123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317 |
- Minetest Lua Modding API Reference
- ==================================
- * More information at <http://www.minetest.net/>
- * Developer Wiki: <http://dev.minetest.net/>
- * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
- Introduction
- ------------
- Content and functionality can be added to Minetest using Lua scripting
- in run-time loaded mods.
- A mod is a self-contained bunch of scripts, textures and other related
- things, which is loaded by and interfaces with Minetest.
- Mods are contained and ran solely on the server side. Definitions and media
- files are automatically transferred to the client.
- If you see a deficiency in the API, feel free to attempt to add the
- functionality in the engine and API, and to document it here.
- Programming in Lua
- ------------------
- If you have any difficulty in understanding this, please read
- [Programming in Lua](http://www.lua.org/pil/).
- Startup
- -------
- Mods are loaded during server startup from the mod load paths by running
- the `init.lua` scripts in a shared environment.
- Paths
- -----
- * `RUN_IN_PLACE=1` (Windows release, local build)
- * `$path_user`: `<build directory>`
- * `$path_share`: `<build directory>`
- * `RUN_IN_PLACE=0`: (Linux release)
- * `$path_share`:
- * Linux: `/usr/share/minetest`
- * Windows: `<install directory>/minetest-0.4.x`
- * `$path_user`:
- * Linux: `$HOME/.minetest`
- * Windows: `C:/users/<user>/AppData/minetest` (maybe)
- Games
- =====
- Games are looked up from:
- * `$path_share/games/<gameid>/`
- * `$path_user/games/<gameid>/`
- Where `<gameid>` is unique to each game.
- The game directory can contain the following files:
- * `game.conf`, with the following keys:
- * `name`: Required, human readable name e.g. `name = Minetest`
- * `description`: Short description to be shown in the content tab
- * `disallowed_mapgens = <comma-separated mapgens>`
- e.g. `disallowed_mapgens = v5,v6,flat`
- These mapgens are removed from the list of mapgens for the game.
- * `minetest.conf`:
- Used to set default settings when running this game.
- * `settingtypes.txt`:
- In the same format as the one in builtin.
- This settingtypes.txt will be parsed by the menu and the settings will be
- displayed in the "Games" category in the advanced settings tab.
- * If the game contains a folder called `textures` the server will load it as a
- texturepack, overriding mod textures.
- Any server texturepack will override mod textures and the game texturepack.
- Menu images
- -----------
- Games can provide custom main menu images. They are put inside a `menu`
- directory inside the game directory.
- The images are named `$identifier.png`, where `$identifier` is one of
- `overlay`, `background`, `footer`, `header`.
- If you want to specify multiple images for one identifier, add additional
- images named like `$identifier.$n.png`, with an ascending number $n starting
- with 1, and a random image will be chosen from the provided ones.
- Mods
- ====
- Mod load path
- -------------
- Paths are relative to the directories listed in the [Paths] section above.
- * `games/<gameid>/mods/`
- * `mods/`
- * `worlds/<worldname>/worldmods/`
- World-specific games
- --------------------
- It is possible to include a game in a world; in this case, no mods or
- games are loaded or checked from anywhere else.
- This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
- directory exists.
- Mods should then be placed in `<worldname>/game/mods/`.
- Modpacks
- --------
- Mods can be put in a subdirectory, if the parent directory, which otherwise
- should be a mod, contains a file named `modpack.conf`.
- The file is a key-value store of modpack details.
- * `name`: The modpack name.
- * `description`: Description of mod to be shown in the Mods tab of the main
- menu.
- Note: to support 0.4.x, please also create an empty modpack.txt file.
- Mod directory structure
- -----------------------
- mods
- ├── modname
- │ ├── mod.conf
- │ ├── screenshot.png
- │ ├── settingtypes.txt
- │ ├── init.lua
- │ ├── models
- │ ├── textures
- │ │ ├── modname_stuff.png
- │ │ └── modname_something_else.png
- │ ├── sounds
- │ ├── media
- │ ├── locale
- │ └── <custom data>
- └── another
- ### modname
- The location of this directory can be fetched by using
- `minetest.get_modpath(modname)`.
- ### mod.conf
- A key-value store of mod details.
- * `name`: The mod name. Allows Minetest to determine the mod name even if the
- folder is wrongly named.
- * `description`: Description of mod to be shown in the Mods tab of the main
- menu.
- * `depends`: A comma separated list of dependencies. These are mods that must be
- loaded before this mod.
- * `optional_depends`: A comma separated list of optional dependencies.
- Like a dependency, but no error if the mod doesn't exist.
- Note: to support 0.4.x, please also provide depends.txt.
- ### `screenshot.png`
- A screenshot shown in the mod manager within the main menu. It should
- have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
- ### `depends.txt`
- **Deprecated:** you should use mod.conf instead.
- This file is used if there are no dependencies in mod.conf.
