the modifiers.
|
||
* `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 client
|
||
* `is_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.
|
||
* `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.
|
||
* `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 to `core.show_formspec`.
|
||
Special case: The empty string refers to the player inventory
|
||
(the formspec set by the `set_inventory_formspec` player method).
|
||
* Fields are sent for formspec elements which define a field. `fields`
|
||
is a table containing each formspecs element value (as string), with
|
||
the `name` parameter as index for each. The value depends on the
|
||
formspec element type:
|
||
* `animated_image`: Returns the index of the current frame.
|
||
* `button` and variants: If pressed, contains the user-facing button
|
||
text as value. If not pressed, is `nil`
|
||
* `field`, `textarea` and variants: Text in the field
|
||
* `dropdown`: Either the index or value, depending on the `index event`
|
||
dropdown argument.
|
||
* `tabheader`: Tab index, starting with `"1"` (only if tab changed)
|
||
* `checkbox`: `"true"` if checked, `"false"` if unchecked
|
||
* `textlist`: See `core.explode_textlist_event`
|
||
* `table`: See `core.explode_table_event`
|
||
* `scrollbar`: See `core.explode_scrollbar_event`
|
||
* Special case: `["quit"]="true"` is sent when the user actively
|
||
closed the form by mouse click, keypress or through a button_exit[]
|
||
element.
|
||
* Special case: `["key_enter"]="true"` is sent when the user pressed
|
||
the Enter key and the focus was either nowhere (causing the formspec
|
||
to be closed) or on a button. If the focus was on a text field,
|
||
additionally, the index `key_enter_field` contains the name of the
|
||
text field. See also: `field_close_on_enter`.
|
||
* Newest functions are called first
|
||
* If function returns `true`, remaining functions are not called
|
||
* `core.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
|
||
* Called when `player` crafts something
|
||
* `itemstack` is the output
|
||
* `old_craft_grid` contains the recipe (Note: the one in the inventory is
|
||
cleared).
|
||
* `craft_inv` is the inventory with the crafting grid
|
||
* Return either an `ItemStack`, to replace the output, or `nil`, to not
|
||
modify it.
|
||
* `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` for `take` 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` (type `ObjectRef`) is the player who modified the inventory
|
||
`inventory` (type `InvRef`).
|
||
* List of possible `action` (string) values and their
|
||
`inventory_info` (table) contents:
|
||
* `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
|
||
* `put`: `{listname=string, index=number, stack=ItemStack}`
|
||
* `take`: Same as `put`
|
||
* 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.
|
||
* `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).
|
||
* `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).
|
||
* `core.register_on_priv_grant(function(name, granter, priv))`
|
||
* Called when `granter` grants the priv `priv` to `name`.
|
||
* Note that the callback will be called twice if it's done by a player,
|
||
once with granter being the player name, and again with granter being nil.
|
||
* `core.register_on_priv_revoke(function(name, revoker, priv))`
|
||
* Called when `revoker` revokes the priv `priv` from `name`.
|
||
* Note that the callback will be called twice if it's done by a player,
|
||
once with revoker being the player name, and again with revoker being nil.
|
||
* `core.register_can_bypass_userlimit(function(name, ip))`
|
||
* Called when `name` user connects with `ip`.
|
||
* Return `true` to by pass the player limit
|
||
* `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.
|
||
* `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 by `core.hash_node_position`,
|
||
and can be converted to positions with `core.get_position_from_hash`.
|
||
The set is a table where the keys are hashes and the values are `true`.
|
||
* `modified_block_count` is the number of entries in the set.
|
||
* 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.
|
||
|
||
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 `","`.
|
||
* `core.get_player_privs(name) -> {priv1=true,...}`
|
||
* `core.check_player_privs(player_or_name, ...)`:
|
||
returns `bool, missing_privs`
|
||
* A quickhand for checking privileges.
|
||
* `player_or_name`: Either a Player object or the name of a player.
|
||
* `...` is either a list of strings, e.g. `"priva", "privb"` or
|
||
a table, e.g. `{ priva = true, privb = true }`.
|
||
|
||
* `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 player
|
||
`name`.
|
||
* 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
|
||
player `name`.
|
||
* `core.set_player_privs(name, privs)`: Set privileges of player `name`.
|
||
* `privs` is a **set** of privileges:
|
||
A table where the keys are names of privileges and the values are `true`.
|
||
* Example: `core.set_player_privs("singleplayer", {interact = true, fly = true})`.
|
||
This **sets** the player privileges to `interact` and `fly`;
|
||
`singleplayer` will only have these two privileges afterwards.
|
||
* `core.change_player_privs(name, changes)`: Helper to grant or revoke privileges.
|
||
* `changes`: Table of changes to make.
|
||
A field `[privname] = true` grants a privilege,
|
||
whereas `[privname] = false` revokes a privilege.
|
||
* Example: `core.change_player_privs("singleplayer", {interact = true, fly = false})`
|
||
will grant singleplayer the `interact` privilege
|
||
and revoke singleplayer's `fly` privilege.
|
||
All other privileges will remain unchanged.
|
||
* `core.auth_reload()`
|
||
* See `reload()` in authentication handler definition
|
||
|
||
`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 players
|
||
* `core.chat_send_player(name, text)`: send chat message to specific player
|
||
* `name`: 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.
|
||
|
||
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 to `0`.
|
||
* e.g. `core.set_node({x=0, y=10, z=0}, {name="default:wood"})`
|
||
* `core.add_node(pos, node)`: alias to `core.set_node`
|
||
* `core.bulk_set_node({pos1, pos2, pos3, ...}, node)`
|
||
* 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.
|
||
* `core.remove_node(pos)`: Remove a node
|
||
* Equivalent to `core.set_node(pos, {name="air"})`, but a bit faster.
|
||
* `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.
|
||
* `core.get_node_or_nil(pos)`
|
||
* Same as `get_node` but returns `nil` for unloaded areas.
|
||
* Note that even loaded areas can contain "ignore" nodes.
|
||
* `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` and `15` or `nil`
|
||
* `nil` is returned e.g. when the map isn't loaded at `pos`
|
||
* `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 node
|
||
* `timeofday`: `nil` for current time, `0` for night, `0.5` for day
|
||
* Returns a number between `0` and `15` or `nil`
|
||
* This function tests 203 nodes in the worst case, which happens very
|
||
unlikely
|
||
* `core.get_artificial_light(param1)`
|
||
* Calculates the artificial light (light from e.g. torches) value from the
|
||
`param1` value.
|
||
* `param1`: The param1 value of a `paramtype = "light"` node.
|
||
* Returns a number between `0` and `15`
|
||
* Currently it's the same as `math.floor(param1 / 16)`, except that it
|
||
ensures compatibility.
|
||
* `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
|
||
* `core.get_node_timer(pos)`
|
||
* Get `NodeTimerRef`
|
||
|
||
* `core.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
|
||
position.
|
||
* Returns `ObjectRef`, or `nil` if failed
|
||
* Entities with `static_save = true` can be added also
|
||
to unloaded and non-generated blocks.
|
||
* `core.add_item(pos, item)`: Spawn item
|
||
* Returns `ObjectRef`, or `nil` if failed
|
||
* Items can be added also to unloaded and non-generated blocks.
|
||
* `core.get_player_by_name(name)`: Get an `ObjectRef` 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` and `max_pos` are the min and max positions of the area to search
|
||
* **Warning**: The same warning as for `core.get_objects_inside_radius` applies.
|
||
Use `core.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 day
|
||
* `val` is between `0` and `1`; `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 or `nil`.
|
||
* `radius`: using a maximum metric
|
||
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
|
||
* `search_center` is an optional boolean (default: `false`)
|
||
If true `pos` is also checked for the nodes
|
||
* `core.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
|
||
* `pos1` and `pos2` are the min and max positions of the area to search.
|
||
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
|
||
* If `grouped` is true the return value is a table indexed by node name
|
||
which contains lists of positions.
|
||
* If `grouped` is false or absent the return values are as follows:
|
||
first value: Table with all node positions
|
||
second value: Table with the count of each node with the node name
|
||
as index
|
||
* Area volume is limited to 4,096,000 nodes
|
||
* `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.
|
||
* `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.
|
||
* `core.get_decoration_id(decoration_name)`
|
||
* Returns the decoration ID number for the provided decoration name string,
|
||
or `nil` on failure.
|
||
* `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.
|
||
* `core.get_humidity(pos)`
|
||
* Returns the humidity at the position, or `nil` on failure.
|
||
* `core.get_biome_data(pos)`
|
||
* Returns a table containing:
|
||
* `biome` the biome id of the biome at that position
|
||
* `heat` the heat at the position
|
||
* `humidity` the humidity at the position
|
||
* Or returns `nil` on failure.
|
||
* `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.
|
||
* `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`.
|
||
* `core.get_mapgen_params()`
|
||
* Deprecated: use `core.get_mapgen_setting(name)` instead.
|
||
* Returns a table containing:
|
||
* `mgname`
|
||
* `seed`
|
||
* `chunksize`
|
||
* `water_level`
|
||
* `flags`
|
||
* `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 as `mg_flags` in
|
||
`minetest.conf`.
|
||
* `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:
|
||
1) Settings loaded from map_meta.txt or overrides set during mod
|
||
execution.
|
||
2) Settings set by mods without a metafile override
|
||
3) Settings explicitly set in the user config file, minetest.conf
|
||
4) Settings set as the user config default
|
||
* `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.
|
||
* `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"`.
|
||
* `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
|
||
in `noiseparams`.
|
||
* `set_default` is an optional boolean (default: `true`) that specifies
|
||
whether the setting should be applied to the default config or current
|
||
active config.
|
||
* `core.get_noiseparams(name)`
|
||
* 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
|
||
from `pos1` to `pos2`.
|
||
* `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
|
||
* `core.generate_decorations(vm, pos1, pos2)`
|
||
* Generate all registered decorations within the VoxelManip `vm` and in the
|
||
area from `pos1` to `pos2`.
|
||
* `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
|
||
* `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.
|
||
* `core.load_area(pos1[, pos2])`
|
||
* Load the mapblocks containing the area from `pos1` to `pos2`.
|
||
`pos2` defaults to `pos1` if not specified.
|
||
* This function does not trigger map generation.
|
||
* `core.emerge_area(pos1, pos2, [callback], [param])`
|
||
* Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
|
||
asynchronously fetched from memory, loaded from disk, or if inexistent,
|
||
generates them.
|
||
* If `callback` is a valid Lua function, this will be called for each block
|
||
emerged.
|
||
* The function signature of callback is:
|
||
`function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
|
||
* `blockpos` is the *block* coordinates of the block that had been
|
||
emerged.
|
||
* `action` could be one of the following constant values:
|
||
* `core.EMERGE_CANCELLED`
|
||
* `core.EMERGE_ERRORED`
|
||
* `core.EMERGE_FROM_MEMORY`
|
||
* `core.EMERGE_FROM_DISK`
|
||
* `core.EMERGE_GENERATED`
|
||
* `calls_remaining` is the number of callbacks to be expected after
|
||
this one.
|
||
* `param` is the user-defined parameter passed to emerge_area (or
|
||
nil if the parameter was absent).
|
||
* `core.delete_area(pos1, pos2)`
|
||
* delete all mapblocks in the area from pos1 to pos2, inclusive
|
||
* `core.line_of_sight(pos1, pos2)`: returns `boolean, pos`
|
||
* Checks if there is anything other than air between pos1 and pos2.
|
||
* Returns false if something is blocking the sight.
|
||
* Returns the position of the blocking node when `false`
|
||
* `pos1`: First position
|
||
* `pos2`: Second position
|
||
* `core.raycast(pos1, pos2, objects, liquids, pointabilities)`: returns `Raycast`
|
||
* Creates a `Raycast` object.
|
||
* `pos1`: start of the ray
|
||
* `pos2`: end of the ray
|
||
* `objects`: if false, only nodes will be returned. Default is `true`.
|
||
* `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
|
||
returned. Default is `false`.
|
||
* `pointabilities`: Allows overriding the `pointable` property of
|
||
nodes and objects. Uses the same format as the `pointabilities` property
|
||
of item definitions. Default is `nil`.
|
||
* `core.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
|
||
* returns table containing path that can be walked on
|
||
* returns a table of 3D points representing a path from `pos1` to `pos2` or
|
||
`nil` on failure.
|
||
* Reasons for failure:
|
||
* No path exists at all
|
||
* No path exists within `searchdistance` (see below)
|
||
* Start or end pos is buried in land
|
||
* `pos1`: start position
|
||
* `pos2`: end position
|
||
* `searchdistance`: maximum distance from the search positions to search in.
|
||
In detail: Path must be completely inside a cuboid. The minimum
|
||
`searchdistance` of 1 will confine search between `pos1` and `pos2`.
|
||
Larger values will increase the size of this cuboid in all directions
|
||
* `max_jump`: maximum height difference to consider walkable
|
||
* `max_drop`: maximum height difference to consider droppable
|
||
* `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
|
||
Difference between `"A*"` and `"A*_noprefetch"` is that
|
||
`"A*"` will pre-calculate the cost-data, the other will calculate it
|
||
on-the-fly
|
||
* `core.spawn_tree (pos, {treedef})`
|
||
* spawns L-system tree at given `pos` with definition in `treedef` table
|
||
* `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` equals `1`
|
||
* if `totallevel > maxlevel`, returns rest (`total-max`).
|
||
* `core.add_node_level(pos, level)`
|
||
* increase level of leveled node by level, default `level` equals `1`
|
||
* if `totallevel > maxlevel`, returns rest (`total-max`)
|
||
* `level` must be between -127 and 127
|
||
* `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}`.
|
||
If `node` is `nil`, the actual node at `pos` 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 to `pos`.
|
||
* See also: [Node boxes](#node-boxes)
|
||
* `core.fix_light(pos1, pos2)`: returns `true`/`false`
|
||
* resets the light in a cuboid-shaped part of
|
||
the map and removes lighting bugs.
|
||
* Loads the area if it is not loaded.
|
||
* `pos1` is the corner of the cuboid with the least coordinates
|
||
(in node coordinates), inclusive.
|
||
* `pos2` is the opposite corner of the cuboid, inclusive.
|
||
* The actual updated cuboid might be larger than the specified one,
|
||
because only whole map blocks can be updated.
|
||
The actual updated area consists of those map blocks that intersect
|
||
with the given cuboid.
|
||
* However, the neighborhood of the updated area might change
|
||
as well, as light can spread out of the cuboid, also light
|
||
might be removed.
|
||
* returns `false` if the area is not fully generated,
|
||
`true` otherwise
|
||
* `core.check_single_for_falling(pos)`
|
||
* causes an unsupported `group:falling_node` node to fall and causes an
|
||
unattached `group:attached_node` node to fall.
|
||
* does not spread these updates to neighbors.
|
||
* `core.check_for_falling(pos)`
|
||
* causes an unsupported `group:falling_node` node to fall and causes an
|
||
unattached `group:attached_node` node to fall.
|
||
* spread these updates to neighbors and can cause a cascade
|
||
of nodes to fall.
|
||
* `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` and `water_level + 16`, and in mgv7 well away from rivers,
|
||
so `nil` 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.
|
||
|
||
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 with
|
||
`core.register_on_modchannel_message`
|
||
|
||
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
|
||
an `InvRef`.
|
||
* `callbacks`: See [Detached inventory callbacks]
|
||
* `player_name`: Make detached inventory available to one player
|
||
exclusively, by default they will be sent to every player (even if not
|
||
used).
|
||
Note that this parameter is mostly just a workaround and will be removed
|
||
in future releases.
|
||
* Creates a detached inventory. If it already exists, it is cleared.
|
||
* `core.remove_detached_inventory(name)`
|
||
* Returns a `boolean` indicating whether the removal succeeded.
|
||
* `core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
|
||
returns leftover ItemStack or nil to indicate no inventory change
|
||
* See `core.item_eat` and `core.register_on_item_eat`
|
||
|
||
Formspec
|
||
--------
|
||
|
||
* `core.show_formspec(playername, formname, formspec)`
|
||
* `playername`: name of player to show formspec
|
||
* `formname`: name passed to `on_player_receive_fields` callbacks.
|
||
It should follow the `"modname:<whatever>"` naming convention.
|
||
* `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 formspec
|
||
* `formname`: has to exactly match the one given in `show_formspec`, or the
|
||
formspec will not close.
|
||
* calling `show_formspec(playername, formname, "")` is equal to this
|
||
expression.
|
||
* to close a formspec regardless of the formname, call
|
||
`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.
|
||
* `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
|
||
* `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
|
||
* `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
|
||
* `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` or `nil` if the `pointed_thing`
|
||
does not refer to a node or entity.
|
||
* If the optional `above` parameter is true and the `pointed_thing` refers
|
||
to a node, then it will return the `above` position of the `pointed_thing`.
|
||
* `core.dir_to_facedir(dir, is6d)`
|
||
* Convert a vector to a facedir value, used in `param2` for
|
||
`paramtype2="facedir"`.
|
||
* passing something non-`nil`/`false` for the optional second parameter
|
||
causes it to take the y component into account.
|
||
* `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` for
|
||
`paramtype2="4dir"`.
|
||
* `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"`.
|
||
* `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 given `paramtype2` contains
|
||
color information (`color`, `colorwallmounted`, `colorfacedir`, etc.).
|
||
* `core.strip_param2_color(param2, paramtype2)`
|
||
* Removes everything but the color information from the
|
||
given `param2` value.
|
||
* Returns `nil` if the given `paramtype2` does not contain color
|
||
information.
|
||
* `core.get_node_drops(node, toolname)`
|
||
* Returns list of itemstrings that are dropped by `node` when dug
|
||
with the item `toolname` (not limited to tools).
|
||
* `node`: node as table or node name
|
||
* `toolname`: name of the item used to dig (can be `nil`)
|
||
* `core.get_craft_result(input)`: returns `output, decremented_input`
|
||
* `input.method` = `"normal"` or `"cooking"` or `"fuel"`
|
||
* `input.width` = for example `3`
|
||
* `input.items` = for example
|
||
`{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
|
||
* `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
|
||
* `output.time` = a number, if unsuccessful: `0`
|
||
* `output.replacements` = List of replacement `ItemStack`s that couldn't be
|
||
placed in `decremented_input.items`. Replacements can be placed in
|
||
`decremented_input` if the stack of the replaced item has a count of 1.
|
||
* `decremented_input` = like `input`
|
||
* `core.get_craft_recipe(output)`: returns input
|
||
* returns last registered recipe for output item (node)
|
||
* `output` is a node or item type such as `"default:torch"`
|
||
* `input.method` = `"normal"` or `"cooking"` or `"fuel"`
|
||
* `input.width` = for example `3`
|
||
* `input.items` = for example
|
||
`{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
|
||
* `input.items` = `nil` if no recipe found
|
||
* `core.get_all_craft_recipes(query item)`: returns a table or `nil`
|
||
* returns indexed table with all registered recipes for query item (node)
|
||
or `nil` if no recipe was found.
|
||
* recipe entry table:
|
||
* `method`: 'normal' or 'cooking' or 'fuel'
|
||
* `width`: 0-3, 0 means shapeless recipe
|
||
* `items`: indexed [1-9] table with recipe items
|
||
* `output`: string with item name and quantity
|
||
* Example result for `"default:gold_ingot"` with two recipes:
|
||
```lua
|
||
{
|
||
{
|
||
method = "cooking", width = 3,
|
||
output = "default:gold_ingot", items = {"default:gold_lump"}
|
||
},
|
||
{
|
||
method = "normal", width = 1,
|
||
output = "default:gold_ingot 9", items = {"default:goldblock"}
|
||
}
|
||
}
|
||
```
|
||
|
||
* `core.handle_node_drops(pos, drops, digger)`
|
||
* `drops`: list of 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)`: returns
|
||
`boolean, log_messages`.
|
||
* Revert latest actions of someone
|
||
* `actor`: `"player:<name>"`, also `"liquid"`.
|
||
|
||
Defaults for the `on_place` and `on_drop` item definition functions
|
||
-------------------------------------------------------------------
|
||
|
||
* `core.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
|
||
* Place item as a node
|
||
* `param2` overrides `facedir` and wallmounted `param2`
|
||
* `prevent_after_place`: if set to `true`, `after_place_node` is not called
|
||
for the newly placed node to prevent a callback and placement loop
|
||
* returns `itemstack, position`
|
||
* `position`: the location the node was placed to. `nil` if nothing was placed.
|
||
* `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` of `pointed_thing.under` if defined instead
|
||
* **Note**: is not called when wielded item overrides `on_place`
|
||
* `param2` overrides facedir and wallmounted `param2`
|
||
* returns `itemstack, position`
|
||
* `position`: the location the node was placed to. `nil` if nothing was placed.
|
||
* `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.
|
||
* `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 for `core.do_item_eat`.
|
||
* `replace_with_item` is the itemstring which is added to the inventory.
|
||
If the player is eating a stack and `replace_with_item` doesn't fit onto
|
||
the eaten stack, then the remainings go to a different spot, or are dropped.
|
||
|
||
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()`
|
||
* `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 handle
|
||
* `spec` is a `SimpleSoundSpec`
|
||
* `parameters` is a sound parameter table
|
||
* `ephemeral` is a boolean (default: false)
|
||
Ephemeral sounds will not return a handle and can't be stopped or faded.
|
||
It is recommend to use this for short sounds that happen in response to
|
||
player actions (e.g. door closing).
|
||
* `core.sound_stop(handle)`
|
||
* `handle` is a handle returned by `core.sound_play`
|
||
* `core.sound_fade(handle, step, gain)`
|
||
* `handle` is a handle returned by `core.sound_play`
|
||
* `step` determines how fast a sound will fade.
|
||
The gain will change by this much per second,
|
||
until it reaches the target gain.
|
||
Note: Older versions used a signed step. This is deprecated, but old
|
||
code will still work. (the client uses abs(step) to correct it)
|
||
* `gain` the target gain for the fade.
|
||
Fading to zero will delete the sound.
|
||
|
||
Timing
|
||
------
|
||
|
||
* `core.after(time, func, ...)`: returns job table to use as below.
|
||
* Call the function `func` after `time` seconds, may be fractional
|
||
* Optional: Variable number of arguments that are passed to `func`
|
||
* 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 least `time` seconds after the last time a server-step started,
|
||
measured with globalstep dtime.
|
||
* If `time` is `0`, the job is executed in the next step.
|
||
|
||
* `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`
|
||
* `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()`.
|
||
|
||
|
||
### 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` and `registered_aliases`
|
||
* with all functions and userdata values replaced by `true`, calling any
|
||
callbacks here is obviously not possible
|
||
|
||
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 of `minp` and `maxp`, note that is smaller
|
||
than the emerged area of the VoxelManip.
|
||
Note: calling `read_from_map()` or `write_to_map()` on the VoxelManipulator object
|
||
is not necessary and is disallowed.
|
||
* `blockseed`: 64-bit seed number used for this 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 if `core.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 more
|
||
* `core.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` and `registered_aliases`
|
||
* with all functions and userdata values replaced by `true`, calling any
|
||
callbacks here is obviously not possible
|
||
* `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 display `message` to clients.
|
||
* `reconnect` == true displays a reconnect button
|
||
* `delay` adds an optional delay (in seconds) before shutdown.