- List of mods that have to be loaded before loading this mod.
- A single line contains a single modname.
- Optional dependencies can be defined by appending a question mark
- to a single modname. This means that if the specified mod
- is missing, it does not prevent this mod from being loaded.
- ### `description.txt`
- **Deprecated:** you should use mod.conf instead.
- This file is used if there is no description in mod.conf.
- A file containing a description to be shown in the Mods tab of the main menu.
- ### `settingtypes.txt`
- A file in the same format as the one in builtin. It will be parsed by the
- settings menu and the settings will be displayed in the "Mods" category.
- ### `init.lua`
- The main Lua script. Running this script should register everything it
- wants to register. Subsequent execution depends on minetest calling the
- registered callbacks.
- `minetest.settings` can be used to read custom or existing settings at load
- time, if necessary. (See [`Settings`])
- ### `models`
- Models for entities or meshnodes.
- ### `textures`, `sounds`, `media`
- Media files (textures, sounds, whatever) that will be transferred to the
- client and will be available for use by the mod.
- ### `locale`
- Translation files for the clients. (See [Translations])
- Naming conventions
- ------------------
- Registered names should generally be in this format:
- modname:<whatever>
- `<whatever>` can have these characters:
- a-zA-Z0-9_
- This is to prevent conflicting names from corrupting maps and is
- enforced by the mod loader.
- Registered names can be overridden by prefixing the name with `:`. This can
- be used for overriding the registrations of some other mod.
- The `:` prefix can also be used for maintaining backwards compatibility.
- ### Example
- In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
- So the name should be `experimental:tnt`.
- Any mod can redefine `experimental:tnt` by using the name
- :experimental:tnt
- when registering it. That mod is required to have `experimental` as a
- dependency.
- Aliases
- =======
- Aliases of itemnames can be added by using
- `minetest.register_alias(alias, original_name)` or
- `minetest.register_alias_force(alias, original_name)`.
- This adds an alias `alias` for the item called `original_name`.
- From now on, you can use `alias` to refer to the item `original_name`.
- The only difference between `minetest.register_alias` and
- `minetest.register_alias_force` is that if an item named `alias` already exists,
- `minetest.register_alias` will do nothing while
- `minetest.register_alias_force` will unregister it.
- This can be used for maintaining backwards compatibility.
- This can also set quick access names for things, e.g. if
- you have an item called `epiclylongmodname:stuff`, you could do
- minetest.register_alias("stuff", "epiclylongmodname:stuff")
- and be able to use `/giveme stuff`.
- Mapgen aliases
- --------------
- In a game, a certain number of these must be set to tell core mapgens which
- of the game's nodes are to be used for core mapgen generation. For example:
- minetest.register_alias("mapgen_stone", "default:stone")
- ### Aliases for non-V6 mapgens
- #### Essential aliases
- * mapgen_stone
- * mapgen_water_source
- * mapgen_river_water_source
- `mapgen_river_water_source` is required for mapgens with sloping rivers where
- it is necessary to have a river liquid node with a short `liquid_range` and
- `liquid_renewable = false` to avoid flooding.
- #### Optional aliases
- * mapgen_lava_source
- Fallback lava node used if cave liquids are not defined in biome definitions.
- Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
- * mapgen_cobble
- Fallback node used if dungeon nodes are not defined in biome definitions.
- Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
- ### Aliases needed for Mapgen V6
- * mapgen_stone
- * mapgen_water_source
- * mapgen_lava_source
- * mapgen_dirt
- * mapgen_dirt_with_grass
- * mapgen_sand
- * mapgen_gravel
- * mapgen_desert_stone
- * mapgen_desert_sand
- * mapgen_dirt_with_snow
- * mapgen_snowblock
- * mapgen_snow
- * mapgen_ice
- * mapgen_tree
- * mapgen_leaves
- * mapgen_apple
- * mapgen_jungletree
- * mapgen_jungleleaves
- * mapgen_junglegrass
- * mapgen_pine_tree
- * mapgen_pine_needles
- * mapgen_cobble
- * mapgen_stair_cobble
- * mapgen_mossycobble
- * mapgen_stair_desert_stone
- ### Setting the node used in Mapgen Singlenode
- By default the world is filled with air nodes. To set a different node use, for
- example:
- minetest.register_alias("mapgen_singlenode", "default:stone")
- Textures
- ========
- Mods should generally prefix their textures with `modname_`, e.g. given
- the mod name `foomod`, a texture could be called:
- foomod_foothing.png
- Textures are referred to by their complete name, or alternatively by
- stripping out the file extension:
- * e.g. `foomod_foothing.png`
- * e.g. `foomod_foothing`
- Texture modifiers
- -----------------
- There are various texture modifiers that can be used
- to generate textures on-the-fly.
- ### Texture overlaying
- Textures can be overlaid by putting a `^` between them.