|
||
Negative delay cancels the current active shutdown.
|
||
Zero delay triggers an immediate shutdown.
|
||
* `core.cancel_shutdown_requests()`: cancel current delayed shutdown
|
||
* `core.get_server_status(name, joined)`
|
||
* Returns the server status string when a player joins or when the command
|
||
`/status` is called. Returns `nil` or an empty string when the message is
|
||
disabled.
|
||
* `joined`: Boolean value, indicates whether the function was called when
|
||
a player joined.
|
||
* This function may be overwritten by mods to customize the status message.
|
||
* `core.get_server_uptime()`: returns the server uptime in seconds
|
||
* `core.get_server_max_lag()`: returns the current maximum lag
|
||
of the server in seconds or nil if server is not fully loaded yet
|
||
* `core.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)
|
||
* `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 parameters
|
||
* `filename`: name the media file will be usable as
|
||
(optional if `filepath` present)
|
||
* `filepath`: path to the file on the filesystem [*]
|
||
* `filedata`: the data of the file to be sent [*]
|
||
* `to_player`: name of the player the media should be sent to instead of
|
||
all players (optional)
|
||
* `ephemeral`: boolean that marks the media as ephemeral,
|
||
it will not be cached on the client (optional, default false)
|
||
* Exactly one of the parameters marked [*] must be specified.
|
||
* `callback`: function with arguments `name`, which is a player name
|
||
* Pushes the specified media file to client(s). (details below)
|
||
The file must be a supported image, sound or model format.
|
||
Dynamically added media is not persisted between server restarts.
|
||
* Returns false on error, true if the request was accepted
|
||
* The given callback will be called for every player as soon as the
|
||
media is available on the client.
|
||
* Details/Notes:
|
||
* If `ephemeral`=false and `to_player` is unset the file is added to the media
|
||
sent to clients on startup, this means the media will appear even on
|
||
old clients if they rejoin the server.
|
||
* If `ephemeral`=false the file must not be modified, deleted, moved or
|
||
renamed after calling this function.
|
||
* Regardless of any use of `ephemeral`, adding media files with the same
|
||
name twice is not possible/guaranteed to work. An exception to this is the
|
||
use of `to_player` to send the same, already existent file to multiple
|
||
chosen players.
|
||
* You can also call this at startup time. In that case `callback` MUST
|
||
be `nil` and you cannot use `ephemeral` or `to_player`, as these logically
|
||
do not make sense.
|
||
* 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 above
|
||
* `value`: 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:
|
||
```lua
|
||
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 above
|
||
* `old_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 above
|
||
* `timeout`: maximum wait time, in milliseconds (positive values only)
|
||
* returns: true on success, false on timeout
|
||
|
||
Bans
|
||
----
|
||
|
||
* `core.get_ban_list()`: returns a list of all bans formatted as string
|
||
* `core.get_ban_description(ip_or_name)`: returns list of bans matching
|
||
IP address or name formatted as string
|
||
* `core.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 name
|
||
* `core.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)`
|
||
|
||
* `core.add_particlespawner(particlespawner definition)`
|
||
* Add a `ParticleSpawner`, an object that spawns an amount of particles
|
||
over `time` seconds.
|
||
* Returns an `id`, and -1 if adding didn't succeed
|
||
* Deprecated: `core.add_particlespawner(amount, time,
|
||
minpos, maxpos,
|
||
minvel, maxvel,
|
||
minacc, maxacc,
|
||
minexptime, maxexptime,
|
||
minsize, maxsize,
|
||
collisiondetection, texture, playername)`
|
||
|
||
* `core.delete_particlespawner(id, player)`
|
||
* Delete `ParticleSpawner` with `id` (return value from
|
||
`core.add_particlespawner`).
|
||
* If playername is specified, only deletes on the player's client,
|
||
otherwise on all clients.
|
||
|
||
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`
|
||
and `prob`.
|
||
* `pos` is the 3D vector specifying the absolute coordinates of the
|
||
node being modified,
|
||
* `prob` is an integer value from `0` to `255` that encodes
|
||
probability and per-node force-place. Probability has levels
|
||
0-127, then 128 may be added to encode per-node force-place.
|
||
For probability stated as 0-255, divide by 2 and round down to
|
||
get values 0-127, then add 128 to apply per-node force-place.
|
||
* If there are two or more entries with the same pos value, the
|
||
last entry is used.
|
||
* If `pos` is not inside the box formed by `p1` and `p2`, it is
|
||
ignored.
|
||
* If `probability_list` equals `nil`, no probabilities are applied.
|
||
* Apply the specified probability to the specified horizontal slices
|
||
according to the `slice_prob_list`.
|
||
* `slice_prob_list` is an array of tables containing two fields, `ypos`
|
||
and `prob`.
|
||
* `ypos` indicates the y position of the slice with a probability
|
||
applied, the lowest slice being `ypos = 0`.
|
||
* If slice probability list equals `nil`, no slice probabilities
|
||
are applied.
|
||
* Saves schematic in the 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 than `air`
|
||
and `ignore` are replaced by the schematic.
|
||
* Returns nil if the schematic could not be loaded.
|
||
* **Warning**: Once you have loaded a schematic from a file, it will be
|
||
cached. Future calls will always use the cached version and the
|
||
replacement list defined for it, regardless of whether the file or the
|
||
replacement list parameter have changed. The only way to load the file
|
||
anew is to restart the server.
|
||
* `flags` is a flag field with the available flags:
|
||
* place_center_x
|
||
* place_center_y
|
||
* place_center_z
|
||
|
||
* `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
|
||
|
||
* `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 and `format` is "lua", the Lua code
|
||
generated will have (X, Z) position comments for every X row
|
||
generated in the schematic data for easier reading.
|
||
* If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
|
||
the Lua code generated will use that number of spaces as indentation
|
||
instead of a tab character.
|
||
|
||
* `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`: no `write_yslice_prob` table is inserted,
|
||
* `low`: only probabilities that are not 254 or 255 are written in
|
||
the `write_ylisce_prob` table,
|
||
* `all`: write all probabilities to the `write_yslice_prob` table.
|
||
* The default for this option is `all`.
|
||
* Any invalid value will be interpreted as `all`.
|
||
|
||
HTTP Requests
|
||
-------------
|
||
|
||
* `core.request_http_api()`:
|
||
* returns `HTTPApiTable` containing http functions if the calling mod has
|
||
been granted access by being listed in the `secure.http_mods` or
|
||
`secure.trusted_mods` setting, otherwise returns `nil`.
|
||
* The returned table contains the functions `fetch`, `fetch_async` and
|
||
`fetch_async_get` described below.
|
||
* Only works at init time and must be called from the mod's main scope
|
||
(not from a function).
|
||
* Function only exists if Luanti server was built with cURL support.
|
||
* **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
|
||
A LOCAL VARIABLE!**
|
||
* `HTTPApiTable.fetch(HTTPRequest req, callback)`
|
||
* Performs given request asynchronously and calls callback upon completion
|
||
* callback: `function(HTTPRequestResult res)`
|
||
* Use this HTTP function if you are unsure, the others are for advanced use
|
||
* `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
|
||
* Performs given request asynchronously and returns handle for
|
||
`HTTPApiTable.fetch_async_get`
|
||
* `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
|
||
* Return response data for given asynchronous HTTP request
|
||
|
||
Storage API
|
||
-----------
|
||
|
||
* `core.get_mod_storage()`:
|
||
* returns reference to mod private `StorageRef`
|
||
* must be called during mod load time
|
||
|
||
Misc.
|
||
-----
|
||
|
||
* `core.get_connected_players()`: returns list of `ObjectRefs`
|
||
* `core.is_player(obj)`: boolean, whether `obj` 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>"`: return `relative_to + <number>`
|
||
* `"~"`: return `relative_to`
|
||
* Anything else will return `nil`
|
||
* `relative_to`: Number to which the `arg` number might be relative to
|
||
* Examples:
|
||
* `core.parse_relative_number("5", 10)` returns 5
|
||
* `core.parse_relative_number("~5", 10)` returns 15
|
||
* `core.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 integer
|
||
* `pos`: 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`
|
||
* `core.get_item_group(name, group)`: returns a rating
|
||
* Get rating of a group of an item. (`0` means: not in group)
|
||
* `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`
|
||
* `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 to `nil`
|
||
* On success returns a table, a string, a number, a boolean or `nullvalue`
|
||
* On failure: If `return_error` is not set or is `false`,
|
||
outputs an error message and returns `nil`.
|
||
Otherwise returns `nil, err` (error message).
|
||
* Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
|
||
* `core.write_json(data[, styled])`: returns a string or `nil` and an error
|
||
message.
|
||
* Convert a Lua table into a JSON string
|
||
* styled: Outputs in a human-readable format if this is set, defaults to
|
||
false.
|
||
* Unserializable things like functions and userdata will cause an error.
|
||
* **Warning**: JSON is more strict than the Lua table format.
|
||
1. You can only use strings and positive integers of at least one as
|
||
keys.
|
||
2. You cannot mix string and integer keys.
|
||
This is due to the fact that JSON has two distinct array and object
|
||
values.
|
||
* Example: `write_json({10, {a = false}})`,
|
||
returns `'[10, {"a": false}]'`
|
||
* `core.serialize(table)`: returns a string
|
||
* Convert a table containing tables, strings, numbers, booleans and `nil`s
|
||
into string form readable by `core.deserialize`
|
||
* Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
|
||
* `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")')`, returns `nil`
|
||
(function call fails), returns
|
||
`error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
|
||
* `core.compress(data, method, ...)`: returns `compressed_data`
|
||
* Compress a string of data.
|
||
* `method` is a string identifying the compression method to be used.
|
||
* Supported compression methods:
|
||
* Deflate (zlib): `"deflate"`
|
||
* Zstandard: `"zstd"`
|
||
* `...` indicates method-specific arguments. Currently defined arguments
|
||
are:
|
||
* Deflate: `level` - Compression level, `0`-`9` or `nil`.
|
||
* Zstandard: `level` - Compression level. Integer or `nil`. Default `3`.
|
||
Note any supported Zstandard compression level could be used here,
|
||
but these are subject to change between Zstandard versions.
|
||
* `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
|
||
* `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 player `name` from modifying (i.e. digging,
|
||
placing) the node at position `pos`.
|
||
* `name` will be `""` for non-players or unknown players.
|
||
* This function should be overridden by protection mods. It is highly
|
||
recommended to grant access to players with the `protection_bypass` privilege.
|
||
* Cache and call the old version of this function if the position is
|
||
not protected by the mod. This will allow using multiple protection mods.
|
||
* Example:
|
||
```lua
|
||
local old_is_protected = core.is_protected
|
||
function core.is_protected(pos, name)
|
||
if mymod:position_protected_from(pos, name) then
|
||
return true
|
||
end
|
||
return old_is_protected(pos, name)
|
||
end
|
||
```
|
||
* `core.record_protection_violation(pos, name)`
|
||
* This function calls functions registered with
|
||
`core.register_on_protection_violation`.
|
||
* `core.is_creative_enabled(name)`: returns boolean
|
||
* Returning `true` means that Creative Mode is enabled for player `name`.
|
||
* `name` will be `""` for non-players or if the player is unknown.
|
||
* This function should be overridden by Creative Mode-related mods to
|
||
implement a per-player Creative Mode.
|
||
* By default, this function returns `true` if the setting
|
||
`creative_mode` is `true` and `false` otherwise.
|
||
* `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 between `pos1` and `pos2`.
|
||
* Returns `false` if no protections were found.
|
||
* Applies `is_protected()` to a 3D lattice of points in the defined volume.
|
||
The points are spaced evenly throughout the volume and have a spacing
|
||
similar to, but no larger than, `interval`.
|
||
* All corners and edges of the defined volume are checked.
|
||
* `interval` defaults to 4.
|
||
* `interval` should be carefully chosen and maximized to avoid an excessive
|
||
number of points being checked.
|
||
* Like `core.is_protected`, this function may be extended or
|
||
overwritten by mods to provide a faster implementation to check the
|
||
cuboid for intersections.
|
||
* `core.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
|
||
orient_flags, prevent_after_place])`
|
||
* Attempt to predict the desired orientation of the facedir-capable node
|
||
defined by `itemstack`, and place it accordingly (on-wall, on the floor,
|
||
or hanging from the ceiling).
|
||
* `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
|
||
stacks are handled normally.
|
||
* `orient_flags`: Optional table containing extra tweaks to the placement code:
|
||
* `invert_wall`: if `true`, place wall-orientation on the ground and
|
||
ground-orientation on the wall.
|
||
* `force_wall`: if `true`, always place the node in wall orientation.
|
||
* `force_ceiling`: if `true`, always place on the ceiling.
|
||
* `force_floor`: if `true`, always place the node on the floor.
|
||
* `force_facedir`: if `true`, forcefully reset the facedir to north
|
||
when placing on the floor or ceiling.
|
||
* The first four options are mutually-exclusive; the last in the list
|
||
takes precedence over the first.
|
||
* `prevent_after_place` is directly passed to `core.item_place_node`
|
||
* Returns the new itemstack after placement
|
||
* `core.rotate_node(itemstack, placer, pointed_thing)`
|
||
* calls `rotate_and_place()` with `infinitestacks` set according to the state
|
||
of the creative mode setting, checks for "sneak" to set the `invert_wall`
|
||
parameter and `prevent_after_place` set to `true`.
|
||
|
||
* `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` is `false` or absent, the forceload will be persistent
|
||
(saved between server runs). If `true`, the forceload will be transient
|
||
(not saved between server runs).
|
||
* `limit` is an optional limit on the number of blocks that can be
|
||
forceloaded at once. If `limit` is negative, there is no limit. If it is
|
||
absent, the limit is the value of the setting `"max_forceloaded_blocks"`.
|
||
If the call would put the number of blocks over the limit, the call fails.
|
||
|
||
* `core.forceload_free_block(pos[, transient])`
|
||
* stops forceloading the position `pos`
|
||
* If `transient` is `false` or absent, frees a persistent forceload.
|
||
If `true`, frees a transient forceload.
|
||
|
||
* `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 condition
|
||
* `true`: Mapblock meets the requirement
|
||
* `nil`: Unsupported `condition` value
|
||
|
||
* `core.request_insecure_environment()`: returns an environment containing
|
||
insecure functions if the calling mod has been listed as trusted in the
|
||
`secure.trusted_mods` setting or security is disabled, otherwise returns
|
||
`nil`.
|
||
* Only works at init time and must be called from the mod's main scope
|
||
(ie: the init.lua of the mod, not from another Lua file or within a function).
|
||
* **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
|
||
IT IN A LOCAL VARIABLE!**
|
||
|
||
* `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 the `modname: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.
|
||
|
||
Global objects
|
||
--------------
|
||
|
||
* `core.env`: `EnvRef` of the server environment and world.
|
||
* Any function in the `core` namespace can be called using the syntax
|
||
`core.env:somefunction(somearguments)`
|
||
instead of `core.somefunction(somearguments)`
|
||
* Deprecated, but support is not to be dropped soon
|
||
* `minetest`: alias for the `core` 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 by
|
||
`core.register_ore`.
|
||
* `core.registered_biomes`
|
||
* Map of registered biome definitions, indexed by the `name` field.
|
||
* If `name` is nil, the key is the object handle returned by
|
||
`core.register_biome`.
|
||
* `core.registered_decorations`
|
||
* Map of registered decoration definitions, indexed by the `name` field.
|
||
* If `name` is nil, the key is the object handle returned by
|
||
`core.register_decoration`.
|
||
* `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.
|
||
* `get_area(id, include_corners, include_data)`
|
||
* Returns the area information about the specified ID.
|
||
* Returned values are either of these:
|
||
```lua
|
||
nil -- Area not found
|
||
true -- Without `include_corners` and `include_data`
|
||
{
|
||
min = pos, max = pos -- `include_corners == true`
|
||
data = string -- `include_data == true`
|
||
}
|
||
```
|
||
|
||
* `get_areas_for_pos(pos, include_corners, include_data)`
|
||
* Returns all areas as table, indexed by the area ID.
|
||
* Table values: see `get_area`.
|
||
* `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
|
||
* Returns all areas that contain all nodes inside the area specified by`
|
||
`corner1 and `corner2` (inclusive).
|
||
* `accept_overlap`: if `true`, areas are returned that have nodes in
|
||
common (intersect) with the specified area.
|
||
* Returns the same values as `get_areas_for_pos`.
|
||
* `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
|
||
* Returns the new area's ID, or nil if the insertion failed.
|
||
* The (inclusive) positions `corner1` and `corner2` describe the area.
|
||
* `data` is a string stored with the area.
|
||
* `id` (optional): will be used as the internal area ID if it is a unique
|
||
number between 0 and 2^32-2.
|
||
* `reserve(count)`
|
||
* Requires SpatialIndex, no-op function otherwise.
|
||
* Reserves resources for `count` many contained areas to improve
|
||
efficiency when working with many area entries. Additional areas can still
|
||
be inserted afterwards at the usual complexity.
|
||
* `remove_area(id)`: removes the area with the given id from the store, returns
|
||
success.
|
||
* `set_cache_params(params)`: sets params for the included prefiltering cache.
|
||
Calling invalidates the cache, so that its elements have to be newly
|
||
generated.
|
||
* `params` is a table with the following fields:
|
||
```lua
|
||
{
|
||
enabled = boolean, -- Whether to enable, default true
|
||
block_radius = int, -- The radius (in nodes) of the areas the cache
|
||
-- generates prefiltered lists for, minimum 16,
|
||
-- default 64
|
||
limit = int, -- The cache size, minimum 20, default 1000
|
||
}
|
||
```
|
||
* `to_string()`: Experimental. Returns area store serialized as a (binary)
|
||
string.
|
||
* `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
|
||
a file.
|
||
* `from_string(str)`: Experimental. Deserializes string and loads it into the
|
||
AreaStore.
|
||
Returns success and, optionally, an error message.
|
||
* `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
|
||
from a file.
|
||
|
||
`InvRef`
|
||
--------
|
||
|
||
An `InvRef` is a reference to an inventory.
|
||
|
||
### Methods
|
||
|
||
* `is_empty(listname)`: return `true` if list is empty
|
||
* `get_size(listname)`: get size of a list
|
||
* `set_size(listname, size)`: set size of a list
|
||
* If `listname` is not known, a new list will be created
|
||
* Setting `size` to 0 deletes a list
|
||
* returns `false` on error (e.g. invalid `listname` or `size`)
|
||
* `get_width(listname)`: get width of a list
|
||
* `set_width(listname, width)`: set width of list; currently used for crafting
|
||
* returns `false` on error (e.g. invalid `listname` or `width`)
|
||
* `get_stack(listname, i)`: get a copy of stack index `i` in list
|
||
* `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
|
||
* `get_list(listname)`: returns full list (list of `ItemStack`s)
|
||
or `nil` if list doesn't exist (size 0)
|
||
* `set_list(listname, list)`: set full list (size will not change)
|
||
* `get_lists()`: returns table that maps listnames to inventory lists
|
||
* `set_lists(lists)`: sets inventory lists (size will not change)
|
||
* `add_item(listname, stack)`: add item somewhere in list, returns leftover
|
||
`ItemStack`.
|
||
* `room_for_item(listname, stack):` returns `true` if the stack of items
|
||
can be fully added to the list
|
||
* `contains_item(listname, stack, [match_meta])`: returns `true` if
|
||
the stack of items can be fully taken from the list.
|
||
If `match_meta` is false, only the items' names are compared
|
||
(default: `false`).
|
||
* `remove_item(listname, stack)`: take as many items as specified from the
|
||
list, returns the items that were actually removed (as an `ItemStack`)
|
||
-- note that any item metadata is ignored, so attempting to remove a specific
|
||
unique item this way will likely remove the wrong one -- to do that use
|
||
`set_stack` with an empty `ItemStack`.
|
||
* `get_location()`: returns a location compatible to
|
||
`core.get_inventory(location)`.
|
||
* returns `{type="undefined"}` in case location is not known
|
||
|
||
### Callbacks
|
||
|
||
Detached & nodemeta inventories provide the following callbacks for move actions:
|
||
|
||
#### Before
|
||
|
||
The `allow_*` callbacks return how many items can be moved.
|
||
|
||
* `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
|
||
* `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
|
||
* `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
|
||
|
||
#### After
|
||
|
||
The `on_*` callbacks are called after the items have been placed in the inventories.
|
||
|
||
* `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
|
||
* `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
|
||
* `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
|
||
|
||
#### Swapping
|
||
|
||
When a player tries to put an item to a place where another item is, the items are *swapped*.
|
||
This means that all callbacks will be called twice (once for each action).
|
||
|
||
`ItemStack`
|
||
-----------
|
||
|
||
An `ItemStack` is a stack of items.
|
||
|
||
It can be created via `ItemStack(x)`, where x is an `ItemStack`,
|
||
an itemstring, a table or `nil`.
|
||
|
||
### Methods
|
||
|
||
* `is_empty()`: returns `true` if stack is empty.
|
||
* `get_name()`: returns item name (e.g. `"default:stone"`).
|
||
* `set_name(item_name)`: returns a boolean indicating whether the item was
|
||
cleared.
|
||
* `get_count()`: Returns number of items on the stack.
|
||
* `set_count(count)`: returns a boolean indicating whether the item was cleared
|
||
* `count`: number, unsigned 16 bit integer
|
||
* `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
|
||
* `set_wear(wear)`: returns boolean indicating whether item was cleared
|
||
* `wear`: number, unsigned 16 bit integer
|
||
* `get_meta()`: returns ItemStackMetaRef. See section for more details
|
||
* `get_metadata()`: **Deprecated.** Returns metadata (a string attached to an item stack).
|
||
* If you need to access this to maintain backwards compatibility,
|
||
use `stack:get_meta():get_string("")` instead.
|
||
* `set_metadata(metadata)`: **Deprecated.** Returns true.
|
||
* If you need to set this to maintain backwards compatibility,
|
||
use `stack:get_meta():set_string("", metadata)` instead.
|
||
* `get_description()`: returns the description shown in inventory list tooltips.
|
||
* The engine uses this when showing item descriptions in tooltips.
|
||
* Fields for finding the description, in order:
|
||
* `description` in item metadata (See [Item Metadata].)
|
||
* `description` in item definition
|
||
* item name
|
||
* `get_short_description()`: returns the short description or nil.
|
||
* Unlike the description, this does not include new lines.
|
||
* Fields for finding the short description, in order:
|
||
* `short_description` in item metadata (See [Item Metadata].)
|
||
* `short_description` in item definition
|
||
* first line of the description (From item meta or def, see `get_description()`.)
|
||
* Returns nil if none of the above are set
|
||
* `clear()`: removes all items from the stack, making it empty.
|
||
* `replace(item)`: replace the contents of this stack.
|
||
* `item` can also be an itemstring or table.
|
||
* `to_string()`: returns the stack in itemstring form.
|
||
* `to_table()`: returns the stack in Lua table form.
|
||
* `get_stack_max()`: returns the maximum size of the stack (depends on the
|
||
item).
|
||
* `get_free_space()`: returns `get_stack_max() - get_count()`.
|
||
* `is_known()`: returns `true` if the item name refers to a defined item type.
|
||
* `get_definition()`: returns the item definition table.
|
||
* `get_tool_capabilities()`: returns the digging properties of the item,
|
||
or those of the hand if none are defined for this item type
|
||
* `add_wear(amount)`
|
||
* Increases wear by `amount` if the item is a tool, otherwise does nothing
|
||
* Valid `amount` range is [0,65536]
|
||
* `amount`: number, integer
|
||
* `add_wear_by_uses(max_uses)`
|
||
* Increases wear in such a way that, if only this function is called,
|
||
the item breaks after `max_uses` times
|
||
* Valid `max_uses` range is [0,65536]
|
||
* Does nothing if item is not a tool or if `max_uses` is 0
|
||
* `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 meta
|
||
* `add_item(item)`: returns leftover `ItemStack`
|
||
* Put some item or stack onto this stack
|
||
* `item_fits(item)`: returns `true` if item or stack can be fully added to
|
||
this one.
|
||
* `take_item(n)`: returns taken `ItemStack`
|
||
* Take (and remove) up to `n` items from this stack
|
||
* `n`: number, default: `1`
|
||
* `peek_item(n)`: returns taken `ItemStack`
|
||
* Copy (don't remove) up to `n` items from this stack
|
||
* `n`: number, default: `1`
|
||
* `equals(other)`:
|
||
* returns `true` if this stack is identical to `other`.
|
||
* Note: `stack1:to_string() == stack2:to_string()` is not reliable,
|
||
as stack metadata can be serialized in arbitrary order.
|
||
* Note: if `other` is an itemstring or table representation of an
|
||
ItemStack, this will always return false, even if it is
|
||
"equivalent".
|
||
|
||
### Operators
|
||
|
||
* `stack1 == stack2`:
|
||
* Returns whether `stack1` and `stack2` are identical.
|
||
* Note: `stack1:to_string() == stack2:to_string()` is not reliable,
|
||
as stack metadata can be serialized in arbitrary order.
|
||
* Note: if `stack2` is an itemstring or table representation of an
|
||
ItemStack, this will always return false, even if it is
|
||
"equivalent".
|
||
|
||
`ItemStackMetaRef`
|
||
------------------
|
||
|
||
ItemStack metadata: reference extra data and functionality stored in a stack.
|
||
Can be obtained via `item:get_meta()`.
|
||
|
||
### Methods
|
||
|
||
* All methods in MetaDataRef
|
||
* `set_tool_capabilities([tool_capabilities])`
|
||
* Overrides the item's tool capabilities
|
||
* A nil value will clear the override data and restore the original
|
||
behavior.
|
||
* `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.
|
||
* `get(key)`: Returns `nil` if key not present, else the stored string.
|
||
* `set_string(key, value)`: Value of `""` will delete the key.
|
||
* `get_string(key)`: Returns `""` if key not present.
|
||
* `set_int(key, value)`
|
||
* The range for the value is system-dependent (usually 32 bits).
|
||
The value will be converted into a string when stored.
|
||
* `get_int(key)`: Returns `0` 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)`: Returns `0` 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.
|
||
* `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 as `other`
|
||
|
||
### 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:
|
||
|
||
```lua
|
||
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.
|
||
* `is_writeable()`: returns true if channel is writeable and mod can send over
|
||
it.
|
||
* `send_all(message)`: Send `message` though the mod channel.
|
||
* If mod channel is not writeable or invalid, message will be dropped.
|
||
* Message size is limited to 65535 characters by protocol.
|
||
|
||
`NodeMetaRef`
|
||
-------------
|
||
|
||
Node metadata: reference extra data and functionality stored in a node.
|
||
Can be obtained via `core.get_meta(pos)`.
|
||
|
||
### Methods
|
||
|
||
* All methods in MetaDataRef
|
||
* `get_inventory()`: returns `InvRef`
|
||
* `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
|
||
This will prevent them from being sent to the client. Note that the "private"
|
||
status will only be remembered if an associated key-value pair exists,
|
||
meaning it's best to call this when initializing all other meta (e.g.
|
||
`on_construct`).
|
||
|
||
`NodeTimerRef`
|
||
--------------
|
||
|
||
Node Timers: a high resolution persistent per-node timer.
|
||
Can be gotten via `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` equals `0`, timer is inactive
|
||
* `get_elapsed()`: returns current elapsed time in seconds
|
||
* the node's `on_timer` function will be called after `(timeout - elapsed)`
|
||
seconds.
|
||
* `is_started()`: returns boolean state of timer
|
||
* returns `true` if timer is started, otherwise `false`
|
||
|
||
`ObjectRef`
|
||
-----------
|
||
|
||
Moving things in the game are generally these.
|
||
This is basically a reference to a C++ `ServerActiveObject`.
|
||
|
||
### Advice on handling `ObjectRefs`
|
||
|
||
When you receive an `ObjectRef` as a callback argument or from another API
|
||
function, it is possible to store the reference somewhere and keep it around.
|
||
It will keep functioning until the object is unloaded or removed.
|
||
|
||
However, doing this is **NOT** recommended - `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.
|
||
* `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 using
|
||
`set_velocity`, `add_velocity` is supposed to avoid synchronization problems.
|
||
Additionally, players also do not support `set_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)
|
||
* `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`: another `ObjectRef` which punched the object or `nil`
|
||
* `dir`: direction vector of punch
|
||
* Other arguments: See `on_punch` for entities
|
||
* Arguments `time_from_last_punch`, `tool_capabilities`, and `dir`
|
||
will be replaced with a default value when the caller sets them to `nil`.
|
||
* `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 another `ObjectRef` which has clicked
|
||
* note: this is called `right_click` for historical reasons only
|
||
* `get_hp()`: returns number of health points
|
||
* `set_hp(hp, reason)`: set number of health points
|
||
* See reason in register_on_player_hpchange
|
||
* Is limited to the range of 0 ... 65535 (2^16 - 1)
|
||
* For players: HP are also limited by `hp_max` specified in object properties
|
||
* `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
|
||
* `get_wield_list()`: returns the name of the inventory list the wielded item
|
||
is in.
|
||
* `get_wield_index()`: returns the wield list index of the wielded item (starting with 1)
|
||
* `get_wielded_item()`: returns a copy of the wielded item as an `ItemStack`
|
||
* `set_wielded_item(item)`: replaces the wielded item, returns `true` if
|
||
successful.
|
||
* `get_armor_groups()`:
|
||
* 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}`
|
||
* `frame_speed`: How fast the animation plays, in frames per second (number)
|
||
* default: `15.0`
|
||
* `frame_blend`: number, default: `0.0`
|
||
* `frame_loop`: If `true`, animation will loop. If false, it will play once
|
||
* default: `true`
|
||
* `get_animation()`: returns current animation parameters set by `set_animation`:
|
||
* `frame_range`, `frame_speed`, `frame_blend`, `frame_loop`.
|
||
* `set_animation_frame_speed(frame_speed)`
|
||
* Sets the frame speed of the object's animation
|
||
* Unlike `set_animation`, this will not restart the animation
|
||
* `frame_speed`: See `set_animation`
|
||
* `set_attach(parent[, bone, position, rotation, forced_visible])`
|
||
* Attaches object to `parent`
|
||
* See 'Attachments' section for details
|
||
* `parent`: `ObjectRef` to attach to
|
||
* `bone`: Bone to attach to. Default is `""` (the root bone)
|
||
* `position`: relative position, default `{x=0, y=0, z=0}`
|
||
* `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
|
||
* `forced_visible`: Boolean to control whether the attached entity
|
||
should appear in first person, default `false`.
|
||
* This command may fail silently (do nothing) when it would result
|
||
in circular attachments.
|
||
* `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
|
||
```lua
|
||
obj:set_bone_override(bone, {
|
||
position = {vec = position, absolute = true},
|
||
rotation = {vec = rotation:apply(math.rad), absolute = true}
|
||
})
|
||
```
|
||
* **Note:** Rotation is in degrees, not radians.
|
||
* **Deprecated:** Use `set_bone_override` instead.
|
||
* `get_bone_position(bone)`: returns the previously set position and rotation of the bone
|
||
* 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.
|
||
* `set_bone_override(bone, override)`
|
||
* `bone`: string
|
||
* `override`: `{ position = property, rotation = property, scale = property }` or `nil`
|
||
* `override = nil` (including omission) is shorthand for `override = {}` which clears the override
|
||
* Each `property` is a table of the form
|
||
`{ vec = vector, interpolation = 0, absolute = false }` or `nil`
|
||
* `vec` is in the same coordinate system as the model, and in radians for rotation.
|
||
It defaults to `vector.zero()` for translation and rotation and `vector.new(1, 1, 1)` for scale.
|
||
* `interpolation`: The old and new overrides are interpolated over this timeframe (in seconds).
|
||
* `absolute`: If set to `false` (which is the default),
|
||
the override will be relative to the animated property:
|
||
* Translation in the case of `position`;
|
||
* Composition in the case of `rotation`;
|
||
* Per-axis multiplication in the case of `scale`
|
||
* `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)`: returns `override` in the above format
|
||
* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
|
||
* `get_bone_overrides()`: returns all bone overrides as table `{[bonename] = override, ...}`
|
||
* `set_properties(object property table)`
|
||
* `get_properties()`: returns a table of all object properties
|
||
* `set_observers(observers)`: sets observers (players this object is sent to)
|
||
* If `observers` is `nil`, the object's observers are "unmanaged":
|
||
The object is sent to all players as governed by server settings. This is the default.
|
||
* `observers` is a "set" of player names: `{name1 = true, name2 = true, ...}`
|
||
* 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`.
|
||
* 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.
|
||
* `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
|
||
* `is_player()`: returns true for players, false otherwise
|
||
* `get_nametag_attributes()`
|
||
* returns a table with the attributes of the nametag of an object
|
||
* a nametag is a HUD text rendered above the object
|
||
* ```lua
|
||
{
|
||
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`:
|
||
```lua
|
||
{
|
||
text = "My Nametag",
|
||
color = ColorSpec,
|
||
-- ^ Text color
|
||
bgcolor = ColorSpec or false,
|
||
-- ^ Sets background color of nametag
|
||
-- `false` will cause the background to be set automatically based on user settings
|
||
-- Default: false
|
||
}
|
||
```
|
||
|
||
#### Lua entity only (no-op for other objects)
|
||
|
||
* `remove()`: remove object
|
||
* The object is removed after returning from Lua. However the `ObjectRef`
|
||
itself instantly becomes unusable with all further method calls having
|
||
no effect and returning `nil`.
|
||
* `set_velocity(vel)`
|
||
* 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 vector
|
||
* `set_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 radians
|
||
* `set_texture_mod(mod)`
|
||
* Set a texture modifier to the base texture, for sprites and meshes.
|
||
* When calling `set_texture_mod` again, the previous one is discarded.
|
||
* `mod` the texture modifier. See [Texture modifiers].
|
||
* `get_texture_mod()` returns current texture modifier
|
||
* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
|
||
* Specifies and starts a sprite animation
|
||
* Only used by `sprite` and `upright_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 frame `x`
|
||
position according to the view direction. default: `false`.
|
||
* First column: subject facing the camera
|
||
* Second column: subject looking to the left
|
||
* Third column: subject backing the camera
|
||
* Fourth column: subject looking to the right
|
||
* Fifth column: subject viewed from above
|
||
* Sixth column: subject viewed from below
|
||
* `get_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.
|
||
|
||
#### 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. Use
|
||
`get_look_vertical`.
|
||
* Angle ranges between -pi/2 and pi/2, which are straight down and up
|
||
respectively.
|
||
* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
|
||
`get_look_horizontal`.
|
||
* Angle is counter-clockwise from the +x direction.
|
||
* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
|
||
`set_look_vertical`.
|
||
* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
|
||
`set_look_horizontal`.
|
||
* `get_breath()`: returns player's breath
|
||
* `set_breath(value)`: sets player's breath
|
||
* values:
|
||
* `0`: player is drowning
|
||
* max: bubbles bar is not shown
|
||
* See [Object properties] for more information
|
||
* Is limited to range 0 ... 65535 (2^16 - 1)
|
||
* `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
|
||
* `fov`: Field of View (FOV) value.
|
||
* `is_multiplier`: Set to `true` if the FOV value is a multiplier.
|
||
Defaults to `false`.
|
||
* `transition_time`: If defined, enables smooth FOV transition.
|
||
Interpreted as the time (in seconds) to reach target FOV.
|
||
If set to 0, FOV change is instantaneous. Defaults to 0.
|
||
* Set `fov` to 0 to clear FOV override.
|
||
* `get_fov()`: Returns the following:
|
||
* Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
|
||
* Boolean indicating whether the FOV value is a multiplier.
|
||
* Time (in seconds) taken for the FOV transition. Set by `set_fov`.
|
||
* `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
|
||
* Sets an extra attribute with value on player.
|
||
* `value` must be a string, or a number which will be converted to a
|
||
string.
|
||
* If `value` is `nil`, remove attribute from player.
|
||
* `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
|
||
* Returns value (a string) for extra attribute.
|
||
* Returns `nil` if no attribute found.
|
||
* `get_meta()`: Returns 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` and `zoom`.
|
||
* The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
|
||
and exist only to preserve backwards compatibility.
|
||
* The table also contains the fields `movement_x` and `movement_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` and `right` to
|
||
support different input methods correctly.
|
||
* Returns an empty table `{}` if the object is not a player.
|
||
* `get_player_control_bits()`: returns integer with bit packed player pressed
|
||
keys.
|
||
* Bits:
|
||
* 0 - up
|
||
* 1 - down
|
||
* 2 - left
|
||
* 3 - right
|
||
* 4 - jump
|
||
* 5 - aux1
|
||
* 6 - sneak
|
||
* 7 - dig
|
||
* 8 - place
|
||
* 9 - zoom
|
||
* Returns `0` (no bits set) if the object is not a player.
|
||
* `set_physics_override(override_table)`
|
||
* 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` and `speed_walk`
|
||
* `speed_climb`: multiplier to default climb speed value (default: `1`)
|
||
* Note: The actual climb speed is the product of `speed` and `speed_climb`
|
||
* `speed_crouch`: multiplier to default sneak speed value (default: `1`)
|
||
* Note: The actual sneak speed is the product of `speed` and `speed_crouch`
|
||
* `speed_fast`: multiplier to default speed value in Fast Mode (default: `1`)
|
||
* Note: The actual fast speed is the product of `speed` and `speed_fast`
|
||
* `jump`: multiplier to default jump value (default: `1`)
|
||
* `gravity`: multiplier to default gravity value (default: `1`)
|
||
* `liquid_fluidity`: multiplier to liquid movement resistance value
|
||
(for nodes with `liquid_move_physics`); the higher this value, the lower the
|
||
resistance to movement. At `math.huge`, the resistance is zero and you can
|
||
move through any liquid like air. (default: `1`)
|
||
* Warning: Values below 1 are currently unsupported.
|
||
* `liquid_fluidity_smooth`: multiplier to default maximum liquid resistance value
|
||
(for nodes with `liquid_move_physics`); controls deceleration when entering
|
||
node at high speed. At higher values you come to a halt more quickly
|
||
(default: `1`)
|
||
* `liquid_sink`: multiplier to default liquid sinking speed value;
|
||
(for nodes with `liquid_move_physics`) (default: `1`)
|
||
* `acceleration_default`: multiplier to horizontal and vertical acceleration
|
||
on ground or when climbing (default: `1`)
|
||
* Note: The actual acceleration is the product of `speed` and `acceleration_default`
|
||
* `acceleration_air`: multiplier to acceleration
|
||
when jumping or falling (default: `1`)
|
||
* Note: The actual acceleration is the product of `speed` and `acceleration_air`
|
||
* `acceleration_fast`: multiplier to acceleration in Fast Mode (default: `1`)
|
||
* Note: The actual acceleration is the product of `speed` and `acceleration_fast`
|
||
* `sneak`: whether player can sneak (default: `true`)
|
||
* `sneak_glitch`: whether player can use the new move code replications
|
||
of the old sneak side-effects: sneak ladders and 2 node sneak jump
|
||
(default: `false`)
|
||
* `new_move`: use new move/sneak code. When `false` the exact old code
|
||
is used for the specific old sneak behavior (default: `true`)
|
||
* 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's `minetest.conf`) to set a global base value
|
||
for all players and only use `set_physics_override` when you need to change
|
||
from the base value on a per-player 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 to `set_physics_override`
|
||
* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
|
||
number on success
|
||
* `hud_remove(id)`: remove the HUD element of the specified id
|
||
* `hud_change(id, stat, value)`: change a value of a previously added HUD
|
||
element.
|
||
* `stat` supports the same keys as in the hud definition table except for
|
||
`"type"` (or the deprecated `"hud_elem_type"`).
|
||
* `hud_get(id)`: gets the HUD element definition structure of the specified ID
|
||
* `hud_get_all()`:
|
||
* Returns a table in the form `{ [id] = HUD definition, [id] = ... }`.
|
||
* A mod should keep track of its introduced IDs and only use this to access foreign elements.
|
||
* It is discouraged to change foreign HUD elements.
|
||
* `hud_set_flags(flags)`: sets specified HUD flags of player.
|
||
* `flags`: A table with the following fields set to boolean values
|
||
* `hotbar`
|
||
* `healthbar`
|
||
* `crosshair`
|
||
* `wielditem`
|
||
* `breathbar`
|
||
* `minimap`: Modifies the client's permission to view the minimap.
|
||
The client may locally elect to not view the minimap.
|
||
* `minimap_radar`: is only usable when `minimap` is true
|
||
* `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
|
||
This includes map seed, player position, look direction, the pointed node and block bounds.
|
||
Does not affect players with the `debug` privilege.
|
||
* `chat`: Modifies the client's permission to view chat on the HUD.
|
||
The client may locally elect to not view chat. Does not affect the console.
|
||
* If a flag equals `nil`, the flag is not modified
|
||
* `hud_get_flags()`: returns a table of player HUD flags with boolean values.
|
||
* See `hud_set_flags` for a list of flags that can be toggled.
|
||
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
|
||
* `count`: number of items, must be between `1` and `32`
|
||
* If `count` exceeds the `"main"` list size, the list size will be used instead.
|
||
* `hud_get_hotbar_itemcount()`: returns number of visible items
|
||
* This value is also clamped by the `"main"` list size.
|
||
* `hud_set_hotbar_image(texturename)`
|
||
* sets background image for hotbar
|
||
* `hud_get_hotbar_image()`: returns texturename
|
||
* `hud_set_hotbar_selected_image(texturename)`
|
||
* sets image for selected item of hotbar
|
||
* `hud_get_hotbar_selected_image()`: returns texturename
|
||
* `set_minimap_modes({mode, mode, ...}, selected_mode)`
|
||
* Overrides the available minimap modes (and toggle order), and changes the
|
||
selected mode.
|
||
* `mode` is a table consisting of up to four fields:
|
||
* `type`: Available type:
|
||
* `off`: Minimap off
|
||
* `surface`: Minimap in surface mode
|
||
* `radar`: Minimap in radar mode
|
||
* `texture`: Texture to be displayed instead of terrain map
|
||
(texture is centered around 0,0 and can be scaled).
|
||
Texture size is limited to 512 x 512 pixel.
|
||
* `label`: Optional label to display on minimap mode toggle
|
||
The translation must be handled within the mod.
|
||
* `size`: Sidelength or diameter, in number of nodes, of the terrain
|
||
displayed in minimap
|
||
* `texture`: Only for texture type, name of the texture to display
|
||
* `scale`: Only for texture type, scale of the texture map in nodes per
|
||
pixel (for example a `scale` of 2 means each pixel represents a 2x2
|
||
nodes square)
|
||
* `selected_mode` is the mode index to be selected after modes have been changed
|
||
(0 is the first mode).
|
||
* `set_sky(sky_parameters)`
|
||
* The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
|
||
whether `set_sky` accepts this format. Check the legacy format otherwise.
|
||
* Passing no arguments resets the sky to its default values.
|
||
* `sky_parameters` is a table with the following optional fields:
|
||
* `base_color`: ColorSpec, meaning depends on `type` (default: `#ffffff`)
|
||
* `body_orbit_tilt`: Float, rotation angle of sun/moon orbit in degrees.
|
||
By default, orbit is controlled by a client-side setting, and this field is not set.
|
||
After a value is assigned, it can only be changed to another float value.
|
||
Valid range [-60.0,60.0] (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"` uses `sun_tint` and `moon_tint`, while
|
||
`"default"` uses the classic Luanti sun and moon tinting.
|
||
Will use tonemaps, if set to `"default"`. (default: `"default"`)
|
||
* `fog`: A table with following optional fields:
|
||
* `fog_distance`: integer, set an upper bound for the client's viewing_range.
|
||
Any value >= 0 sets the desired upper bound for viewing_range,
|
||
disables range_all and prevents disabling fog (F3 key by default).
|
||
Any value < 0 resets the behavior to being client-controlled.
|
||
(default: -1)
|
||
* `fog_start`: float, override the client's fog_start.
|
||
Fraction of the visible distance at which fog starts to be rendered.
|
||
Any value between [0.0, 0.99] set the fog_start as a fraction of the viewing_range.
|
||
Any value < 0, resets the behavior to being client-controlled.
|
||
(default: -1)
|
||
* `fog_color`: ColorSpec, override the color of the fog.
|
||
Unlike `base_color` above this will apply regardless of the skybox type.
|
||
(default: `"#00000000"`, which means no override)
|
||
* `set_sky(base_color, type, {texture names}, clouds)`
|
||
* Deprecated. Use `set_sky(sky_parameters)`
|
||
* `base_color`: ColorSpec, defaults to white
|
||
* `type`: Available types:
|
||
* `"regular"`: Uses 0 textures, `bgcolor` ignored
|
||
* `"skybox"`: Uses 6 textures, `bgcolor` used
|
||
* `"plain"`: Uses 0 textures, `bgcolor` used
|
||
* `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
|
||
`"plain"` custom skyboxes (default: `true`)
|
||
* `get_sky(as_table)`:
|
||
* `as_table`: boolean that determines whether the deprecated version of this
|
||
function is being used.
|
||
* `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
|
||
* Deprecated: `false` or `nil` returns base_color, type, table of textures,
|
||
clouds.
|
||
* `get_sky_color()`:
|
||
* Deprecated: Use `get_sky(as_table)` instead.
|
||
* returns a table with the `sky_color` parameters as in `set_sky`.
|
||
* `set_sun(sun_parameters)`:
|
||
* Passing no arguments resets the sun to its default values.
|
||
* `sun_parameters` is a table with the following optional fields:
|
||
* `visible`: Boolean for whether the sun is visible.
|
||
(default: `true`)
|
||
* `texture`: A regular texture for the sun. Setting to `""`
|
||
will re-enable the mesh sun. (default: "sun.png", if it exists)
|
||
The texture appears non-rotated at sunrise and rotated 180 degrees
|
||
(upside down) at sunset.
|
||
* `tonemap`: A 512x1 texture containing the tonemap for the sun
|
||
(default: `"sun_tonemap.png"`)
|
||
* `sunrise`: A regular texture for the sunrise texture.
|
||
(default: `"sunrisebg.png"`)
|
||
* `sunrise_visible`: Boolean for whether the sunrise texture is visible.