- Example:
- default_dirt.png^default_grass_side.png
- `default_grass_side.png` is overlaid over `default_dirt.png`.
- The texture with the lower resolution will be automatically upscaled to
- the higher resolution texture.
- ### Texture grouping
- Textures can be grouped together by enclosing them in `(` and `)`.
- Example: `cobble.png^(thing1.png^thing2.png)`
- A texture for `thing1.png^thing2.png` is created and the resulting
- texture is overlaid on top of `cobble.png`.
- ### Escaping
- Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
- passing complex texture names as arguments. Escaping is done with backslash and
- is required for `^` and `:`.
- Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
- The lower 50 percent of `color.png^[mask:trans.png` are overlaid
- on top of `cobble.png`.
- ### Advanced texture modifiers
- #### Crack
- * `[crack:<n>:<p>`
- * `[cracko:<n>:<p>`
- * `[crack:<t>:<n>:<p>`
- * `[cracko:<t>:<n>:<p>`
- Parameters:
- * `<t>`: tile count (in each direction)
- * `<n>`: animation frame count
- * `<p>`: current animation frame
- Draw a step of the crack animation on the texture.
- `crack` draws it normally, while `cracko` lays it over, keeping transparent
- pixels intact.
- Example:
- default_cobble.png^[crack:10:1
- #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
- * `<w>`: width
- * `<h>`: height
- * `<x>`: x position
- * `<y>`: y position
- * `<file>`: texture to combine
- Creates a texture of size `<w>` times `<h>` and blits the listed files to their
- specified coordinates.
- Example:
- [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
- #### `[resize:<w>x<h>`
- Resizes the texture to the given dimensions.
- Example:
- default_sandstone.png^[resize:16x16
- #### `[opacity:<r>`
- Makes the base image transparent according to the given ratio.
- `r` must be between 0 (transparent) and 255 (opaque).
- Example:
- default_sandstone.png^[opacity:127
- #### `[invert:<mode>`
- Inverts the given channels of the base image.
- Mode may contain the characters "r", "g", "b", "a".
- Only the channels that are mentioned in the mode string will be inverted.
- Example:
- default_apple.png^[invert:rgb
- #### `[brighten`
- Brightens the texture.
- Example:
- tnt_tnt_side.png^[brighten
- #### `[noalpha`
- Makes the texture completely opaque.
- Example:
- default_leaves.png^[noalpha
- #### `[makealpha:<r>,<g>,<b>`
- Convert one color to transparency.
- Example:
- default_cobble.png^[makealpha:128,128,128
- #### `[transform<t>`
- * `<t>`: transformation(s) to apply
- Rotates and/or flips the image.
- `<t>` can be a number (between 0 and 7) or a transform name.
- Rotations are counter-clockwise.
- 0 I identity
- 1 R90 rotate by 90 degrees
- 2 R180 rotate by 180 degrees
- 3 R270 rotate by 270 degrees
- 4 FX flip X
- 5 FXR90 flip X then rotate by 90 degrees
- 6 FY flip Y
- 7 FYR90 flip Y then rotate by 90 degrees
- Example:
- default_stone.png^[transformFXR90
- #### `[inventorycube{<top>{<left>{<right>`
- Escaping does not apply here and `^` is replaced by `&` in texture names
- instead.
- Create an inventory cube texture using the side textures.
- Example:
- [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
- Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
- `dirt.png^grass_side.png` textures
- #### `[lowpart:<percent>:<file>`
- Blit the lower `<percent>`% part of `<file>` on the texture.
- Example:
- base.png^[lowpart:25:overlay.png
- #### `[verticalframe:<t>:<n>`
- * `<t>`: animation frame count
- * `<n>`: current animation frame
- Crops the texture to a frame of a vertical animation.
- Example:
- default_torch_animated.png^[verticalframe:16:8
- #### `[mask:<file>`
- Apply a mask to the base image.
- The mask is applied using binary AND.
- #### `[sheet:<w>x<h>:<x>,<y>`
- Retrieves a tile at position x,y from the base image
- which it assumes to be a tilesheet with dimensions w,h.
- #### `[colorize:<color>:<ratio>`
- Colorize the textures with the given color.
- `<color>` is specified as a `ColorString`.
- `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
- it is an int, then it specifies how far to interpolate between the
- colors where 0 is only the texture color and 255 is only `<color>`. If
- omitted, the alpha of `<color>` will be used as the ratio. If it is
- the word "`alpha`", then each texture pixel will contain the RGB of
- `<color>` and the alpha of `<color>` multiplied by the alpha of the
- texture pixel.
- #### `[multiply:<color>`
- Multiplies texture colors with the given color.
- `<color>` is specified as a `ColorString`.
- Result is more like what you'd expect if you put a color on top of another
- color, meaning white surfaces get a lot of your new color while black parts
- don't change very much.