|
||
(default: `true`)
|
||
* `scale`: Float controlling the overall size of the sun. (default: `1`)
|
||
Note: For legacy reasons, the sun is bigger than the moon by a factor
|
||
of about `1.57` for equal `scale` values.
|
||
* `get_sun()`: returns a table with the current sun parameters as in
|
||
`set_sun`.
|
||
* `set_moon(moon_parameters)`:
|
||
* Passing no arguments resets the moon to its default values.
|
||
* `moon_parameters` is a table with the following optional fields:
|
||
* `visible`: Boolean for whether the moon is visible.
|
||
(default: `true`)
|
||
* `texture`: A regular texture for the moon. Setting to `""`
|
||
will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
|
||
The texture appears non-rotated at sunrise / moonset and rotated 180
|
||
degrees (upside down) at sunset / moonrise.
|
||
Note: Relative to the sun, the moon texture is hence rotated by 180°.
|
||
You can use the `^[transformR180` texture modifier to achieve the same orientation.
|
||
* `tonemap`: A 512x1 texture containing the tonemap for the moon
|
||
(default: `"moon_tonemap.png"`)
|
||
* `scale`: Float controlling the overall size of the moon (default: `1`)
|
||
Note: For legacy reasons, the sun is bigger than the moon by a factor
|
||
of about `1.57` for equal `scale` values.
|
||
* `get_moon()`: returns a table with the current moon parameters as in
|
||
`set_moon`.
|
||
* `set_stars(star_parameters)`:
|
||
* Passing no arguments resets stars to their default values.
|
||
* `star_parameters` is a table with the following optional fields:
|
||
* `visible`: Boolean for whether the stars are visible.
|
||
(default: `true`)
|
||
* `day_opacity`: Float for maximum opacity of stars at day.
|
||
No effect if `visible` is false.
|
||
(default: 0.0; maximum: 1.0; minimum: 0.0)
|
||
* `count`: Integer number to set the number of stars in
|
||
the skybox. Only applies to `"skybox"` and `"regular"` sky types.
|
||
(default: `1000`)
|
||
* `star_color`: ColorSpec, sets the colors of the stars,
|
||
alpha channel is used to set overall star brightness.
|
||
(default: `#ebebff69`)
|
||
* `scale`: Float controlling the overall size of the stars (default: `1`)
|
||
* `get_stars()`: returns a table with the current stars parameters as in
|
||
`set_stars`.
|
||
* `set_clouds(cloud_parameters)`: set cloud parameters
|
||
* Passing no arguments resets clouds to their default values.
|
||
* `cloud_parameters` is a table with the following optional fields:
|
||
* `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
|
||
* `color`: basic cloud color with alpha channel, ColorSpec
|
||
(default `#fff0f0e5`).
|
||
* `ambient`: cloud color lower bound, use for a "glow at night" effect.
|
||
ColorSpec (alpha ignored, default `#000000`)
|
||
* `height`: cloud height, i.e. y of cloud base (default per conf,
|
||
usually `120`)
|
||
* `thickness`: cloud thickness in nodes (default `16`).
|
||
if set to zero the clouds are rendered flat.
|
||
* `speed`: 2D cloud speed + direction in nodes per second
|
||
(default `{x=0, z=-2}`).
|
||
* `shadow`: shadow color, applied to the base of the cloud
|
||
(default `#cccccc`).
|
||
* `get_clouds()`: returns a table with the current cloud parameters as in
|
||
`set_clouds`.
|
||
* `override_day_night_ratio(ratio or nil)`
|
||
* `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
|
||
amount.
|
||
* Passing no arguments disables override, defaulting to sunlight based on day-night cycle
|
||
* See also `core.time_to_day_night_ratio`,
|
||
* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
|
||
* `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
|
||
set animation for player model in third person view.
|
||
* Every animation equals to a `{x=starting frame, y=ending frame}` table.
|
||
* `frame_speed` sets the animations frame speed. Default is 30.
|
||
* `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
|
||
`frame_speed`.
|
||
* `set_eye_offset([firstperson, thirdperson_back, thirdperson_front])`: Sets camera offset vectors.
|
||
* `firstperson`: Offset in first person view.
|
||
Defaults to `vector.zero()` if unspecified.
|
||
* `thirdperson_back`: Offset in third person back view.
|
||
Clamped between `vector.new(-10, -10, -5)` and `vector.new(10, 15, 5)`.
|
||
Defaults to `vector.zero()` if unspecified.
|
||
* `thirdperson_front`: Offset in third person front view.
|
||
Same limits as for `thirdperson_back` apply.
|
||
Defaults to `thirdperson_back` if unspecified.
|
||
* `get_eye_offset()`: Returns camera offset vectors as set via `set_eye_offset`.
|
||
* `send_mapblock(blockpos)`:
|
||
* Sends an already loaded mapblock to the player.
|
||
* Returns `false` if nothing was sent (note that this can also mean that
|
||
the client already has the block)
|
||
* Resource intensive - use sparsely
|
||
* `set_lighting(light_definition)`: sets lighting for the player
|
||
* Passing no arguments resets lighting to its default values.
|
||
* `light_definition` is a table with the following optional fields:
|
||
* `saturation` sets the saturation (vividness; default: `1.0`).
|
||
* It is applied according to the function `result = b*(1-s) + c*s`, where:
|
||
* `c` is the original color
|
||
* `b` is the greyscale version of the color with the same luma
|
||
* `s` 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.
|
||
* `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 is `e = 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` and `strength_factor` affect volumetric
|
||
lighting `strength` and vice versa. This behavior is to be changed
|
||
in the future, do not rely on it.
|
||
|
||
* `get_lighting()`: returns the current state of lighting for the player.
|
||
* Result is a table with the same fields as `light_definition` in `set_lighting`.
|
||
* `respawn()`: Respawns the player using the same mechanism as the death screen,
|
||
including calling `on_respawnplayer` callbacks.
|
||
* `get_flags()`: returns a table of player flags (the following boolean fields):
|
||
* `breathing`: Whether breathing (regaining air) is enabled, default `true`.
|
||
* `drowning`: Whether drowning (losing air) is enabled, default `true`.
|
||
* `node_damage`: Whether the player takes damage from nodes, default `true`.
|
||
* `set_flags(flags)`: sets flags
|
||
* takes a table in the same format as returned by `get_flags`
|
||
* absent fields are left unchanged
|
||
|
||
|
||
`PcgRandom`
|
||
-----------
|
||
|
||
A 32-bit pseudorandom number generator.
|
||
Uses PCG32, an algorithm of the permuted congruential generator family,
|
||
offering very strong randomness.
|
||
|
||
* constructor `PcgRandom(seed, [seq])`
|
||
* `seed`: 64-bit unsigned seed
|
||
* `seq`: 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`, and
|
||
* `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
|
||
* Increasing `num_trials` improves accuracy of the approximation
|
||
* `get_state()`: return generator state encoded in string
|
||
* `set_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 at `pos={x=,y=}`
|
||
* `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
|
||
|
||
`PerlinNoiseMap`
|
||
----------------
|
||
|
||
A fast, bulk perlin noise generator.
|
||
|
||
It can be created via `PerlinNoiseMap(noiseparams, size)` or
|
||
`core.get_perlin_map(noiseparams, size)`.
|
||
For `core.get_perlin_map()`, the actual seed used is the noiseparams seed
|
||
plus the world seed, to create world-specific noise.
|
||
|
||
Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
|
||
for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
|
||
`nil` is returned).
|
||
|
||
For each of the functions with an optional `buffer` parameter: If `buffer` is
|
||
not nil, this table will be used to store the result instead of creating a new
|
||
table.
|
||
|
||
### Methods
|
||
|
||
* `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
|
||
with values starting at `pos={x=,y=}`
|
||
* `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
|
||
3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
|
||
* `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
|
||
array of 2D noise with values starting at `pos={x=,y=}`
|
||
* `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
|
||
* `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
|
||
is stored internally.
|
||
* `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
|
||
is stored internally.
|
||
* `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
|
||
returns a slice of the most recently computed noise results. The result slice
|
||
begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
|
||
E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
|
||
offset y = 20:
|
||
`noisevals = noise:get_map_slice({y=20}, {y=2})`
|
||
It is important to note that `slice_offset` offset coordinates begin at 1,
|
||
and are relative to the starting position of the most recently calculated
|
||
noise.
|
||
To grab a single vertical column of noise starting at map coordinates
|
||
x = 1023, y=1000, z = 1000:
|
||
`noise:calc_3d_map({x=1000, y=1000, z=1000})`
|
||
`noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
|
||
|
||
`PlayerMetaRef`
|
||
---------------
|
||
|
||
Player metadata.
|
||
Uses the same method of storage as the deprecated player attribute API, so
|
||
data there will also be in player meta.
|
||
Can be obtained using `player:get_meta()`.
|
||
|
||
### Methods
|
||
|
||
* All methods in MetaDataRef
|
||
|
||
`PseudoRandom`
|
||
--------------
|
||
|
||
A 16-bit pseudorandom number generator.
|
||
Uses a well-known LCG algorithm introduced by K&R.
|
||
|
||
**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` or `max - min <= 6553` must be true
|
||
due to the simple implementation making a bad distribution otherwise.
|
||
* `get_state()`: return state of pseudorandom generator as 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:
|
||
|
||
```lua
|
||
local ray = Raycast(...)
|
||
for pointed_thing in ray do
|
||
...
|
||
end
|
||
```
|
||
|
||
The map is loaded as the ray advances. If the map is modified after the
|
||
`Raycast` is created, the changes may or may not have an effect on the object.
|
||
|
||
It can be created via `Raycast(pos1, pos2, objects, liquids)` or
|
||
`core.raycast(pos1, pos2, objects, liquids)` where:
|
||
|
||
* `pos1`: start of the ray
|
||
* `pos2`: end of the ray
|
||
* `objects`: if false, only nodes will be returned. Default is true.
|
||
* `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
|
||
returned. Default is false.
|
||
|
||
### Limitations
|
||
|
||
Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
|
||
|
||
**Rotated selectionboxes paired with `automatic_rotate` are not reliable** either since the server
|
||
can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
|
||
The server calculates the total rotation incurred through `automatic_rotate` as a "best guess"
|
||
assuming the object was active & rotating on the client all the time since its creation.
|
||
This may be significantly out of sync with what clients see.
|
||
Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
|
||
|
||
In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off;
|
||
toggling automatic rotation may however cause errors to add up.
|
||
|
||
In multiplayer mode, the error may be arbitrarily large.
|
||
|
||
### Methods
|
||
|
||
* `next()`: returns a `pointed_thing` with exact pointing location
|
||
* Returns the next thing pointed by the ray or nil.
|
||
|
||
`SecureRandom`
|
||
--------------
|
||
|
||
Interface for the operating system's crypto-secure PRNG.
|
||
|
||
It can be created via `SecureRandom()`. The constructor throws an error if a
|
||
secure random device cannot be found on the system.
|
||
|
||
### Methods
|
||
|
||
* `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
|
||
random bytes, as a string.
|
||
|
||
`Settings`
|
||
----------
|
||
|
||
An interface to read config files in the format of `minetest.conf`.
|
||
|
||
`core.settings` is a `Settings` instance that can be used to access the
|
||
main config file (`minetest.conf`). Instances for other config files can be
|
||
created via `Settings(filename)`.
|
||
|
||
Engine settings on the `core.settings` object have internal defaults that
|
||
will be returned if a setting is unset.
|
||
The engine does *not* (yet) read `settingtypes.txt` for this purpose. This
|
||
means that no defaults will be returned for mod settings.
|
||
|
||
### Methods
|
||
|
||
* `get(key)`: returns a value
|
||
* Returns `nil` if `key` is not found.
|
||
* `get_bool(key, [default])`: returns a boolean
|
||
* `default` is the value returned if `key` is not found.
|
||
* Returns `nil` if `key` is not found and `default` not specified.
|
||
* `get_np_group(key)`: returns a NoiseParams table
|
||
* Returns `nil` if `key` is not found.
|
||
* `get_flags(key)`:
|
||
* Returns `{flag = true/false, ...}` according to the set flags.
|
||
* Is currently limited to mapgen flags `mg_flags` and mapgen-specific
|
||
flags like `mgv5_spflags`.
|
||
* Returns `nil` if `key` is not found.
|
||
* `set(key, value)`
|
||
* Setting names can't contain whitespace or any of `="{}#`.
|
||
* Setting values can't contain the sequence `\n"""`.
|
||
* Setting names starting with "secure." can't be set on the main settings
|
||
object (`core.settings`).
|
||
* `set_bool(key, value)`
|
||
* See documentation for `set()` above.
|
||
* `set_np_group(key, value)`
|
||
* `value` is a NoiseParams table.
|
||
* Also, see documentation for `set()` above.
|
||
* `remove(key)`: returns a boolean (`true` for success)
|
||
* `get_names()`: returns `{key1,...}`
|
||
* `has(key)`:
|
||
* Returns a boolean indicating whether `key` exists.
|
||
* In contrast to the various getter functions, `has()` doesn't consider
|
||
any default values.
|
||
* This means that on the main settings object (`core.settings`),
|
||
`get(key)` might return a value even if `has(key)` returns `false`.
|
||
* `write()`: returns a boolean (`true` for success)
|
||
* Writes changes to file.
|
||
* `to_table()`: returns `{[key1]=value1,...}`
|
||
|
||
### Format
|
||
|
||
The settings have the format `key = value`. Example:
|
||
|
||
foo = example text
|
||
bar = """
|
||
Multiline
|
||
value
|
||
"""
|
||
|
||
|
||
`StorageRef`
|
||
------------
|
||
|
||
Mod metadata: per mod metadata, saved automatically.
|
||
Can be obtained via `core.get_mod_storage()` during load time.
|
||
|
||
WARNING: This storage backend is incapable of saving raw binary data due
|
||
to restrictions of JSON.
|
||
|
||
### Methods
|
||
|
||
* All methods in MetaDataRef
|
||
|
||
|
||
|
||
|
||
Definition tables
|
||
=================
|
||
|
||
Object properties
|
||
-----------------
|
||
|
||
Used by `ObjectRef` methods. Part of an Entity definition.
|
||
These properties are not persistent, but are applied automatically to the
|
||
corresponding Lua entity using the given registration fields.
|
||
Player properties need to be saved manually.
|
||
|
||
```lua
|
||
{
|
||
hp_max = 10,
|
||
-- Defines the maximum and default HP of the object.
|
||
-- For Lua entities, the maximum is not enforced.
|
||
-- For players, this defaults to `core.PLAYER_MAX_HP_DEFAULT` (20).
|
||
-- For Lua entities, the default is 10.
|
||
|
||
breath_max = 0,
|
||
-- For players only. Defines the maximum amount of "breath" for the player.
|
||
-- Defaults to `core.PLAYER_MAX_BREATH_DEFAULT` (10).
|
||
|
||
zoom_fov = 0.0,
|
||
-- For players only. Zoom FOV in degrees.
|
||
-- Note that zoom loads and/or generates world beyond the server's
|
||
-- maximum send and generate distances, so acts like a telescope.
|
||
-- Smaller zoom_fov values increase the distance loaded/generated.
|
||
-- Defaults to 15 in creative mode, 0 in survival mode.
|
||
-- zoom_fov = 0 disables zooming for the player.
|
||
|
||
eye_height = 1.625,
|
||
-- For players only. Camera height above feet position in nodes.
|
||
|
||
physical = false,
|
||
-- Collide with `walkable` nodes.
|
||
|
||
collide_with_objects = true,
|
||
-- Collide with other objects if physical = true
|
||
|
||
collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }, -- default
|
||
selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
|
||
-- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
|
||
-- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
|
||
-- If not set, the selection box copies the collision box, and will also not rotate.
|
||
-- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
|
||
-- If `rotate = true`, it will match the object's rotation and any attachment rotations.
|
||
-- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
|
||
-- For server-side raycasts to work correctly,
|
||
-- the selection box should extend at most 5 units in each direction.
|
||
|
||
|
||
pointable = true,
|
||
-- Can be `true` if it is pointable, `false` if it can be pointed through,
|
||
-- or `"blocking"` if it is pointable but not selectable.
|
||
-- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
|
||
-- Can be overridden by the `pointabilities` of the held item.
|
||
|
||
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
|
||
-- "cube" is a node-sized cube.
|
||
-- "sprite" is a flat texture always facing the player.
|
||
-- "upright_sprite" is a vertical flat texture.
|
||
-- "mesh" uses the defined mesh model.
|
||
-- "wielditem" is used for dropped items.
|
||
-- (see builtin/game/item_entity.lua).
|
||
-- For this use 'wield_item = itemname'.
|
||
-- Setting 'textures = {itemname}' has the same effect, but is deprecated.
|
||
-- If the item has a 'wield_image' the object will be an extrusion of
|
||
-- that, otherwise:
|
||
-- If 'itemname' is a cubic node or nodebox the object will appear
|
||
-- identical to 'itemname'.
|
||
-- If 'itemname' is a plantlike node the object will be an extrusion
|
||
-- of its texture.
|
||
-- Otherwise for non-node items, the object will be an extrusion of
|
||
-- 'inventory_image'.
|
||
-- If 'itemname' contains a ColorString or palette index (e.g. from
|
||
-- `core.itemstring_with_palette()`), the entity will inherit the color.
|
||
-- Wielditems are scaled a bit. If you want a wielditem to appear
|
||
-- to be as large as a node, use `0.667` in `visual_size`
|
||
-- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
|
||
|
||
visual_size = {x = 1, y = 1, z = 1},
|
||
-- Multipliers for the visual size. If `z` is not specified, `x` will be used
|
||
-- to scale the entity along both horizontal axes.
|
||
|
||
mesh = "model.obj",
|
||
-- File name of mesh when using "mesh" visual
|
||
|
||
textures = {},
|
||
-- Number of required textures depends on visual.
|
||
-- "cube" uses 6 textures just like a node, but all 6 must be defined.
|
||
-- "sprite" uses 1 texture.
|
||
-- "upright_sprite" uses 2 textures: {front, back}.
|
||
-- "mesh" requires one texture for each mesh buffer/material (in order)
|
||
-- Deprecated usage of "wielditem" expects 'textures = {itemname}' (see 'visual' above).
|
||
|
||
colors = {},
|
||
-- Number of required colors depends on visual
|
||
|
||
use_texture_alpha = false,
|
||
-- Use texture's alpha channel.
|
||
-- Excludes "upright_sprite" and "wielditem".
|
||
-- Note: currently causes visual issues when viewed through other
|
||
-- semi-transparent materials such as water.
|
||
|
||
spritediv = {x = 1, y = 1},
|
||
-- Used with spritesheet textures for animation and/or frame selection
|
||
-- according to position relative to player.
|
||
-- Defines the number of columns and rows in the spritesheet:
|
||
-- {columns, rows}.
|
||
|
||
initial_sprite_basepos = {x = 0, y = 0},
|
||
-- Used with spritesheet textures.
|
||
-- Defines the {column, row} position of the initially used frame in the
|
||
-- spritesheet.
|
||
|
||
is_visible = true,
|
||
-- If false, object is invisible and can't be pointed.
|
||
|
||
makes_footstep_sound = false,
|
||
-- If true, is able to make footstep sounds of nodes
|
||
-- (see node sound definition for details).
|
||
|
||
automatic_rotate = 0,
|
||
-- Set constant rotation in radians per second, positive or negative.
|
||
-- Object rotates along the local Y-axis, and works with set_rotation.
|
||
-- Set to 0 to disable constant rotation.
|
||
|
||
stepheight = 0,
|
||
-- If positive number, object will climb upwards when it moves
|
||
-- horizontally against a `walkable` node, if the height difference
|
||
-- is within `stepheight`.
|
||
|
||
automatic_face_movement_dir = 0.0,
|
||
-- Automatically set yaw to movement direction, offset in degrees.
|
||
-- 'false' to disable.
|
||
|
||
automatic_face_movement_max_rotation_per_sec = -1,
|
||
-- Limit automatic rotation to this value in degrees per second.
|
||
-- No limit if value <= 0.
|
||
|
||
backface_culling = true,
|
||
-- Set to false to disable backface_culling for model
|
||
|
||
glow = 0,
|
||
-- Add this much extra lighting when calculating texture color.
|
||
-- Value < 0 disables light's effect on texture color.
|
||
-- For faking self-lighting, UI style entities, or programmatic coloring
|
||
-- in mods.
|
||
|
||
nametag = "",
|
||
-- The name to display on the head of the object. By default empty.
|
||
-- If the object is a player, a nil or empty nametag is replaced by the player's name.
|
||
-- For all other objects, a nil or empty string removes the nametag.
|
||
-- To hide a nametag, set its color alpha to zero. That will disable it entirely.
|
||
|
||
nametag_color = <ColorSpec>,
|
||
-- Sets text color of nametag
|
||
|
||
nametag_bgcolor = <ColorSpec>,
|
||
-- Sets background color of nametag
|
||
-- `false` will cause the background to be set automatically based on user settings.
|
||
-- Default: false
|
||
|
||
infotext = "",
|
||
-- Same as infotext for nodes. Empty by default
|
||
|
||
static_save = true,
|
||
-- If false, never save this object statically. It will simply be
|
||
-- deleted when the block gets unloaded.
|
||
-- The get_staticdata() callback is never called then.
|
||
-- Defaults to 'true'.
|
||
|
||
damage_texture_modifier = "^[brighten",
|
||
-- Texture modifier to be applied for a short duration when object is hit
|
||
|
||
shaded = true,
|
||
-- Setting this to 'false' disables diffuse lighting of entity
|
||
|
||
show_on_minimap = false,
|
||
-- Defaults to true for players, false for other entities.
|
||
-- If set to true the entity will show as a marker on the minimap.
|
||
}
|
||
```
|
||
|
||
Entity definition
|
||
-----------------
|
||
|
||
Used by `core.register_entity`.
|
||
The entity definition table becomes a metatable of a newly created per-entity
|
||
luaentity table, meaning its fields (e.g. `initial_properties`) will be shared
|
||
between all instances of an entity.
|
||
|
||
```lua
|
||
{
|
||
initial_properties = {
|
||
visual = "mesh",
|
||
mesh = "boats_boat.obj",
|
||
...,
|
||
},
|
||
-- A table of object properties, see the `Object properties` section.
|
||
-- The properties in this table are applied to the object
|
||
-- once when it is spawned.
|
||
|
||
-- Refer to the "Registered entities" section for explanations
|
||
on_activate = function(self, staticdata, dtime_s) end,
|
||
on_deactivate = function(self, removal) end,
|
||
on_step = function(self, dtime, moveresult) end,
|
||
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) end,
|
||
on_death = function(self, killer) end,
|
||
on_rightclick = function(self, clicker) end,
|
||
on_attach_child = function(self, child) end,
|
||
on_detach_child = function(self, child) end,
|
||
on_detach = function(self, parent) end,
|
||
get_staticdata = function(self) end,
|
||
|
||
_custom_field = whatever,
|
||
-- You can define arbitrary member variables here (see Item definition
|
||
-- for more info) by using a '_' prefix
|
||
}
|
||
```
|
||
|
||
|
||
ABM (ActiveBlockModifier) definition
|
||
------------------------------------
|
||
|
||
Used by `core.register_abm`.
|
||
|
||
```lua
|
||
{
|
||
label = "Lava cooling",
|
||
-- Descriptive label for profiling purposes (optional).
|
||
-- Definitions with identical labels will be listed as one.
|
||
|
||
nodenames = {"default:lava_source"},
|
||
-- Apply `action` function to these nodes.
|
||
-- `group:groupname` can also be used here.
|
||
|
||
neighbors = {"default:water_source", "default:water_flowing"},
|
||
-- Only apply `action` to nodes that have one of, or any
|
||
-- combination of, these neighbors.
|
||
-- If left out or empty, any neighbor will do.
|
||
-- `group:groupname` can also be used here.
|
||
|
||
without_neighbors = {"default:lava_source", "default:lava_flowing"},
|
||
-- Only apply `action` to nodes that have no one of these neighbors.
|
||
-- If left out or empty, it has no effect.
|
||
-- `group:groupname` can also be used here.
|
||
|
||
interval = 10.0,
|
||
-- Operation interval in seconds
|
||
|
||
chance = 50,
|
||
-- Probability of triggering `action` per-node per-interval is 1.0 / chance (integers only)
|
||
|
||
min_y = -32768,
|
||
max_y = 32767,
|
||
-- min and max height levels where ABM will be processed (inclusive)
|
||
-- can be used to reduce CPU usage
|
||
|
||
catch_up = true,
|
||
-- If true, catch-up behavior is enabled: The `chance` value is
|
||
-- temporarily reduced when returning to an area to simulate time lost
|
||
-- by the area being unattended. Note that the `chance` value can often
|
||
-- be reduced to 1.
|
||
|
||
action = function(pos, node, active_object_count, active_object_count_wider),
|
||
-- Function triggered for each qualifying node.
|
||
-- `active_object_count` is number of active objects in the node's
|
||
-- mapblock.
|
||
-- `active_object_count_wider` is number of active objects in the node's
|
||
-- mapblock plus all 26 neighboring mapblocks. If any neighboring
|
||
-- mapblocks are unloaded an estimate is calculated for them based on
|
||
-- loaded mapblocks.
|
||
}
|
||
```
|
||
|
||
LBM (LoadingBlockModifier) definition
|
||
-------------------------------------
|
||
|
||
Used by `core.register_lbm`.
|
||
|
||
A loading block modifier (LBM) is used to define a function that is called for
|
||
specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
|
||
gets activated (not loaded!).
|
||
|
||
Note: LBMs operate on a "snapshot" of node positions taken once before they are triggered.
|
||
That means if an LBM callback adds a node, it won't be taken into account.
|
||
However the engine guarantees that when the callback is called that all given position(s)
|
||
contain a matching node.
|
||
|
||
```lua
|
||
{
|
||
label = "Upgrade legacy doors",
|
||
-- Descriptive label for profiling purposes (optional).
|
||
-- Definitions with identical labels will be listed as one.
|
||
|
||
name = "modname:replace_legacy_door",
|
||
-- Identifier of the LBM, should follow the modname:<whatever> convention
|
||
|
||
nodenames = {"default:lava_source"},
|
||
-- List of node names to trigger the LBM on.
|
||
-- Names of non-registered nodes and groups (as group:groupname)
|
||
-- will work as well.
|
||
|
||
run_at_every_load = false,
|
||
-- Whether to run the LBM's action every time a block gets activated,
|
||
-- and not only the first time the block gets activated after the LBM
|
||
-- was introduced.
|
||
|
||
action = function(pos, node, dtime_s) end,
|
||
-- Function triggered for each qualifying node.
|
||
-- `dtime_s` is the in-game time (in seconds) elapsed since the block
|
||
-- was last active.
|
||
|
||
bulk_action = function(pos_list, dtime_s) end,
|
||
-- Function triggered with a list of all applicable node positions at once.
|
||
-- This can be provided as an alternative to `action` (not both).
|
||
-- Available since `core.features.bulk_lbms` (5.10.0)
|
||
-- `dtime_s`: as above
|
||
}
|
||
```
|
||
|
||
Tile definition
|
||
---------------
|
||
|
||
* `"image.png"`
|
||
* `{name="image.png", animation={Tile Animation definition}}`
|
||
* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
|
||
* backface culling enabled by default for most nodes
|
||
* align style determines whether the texture will be rotated with the node
|
||
or kept aligned with its surroundings. "user" means that client
|
||
setting will be used, similar to `glasslike_framed_optional`.
|
||
Note: supported by solid nodes and nodeboxes only.
|
||
* scale is used to make texture span several (exactly `scale`) nodes,
|
||
instead of just one, in each direction. Works for world-aligned
|
||
textures only.
|
||
Note that as the effect is applied on per-mapblock basis, `16` should
|
||
be equally divisible by `scale` or you may get wrong results.
|
||
* `{name="image.png", color=ColorSpec}`
|
||
* the texture's color will be multiplied with this color.
|
||
* the tile's color overrides the owning node's color in all cases.
|
||
* deprecated, yet still supported field names:
|
||
* `image` (name)
|
||
|
||
Tile animation definition
|
||
-------------------------
|
||
|
||
```lua
|
||
{
|
||
type = "vertical_frames",
|
||
|
||
aspect_w = 16,
|
||
-- Width of a frame in pixels
|
||
|
||
aspect_h = 16,
|
||
-- Height of a frame in pixels
|
||
|
||
length = 3.0,
|
||
-- Full loop length
|
||
}
|
||
|
||
{
|
||
type = "sheet_2d",
|
||
|
||
frames_w = 5,
|
||
-- Width in number of frames
|
||
|
||
frames_h = 3,
|
||
-- Height in number of frames
|
||
|
||
frame_length = 0.5,
|
||
-- Length of a single frame
|
||
}
|
||
```
|
||
|
||
Item definition
|
||
---------------
|
||
|
||
Used by `core.register_node`, `core.register_craftitem`, and
|
||
`core.register_tool`.
|
||
|
||
```lua
|
||
{
|
||
description = "",
|
||
-- Can contain new lines. "\n" has to be used as new line character.
|
||
-- See also: `get_description` in [`ItemStack`]
|
||
|
||
short_description = "",
|
||
-- Must not contain new lines.
|
||
-- Defaults to nil.
|
||
-- Use an [`ItemStack`] to get the short description, e.g.:
|
||
-- ItemStack(itemname):get_short_description()
|
||
|
||
groups = {},
|
||
-- key = name, value = rating; rating = <number>.
|
||
-- If rating not applicable, use 1.
|
||
-- e.g. {wool = 1, fluffy = 3}
|
||
-- {soil = 2, outerspace = 1, crumbly = 1}
|
||
-- {bendy = 2, snappy = 1},
|
||
-- {hard = 1, metal = 1, spikes = 1}
|
||
|
||
inventory_image = "",
|
||
-- Texture shown in the inventory GUI
|
||
-- Defaults to a 3D rendering of the node if left empty.
|
||
|
||
inventory_overlay = "",
|
||
-- An overlay texture which is not affected by colorization
|
||
|
||
wield_image = "",
|
||
-- Texture shown when item is held in hand
|
||
-- Defaults to a 3D rendering of the node if left empty.
|
||
|
||
wield_overlay = "",
|
||
-- Like inventory_overlay but only used in the same situation as wield_image
|
||
|
||
wield_scale = {x = 1, y = 1, z = 1},
|
||
-- Scale for the item when held in hand
|
||
|
||
palette = "",
|
||
-- An image file containing the palette of a node.
|
||
-- You can set the currently used color as the "palette_index" field of
|
||
-- the item stack metadata.
|
||
-- The palette is always stretched to fit indices between 0 and 255, to
|
||
-- ensure compatibility with "colorfacedir" (and similar) nodes.
|
||
|
||
color = "#ffffffff",
|
||
-- Color the item is colorized with. The palette overrides this.
|
||
|
||
stack_max = 99,
|
||
-- Maximum amount of items that can be in a single stack.
|
||
-- The default can be changed by the setting `default_stack_max`
|
||
|
||
range = 4.0,
|
||
-- Range of node and object pointing that is possible with this item held
|
||
-- Can be overridden with itemstack meta.
|
||
|
||
liquids_pointable = false,
|
||
-- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
|
||
-- even those for which `pointable = false`
|
||
|
||
pointabilities = {
|
||
nodes = {
|
||
["default:stone"] = "blocking",
|
||
["group:leaves"] = false,
|
||
},
|
||
objects = {
|
||
["modname:entityname"] = true,
|
||
["group:ghosty"] = true, -- (an armor group)
|
||
},
|
||
},
|
||
-- Contains lists to override the `pointable` property of nodes and objects.
|
||
-- The index can be a node/entity name or a group with the prefix `"group:"`.
|
||
-- (For objects `armor_groups` are used and for players the entity name is irrelevant.)
|
||
-- If multiple fields fit, the following priority order is applied:
|
||
-- 1. value of matching node/entity name
|
||
-- 2. `true` for any group
|
||
-- 3. `false` for any group
|
||
-- 4. `"blocking"` for any group
|
||
-- 5. `liquids_pointable` if it is a liquid node
|
||
-- 6. `pointable` property of the node or object
|
||
|
||
light_source = 0,
|
||
-- When used for nodes: Defines amount of light emitted by node.
|
||
-- Otherwise: Defines texture glow when viewed as a dropped item
|
||
-- To set the maximum (14), use the value 'core.LIGHT_MAX'.
|
||
-- A value outside the range 0 to core.LIGHT_MAX causes undefined
|
||
-- behavior.
|
||
|
||
-- See "Tool Capabilities" section for an example including explanation
|
||
tool_capabilities = {
|
||
full_punch_interval = 1.0,
|
||
max_drop_level = 0,
|
||
groupcaps = {
|
||
-- For example:
|
||
choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
|
||
},
|
||
damage_groups = {groupname = damage},
|
||
-- Damage values must be between -32768 and 32767 (2^15)
|
||
|
||
punch_attack_uses = nil,
|
||
-- Amount of uses this tool has for attacking players and entities
|
||
-- by punching them (0 = infinite uses).
|
||
-- For compatibility, this is automatically set from the first
|
||
-- suitable groupcap using the formula "uses * 3^(maxlevel - 1)".
|
||
-- It is recommend to set this explicitly instead of relying on the
|
||
-- fallback behavior.
|
||
},
|
||
|
||
-- Set wear bar color of the tool by setting color stops and blend mode
|
||
-- See "Wear Bar Color" section for further explanation including an example
|
||
wear_color = {
|
||
-- interpolation mode: 'constant' or 'linear'
|
||
-- (nil defaults to 'constant')
|
||
blend = "linear",
|
||
color_stops = {
|
||
[0.0] = "#ff0000",
|
||
[0.5] = "#ffff00",
|
||
[1.0] = "#00ff00",
|
||
}
|
||
},
|
||
|
||
node_placement_prediction = nil,
|
||
-- If nil and item is node, prediction is made automatically.
|
||
-- If nil and item is not a node, no prediction is made.
|
||
-- If "" and item is anything, no prediction is made.
|
||
-- Otherwise should be name of node which the client immediately places
|
||
-- on ground when the player places the item. Server will always update
|
||
-- with actual result shortly.
|
||
|
||
node_dig_prediction = "air",
|
||
-- if "", no prediction is made.
|
||
-- if "air", node is removed.
|
||
-- Otherwise should be name of node which the client immediately places
|
||
-- upon digging. Server will always update with actual result shortly.
|
||
|
||
touch_interaction = <TouchInteractionMode> OR {
|
||
pointed_nothing = <TouchInteractionMode>,
|
||
pointed_node = <TouchInteractionMode>,
|
||
pointed_object = <TouchInteractionMode>,
|
||
},
|
||
-- Only affects touchscreen clients.
|
||
-- Defines the meaning of short and long taps with the item in hand.
|
||
-- If specified as a table, the field to be used is selected according to
|
||
-- the current `pointed_thing`.
|
||
-- There are three possible TouchInteractionMode values:
|
||
-- * "long_dig_short_place" (long tap = dig, short tap = place)
|
||
-- * "short_dig_long_place" (short tap = dig, long tap = place)
|
||
-- * "user":
|
||
-- * For `pointed_object`: Equivalent to "short_dig_long_place" if the
|
||
-- client-side setting "touch_punch_gesture" is "short_tap" (the
|
||
-- default value) and the item is able to punch (i.e. has no on_use
|
||
-- callback defined).
|
||
-- Equivalent to "long_dig_short_place" otherwise.
|
||
-- * For `pointed_node` and `pointed_nothing`:
|
||
-- Equivalent to "long_dig_short_place".
|
||
-- * The behavior of "user" may change in the future.
|
||
-- The default value is "user".
|
||
|
||
sound = {
|
||
-- Definition of item sounds to be played at various events.
|
||
-- All fields in this table are optional.
|
||
|
||
breaks = <SimpleSoundSpec>,
|
||
-- When tool breaks due to wear. Ignored for non-tools
|
||
|
||
eat = <SimpleSoundSpec>,
|
||
-- When item is eaten with `core.do_item_eat`
|
||
|
||
punch_use = <SimpleSoundSpec>,
|
||
-- When item is used with the 'punch/mine' key pointing at a node or entity
|
||
|
||
punch_use_air = <SimpleSoundSpec>,
|
||
-- When item is used with the 'punch/mine' key pointing at nothing (air)
|
||
},
|
||
|
||
on_place = function(itemstack, placer, pointed_thing),
|
||
-- When the 'place' key was pressed with the item in hand
|
||
-- and a node was pointed at.
|
||
-- Shall place item and return the leftover itemstack
|
||
-- or nil to not modify the inventory.
|
||
-- The placer may be any ObjectRef or nil.
|
||
-- default: core.item_place
|
||
|
||
on_secondary_use = function(itemstack, user, pointed_thing),
|
||
-- Same as on_place but called when not pointing at a node.
|
||
-- Function must return either nil if inventory shall not be modified,
|
||
-- or an itemstack to replace the original itemstack.
|
||
-- The user may be any ObjectRef or nil.
|
||
-- default: nil
|
||
|
||
on_drop = function(itemstack, dropper, pos),
|
||
-- Shall drop item and return the leftover itemstack.
|
||
-- The dropper may be any ObjectRef or nil.
|
||
-- default: core.item_drop
|
||
|
||
on_pickup = function(itemstack, picker, pointed_thing, time_from_last_punch, ...),
|
||
-- Called when a dropped item is punched by a player.
|
||
-- Shall pick-up the item and return the leftover itemstack or nil to not
|
||
-- modify the dropped item.
|
||
-- Parameters:
|
||
-- * `itemstack`: The `ItemStack` to be picked up.
|
||
-- * `picker`: Any `ObjectRef` or `nil`.
|
||
-- * `pointed_thing` (optional): The dropped item (a `"__builtin:item"`
|
||
-- luaentity) as `type="object"` `pointed_thing`.
|
||
-- * `time_from_last_punch, ...` (optional): Other parameters from
|
||
-- `luaentity:on_punch`.
|
||
-- default: `core.item_pickup`
|
||
|
||
on_use = function(itemstack, user, pointed_thing),
|
||
-- default: nil
|
||
-- When user pressed the 'punch/mine' key with the item in hand.
|
||
-- Function must return either nil if inventory shall not be modified,
|
||
-- or an itemstack to replace the original itemstack.
|
||
-- e.g. itemstack:take_item(); return itemstack
|
||
-- Otherwise, the function is free to do what it wants.
|
||
-- The user may be any ObjectRef or nil.
|
||
-- The default functions handle regular use cases.
|
||
|
||
after_use = function(itemstack, user, node, digparams),
|
||
-- default: nil
|
||
-- If defined, should return an itemstack and will be called instead of
|
||
-- wearing out the item (if tool). If returns nil, does nothing.
|
||
-- If after_use doesn't exist, it is the same as:
|
||
-- function(itemstack, user, node, digparams)
|
||
-- itemstack:add_wear(digparams.wear)
|
||
-- return itemstack
|
||
-- end
|
||
-- The user may be any ObjectRef or nil.
|
||
|
||
_custom_field = whatever,
|
||
-- Add your own custom fields. By convention, all custom field names
|
||
-- should start with `_` to avoid naming collisions with future engine
|
||
-- usage.
|
||
}
|
||
```
|
||
|
||
Node definition
|
||
---------------
|
||
|
||
Used by `core.register_node`.
|
||
|
||
```lua
|
||
{
|
||
-- <all fields allowed in item definitions>
|
||
|
||
drawtype = "normal", -- See "Node drawtypes"
|
||
|
||
visual_scale = 1.0,
|
||
-- Supported for drawtypes "plantlike", "signlike", "torchlike",
|
||
-- "firelike", "mesh", "nodebox", "allfaces".
|
||
-- For plantlike and firelike, the image will start at the bottom of the
|
||
-- node. For torchlike, the image will start at the surface to which the
|
||
-- node "attaches". For the other drawtypes the image will be centered
|
||
-- on the node.
|
||
|
||
tiles = {tile definition 1, def2, def3, def4, def5, def6},
|
||
-- Textures of node; +Y, -Y, +X, -X, +Z, -Z
|
||
-- List can be shortened to needed length.
|
||
|
||
overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
|
||
-- Same as `tiles`, but these textures are drawn on top of the base
|
||
-- tiles. You can use this to colorize only specific parts of your
|
||
-- texture. If the texture name is an empty string, that overlay is not
|
||
-- drawn. Since such tiles are drawn twice, it is not recommended to use
|
||
-- overlays on very common nodes.
|
||
|
||
special_tiles = {tile definition 1, Tile definition 2},
|
||
-- Special textures of node; used rarely.
|
||
-- List can be shortened to needed length.
|
||
|
||
color = ColorSpec,
|
||
-- The node's original color will be multiplied with this color.
|
||
-- If the node has a palette, then this setting only has an effect in
|
||
-- the inventory and on the wield item.
|
||
|
||
use_texture_alpha = ...,
|
||
-- Specifies how the texture's alpha channel will be used for rendering.
|
||
-- Possible values:
|
||
-- * "opaque":
|
||
-- Node is rendered opaque regardless of alpha channel.
|
||
-- * "clip":
|
||
-- A given pixel is either fully see-through or opaque
|
||
-- depending on the alpha channel being below/above 50% in value.
|
||
-- Use this for nodes with fully transparent and fully opaque areas.
|
||
-- * "blend":
|
||
-- The alpha channel specifies how transparent a given pixel
|
||
-- of the rendered node is. This comes at a performance cost.
|
||
-- Only use this when correct rendering
|
||
-- among semitransparent nodes is necessary.
|
||
-- The default is "opaque" for drawtypes normal, liquid and flowingliquid,
|
||
-- mesh and nodebox or "clip" otherwise.
|
||
-- If set to a boolean value (deprecated): true either sets it to blend
|
||
-- or clip, false sets it to clip or opaque mode depending on the drawtype.
|
||
|
||
palette = "",
|
||
-- The node's `param2` is used to select a pixel from the image.
|
||
-- Pixels are arranged from left to right and from top to bottom.
|
||
-- The node's color will be multiplied with the selected pixel's color.
|
||
-- Tiles can override this behavior.
|
||
-- Only when `paramtype2` supports palettes.
|
||
|
||
post_effect_color = "#00000000",
|
||
-- Screen tint if a player is inside this node, see `ColorSpec`.
|
||
-- Color is alpha-blended over the screen.
|
||
|
||
post_effect_color_shaded = false,
|
||
-- Determines whether `post_effect_color` is affected by lighting.
|
||
|
||
paramtype = "none", -- See "Nodes"
|
||
|
||
paramtype2 = "none", -- See "Nodes"
|
||
|
||
place_param2 = 0,
|
||
-- Value for param2 that is set when player places node
|
||
|
||
wallmounted_rotate_vertical = false,
|
||
-- If true, place_param2 is nil, and this is a wallmounted node,
|
||
-- this node might use the special 90° rotation when placed
|
||
-- on the floor or ceiling, depending on the direction.
|
||
-- See the explanation about wallmounted for details.
|
||
-- Otherwise, the rotation is always the same on vertical placement.
|
||
|
||
is_ground_content = true,
|
||
-- If false, the cave generator and dungeon generator will not carve
|
||
-- through this node.
|
||
-- Specifically, this stops mod-added nodes being removed by caves and
|
||
-- dungeons when those generate in a neighbor mapchunk and extend out
|
||
-- beyond the edge of that mapchunk.
|
||
|
||
sunlight_propagates = false,
|
||
-- If true, sunlight will go infinitely through this node
|
||
|
||
walkable = true, -- If true, objects collide with node
|
||
|
||
pointable = true,
|
||
-- Can be `true` if it is pointable, `false` if it can be pointed through,
|
||
-- or `"blocking"` if it is pointable but not selectable.
|
||
-- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
|
||
-- Can be overridden by the `pointabilities` of the held item.
|
||
-- A client may be able to point non-pointable nodes, since it isn't checked server-side.
|
||
|
||
diggable = true, -- If false, can never be dug
|
||
|
||
climbable = false, -- If true, can be climbed on like a ladder
|
||
|
||
move_resistance = 0,
|
||
-- Slows down movement of players through this node (max. 7).
|
||
-- If this is nil, it will be equal to liquid_viscosity.
|
||
-- Note: If liquid movement physics apply to the node
|
||
-- (see `liquid_move_physics`), the movement speed will also be
|
||
-- affected by the `movement_liquid_*` settings.
|
||
|
||
buildable_to = false, -- If true, placed nodes can replace this node
|
||
|
||
floodable = false,
|
||
-- If true, liquids flow into and replace this node.
|
||
-- Warning: making a liquid node 'floodable' will cause problems.
|
||
|
||
liquidtype = "none", -- specifies liquid flowing physics
|
||
-- * "none": no liquid flowing physics
|
||
-- * "source": spawns flowing liquid nodes at all 4 sides and below;
|
||
-- recommended drawtype: "liquid".
|
||
-- * "flowing": spawned from source, spawns more flowing liquid nodes
|
||
-- around it until `liquid_range` is reached;
|
||
-- will drain out without a source;
|
||
-- recommended drawtype: "flowingliquid".
|
||
-- If it's "source" or "flowing", then the
|
||
-- `liquid_alternative_*` fields _must_ be specified
|
||
|
||
liquid_alternative_flowing = "",
|
||
liquid_alternative_source = "",
|
||
-- These fields may contain node names that represent the
|
||
-- flowing version (`liquid_alternative_flowing`) and
|
||
-- source version (`liquid_alternative_source`) of a liquid.
|
||
--
|
||
-- Specifically, these fields are required if `liquidtype ~= "none"` or
|
||
-- `drawtype == "flowingliquid"`.
|
||
--
|
||
-- Liquids consist of up to two nodes: source and flowing.
|
||
--
|
||
-- There are two ways to define a liquid:
|
||
-- 1) Source node and flowing node. This requires both fields to be
|
||
-- specified for both nodes.
|
||
-- 2) Standalone source node (cannot flow). `liquid_alternative_source`
|
||
-- must be specified and `liquid_range` must be set to 0.