- Hardware coloring
- -----------------
- The goal of hardware coloring is to simplify the creation of
- colorful nodes. If your textures use the same pattern, and they only
- differ in their color (like colored wool blocks), you can use hardware
- coloring instead of creating and managing many texture files.
- All of these methods use color multiplication (so a white-black texture
- with red coloring will result in red-black color).
- ### Static coloring
- This method is useful if you wish to create nodes/items with
- the same texture, in different colors, each in a new node/item definition.
- #### Global color
- When you register an item or node, set its `color` field (which accepts a
- `ColorSpec`) to the desired color.
- An `ItemStack`'s static color can be overwritten by the `color` metadata
- field. If you set that field to a `ColorString`, that color will be used.
- #### Tile color
- Each tile may have an individual static color, which overwrites every
- other coloring method. To disable the coloring of a face,
- set its color to white (because multiplying with white does nothing).
- You can set the `color` property of the tiles in the node's definition
- if the tile is in table format.
- ### Palettes
- For nodes and items which can have many colors, a palette is more
- suitable. A palette is a texture, which can contain up to 256 pixels.
- Each pixel is one possible color for the node/item.
- You can register one node/item, which can have up to 256 colors.
- #### Palette indexing
- When using palettes, you always provide a pixel index for the given
- node or `ItemStack`. The palette is read from left to right and from
- top to bottom. If the palette has less than 256 pixels, then it is
- stretched to contain exactly 256 pixels (after arranging the pixels
- to one line). The indexing starts from 0.
- Examples:
- * 16x16 palette, index = 0: the top left corner
- * 16x16 palette, index = 4: the fifth pixel in the first row
- * 16x16 palette, index = 16: the pixel below the top left corner
- * 16x16 palette, index = 255: the bottom right corner
- * 2 (width) x 4 (height) palette, index = 31: the top left corner.
- The palette has 8 pixels, so each pixel is stretched to 32 pixels,
- to ensure the total 256 pixels.
- * 2x4 palette, index = 32: the top right corner
- * 2x4 palette, index = 63: the top right corner
- * 2x4 palette, index = 64: the pixel below the top left corner
- #### Using palettes with items
- When registering an item, set the item definition's `palette` field to
- a texture. You can also use texture modifiers.
- The `ItemStack`'s color depends on the `palette_index` field of the
- stack's metadata. `palette_index` is an integer, which specifies the
- index of the pixel to use.
- #### Linking palettes with nodes
- When registering a node, set the item definition's `palette` field to
- a texture. You can also use texture modifiers.
- The node's color depends on its `param2`, so you also must set an
- appropriate `paramtype2`:
- * `paramtype2 = "color"` for nodes which use their full `param2` for
- palette indexing. These nodes can have 256 different colors.
- The palette should contain 256 pixels.
- * `paramtype2 = "colorwallmounted"` for nodes which use the first
- five bits (most significant) of `param2` for palette indexing.
- The remaining three bits are describing rotation, as in `wallmounted`
- paramtype2. Division by 8 yields the palette index (without stretching the
- palette). These nodes can have 32 different colors, and the palette
- should contain 32 pixels.
- Examples:
- * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
- pixel will be picked from the palette.
- * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
- pixel will be picked from the palette.
- * `paramtype2 = "colorfacedir"` for nodes which use the first
- three bits of `param2` for palette indexing. The remaining
- five bits are describing rotation, as in `facedir` paramtype2.
- Division by 32 yields the palette index (without stretching the
- palette). These nodes can have 8 different colors, and the
- palette should contain 8 pixels.
- Examples:
- * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
- first (= 0 + 1) pixel will be picked from the palette.
- * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
- second (= 1 + 1) pixel will be picked from the palette.
- To colorize a node on the map, set its `param2` value (according
- to the node's paramtype2).
- ### Conversion between nodes in the inventory and on the map
- Static coloring is the same for both cases, there is no need
- for conversion.
- If the `ItemStack`'s metadata contains the `color` field, it will be
- lost on placement, because nodes on the map can only use palettes.
- If the `ItemStack`'s metadata contains the `palette_index` field, it is
- automatically transferred between node and item forms by the engine,
- when a player digs or places a colored node.
- You can disable this feature by setting the `drop` field of the node
- to itself (without metadata).
- To transfer the color to a special drop, you need a drop table.
- Example:
- minetest.register_node("mod:stone", {
- description = "Stone",
- tiles = {"default_stone.png"},
- paramtype2 = "color",
- palette = "palette.png",
- drop = {
- items = {
- -- assume that mod:cobblestone also has the same palette
- {items = {"mod:cobblestone"}, inherit_color = true },
- }
- }
- })
- ### Colored items in craft recipes
- Craft recipes only support item strings, but fortunately item strings
- can also contain metadata. Example craft recipe registration:
- minetest.register_craft({
- output = minetest.itemstring_with_palette("wool:block", 3),
- type = "shapeless",
- recipe = {
- "wool:block",
- "dye:red",
- },
- })
- To set the `color` field, you can use `minetest.itemstring_with_color`.