|
||
--
|
||
-- Example:
|
||
-- liquid_alternative_flowing = "example:water_flowing",
|
||
-- liquid_alternative_source = "example:water_source",
|
||
|
||
liquid_viscosity = 0,
|
||
-- Controls speed at which the liquid spreads/flows (max. 7).
|
||
-- 0 is fastest, 7 is slowest.
|
||
-- By default, this also slows down movement of players inside the node
|
||
-- (can be overridden using `move_resistance`)
|
||
|
||
liquid_renewable = true,
|
||
-- If true, a new liquid source can be created by placing two or more
|
||
-- sources nearby
|
||
|
||
liquid_move_physics = nil, -- specifies movement physics if inside node
|
||
-- * false: No liquid movement physics apply.
|
||
-- * true: Enables liquid movement physics. Enables things like
|
||
-- ability to "swim" up/down, sinking slowly if not moving,
|
||
-- smoother speed change when falling into, etc. The `movement_liquid_*`
|
||
-- settings apply.
|
||
-- * nil: Will be treated as true if `liquidtype ~= "none"`
|
||
-- and as false otherwise.
|
||
|
||
air_equivalent = nil,
|
||
-- unclear meaning, the engine sets this to true for 'air' and 'ignore'
|
||
-- deprecated.
|
||
|
||
leveled = 0,
|
||
-- Only valid for "nodebox" drawtype with 'type = "leveled"'.
|
||
-- Allows defining the nodebox height without using param2.
|
||
-- The nodebox height is 'leveled' / 64 nodes.
|
||
-- The maximum value of 'leveled' is `leveled_max`.
|
||
|
||
leveled_max = 127,
|
||
-- Maximum value for `leveled` (0-127), enforced in
|
||
-- `core.set_node_level` and `core.add_node_level`.
|
||
-- Values above 124 might causes collision detection issues.
|
||
|
||
liquid_range = 8,
|
||
-- Maximum distance that flowing liquid nodes can spread around
|
||
-- source on flat land;
|
||
-- maximum = 8; set to 0 to disable liquid flow
|
||
|
||
drowning = 0,
|
||
-- Player will take this amount of damage if no bubbles are left
|
||
|
||
damage_per_second = 0,
|
||
-- If player is inside node, this damage is caused
|
||
|
||
node_box = {type = "regular"}, -- See "Node boxes"
|
||
|
||
connects_to = {},
|
||
-- Used for nodebox nodes with the type == "connected".
|
||
-- Specifies to what neighboring nodes connections will be drawn.
|
||
-- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
|
||
|
||
connect_sides = {},
|
||
-- Tells connected nodebox nodes to connect only to these sides of this
|
||
-- node. possible: "top", "bottom", "front", "left", "back", "right"
|
||
|
||
mesh = "",
|
||
-- File name of mesh when using "mesh" drawtype
|
||
|
||
selection_box = {
|
||
-- see [Node boxes] for possibilities
|
||
},
|
||
-- Custom selection box definition. Multiple boxes can be defined.
|
||
-- If "nodebox" drawtype is used and selection_box is nil, then node_box
|
||
-- definition is used for the selection box.
|
||
|
||
collision_box = {
|
||
-- see [Node boxes] for possibilities
|
||
},
|
||
-- Custom collision box definition. Multiple boxes can be defined.
|
||
-- If "nodebox" drawtype is used and collision_box is nil, then node_box
|
||
-- definition is used for the collision box.
|
||
|
||
-- Support maps made in and before January 2012
|
||
legacy_facedir_simple = false,
|
||
legacy_wallmounted = false,
|
||
|
||
waving = 0,
|
||
-- Valid for drawtypes:
|
||
-- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
|
||
-- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
|
||
-- 2 - wave node like leaves (whole node moves side-to-side)
|
||
-- 3 - wave node like liquids (whole node moves up and down)
|
||
-- Not all models will properly wave.
|
||
-- plantlike drawtype can only wave like plants.
|
||
-- allfaces_optional drawtype can only wave like leaves.
|
||
-- liquid, flowingliquid drawtypes can only wave like liquids.
|
||
|
||
sounds = {
|
||
-- Definition of node sounds to be played at various events.
|
||
-- All fields in this table are optional.
|
||
|
||
footstep = <SimpleSoundSpec>,
|
||
-- If walkable, played when object walks on it. If node is
|
||
-- climbable or a liquid, played when object moves through it.
|
||
-- Sound is played at the base of the object's collision-box.
|
||
-- Gain is multiplied by `0.6`.
|
||
-- For local player, it's played position-less, with normal gain.
|
||
|
||
dig = <SimpleSoundSpec> or "__group",
|
||
-- While digging node.
|
||
-- If `"__group"`, then the sound will be
|
||
-- `{name = "default_dig_<groupname>", gain = 0.5}` , where `<groupname>` is the
|
||
-- name of the item's digging group with the fastest digging time.
|
||
-- In case of a tie, one of the sounds will be played (but we
|
||
-- cannot predict which one)
|
||
-- Default value: `"__group"`
|
||
|
||
dug = <SimpleSoundSpec>,
|
||
-- Node was dug
|
||
|
||
place = <SimpleSoundSpec>,
|
||
-- Node was placed. Also played after falling
|
||
|
||
place_failed = <SimpleSoundSpec>,
|
||
-- When node placement failed.
|
||
-- Note: This happens if the _built-in_ node placement failed.
|
||
-- This sound will still be played if the node is placed in the
|
||
-- `on_place` callback manually.
|
||
|
||
fall = <SimpleSoundSpec>,
|
||
-- When node starts to fall or is detached
|
||
},
|
||
|
||
drop = "",
|
||
-- Name of dropped item when dug.
|
||
-- Default dropped item is the node itself.
|
||
|
||
-- Using a table allows multiple items, drop chances and item filtering:
|
||
drop = {
|
||
max_items = 1,
|
||
-- Maximum number of item lists to drop.
|
||
-- The entries in 'items' are processed in order. For each:
|
||
-- Item filtering is applied, chance of drop is applied, if both are
|
||
-- successful the entire item list is dropped.
|
||
-- Entry processing continues until the number of dropped item lists
|
||
-- equals 'max_items'.
|
||
-- Therefore, entries should progress from low to high drop chance.
|
||
items = {
|
||
-- Examples:
|
||
{
|
||
-- 1 in 1000 chance of dropping a diamond.
|
||
-- Default rarity is '1'.
|
||
rarity = 1000,
|
||
items = {"default:diamond"},
|
||
},
|
||
{
|
||
-- Only drop if using an item whose name is identical to one
|
||
-- of these.
|
||
tools = {"default:shovel_mese", "default:shovel_diamond"},
|
||
rarity = 5,
|
||
items = {"default:dirt"},
|
||
-- Whether all items in the dropped item list inherit the
|
||
-- hardware coloring palette color from the dug node.
|
||
-- Default is 'false'.
|
||
inherit_color = true,
|
||
},
|
||
{
|
||
-- Only drop if using an item whose name contains
|
||
-- "default:shovel_" (this item filtering by string matching
|
||
-- is deprecated, use tool_groups instead).
|
||
tools = {"~default:shovel_"},
|
||
rarity = 2,
|
||
-- The item list dropped.
|
||
items = {"default:sand", "default:desert_sand"},
|
||
},
|
||
{
|
||
-- Only drop if using an item in the "magicwand" group, or
|
||
-- an item that is in both the "pickaxe" and the "lucky"
|
||
-- groups.
|
||
tool_groups = {
|
||
"magicwand",
|
||
{"pickaxe", "lucky"}
|
||
},
|
||
items = {"default:coal_lump"},
|
||
},
|
||
},
|
||
},
|
||
|
||
on_construct = function(pos),
|
||
-- Node constructor; called after adding node.
|
||
-- Can set up metadata and stuff like that.
|
||
-- Not called for bulk node placement (i.e. schematics and VoxelManip).
|
||
-- Note: Within an on_construct callback, core.set_node can cause an
|
||
-- infinite loop if it invokes the same callback.
|
||
-- Consider using core.swap_node instead.
|
||
-- default: nil
|
||
|
||
on_destruct = function(pos),
|
||
-- Node destructor; called before removing node.
|
||
-- Not called for bulk node placement.
|
||
-- default: nil
|
||
|
||
after_destruct = function(pos, oldnode),
|
||
-- Node destructor; called after removing node.
|
||
-- Not called for bulk node placement.
|
||
-- default: nil
|
||
|
||
on_flood = function(pos, oldnode, newnode),
|
||
-- Called when a liquid (newnode) is about to flood oldnode, if it has
|
||
-- `floodable = true` in the nodedef. Not called for bulk node placement
|
||
-- (i.e. schematics and VoxelManip) or air nodes. If return true the
|
||
-- node is not flooded, but on_flood callback will most likely be called
|
||
-- over and over again every liquid update interval.
|
||
-- Default: nil
|
||
-- Warning: making a liquid node 'floodable' will cause problems.
|
||
|
||
preserve_metadata = function(pos, oldnode, oldmeta, drops),
|
||
-- Called when `oldnode` is about be converted to an item, but before the
|
||
-- node is deleted from the world or the drops are added. This is
|
||
-- generally the result of either the node being dug or an attached node
|
||
-- becoming detached.
|
||
-- * `pos`: node position
|
||
-- * `oldnode`: node table of node before it was deleted
|
||
-- * `oldmeta`: metadata of node before it was deleted, as a metadata table
|
||
-- * `drops`: a table of `ItemStack`s, so any metadata to be preserved can
|
||
-- be added directly to one or more of the dropped items. See
|
||
-- "ItemStackMetaRef".
|
||
-- default: `nil`
|
||
|
||
after_place_node = function(pos, placer, itemstack, pointed_thing),
|
||
-- Called after constructing node when node was placed using
|
||
-- core.item_place_node / core.place_node.
|
||
-- If return true no item is taken from itemstack.
|
||
-- `placer` may be any valid ObjectRef or nil.
|
||
-- default: nil
|
||
|
||
after_dig_node = function(pos, oldnode, oldmetadata, digger),
|
||
-- Called after destructing the node when node was dug using
|
||
-- `core.node_dig` / `core.dig_node`.
|
||
-- * `pos`: node position
|
||
-- * `oldnode`: node table of node before it was dug
|
||
-- * `oldmetadata`: metadata of node before it was dug,
|
||
-- as a metadata table
|
||
-- * `digger`: ObjectRef of digger
|
||
-- default: nil
|
||
|
||
can_dig = function(pos, [player]),
|
||
-- Returns true if node can be dug, or false if not.
|
||
-- default: nil
|
||
|
||
on_punch = function(pos, node, puncher, pointed_thing),
|
||
-- default: core.node_punch
|
||
-- Called when puncher (an ObjectRef) punches the node at pos.
|
||
-- By default calls core.register_on_punchnode callbacks.
|
||
|
||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
|
||
-- default: nil
|
||
-- Called when clicker (an ObjectRef) used the 'place/build' key
|
||
-- (not necessarily an actual rightclick)
|
||
-- while pointing at the node at pos with 'node' being the node table.
|
||
-- itemstack will hold clicker's wielded item.
|
||
-- Shall return the leftover itemstack.
|
||
-- Note: pointed_thing can be nil, if a mod calls this function.
|
||
-- This function does not get triggered by clients <=0.4.16 if the
|
||
-- "formspec" node metadata field is set.
|
||
|
||
on_dig = function(pos, node, digger),
|
||
-- default: core.node_dig
|
||
-- By default checks privileges, wears out item (if tool) and removes node.
|
||
-- return true if the node was dug successfully, false otherwise.
|
||
-- Deprecated: returning nil is the same as returning true.
|
||
|
||
on_timer = function(pos, elapsed),
|
||
-- default: nil
|
||
-- called by NodeTimers, see core.get_node_timer and NodeTimerRef.
|
||
-- elapsed is the total time passed since the timer was started.
|
||
-- return true to run the timer for another cycle with the same timeout
|
||
-- value.
|
||
|
||
on_receive_fields = function(pos, formname, fields, sender),
|
||
-- fields = {name1 = value1, name2 = value2, ...}
|
||
-- formname should be the empty string; you **must not** use formname.
|
||
-- Called when an UI form (e.g. sign text input) returns data.
|
||
-- See core.register_on_player_receive_fields for more info.
|
||
-- default: nil
|
||
|
||
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
|
||
-- Called when a player wants to move items inside the inventory.
|
||
-- Return value: number of items allowed to move.
|
||
|
||
allow_metadata_inventory_put = function(pos, listname, index, stack, player),
|
||
-- Called when a player wants to put something into the inventory.
|
||
-- Return value: number of items allowed to put.
|
||
-- Return value -1: Allow and don't modify item count in inventory.
|
||
|
||
allow_metadata_inventory_take = function(pos, listname, index, stack, player),
|
||
-- Called when a player wants to take something out of the inventory.
|
||
-- Return value: number of items allowed to take.
|
||
-- Return value -1: Allow and don't modify item count in inventory.
|
||
|
||
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
|
||
on_metadata_inventory_put = function(pos, listname, index, stack, player),
|
||
on_metadata_inventory_take = function(pos, listname, index, stack, player),
|
||
-- Called after the actual action has happened, according to what was
|
||
-- allowed.
|
||
-- No return value.
|
||
|
||
on_blast = function(pos, intensity),
|
||
-- intensity: 1.0 = mid range of regular TNT.
|
||
-- If defined, called when an explosion touches the node, instead of
|
||
-- removing the node.
|
||
|
||
mod_origin = "modname",
|
||
-- stores which mod actually registered a node
|
||
-- If the source could not be determined it contains "??"
|
||
-- Useful for getting which mod truly registered something
|
||
-- example: if a node is registered as ":othermodname:nodename",
|
||
-- nodename will show "othermodname", but mod_origin will say "modname"
|
||
}
|
||
```
|
||
|
||
Wear Bar Color
|
||
--------------
|
||
|
||
'Wear Bar' is a property of items that defines the coloring
|
||
of the bar that appears under damaged tools.
|
||
If it is absent, the default behavior of green-yellow-red is
|
||
used.
|
||
|
||
### Wear bar colors definition
|
||
|
||
#### Syntax
|
||
|
||
```lua
|
||
{
|
||
-- 'constant' or 'linear'
|
||
-- (nil defaults to 'constant')
|
||
blend = "linear",
|
||
color_stops = {
|
||
[0.0] = "#ff0000",
|
||
[0.5] = "slateblue",
|
||
[1.0] = {r=0, g=255, b=0, a=150},
|
||
}
|
||
}
|
||
```
|
||
|
||
#### Blend mode `blend`
|
||
|
||
* `linear`: blends smoothly between each defined color point.
|
||
* `constant`: each color starts at its defined point, and continues up to the next point
|
||
|
||
#### Color stops `color_stops`
|
||
|
||
Specified as `ColorSpec` color values assigned to `float` durability keys.
|
||
|
||
"Durability" is defined as `1 - (wear / 65535)`.
|
||
|
||
#### Shortcut usage
|
||
|
||
Wear bar color can also be specified as a single `ColorSpec` instead of a table.
|
||
|
||
Crafting recipes
|
||
----------------
|
||
|
||
Crafting converts one or more inputs to one output itemstack of arbitrary
|
||
count (except for fuels, which don't have an output). The conversion reduces
|
||
each input ItemStack by 1.
|
||
|
||
Craft recipes are registered by `core.register_craft` and use a
|
||
table format. The accepted parameters are listed below.
|
||
|
||
Recipe input items can either be specified by item name (item count = 1)
|
||
or by group (see "Groups in crafting recipes" for details).
|
||
|
||
The following sections describe the types and syntaxes of recipes.
|
||
|
||
### Shaped
|
||
|
||
This is the default recipe type (when no `type` is specified).
|
||
|
||
A shaped recipe takes one or multiple items as input and has
|
||
a single item stack as output. The input items must be specified
|
||
in a 2-dimensional matrix (see parameters below) to specify the
|
||
exact arrangement (the "shape") in which the player must place them
|
||
in the crafting grid.
|
||
|
||
For example, for a 3x3 recipe, the `recipes` table must have
|
||
3 rows and 3 columns.
|
||
|
||
In order to craft the recipe, the players' crafting grid must
|
||
have equal or larger dimensions (both width and height).
|
||
|
||
Parameters:
|
||
|
||
* `type = "shaped"`: (optional) specifies recipe type as shaped
|
||
* `output`: Itemstring of output itemstack (item counts >= 1 are allowed)
|
||
* `recipe`: A 2-dimensional matrix of items, with a width *w* and height *h*.
|
||
* *w* and *h* are chosen by you, they don't have to be equal but must be at least 1
|
||
* The matrix is specified as a table containing tables containing itemnames
|
||
* The inner tables are the rows. There must be *h* tables, specified from the top to the bottom row
|
||
* Values inside of the inner table are the columns.
|
||
Each inner table must contain a list of *w* items, specified from left to right
|
||
* Empty slots *must* be filled with the empty string
|
||
* `replacements`: (optional) Allows you to replace input items with some other items
|
||
when something is crafted
|
||
* Provided as a list of item pairs of the form `{ old_item, new_item }` where
|
||
`old_item` is the input item to replace (same syntax as for a regular input
|
||
slot; groups are allowed) and `new_item` is an itemstring for the item stack
|
||
it will become
|
||
* When the output is crafted, Luanti iterates through the list
|
||
of input items if the crafting grid. For each input item stack, it checks if
|
||
it matches with an `old_item` in the item pair list.
|
||
* If it matches, the item will be replaced. Also, this item pair
|
||
will *not* be applied again for the remaining items
|
||
* If it does not match, the item is consumed (reduced by 1) normally
|
||
* The `new_item` will appear in one of 3 places:
|
||
* Crafting grid, if the input stack size was exactly 1
|
||
* Player inventory, if input stack size was larger
|
||
* Drops as item entity, if it fits neither in craft grid or inventory
|
||
|
||
#### Examples
|
||
|
||
A typical shaped recipe:
|
||
|
||
```lua
|
||
-- Stone pickaxe
|
||
{
|
||
output = "example:stone_pickaxe",
|
||
-- A 3x3 recipe which needs 3 stone in the 1st row,
|
||
-- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
|
||
-- The 4 remaining slots have to be empty.
|
||
recipe = {
|
||
{"example:stone", "example:stone", "example:stone"}, -- row 1
|
||
{"", "example:stick", "" }, -- row 2
|
||
{"", "example:stick", "" }, -- row 3
|
||
-- ^ column 1 ^ column 2 ^ column 3
|
||
},
|
||
-- There is no replacements table, so every input item
|
||
-- will be consumed.
|
||
}
|
||
```
|
||
|
||
Simple replacement example:
|
||
|
||
```lua
|
||
-- Wet sponge
|
||
{
|
||
output = "example:wet_sponge",
|
||
-- 1x2 recipe with a water bucket above a dry sponge
|
||
recipe = {
|
||
{"example:water_bucket"},
|
||
{"example:dry_sponge"},
|
||
},
|
||
-- When the wet sponge is crafted, the water bucket
|
||
-- in the input slot is replaced with an empty
|
||
-- bucket
|
||
replacements = {
|
||
{"example:water_bucket", "example:empty_bucket"},
|
||
},
|
||
}
|
||
```
|
||
|
||
Complex replacement example 1:
|
||
|
||
```lua
|
||
-- Very wet sponge
|
||
{
|
||
output = "example:very_wet_sponge",
|
||
-- 3x3 recipe with a wet sponge in the center
|
||
-- and 4 water buckets around it
|
||
recipe = {
|
||
{"","example:water_bucket",""},
|
||
{"example:water_bucket","example:wet_sponge","example:water_bucket"},
|
||
{"","example:water_bucket",""},
|
||
},
|
||
-- When the wet sponge is crafted, all water buckets
|
||
-- in the input slot become empty
|
||
replacements = {
|
||
-- Without these repetitions, only the first
|
||
-- water bucket would be replaced.
|
||
{"example:water_bucket", "example:empty_bucket"},
|
||
{"example:water_bucket", "example:empty_bucket"},
|
||
{"example:water_bucket", "example:empty_bucket"},
|
||
{"example:water_bucket", "example:empty_bucket"},
|
||
},
|
||
}
|
||
```
|
||
|
||
Complex replacement example 2:
|
||
|
||
```lua
|
||
-- Magic book:
|
||
-- 3 magic orbs + 1 book crafts a magic book,
|
||
-- and the orbs will be replaced with 3 different runes.
|
||
{
|
||
output = "example:magic_book",
|
||
-- 3x2 recipe
|
||
recipe = {
|
||
-- 3 items in the group `magic_orb` on top of a book in the middle
|
||
{"group:magic_orb", "group:magic_orb", "group:magic_orb"},
|
||
{"", "example:book", ""},
|
||
},
|
||
-- When the book is crafted, the 3 magic orbs will be turned into
|
||
-- 3 runes: ice rune, earth rune and fire rune (from left to right)
|
||
replacements = {
|
||
{"group:magic_orb", "example:ice_rune"},
|
||
{"group:magic_orb", "example:earth_rune"},
|
||
{"group:magic_orb", "example:fire_rune"},
|
||
},
|
||
}
|
||
```
|
||
|
||
### Shapeless
|
||
|
||
Takes a list of input items (at least 1). The order or arrangement
|
||
of input items does not matter.
|
||
|
||
In order to craft the recipe, the players' crafting grid must have matching or
|
||
larger *count* of slots. The grid dimensions do not matter.
|
||
|
||
Parameters:
|
||
|
||
* `type = "shapeless"`: Mandatory
|
||
* `output`: Same as for shaped recipe
|
||
* `recipe`: List of item names
|
||
* `replacements`: Same as for shaped recipe
|
||
|
||
#### Example
|
||
|
||
```lua
|
||
{
|
||
-- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
|
||
-- (no matter where in the input grid the items are placed)
|
||
type = "shapeless",
|
||
output = "example:mushroom_stew",
|
||
recipe = {
|
||
"example:bowl",
|
||
"example:mushroom_brown",
|
||
"example:mushroom_red",
|
||
},
|
||
}
|
||
```
|
||
|
||
### Tool repair
|
||
|
||
Syntax:
|
||
|
||
{
|
||
type = "toolrepair",
|
||
additional_wear = -0.02, -- multiplier of 65536
|
||
}
|
||
|
||
Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
|
||
group. If this recipe is used, repairing is possible with any crafting grid
|
||
with at least 2 slots.
|
||
The player can put 2 equal tools in the craft grid to get one "repaired" tool
|
||
back.
|
||
The wear of the output is determined by the wear of both tools, plus a
|
||
'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
|
||
you want `additional_wear` to be negative.
|
||
|
||
The formula used to calculate the resulting wear is:
|
||
|
||
65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear))
|
||
|
||
The result is rounded and can't be lower than 0. If the result is 65536 or higher,
|
||
no crafting is possible.
|
||
|
||
### Cooking
|
||
|
||
A cooking recipe has a single input item, a single output item stack
|
||
and a cooking time. It represents cooking/baking/smelting/etc. items in
|
||
an oven, furnace, or something similar; the exact meaning is up for games
|
||
to decide, if they choose to use cooking at all.
|
||
|
||
The engine does not implement anything specific to cooking recipes, but
|
||
the recipes can be retrieved later using `core.get_craft_result` to
|
||
have a consistent interface across different games/mods.
|
||
|
||
Parameters:
|
||
|
||
* `type = "cooking"`: Mandatory
|
||
* `output`: Same as for shaped recipe
|
||
* `recipe`: An itemname of the single input item
|
||
* `cooktime`: (optional) Time it takes to cook this item, in seconds.
|
||
A floating-point number. (default: 3.0)
|
||
* `replacements`: Same meaning as for shaped recipes, but the mods
|
||
that utilize cooking recipes (e.g. for adding a furnace
|
||
node) need to implement replacements on their own
|
||
|
||
Note: Games and mods are free to re-interpret the cooktime in special
|
||
cases, e.g. for a super furnace that cooks items twice as fast.
|
||
|
||
#### Example
|
||
|
||
Cooking sand to glass in 3 seconds:
|
||
|
||
```lua
|
||
{
|
||
type = "cooking",
|
||
output = "example:glass",
|
||
recipe = "example:sand",
|
||
cooktime = 3.0,
|
||
}
|
||
```
|
||
|
||
### Fuel
|
||
|
||
A fuel recipe is an item associated with a "burning time" and an optional
|
||
item replacement. There is no output. This is usually used as fuel for
|
||
furnaces, ovens, stoves, etc.
|
||
|
||
Like with cooking recipes, the engine does not do anything specific with
|
||
fuel recipes and it's up to games and mods to use them by retrieving
|
||
them via `core.get_craft_result`.
|
||
|
||
Parameters:
|
||
|
||
* `type = "fuel"`: Mandatory
|
||
* `recipe`: Itemname of the item to be used as fuel
|
||
* `burntime`: (optional) Burning time this item provides, in seconds.
|
||
A floating-point number. (default: 1.0)
|
||
* `replacements`: Same meaning as for shaped recipes, but the mods
|
||
that utilize fuels need to implement replacements
|
||
on their own
|
||
|
||
Note: Games and mods are free to re-interpret the burntime in special
|
||
cases, e.g. for an efficient furnace in which fuels burn twice as
|
||
long.
|
||
|
||
#### Examples
|
||
|
||
Coal lump with a burntime of 20 seconds. Will be consumed when used.
|
||
|
||
```lua
|
||
{
|
||
type = "fuel",
|
||
recipe = "example:coal_lump",
|
||
burntime = 20.0,
|
||
}
|
||
```
|
||
|
||
Lava bucket with a burn time of 60 seconds. Will become an empty bucket
|
||
if used:
|
||
|
||
```lua
|
||
{
|
||
type = "fuel",
|
||
recipe = "example:lava_bucket",
|
||
burntime = 60.0,
|
||
replacements = {{"example:lava_bucket", "example:empty_bucket"}},
|
||
}
|
||
```
|
||
|
||
Ore definition
|
||
--------------
|
||
|
||
Used by `core.register_ore`.
|
||
|
||
See [Ores] section above for essential information.
|
||
|
||
```lua
|
||
{
|
||
ore_type = "",
|
||
-- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
|
||
|
||
ore = "",
|
||
-- Ore node to place
|
||
|
||
ore_param2 = 0,
|
||
-- Param2 to set for ore (e.g. facedir rotation)
|
||
|
||
wherein = "",
|
||
-- Node to place ore in. Multiple are possible by passing a list.
|
||
|
||
clust_scarcity = 8 * 8 * 8,
|
||
-- Ore has a 1 out of clust_scarcity chance of spawning in a node.
|
||
-- If the desired average distance between ores is 'd', set this to
|
||
-- d * d * d.
|
||
|
||
clust_num_ores = 8,
|
||
-- Number of ores in a cluster
|
||
|
||
clust_size = 3,
|
||
-- Size of the bounding box of the cluster.
|
||
-- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
|
||
-- nodes are coal ore.
|
||
|
||
y_min = -31000,
|
||
y_max = 31000,
|
||
-- Lower and upper limits for ore (inclusive)
|
||
|
||
flags = "",
|
||
-- Attributes for the ore generation, see 'Ore attributes' section above
|
||
|
||
noise_threshold = 0,
|
||
-- If noise is above this threshold, ore is placed. Not needed for a
|
||
-- uniform distribution.
|
||
|
||
noise_params = {
|
||
offset = 0,
|
||
scale = 1,
|
||
spread = {x = 100, y = 100, z = 100},
|
||
seed = 23,
|
||
octaves = 3,
|
||
persistence = 0.7
|
||
},
|
||
-- NoiseParams structure describing one of the perlin noises used for
|
||
-- ore distribution.
|
||
-- Needed by "sheet", "puff", "blob" and "vein" ores.
|
||
-- Omit from "scatter" ore for a uniform ore distribution.
|
||
-- Omit from "stratum" ore for a simple horizontal strata from y_min to
|
||
-- y_max.
|
||
|
||
biomes = {"desert", "rainforest"},
|
||
-- List of biomes in which this ore occurs.
|
||
-- Occurs in all biomes if this is omitted, and ignored if the Mapgen
|
||
-- being used does not support biomes.
|
||
-- Can be a list of (or a single) biome names, IDs, or definitions.
|
||
|
||
-- Type-specific parameters
|
||
|
||
-- "sheet"
|
||
column_height_min = 1,
|
||
column_height_max = 16,
|
||
column_midpoint_factor = 0.5,
|
||
|
||
-- "puff"
|
||
np_puff_top = {
|
||
offset = 4,
|
||
scale = 2,
|
||
spread = {x = 100, y = 100, z = 100},
|
||
seed = 47,
|
||
octaves = 3,
|
||
persistence = 0.7
|
||
},
|
||
np_puff_bottom = {
|
||
offset = 4,
|
||
scale = 2,
|
||
spread = {x = 100, y = 100, z = 100},
|
||
seed = 11,
|
||
octaves = 3,
|
||
persistence = 0.7
|
||
},
|
||
|
||
-- "vein"
|
||
random_factor = 1.0,
|
||
|
||
-- "stratum"
|
||
np_stratum_thickness = {
|
||
offset = 8,
|
||
scale = 4,
|
||
spread = {x = 100, y = 100, z = 100},
|
||
seed = 17,
|
||
octaves = 3,
|
||
persistence = 0.7
|
||
},
|
||
stratum_thickness = 8, -- only used if no noise defined
|
||
}
|
||
```
|
||
|
||
Biome definition
|
||
----------------
|
||
|
||
Used by `core.register_biome`.
|
||
|
||
The maximum number of biomes that can be used is 65535. However, using an
|
||
excessive number of biomes will slow down map generation. Depending on desired
|
||
performance and computing power the practical limit is much lower.
|
||
|
||
```lua
|
||
{
|
||
name = "tundra",
|
||
|
||
node_dust = "default:snow",
|
||
-- Node dropped onto upper surface after all else is generated
|
||
|
||
node_top = "default:dirt_with_snow",
|
||
depth_top = 1,
|
||
-- Node forming surface layer of biome and thickness of this layer
|
||
|
||
node_filler = "default:permafrost",
|
||
depth_filler = 3,
|
||
-- Node forming lower layer of biome and thickness of this layer
|
||
|
||
node_stone = "default:bluestone",
|
||
-- Node that replaces all stone nodes between roughly y_min and y_max.
|
||
|
||
node_water_top = "default:ice",
|
||
depth_water_top = 10,
|
||
-- Node forming a surface layer in seawater with the defined thickness
|
||
|
||
node_water = "",
|
||
-- Node that replaces all seawater nodes not in the surface layer
|
||
|
||
node_river_water = "default:ice",
|
||
-- Node that replaces river water in mapgens that use
|
||
-- default:river_water
|
||
|
||
node_riverbed = "default:gravel",
|
||
depth_riverbed = 2,
|
||
-- Node placed under river water and thickness of this layer
|
||
|
||
node_cave_liquid = "default:lava_source",
|
||
node_cave_liquid = {"default:water_source", "default:lava_source"},
|
||
-- Nodes placed inside 50% of the medium size caves.
|
||
-- Multiple nodes can be specified, each cave will use a randomly
|
||
-- chosen node from the list.
|
||
-- If this field is left out or 'nil', cave liquids fall back to
|
||
-- classic behavior of lava and water distributed using 3D noise.
|
||
-- For no cave liquid, specify "air".
|
||
|
||
node_dungeon = "default:cobble",
|
||
-- Node used for primary dungeon structure.
|
||
-- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
|
||
-- alias, if that is also absent, dungeon nodes fall back to the biome
|
||
-- 'node_stone'.
|
||
-- If present, the following two nodes are also used.
|
||
|
||
node_dungeon_alt = "default:mossycobble",
|
||
-- Node used for randomly-distributed alternative structure nodes.
|
||
-- If alternative structure nodes are not wanted leave this absent.
|
||
|
||
node_dungeon_stair = "stairs:stair_cobble",
|
||
-- Node used for dungeon stairs.
|
||
-- If absent, stairs fall back to 'node_dungeon'.
|
||
|
||
y_max = 31000,
|
||
y_min = 1,
|
||
-- Upper and lower limits for biome.
|
||
-- Alternatively you can use xyz limits as shown below.
|
||
|
||
max_pos = {x = 31000, y = 128, z = 31000},
|
||
min_pos = {x = -31000, y = 9, z = -31000},
|
||
-- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
|
||
-- Biome is limited to a cuboid defined by these positions.
|
||
-- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
|
||
-- 31000 in 'max_pos'.
|
||
|
||
vertical_blend = 8,
|
||
-- Vertical distance in nodes above 'y_max' over which the biome will
|
||
-- blend with the biome above.
|
||
-- Set to 0 for no vertical blend. Defaults to 0.
|
||
|
||
heat_point = 0,
|
||
humidity_point = 50,
|
||
-- Characteristic temperature and humidity for the biome.
|
||
-- These values create 'biome points' on a voronoi diagram with heat and
|
||
-- humidity as axes. The resulting voronoi cells determine the
|
||
-- distribution of the biomes.
|
||
-- Heat and humidity have average values of 50, vary mostly between
|
||
-- 0 and 100 but can exceed these values.
|
||
}
|
||
```
|
||
|
||
Decoration definition
|
||
---------------------
|
||
|
||
See [Decoration types]. Used by `core.register_decoration`.
|
||
|
||
```lua
|
||
{
|
||
deco_type = "simple",
|
||
-- Type. "simple", "schematic" or "lsystem" supported
|
||
|
||
place_on = "default:dirt_with_grass",
|
||
-- Node (or list of nodes) that the decoration can be placed on
|
||
|
||
sidelen = 8,
|
||
-- Size of the square (X / Z) divisions of the mapchunk being generated.
|
||
-- Determines the resolution of noise variation if used.
|
||
-- If the chunk size is not evenly divisible by sidelen, sidelen is made
|
||
-- equal to the chunk size.
|
||
|
||
fill_ratio = 0.02,
|
||
-- The value determines 'decorations per surface node'.
|
||
-- Used only if noise_params is not specified.
|
||
-- If >= 10.0 complete coverage is enabled and decoration placement uses
|
||
-- a different and much faster method.
|
||
|
||
noise_params = {
|
||
offset = 0,
|
||
scale = 0.45,
|
||
spread = {x = 100, y = 100, z = 100},
|
||
seed = 354,
|
||
octaves = 3,
|
||
persistence = 0.7,
|
||
lacunarity = 2.0,
|
||
flags = "absvalue"
|
||
},
|
||
-- NoiseParams structure describing the perlin noise used for decoration
|
||
-- distribution.
|
||
-- A noise value is calculated for each square division and determines
|
||
-- 'decorations per surface node' within each division.
|
||
-- If the noise value >= 10.0 complete coverage is enabled and
|
||
-- decoration placement uses a different and much faster method.
|
||
|
||
biomes = {"Oceanside", "Hills", "Plains"},
|
||
-- List of biomes in which this decoration occurs. Occurs in all biomes
|
||
-- if this is omitted, and ignored if the Mapgen being used does not
|
||
-- support biomes.
|
||
-- Can be a list of (or a single) biome names, IDs, or definitions.
|
||
|
||
y_min = -31000,
|
||
y_max = 31000,
|
||
-- Lower and upper limits for decoration (inclusive).
|
||
-- These parameters refer to the Y coordinate of the 'place_on' node.
|
||
|
||
spawn_by = "default:water",
|
||
-- Node (or list of nodes) that the decoration only spawns next to.
|
||
-- Checks the 8 neighboring nodes on the same height,
|
||
-- and also the ones at the height plus the check_offset, excluding both center nodes.
|
||
|
||
check_offset = -1,
|
||
-- Specifies the offset that spawn_by should also check
|
||
-- The default value of -1 is useful to e.g check for water next to the base node.
|
||
-- 0 disables additional checks, valid values: {-1, 0, 1}
|
||
|
||
num_spawn_by = 1,
|
||
-- Number of spawn_by nodes that must be surrounding the decoration
|
||
-- position to occur.
|
||
-- If absent or -1, decorations occur next to any nodes.
|
||
|
||
flags = "liquid_surface, force_placement, all_floors, all_ceilings",
|
||
-- Flags for all decoration types.
|
||
-- "liquid_surface": Instead of placement on the highest solid surface
|
||
-- in a mapchunk column, placement is on the highest liquid surface.
|
||
-- Placement is disabled if solid nodes are found above the liquid
|
||
-- surface.
|
||
-- "force_placement": Nodes other than "air" and "ignore" are replaced
|
||
-- by the decoration.
|
||
-- "all_floors", "all_ceilings": Instead of placement on the highest
|
||
-- surface in a mapchunk the decoration is placed on all floor and/or
|
||
-- ceiling surfaces, for example in caves and dungeons.
|
||
-- Ceiling decorations act as an inversion of floor decorations so the
|
||
-- effect of 'place_offset_y' is inverted.
|
||
-- Y-slice probabilities do not function correctly for ceiling
|
||
-- schematic decorations as the behavior is unchanged.
|
||
-- If a single decoration registration has both flags the floor and
|
||
-- ceiling decorations will be aligned vertically.
|
||
|
||
----- Simple-type parameters
|
||
|
||
decoration = "default:grass",
|
||
-- The node name used as the decoration.
|
||
-- If instead a list of strings, a randomly selected node from the list
|
||
-- is placed as the decoration.
|
||
|
||
height = 1,
|
||
-- Decoration height in nodes.
|
||
-- If height_max is not 0, this is the lower limit of a randomly
|
||
-- selected height.
|
||
|
||
height_max = 0,
|
||
-- Upper limit of the randomly selected height.
|
||
-- If absent, the parameter 'height' is used as a constant.
|
||
|
||
param2 = 0,
|
||
-- Param2 value of decoration nodes.
|
||
-- If param2_max is not 0, this is the lower limit of a randomly
|
||
-- selected param2.
|
||
|
||
param2_max = 0,
|
||
-- Upper limit of the randomly selected param2.
|
||
-- If absent, the parameter 'param2' is used as a constant.
|
||
|
||
place_offset_y = 0,
|
||
-- Y offset of the decoration base node relative to the standard base
|
||
-- node position.
|
||
-- Can be positive or negative. Default is 0.
|
||
-- Effect is inverted for "all_ceilings" decorations.
|
||
-- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
|
||
-- to the 'place_on' node.
|
||
|
||
----- Schematic-type parameters
|
||
|
||
schematic = "foobar.mts",
|
||
-- If schematic is a string, it is the filepath relative to the current
|
||
-- working directory of the specified Luanti schematic file.
|
||
-- Could also be the ID of a previously registered schematic.
|
||
|
||
schematic = {
|
||
size = {x = 4, y = 6, z = 4},
|
||
data = {
|
||
{name = "default:cobble", param1 = 255, param2 = 0},
|
||
{name = "default:dirt_with_grass", param1 = 255, param2 = 0},
|
||
{name = "air", param1 = 255, param2 = 0},
|
||
...
|
||
},
|
||
yslice_prob = {
|
||
{ypos = 2, prob = 128},
|
||
{ypos = 5, prob = 64},
|
||
...
|
||
},
|
||
},
|
||
-- Alternative schematic specification by supplying a table. The fields
|
||
-- size and data are mandatory whereas yslice_prob is optional.
|
||
-- See 'Schematic specifier' for details.
|
||
|
||
replacements = {["oldname"] = "convert_to", ...},
|
||
-- Map of node names to replace in the schematic after reading it.
|
||
|
||
flags = "place_center_x, place_center_y, place_center_z",
|
||
-- Flags for schematic decorations. See 'Schematic attributes'.
|
||
|
||
rotation = "90",
|
||
-- Rotation can be "0", "90", "180", "270", or "random"
|
||
|
||
place_offset_y = 0,
|
||
-- If the flag 'place_center_y' is set this parameter is ignored.
|
||
-- Y offset of the schematic base node layer relative to the 'place_on'
|
||
-- node.
|
||
-- Can be positive or negative. Default is 0.
|
||
-- Effect is inverted for "all_ceilings" decorations.
|
||
-- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
|
||
-- to the 'place_on' node.
|
||
|
||
----- L-system-type parameters
|
||
|
||
treedef = {},
|
||
-- Same as for `core.spawn_tree`.
|
||
-- See section [L-system trees] for more details.
|
||
}
|
||
```
|
||
|
||
Chat command definition
|
||
-----------------------
|
||
|
||
Used by `core.register_chatcommand`.
|
||
|
||
Specifies the function to be called and the privileges required when a player
|
||
issues the command. A help message that is the concatenation of the params and
|
||
description fields is shown when the "/help" chatcommand is issued.
|
||
|
||
```lua
|
||
{
|
||
params = "",
|
||
-- Short parameter description. See the below note.
|
||
|
||
description = "",
|
||
-- General description of the command's purpose.
|
||
|
||
privs = {},
|
||
-- Required privileges to run. See `core.check_player_privs()` for
|
||
-- the format and see [Privileges] for an overview of privileges.
|
||
|
||
func = function(name, param),
|
||
-- Called when command is run.
|
||
-- * `name` is the name of the player who issued the command.
|
||
-- * `param` is a string with the full arguments to the command.
|
||
-- Returns a boolean for success and a string value.
|
||
-- The string is shown to the issuing player upon exit of `func` or,
|
||
-- if `func` returns `false` and no string, the help message is shown.
|
||
}
|
||
```
|
||
|
||
Note that in params, the conventional use of symbols is as follows:
|
||
|
||
* `<>` signifies a placeholder to be replaced when the command is used. For
|
||
example, when a player name is needed: `<name>`
|
||
* `[]` signifies param is optional and not required when the command is used.
|
||
For example, if you require param1 but param2 is optional:
|
||
`<param1> [<param2>]`
|
||
* `|` signifies exclusive or. The command requires one param from the options
|
||
provided. For example: `<param1> | <param2>`
|
||
* `()` signifies grouping. For example, when param1 and param2 are both
|
||
required, or only param3 is required: `(<param1> <param2>) | <param3>`
|
||
|
||
Example:
|
||
|
||
```lua
|
||
{
|
||
params = "<name> <privilege>",
|
||
|
||
description = "Remove privilege from player",
|
||
|
||
privs = {privs=true}, -- Require the "privs" privilege to run
|
||
|
||
func = function(name, param),
|
||
}
|
||
```
|
||
|
||
Privilege definition
|
||
--------------------
|
||
|
||
Used by `core.register_privilege`.
|
||
|
||
```lua
|
||
{
|
||
description = "",
|
||
-- Privilege description
|
||
|
||
give_to_singleplayer = true,
|
||
-- Whether to grant the privilege to singleplayer.
|
||
|
||
give_to_admin = true,
|
||
-- Whether to grant the privilege to the server admin.
|
||
-- Uses value of 'give_to_singleplayer' by default.
|
||
|
||
on_grant = function(name, granter_name),
|
||
-- Called when given to player 'name' by 'granter_name'.
|
||
-- 'granter_name' will be nil if the priv was granted by a mod.
|
||
|
||
on_revoke = function(name, revoker_name),
|
||
-- Called when taken from player 'name' by 'revoker_name'.
|
||
-- 'revoker_name' will be nil if the priv was revoked by a mod.
|
||
|
||
-- Note that the above two callbacks will be called twice if a player is
|
||
-- responsible, once with the player name, and then with a nil player
|
||
-- name.
|
||
-- Return true in the above callbacks to stop register_on_priv_grant or
|
||
-- revoke being called.
|
||
}
|
||
```
|
||
|
||
Detached inventory callbacks
|
||
----------------------------
|
||
|
||
Used by `core.create_detached_inventory`.
|
||
|
||
```lua
|
||
{
|
||
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
|
||
-- Called when a player wants to move items inside the inventory.
|
||
-- Return value: number of items allowed to move.
|
||
|
||
allow_put = function(inv, listname, index, stack, player),
|
||
-- Called when a player wants to put something into the inventory.
|
||
-- Return value: number of items allowed to put.
|
||
-- Return value -1: Allow and don't modify item count in inventory.
|
||
|
||
allow_take = function(inv, listname, index, stack, player),
|
||
-- Called when a player wants to take something out of the inventory.
|
||
-- Return value: number of items allowed to take.
|
||
-- Return value -1: Allow and don't modify item count in inventory.
|
||
|
||
on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
|
||
on_put = function(inv, listname, index, stack, player),
|
||
on_take = function(inv, listname, index, stack, player),
|
||
-- Called after the actual action has happened, according to what was
|
||
-- allowed.
|
||
-- No return value.
|
||
}
|
||
```
|
||
|
||
HUD Definition
|
||
--------------
|
||
|
||
Since most values have multiple different functions, please see the
|
||
documentation in [HUD] section.
|
||
|
||
Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
|
||
|
||
```lua
|
||
{
|
||
type = "image",
|
||
-- Type of element, can be "compass", "hotbar" (46 ¹), "image", "image_waypoint",
|
||
-- "inventory", "minimap" (44 ¹), "statbar", "text" or "waypoint"
|
||
-- ¹: minimal protocol version for client-side support
|
||
-- If undefined "text" will be used.
|
||
|
||
hud_elem_type = "image",
|
||
-- Deprecated, same as `type`.
|
||
-- In case both are specified `type` will be used.
|
||
|
||
position = {x=0.5, y=0.5},
|
||
-- Top left corner position of element
|
||
|
||
name = "<name>",
|
||
|
||
scale = {x = 1, y = 1},
|
||
|
||
text = "<text>",
|
||
|
||
text2 = "<text>",
|
||
|
||
number = 0,
|
||
|
||
item = 0,
|
||
|
||
direction = 0,
|
||
-- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
|
||
|
||
alignment = {x=0, y=0},
|
||
|
||
offset = {x=0, y=0},
|
||
|
||
world_pos = {x=0, y=0, z=0},
|
||
|
||
size = {x=0, y=0},
|
||
|
||
z_index = 0,
|
||
-- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
|
||
|
||
style = 0,
|
||
}
|
||
```
|
||
|
||
Particle definition
|
||
-------------------
|
||
|
||
Used by `core.add_particle`.
|
||
|
||
```lua
|
||
{
|
||
pos = {x=0, y=0, z=0},
|
||
velocity = {x=0, y=0, z=0},
|
||
acceleration = {x=0, y=0, z=0},
|
||
-- Spawn particle at pos with velocity and acceleration
|
||
|
||
expirationtime = 1,
|
||
-- Disappears after expirationtime seconds
|
||
|
||
size = 1,
|
||
-- Scales the visual size of the particle texture.