- Metadata field filtering in the `recipe` field are not supported yet,
- so the craft output is independent of the color of the ingredients.
- Soft texture overlay
- --------------------
- Sometimes hardware coloring is not enough, because it affects the
- whole tile. Soft texture overlays were added to Minetest to allow
- the dynamic coloring of only specific parts of the node's texture.
- For example a grass block may have colored grass, while keeping the
- dirt brown.
- These overlays are 'soft', because unlike texture modifiers, the layers
- are not merged in the memory, but they are simply drawn on top of each
- other. This allows different hardware coloring, but also means that
- tiles with overlays are drawn slower. Using too much overlays might
- cause FPS loss.
- For inventory and wield images you can specify overlays which
- hardware coloring does not modify. You have to set `inventory_overlay`
- and `wield_overlay` fields to an image name.
- To define a node overlay, simply set the `overlay_tiles` field of the node
- definition. These tiles are defined in the same way as plain tiles:
- they can have a texture name, color etc.
- To skip one face, set that overlay tile to an empty string.
- Example (colored grass block):
- minetest.register_node("default:dirt_with_grass", {
- description = "Dirt with Grass",
- -- Regular tiles, as usual
- -- The dirt tile disables palette coloring
- tiles = {{name = "default_grass.png"},
- {name = "default_dirt.png", color = "white"}},
- -- Overlay tiles: define them in the same style
- -- The top and bottom tile does not have overlay
- overlay_tiles = {"", "",
- {name = "default_grass_side.png", tileable_vertical = false}},
- -- Global color, used in inventory
- color = "green",
- -- Palette in the world
- paramtype2 = "color",
- palette = "default_foilage.png",
- })
- Sounds
- ======
- Only Ogg Vorbis files are supported.
- For positional playing of sounds, only single-channel (mono) files are
- supported. Otherwise OpenAL will play them non-positionally.
- Mods should generally prefix their sounds with `modname_`, e.g. given
- the mod name "`foomod`", a sound could be called:
- foomod_foosound.ogg
- Sounds are referred to by their name with a dot, a single digit and the
- file extension stripped out. When a sound is played, the actual sound file
- is chosen randomly from the matching sounds.
- When playing the sound `foomod_foosound`, the sound is chosen randomly
- from the available ones of the following files:
- * `foomod_foosound.ogg`
- * `foomod_foosound.0.ogg`
- * `foomod_foosound.1.ogg`
- * (...)
- * `foomod_foosound.9.ogg`
- Examples of sound parameter tables:
- -- Play locationless on all clients
- {
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player
- {
- to_player = name,
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player, looped
- {
- to_player = name,
- gain = 1.0, -- default
- loop = true,
- }
- -- Play in a location
- {
- pos = {x = 1, y = 2, z = 3},
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
- }
- -- Play connected to an object, looped
- {
- object = <an ObjectRef>,
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
- loop = true,
- }
- Looped sounds must either be connected to an object or played locationless to
- one player using `to_player = name,`.
- A positional sound will only be heard by players that are within
- `max_hear_distance` of the sound position, at the start of the sound.
- `SimpleSoundSpec`
- -----------------
- * e.g. `""`
- * e.g. `"default_place_node"`
- * e.g. `{}`
- * e.g. `{name = "default_place_node"}`
- * e.g. `{name = "default_place_node", gain = 1.0}`
- * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
- Registered definitions
- ======================
- Anything added using certain [Registration functions] gets added to one or more
- of the global [Registered definition tables].
- Note that in some cases you will stumble upon things that are not contained
- in these tables (e.g. when a mod has been removed). Always check for
- existence before trying to access the fields.
- Example:
- All nodes register with `minetest.register_node` get added to the table
- `minetest.registered_nodes`.
- If you want to check the drawtype of a node, you could do:
- local function get_nodedef_field(nodename, fieldname)
- if not minetest.registered_nodes[nodename] then
- return nil
- end
- return minetest.registered_nodes[nodename][fieldname]
- end
- local drawtype = get_nodedef_field(nodename, "drawtype")
- Nodes
- =====
- Nodes are the bulk data of the world: cubes and other things that take the
- space of a cube. Huge amounts of them are handled efficiently, but they
- are quite static.
- The definition of a node is stored and can be accessed by using
- minetest.registered_nodes[node.name]
- See [Registered definitions].
- Nodes are passed by value between Lua and the engine.
- They are represented by a table:
- {name="name", param1=num, param2=num}
- `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
- them for certain automated functions. If you don't use these functions, you can
- use them to store arbitrary values.
- Node paramtypes
- ---------------
- The functions of `param1` and `param2` are determined by certain fields in the
- node definition.
- `param1` is reserved for the engine when `paramtype != "none"`:
- * `paramtype = "light"`
- * The value stores light with and without sun in its upper and lower 4 bits
- respectively.