|
||
-- If `node` is set, size can be set to 0 to spawn a randomly-sized
|
||
-- particle (just like actual node dig particles).
|
||
|
||
collisiondetection = false,
|
||
-- If true collides with `walkable` nodes and, depending on the
|
||
-- `object_collision` field, objects too.
|
||
|
||
collision_removal = false,
|
||
-- If true particle is removed when it collides.
|
||
-- Requires collisiondetection = true to have any effect.
|
||
|
||
object_collision = false,
|
||
-- If true particle collides with objects that are defined as
|
||
-- `physical = true,` and `collide_with_objects = true,`.
|
||
-- Requires collisiondetection = true to have any effect.
|
||
|
||
vertical = false,
|
||
-- If true faces player using y axis only
|
||
|
||
texture = "image.png",
|
||
-- The texture of the particle
|
||
-- v5.6.0 and later: also supports the table format described in the
|
||
-- following section, but due to a bug this did not take effect
|
||
-- (beyond the texture name).
|
||
-- v5.9.0 and later: fixes the bug.
|
||
-- Note: "texture.animation" is ignored here. Use "animation" below instead.
|
||
|
||
playername = "singleplayer",
|
||
-- Optional, if specified spawns particle only on the player's client
|
||
|
||
animation = {Tile Animation definition},
|
||
-- Optional, specifies how to animate the particle texture
|
||
|
||
glow = 0
|
||
-- Optional, specify particle self-luminescence in darkness.
|
||
-- Values 0-14.
|
||
|
||
node = {name = "ignore", param2 = 0},
|
||
-- Optional, if specified the particle will have the same appearance as
|
||
-- node dig particles for the given node.
|
||
-- `texture` and `animation` will be ignored if this is set.
|
||
|
||
node_tile = 0,
|
||
-- Optional, only valid in combination with `node`
|
||
-- If set to a valid number 1-6, specifies the tile from which the
|
||
-- particle texture is picked.
|
||
-- Otherwise, the default behavior is used. (currently: any random tile)
|
||
|
||
drag = {x=0, y=0, z=0},
|
||
-- v5.6.0 and later: Optional drag value, consult the following section
|
||
-- Note: Only a vector is supported here. Alternative forms like a single
|
||
-- number are not supported.
|
||
|
||
jitter = {min = ..., max = ..., bias = 0},
|
||
-- v5.6.0 and later: Optional jitter range, consult the following section
|
||
|
||
bounce = {min = ..., max = ..., bias = 0},
|
||
-- v5.6.0 and later: Optional bounce range, consult the following section
|
||
}
|
||
```
|
||
|
||
|
||
`ParticleSpawner` definition
|
||
----------------------------
|
||
|
||
Used by `core.add_particlespawner`.
|
||
|
||
Before v5.6.0, particlespawners used a different syntax and had a more limited set
|
||
of features. Definition fields that are the same in both legacy and modern versions
|
||
are shown in the next listing, and the fields that are used by legacy versions are
|
||
shown separated by a comment; the modern fields are too complex to compactly
|
||
describe in this manner and are documented after the listing.
|
||
|
||
The older syntax can be used in combination with the newer syntax (e.g. having
|
||
`minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers,
|
||
the new syntax will override the older syntax; on older servers, the newer syntax
|
||
will be ignored.
|
||
|
||
```lua
|
||
{
|
||
-------------------
|
||
-- Common fields --
|
||
-------------------
|
||
-- (same name and meaning in both new and legacy syntax)
|
||
|
||
amount = 1,
|
||
-- Number of particles spawned over the time period `time`.
|
||
|
||
time = 1,
|
||
-- Lifespan of spawner in seconds.
|
||
-- If time is 0 spawner has infinite lifespan and spawns the `amount` on
|
||
-- a per-second basis.
|
||
|
||
collisiondetection = false,
|
||
-- If true collide with `walkable` nodes and, depending on the
|
||
-- `object_collision` field, objects too.
|
||
|
||
collision_removal = false,
|
||
-- If true particles are removed when they collide.
|
||
-- Requires collisiondetection = true to have any effect.
|
||
|
||
object_collision = false,
|
||
-- If true particles collide with objects that are defined as
|
||
-- `physical = true,` and `collide_with_objects = true,`.
|
||
-- Requires collisiondetection = true to have any effect.
|
||
|
||
attached = ObjectRef,
|
||
-- If defined, particle positions, velocities and accelerations are
|
||
-- relative to this object's position and yaw
|
||
|
||
vertical = false,
|
||
-- If true face player using y axis only
|
||
|
||
texture = "image.png",
|
||
-- The texture of the particle
|
||
-- v5.6.0 and later: also supports the table format described in the
|
||
-- following section.
|
||
|
||
playername = "singleplayer",
|
||
-- Optional, if specified spawns particles only on the player's client
|
||
|
||
animation = {Tile Animation definition},
|
||
-- Optional, specifies how to animate the particles' texture
|
||
-- v5.6.0 and later: set length to -1 to synchronize the length
|
||
-- of the animation with the expiration time of individual particles.
|
||
-- (-2 causes the animation to be played twice, and so on)
|
||
|
||
glow = 0,
|
||
-- Optional, specify particle self-luminescence in darkness.
|
||
-- Values 0-14.
|
||
|
||
node = {name = "ignore", param2 = 0},
|
||
-- Optional, if specified the particles will have the same appearance as
|
||
-- node dig particles for the given node.
|
||
-- `texture` and `animation` will be ignored if this is set.
|
||
|
||
node_tile = 0,
|
||
-- Optional, only valid in combination with `node`
|
||
-- If set to a valid number 1-6, specifies the tile from which the
|
||
-- particle texture is picked.
|
||
-- Otherwise, the default behavior is used. (currently: any random tile)
|
||
|
||
-------------------
|
||
-- Legacy fields --
|
||
-------------------
|
||
|
||
minpos = {x=0, y=0, z=0},
|
||
maxpos = {x=0, y=0, z=0},
|
||
minvel = {x=0, y=0, z=0},
|
||
maxvel = {x=0, y=0, z=0},
|
||
minacc = {x=0, y=0, z=0},
|
||
maxacc = {x=0, y=0, z=0},
|
||
minexptime = 1,
|
||
maxexptime = 1,
|
||
minsize = 1,
|
||
maxsize = 1,
|
||
-- The particles' properties are random values between the min and max
|
||
-- values.
|
||
-- applies to: pos, velocity, acceleration, expirationtime, size
|
||
-- If `node` is set, min and maxsize can be set to 0 to spawn
|
||
-- randomly-sized particles (just like actual node dig particles).
|
||
}
|
||
```
|
||
|
||
### Modern definition fields
|
||
|
||
After v5.6.0, spawner properties can be defined in several different ways depending
|
||
on the level of control you need. `pos` for instance can be set as a single vector,
|
||
in which case all particles will appear at that exact point throughout the lifetime
|
||
of the spawner. Alternately, it can be specified as a min-max pair, specifying a
|
||
cubic range the particles can appear randomly within. Finally, some properties can
|
||
be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying
|
||
a tween table.
|
||
|
||
The following definitions are all equivalent, listed in order of precedence from
|
||
lowest (the legacy syntax) to highest (tween tables). If multiple forms of a
|
||
property definition are present, the highest-precedence form will be selected
|
||
and all lower-precedence fields will be ignored, allowing for graceful
|
||
degradation in older clients).
|
||
|
||
```lua
|
||
{
|
||
-- old syntax
|
||
maxpos = {x = 0, y = 0, z = 0},
|
||
minpos = {x = 0, y = 0, z = 0},
|
||
|
||
-- absolute value
|
||
pos = 0,
|
||
-- all components of every particle's position vector will be set to this
|
||
-- value
|
||
|
||
-- vec3
|
||
pos = vector.new(0,0,0),
|
||
-- all particles will appear at this exact position throughout the lifetime
|
||
-- of the particlespawner
|
||
|
||
-- vec3 range
|
||
pos = {
|
||
-- the particle will appear at a position that is picked at random from
|
||
-- within a cubic range
|
||
|
||
min = vector.new(0,0,0),
|
||
-- `min` is the minimum value this property will be set to in particles
|
||
-- spawned by the generator
|
||
|
||
max = vector.new(0,0,0),
|
||
-- `max` is the minimum value this property will be set to in particles
|
||
-- spawned by the generator
|
||
|
||
bias = 0,
|
||
-- when `bias` is 0, all random values are exactly as likely as any
|
||
-- other. when it is positive, the higher it is, the more likely values
|
||
-- will appear towards the minimum end of the allowed spectrum. when
|
||
-- it is negative, the lower it is, the more likely values will appear
|
||
-- towards the maximum end of the allowed spectrum. the curve is
|
||
-- exponential and there is no particular maximum or minimum value
|
||
},
|
||
|
||
-- tween table
|
||
pos_tween = {...},
|
||
-- a tween table should consist of a list of frames in the same form as the
|
||
-- untweened pos property above, which the engine will interpolate between,
|
||
-- and optionally a number of properties that control how the interpolation
|
||
-- takes place. currently **only two frames**, the first and the last, are
|
||
-- used, but extra frames are accepted for the sake of forward compatibility.
|
||
-- any of the above definition styles can be used here as well in any combination
|
||
-- supported by the property type
|
||
|
||
pos_tween = {
|
||
style = "fwd",
|
||
-- linear animation from first to last frame (default)
|
||
style = "rev",
|
||
-- linear animation from last to first frame
|
||
style = "pulse",
|
||
-- linear animation from first to last then back to first again
|
||
style = "flicker",
|
||
-- like "pulse", but slightly randomized to add a bit of stutter
|
||
|
||
reps = 1,
|
||
-- number of times the animation is played over the particle's lifespan
|
||
|
||
start = 0.0,
|
||
-- point in the spawner's lifespan at which the animation begins. 0 is
|
||
-- the very beginning, 1 is the very end
|
||
|
||
-- frames can be defined in a number of different ways, depending on the
|
||
-- underlying type of the property. for now, all but the first and last
|
||
-- frame are ignored
|
||
|
||
-- frames
|
||
|
||
-- floats
|
||
0, 0,
|
||
|
||
-- vec3s
|
||
vector.new(0,0,0),
|
||
vector.new(0,0,0),
|
||
|
||
-- vec3 ranges
|
||
{ min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
|
||
{ min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
|
||
|
||
-- mixed
|
||
0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
|
||
},
|
||
}
|
||
```
|
||
|
||
All of the properties that can be defined in this way are listed in the next
|
||
section, along with the datatypes they accept.
|
||
|
||
#### List of particlespawner properties
|
||
|
||
All properties in this list of type "vec3 range", "float range" or "vec3" can
|
||
be animated with `*_tween` tables. For example, `jitter` can be tweened by
|
||
setting a `jitter_tween` table instead of (or in addition to) a `jitter`
|
||
table/value.
|
||
|
||
In this section, a float range is a table defined as so: { min = A, max = B }
|
||
A and B are your supplemented values. For a vec3 range this means they are vectors.
|
||
Types used are defined in the previous section.
|
||
|
||
* vec3 range `pos`: the position at which particles can appear
|
||
|
||
* vec3 range `vel`: the initial velocity of the particle
|
||
|
||
* vec3 range `acc`: the direction and speed with which the particle
|
||
accelerates
|
||
|
||
* float range `size`: scales the visual size of the particle texture.
|
||
if `node` is set, this can be set to 0 to spawn randomly-sized particles
|
||
(just like actual node dig particles).
|
||
|
||
* vec3 range `jitter`: offsets the velocity of each particle by a random
|
||
amount within the specified range each frame. used to create Brownian motion.
|
||
|
||
* vec3 range `drag`: the amount by which absolute particle velocity along
|
||
each axis is decreased per second. a value of 1.0 means that the particle
|
||
will be slowed to a stop over the space of a second; a value of -1.0 means
|
||
that the particle speed will be doubled every second. to avoid interfering
|
||
with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can
|
||
be used instead of a uniform value.
|
||
|
||
* float range `bounce`: how bouncy the particles are when `collisiondetection`
|
||
is turned on. values less than or equal to `0` turn off particle bounce;
|
||
`1` makes the particles bounce without losing any velocity, and `2` makes
|
||
them double their velocity with every bounce. `bounce` is not bounded but
|
||
values much larger than `1.0` probably aren't very useful.
|
||
|
||
* float range `exptime`: the number of seconds after which the particle
|
||
disappears.
|
||
|
||
* table `attract`: sets the birth orientation of particles relative to various
|
||
shapes defined in world coordinate space. this is an alternative means of
|
||
setting the velocity which allows particles to emerge from or enter into
|
||
some entity or node on the map, rather than simply being assigned random
|
||
velocity values within a range. the velocity calculated by this method will
|
||
be **added** to that specified by `vel` if `vel` is also set, so in most
|
||
cases **`vel` should be set to 0**. `attract` has the fields:
|
||
|
||
* string `kind`: selects the kind of shape towards which the particles will
|
||
be oriented. it must have one of the following values:
|
||
|
||
* `"none"`: no attractor is set and the `attractor` table is ignored
|
||
* `"point"`: the particles are attracted to a specific point in space.
|
||
use this also if you want a sphere-like effect, in combination with
|
||
the `radius` property.
|
||
* `"line"`: the particles are attracted to an (infinite) line passing
|
||
through the points `origin` and `angle`. use this for e.g. beacon
|
||
effects, energy beam effects, etc.
|
||
* `"plane"`: the particles are attracted to an (infinite) plane on whose
|
||
surface `origin` designates a point in world coordinate space. use this
|
||
for e.g. particles entering or emerging from a portal.
|
||
|
||
* float range `strength`: the speed with which particles will move towards
|
||
`attractor`. If negative, the particles will instead move away from that
|
||
point.
|
||
|
||
* vec3 `origin`: the origin point of the shape towards which particles will
|
||
initially be oriented. functions as an offset if `origin_attached` is also
|
||
set.
|
||
|
||
* vec3 `direction`: sets the direction in which the attractor shape faces. for
|
||
lines, this sets the angle of the line; e.g. a vector of (0,1,0) will
|
||
create a vertical line that passes through `origin`. for planes, `direction`
|
||
is the surface normal of an infinite plane on whose surface `origin` is
|
||
a point. functions as an offset if `direction_attached` is also set.
|
||
|
||
* ObjectRef `origin_attached`: allows the origin to be specified as an offset
|
||
from the position of an entity rather than a coordinate in world space.
|
||
|
||
* ObjectRef `direction_attached`: allows the direction to be specified as an
|
||
offset from the position of an entity rather than a coordinate in world space.
|
||
|
||
* bool `die_on_contact`: if true, the particles' lifetimes are adjusted so
|
||
that they will die as they cross the attractor threshold. this behavior
|
||
is the default but is undesirable for some kinds of animations; set it to
|
||
false to allow particles to live out their natural lives.
|
||
|
||
* vec3 range `radius`: if set, particles will be arranged in a sphere around
|
||
`pos`. A constant can be used to create a spherical shell of particles, a
|
||
vector to create an ovoid shell, and a range to create a volume; e.g.
|
||
`{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5
|
||
and 1 nodes away from `pos` but will cluster them towards the center of the
|
||
sphere. Usually if `radius` is used, `pos` should be a single point, but it
|
||
can still be a range if you really know what you're doing (e.g. to create a
|
||
"roundcube" emitter volume).
|
||
|
||
### Textures
|
||
|
||
In versions before v5.6.0, particle/particlespawner textures could only be
|
||
specified as a single texture string. After v5.6.0, textures can now be
|
||
specified as a table as well. This table contains options that allow simple
|
||
animations to be applied to the texture.
|
||
|
||
```lua
|
||
texture = {
|
||
name = "mymod_particle_texture.png",
|
||
-- the texture specification string
|
||
|
||
alpha = 1.0,
|
||
-- controls how visible the particle is; at 1.0 the particle is fully
|
||
-- visible, at 0, it is completely invisible.
|
||
|
||
alpha_tween = {1, 0},
|
||
-- can be used instead of `alpha` to animate the alpha value over the
|
||
-- particle's lifetime. these tween tables work identically to the tween
|
||
-- tables used in particlespawner properties, except that time references
|
||
-- are understood with respect to the particle's lifetime, not the
|
||
-- spawner's. {1,0} fades the particle out over its lifetime.
|
||
|
||
scale = 1,
|
||
scale = {x = 1, y = 1},
|
||
-- scales the texture onscreen
|
||
|
||
scale_tween = {
|
||
{x = 1, y = 1},
|
||
{x = 0, y = 1},
|
||
},
|
||
-- animates the scale over the particle's lifetime. works like the
|
||
-- alpha_tween table, but can accept two-dimensional vectors as well as
|
||
-- integer values. the example value would cause the particle to shrink
|
||
-- in one dimension over the course of its life until it disappears
|
||
|
||
blend = "alpha",
|
||
-- (default) blends transparent pixels with those they are drawn atop
|
||
-- according to the alpha channel of the source texture. useful for
|
||
-- e.g. material objects like rocks, dirt, smoke, or node chunks
|
||
blend = "add",
|
||
-- adds the value of pixels to those underneath them, modulo the sources
|
||
-- alpha channel. useful for e.g. bright light effects like sparks or fire
|
||
blend = "screen",
|
||
-- like "add" but less bright. useful for subtler light effects. note that
|
||
-- this is NOT formally equivalent to the "screen" effect used in image
|
||
-- editors and compositors, as it does not respect the alpha channel of
|
||
-- of the image being blended
|
||
blend = "sub",
|
||
-- the inverse of "add"; the value of the source pixel is subtracted from
|
||
-- the pixel underneath it. a white pixel will turn whatever is underneath
|
||
-- it black; a black pixel will be "transparent". useful for creating
|
||
-- darkening effects
|
||
|
||
animation = {Tile Animation definition},
|
||
-- overrides the particlespawner's global animation property for a single
|
||
-- specific texture
|
||
}
|
||
```
|
||
|
||
For particlespawners, it is also possible to set the `texpool` property instead
|
||
of a single texture definition. A `texpool` consists of a list of possible
|
||
particle textures. Every time a particle is spawned, the engine will pick a
|
||
texture at random from the `texpool` and assign it as that particle's texture.
|
||
You can also specify a `texture` in addition to a `texpool`; the `texture`
|
||
value will be ignored on newer clients but will be sent to older (pre-v5.6.0)
|
||
clients that do not implement texpools.
|
||
|
||
```lua
|
||
texpool = {
|
||
"mymod_particle_texture.png";
|
||
{ name = "mymod_spark.png", alpha_tween = {1, 0} },
|
||
{
|
||
name = "mymod_dust.png",
|
||
alpha = 0.3,
|
||
scale = 1.5,
|
||
animation = {
|
||
type = "vertical_frames",
|
||
aspect_w = 16, aspect_h = 16,
|
||
|
||
length = 3,
|
||
-- the animation lasts for 3s and then repeats
|
||
length = -3,
|
||
-- repeat the animation three times over the particle's lifetime
|
||
-- (post-v5.6.0 clients only)
|
||
},
|
||
},
|
||
}
|
||
```
|
||
|
||
#### List of animatable texture properties
|
||
|
||
While animated particlespawner values vary over the course of the particlespawner's
|
||
lifetime, animated texture properties vary over the lifespans of the individual
|
||
particles spawned with that texture. So a particle with the texture property
|
||
|
||
```lua
|
||
alpha_tween = {
|
||
0.0, 1.0,
|
||
style = "pulse",
|
||
reps = 4,
|
||
}
|
||
```
|
||
|
||
would be invisible at its spawning, pulse visible four times throughout its
|
||
lifespan, and then vanish again before expiring.
|
||
|
||
* float `alpha` (0.0 - 1.0): controls the visibility of the texture
|
||
* vec2 `scale`: controls the size of the displayed billboard onscreen. Its units
|
||
are multiples of the parent particle's assigned size (see the `size` property above)
|
||
|
||
`HTTPRequest` definition
|
||
------------------------
|
||
|
||
Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
|
||
|
||
```lua
|
||
{
|
||
url = "http://example.org",
|
||
|
||
timeout = 10,
|
||
-- Timeout for request to be completed in seconds. Default depends on engine settings.
|
||
|
||
method = "GET", "POST", "PUT" or "DELETE"
|
||
-- The http method to use. Defaults to "GET".
|
||
|
||
data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
|
||
-- Data for the POST, PUT or DELETE request.
|
||
-- Accepts both a string and a table. If a table is specified, encodes
|
||
-- table as x-www-form-urlencoded key-value pairs.
|
||
|
||
user_agent = "ExampleUserAgent",
|
||
-- Optional, if specified replaces the default Luanti user agent with
|
||
-- given string
|
||
|
||
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
|
||
-- Optional, if specified adds additional headers to the HTTP request.
|
||
-- You must make sure that the header strings follow HTTP specification
|
||
-- ("Key: Value").
|
||
|
||
multipart = boolean
|
||
-- Optional, if true performs a multipart HTTP request.
|
||
-- Default is false.
|
||
-- Post only, data must be array
|
||
|
||
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
|
||
-- Deprecated, use `data` instead. Forces `method = "POST"`.
|
||
}
|
||
```
|
||
|
||
`HTTPRequestResult` definition
|
||
------------------------------
|
||
|
||
Passed to `HTTPApiTable.fetch` callback. Returned by
|
||
`HTTPApiTable.fetch_async_get`.
|
||
|
||
```lua
|
||
{
|
||
completed = true,
|
||
-- If true, the request has finished (either succeeded, failed or timed
|
||
-- out)
|
||
|
||
succeeded = true,
|
||
-- If true, the request was successful
|
||
|
||
timeout = false,
|
||
-- If true, the request timed out
|
||
|
||
code = 200,
|
||
-- HTTP status code
|
||
|
||
data = "response"
|
||
}
|
||
```
|
||
|
||
Authentication handler definition
|
||
---------------------------------
|
||
|
||
Used by `core.register_authentication_handler`.
|
||
|
||
```lua
|
||
{
|
||
get_auth = function(name),
|
||
-- Get authentication data for existing player `name` (`nil` if player
|
||
-- doesn't exist).
|
||
-- Returns following structure:
|
||
-- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
|
||
|
||
create_auth = function(name, password),
|
||
-- Create new auth data for player `name`.
|
||
-- Note that `password` is not plain-text but an arbitrary
|
||
-- representation decided by the engine.
|
||
|
||
delete_auth = function(name),
|
||
-- Delete auth data of player `name`.
|
||
-- Returns boolean indicating success (false if player is nonexistent).
|
||
|
||
set_password = function(name, password),
|
||
-- Set password of player `name` to `password`.
|
||
-- Auth data should be created if not present.
|
||
|
||
set_privileges = function(name, privileges),
|
||
-- Set privileges of player `name`.
|
||
-- `privileges` is in table form: keys are privilege names, values are `true`;
|
||
-- auth data should be created if not present.
|
||
|
||
reload = function(),
|
||
-- Reload authentication data from the storage location.
|
||
-- Returns boolean indicating success.
|
||
|
||
record_login = function(name),
|
||
-- Called when player joins, used for keeping track of last_login
|
||
|
||
iterate = function(),
|
||
-- Returns an iterator (use with `for` loops) for all player names
|
||
-- currently in the auth database
|
||
}
|
||
```
|
||
|
||
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.
|