- * Required by a light source node to enable spreading its light.
- * Required by the following drawtypes as they determine their visual
- brightness from their internal light value:
- * torchlike
- * signlike
- * firelike
- * fencelike
- * raillike
- * nodebox
- * mesh
- * plantlike
- * plantlike_rooted
- `param2` is reserved for the engine when any of these are used:
- * `liquidtype = "flowing"`
- * The level and some flags of the liquid is stored in `param2`
- * `drawtype = "flowingliquid"`
- * The drawn liquid level is read from `param2`
- * `drawtype = "torchlike"`
- * `drawtype = "signlike"`
- * `paramtype2 = "wallmounted"`
- * The rotation of the node is stored in `param2`. You can make this value
- by using `minetest.dir_to_wallmounted()`.
- * `paramtype2 = "facedir"`
- * The rotation of the node is stored in `param2`. Furnaces and chests are
- rotated this way. Can be made by using `minetest.dir_to_facedir()`.
- * Values range 0 - 23
- * facedir / 4 = axis direction:
- 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
- * facedir modulo 4 = rotation around that axis
- * `paramtype2 = "leveled"`
- * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
- * Leveled nodebox:
- * The level of the top face of the nodebox is stored in `param2`.
- * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
- nodeboxes.
- * The nodebox height is (`param2` / 64) nodes.
- * The maximum accepted value of `param2` is 127.
- * Rooted plantlike:
- * The height of the 'plantlike' section is stored in `param2`.
- * The height is (`param2` / 16) nodes.
- * `paramtype2 = "degrotate"`
- * Only valid for "plantlike". The rotation of the node is stored in
- `param2`.
- * Values range 0 - 179. The value stored in `param2` is multiplied by two to
- get the actual rotation in degrees of the node.
- * `paramtype2 = "meshoptions"`
- * Only valid for "plantlike". The value of `param2` becomes a bitfield which
- can be used to change how the client draws plantlike nodes.
- * Bits 0, 1 and 2 form a mesh selector.
- Currently the following meshes are choosable:
- * 0 = a "x" shaped plant (ordinary plant)
- * 1 = a "+" shaped plant (just rotated 45 degrees)
- * 2 = a "*" shaped plant with 3 faces instead of 2
- * 3 = a "#" shaped plant with 4 faces instead of 2
- * 4 = a "#" shaped plant with 4 faces that lean outwards
- * 5-7 are unused and reserved for future meshes.
- * Bits 3 through 7 are optional flags that can be combined and give these
- effects:
- * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
- * bit 4 (0x10) - Makes the plant mesh 1.4x larger
- * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
- * bits 6-7 are reserved for future use.
- * `paramtype2 = "color"`
- * `param2` tells which color is picked from the palette.
- The palette should have 256 pixels.
- * `paramtype2 = "colorfacedir"`
- * Same as `facedir`, but with colors.
- * The first three bits of `param2` tells which color is picked from the
- palette. The palette should have 8 pixels.
- * `paramtype2 = "colorwallmounted"`
- * Same as `wallmounted`, but with colors.
- * The first five bits of `param2` tells which color is picked from the
- palette. The palette should have 32 pixels.
- * `paramtype2 = "glasslikeliquidlevel"`
- * Only valid for "glasslike_framed" or "glasslike_framed_optional"
- drawtypes.
- * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
- and 63 being full.
- * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
- Nodes can also contain extra data. See [Node Metadata].
- Node drawtypes
- --------------
- There are a bunch of different looking node types.
- Look for examples in `games/minimal` or `games/minetest_game`.
- * `normal`
- * A node-sized cube.
- * `airlike`
- * Invisible, uses no texture.
- * `liquid`
- * The cubic source node for a liquid.
- * `flowingliquid`
- * The flowing version of a liquid, appears with various heights and slopes.
- * `glasslike`
- * Often used for partially-transparent nodes.
- * Only external sides of textures are visible.
- * `glasslike_framed`
- * All face-connected nodes are drawn as one volume within a surrounding
- frame.
- * The frame appearance is generated from the edges of the first texture
- specified in `tiles`. The width of the edges used are 1/16th of texture
- size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
- * The glass 'shine' (or other desired detail) on each node face is supplied
- by the second texture specified in `tiles`.
- * `glasslike_framed_optional`
- * This switches between the above 2 drawtypes according to the menu setting
- 'Connected Glass'.
- * `allfaces`
- * Often used for partially-transparent nodes.
- * External and internal sides of textures are visible.
- * `allfaces_optional`
- * Often used for leaves nodes.
- * This switches between `normal`, `glasslike` and `allfaces` according to
- the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
- * With 'Simple Leaves' selected, the texture specified in `special_tiles`
- is used instead, if present. This allows a visually thicker texture to be
- used to compensate for how `glasslike` reduces visual thickness.
- * `torchlike`
- * A single vertical texture.
- * If placed on top of a node, uses the first texture specified in `tiles`.
- * If placed against the underside of a node, uses the second texture
- specified in `tiles`.
- * If placed on the side of a node, uses the third texture specified in
- `tiles` and is perpendicular to that node.
- * `signlike`
- * A single texture parallel to, and mounted against, the top, underside or
- side of a node.
- * `plantlike`
- * Two vertical and diagonal textures at right-angles to each other.
- * See `paramtype2 = "meshoptions"` above for other options.
- * `firelike`
- * When above a flat surface, appears as 6 textures, the central 2 as
- `plantlike` plus 4 more surrounding those.
- * If not above a surface the central 2 do not appear, but the texture
- appears against the faces of surrounding nodes if they are present.
- * `fencelike`
- * A 3D model suitable for a wooden fence.
- * One placed node appears as a single vertical post.
- * Adjacently-placed nodes cause horizontal bars to appear between them.
- * `raillike`
- * Often used for tracks for mining carts.
- * Requires 4 textures to be specified in `tiles`, in order: Straight,
- curved, t-junction, crossing.
- * Each placed node automatically switches to a suitable rotated texture
- determined by the adjacent `raillike` nodes, in order to create a
- continuous track network.
- * Becomes a sloping node if placed against stepped nodes.
- * `nodebox`
- * Often used for stairs and slabs.
- * Allows defining nodes consisting of an arbitrary number of boxes.
- * See [Node boxes] below for more information.
- * `mesh`
- * Uses models for nodes.
- * Tiles should hold model materials textures.
- * Only static meshes are implemented.
- * For supported model formats see Irrlicht engine documentation.
- * `plantlike_rooted`
- * Enables underwater `plantlike` without air bubbles around the nodes.
- * Consists of a base cube at the co-ordinates of the node plus a
- `plantlike` extension above with a height of `param2 / 16` nodes.
- * The `plantlike` extension visually passes through any nodes above the
- base cube without affecting them.
- * The base cube texture tiles are defined as normal, the `plantlike`
- extension uses the defined special tile, for example:
- `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
- `*_optional` drawtypes need less rendering time if deactivated
- (always client-side).
- Node boxes
- ----------
- Node selection boxes are defined using "node boxes".
- A nodebox is defined as any of:
- {
- -- A normal cube; the default in most things
- type = "regular"
- }
- {
- -- A fixed box (or boxes) (facedir param2 is used, if applicable)
- type = "fixed",
- fixed = box OR {box1, box2, ...}
- }
- {
- -- A variable height box (or boxes) with the top face position defined
- -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
- -- by param2.
- -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
- type = "leveled",
- fixed = box OR {box1, box2, ...}
- }
- {
- -- A box like the selection box for torches
- -- (wallmounted param2 is used, if applicable)
- type = "wallmounted",
- wall_top = box,
- wall_bottom = box,
- wall_side = box
- }
- {
- -- A node that has optional boxes depending on neighbouring nodes'
- -- presence and type. See also `connects_to`.
- type = "connected",
- fixed = box OR {box1, box2, ...}
- connect_top = box OR {box1, box2, ...}
- connect_bottom = box OR {box1, box2, ...}
- connect_front = box OR {box1, box2, ...}
- connect_left = box OR {box1, box2, ...}
- connect_back = box OR {box1, box2, ...}
- connect_right = box OR {box1, box2, ...}
- -- The following `disconnected_*` boxes are the opposites of the
- -- `connect_*` ones above, i.e. when a node has no suitable neighbour
- -- on the respective side, the corresponding disconnected box is drawn.
- disconnected_top = box OR {box1, box2, ...}
- disconnected_bottom = box OR {box1, box2, ...}
- disconnected_front = box OR {box1, box2, ...}
- disconnected_left = box OR {box1, box2, ...}
- disconnected_back = box OR {box1, box2, ...}
- disconnected_right = box OR {box1, box2, ...}
- disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
- disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
- -- neighbours to the sides
- }
- A `box` is defined as:
- {x1, y1, z1, x2, y2, z2}
- A box of a regular node would look like:
- {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
- Map terminology and coordinates
- ===============================
- Nodes, mapblocks, mapchunks
- ---------------------------
- A 'node' is the fundamental cubic unit of a world and appears to a player as
- roughly 1x1x1 meters in size.
- A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
- fundamental region of a world that is stored in the world database, sent to
- clients and handled by many parts of the engine.
- 'mapblock' is preferred terminology to 'block' to help avoid confusion with
- 'node', however 'block' often appears in the API.
- A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
- (80x80x80 nodes) and is the volume of world generated in one operation by
- the map generator.
- The size in mapblocks has been chosen to optimise map generation.
- Coordinates
- -----------
- ### Orientation of axes
- For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
- ### Node coordinates
- Almost all positions used in the API use node coordinates.
- ### Mapblock coordinates
- Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
- specify a particular mapblock.
- For example blockpos (0,0,0) specifies the mapblock that extends from
- node position (0,0,0) to node position (15,15,15).
- #### Converting node position to the containing blockpos
- To calculate the blockpos of the mapblock that contains the node at 'nodepos',
- for each axis:
- * blockpos = math.floor(nodepos / 16)
- #### Converting blockpos to min/max node positions
- To calculate the min/max node positions contained in the mapblock at 'blockpos',
- for each axis:
- * Minimum:
- nodepos = blockpos * 16
- * Maximum:
- nodepos = blockpos * 16 + 15
- HUD
- ===
- HUD element types
- -----------------
- The position field is used for all element types.
- To account for differing resolutions, the position coordinates are the
- percentage of the screen, ranging in value from `0` to `1`.
- The name field is not yet used, but should contain a description of what the
- HUD element represents. The direction field is the direction in which something
- is drawn.
- `0` draws from left to right, `1` draws from right to left, `2` draws from
- top to bottom, and `3` draws from bottom to top.
- The `alignment` field specifies how the item will be aligned. It is a table
- where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
- moved to the left/up, and `1` is to the right/down. Fractional values can be
- used.
- The `offset` field specifies a pixel offset from the position. Contrary to
- position, the offset is not scaled to screen size. This allows for some
- precisely positioned items in the HUD.
- **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
- factor!
- Below are the specific uses for fields in each type; fields not listed for that
- type are ignored.
- ### `image`
- Displays an image on the HUD.
- * `scale`: The scale of the image, with 1 being the original texture size.
- Only the X coordinate scale is used (positive values).
- Negative values represent that percentage of the screen it
- should take; e.g. `x=-100` means 100% (width).
- * `text`: The name of the texture that is displayed.
- * `alignment`: The alignment of the image.
- * `offset`: offset in pixels from position.
- ### `text`
- Displays text on the HUD.
- * `scale`: Defines the bounding rectangle of the text.
- A value such as `{x=100, y=100}` should work.
- * `text`: The text to be displayed in the HUD element.
- * `number`: An integer containing the RGB value of the color used to draw the
- text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
- * `alignment`: The alignment of the text.
- * `offset`: offset in pixels from position.
- ### `statbar`
- Displays a horizontal bar made up of half-images.
- * `text`: The name of the texture that is used.
- * `number`: The number of half-textures that are displayed.
- If odd, will end with a vertically center-split texture.
- * `direction`
- * `offset`: offset in pixels from position.
- * `size`: If used, will force full-image size to this value (override texture
- pack image size)
- ### `inventory`
- * `text`: The name of the inventory list to be displayed.
- * `number`: Number of items in the inventory to be displayed.
- * `item`: Position of item that is selected.
- * `direction`
- * `offset`: offset in pixels from position.
- ### `waypoint`
- Displays distance to selected world position.
- * `name`: The name of the waypoint.
- * `text`: Distance suffix. Can be blank.
- * `number:` An integer containing the RGB value of the color used to draw the
- text.
- * `world_pos`: World position of the waypoint.
- Representations of simple things
- ================================
- Position/vector
- ---------------
- {x=num, y=num, z=num}
- For helper functions see [Spatial Vectors].
- `pointed_thing`
- ---------------
- * `{type="nothing"}`
- * `{type="node", under=pos, above=pos}`
- * 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 `{x = 0, y = 0, z = 0}` when the pointer is inside the
- selection box.
- Flag Specifier Format
- =====================
- Flags using the standardized flag specifier format can be specified in either
- of two ways, by string or table.
- The string format is a comma-delimited set of flag names; whitespace and
- unrecognized flag fields are ignored. Specifying a flag in the string sets the
- flag, and specifying a flag prefixed by the string `"no"` explicitly
- clears the flag from whatever the default may be.
- In addition to the standard string flag format, the schematic flags field can
- also be a table of flag names to boolean values representing whether or not the
- flag is set. Additionally, if a field with the flag name prefixed with `"no"`
- is present, mapped to a boolean of any value, the specified flag is unset.
- E.g. A flag field of value
- {place_center_x = true, place_center_y=false, place_center_z=true}
- is equivalent to
- {place_center_x = true, noplace_center_y=true, place_center_z=true}
- which is equivalent to
- "place_center_x, noplace_center_y, place_center_z"
- or even
- "place_center_x, place_center_z"
- since, by default, no schematic attributes are set.
- Items
- =====
- Item types
- ----------
- There are three kinds of items: nodes, tools and craftitems.
- * Node: Can be placed in the world's voxel grid
- * Tool: Has a wear property but cannot be stacked. The default use action is to
- dig nodes or hit objects according to its tool capabilities.
- * Craftitem: Cannot dig nodes or be placed
- Amount and wear
- ---------------
- All item stacks have an amount between 0 and 65535. It is 1 by
- default. Tool item stacks can not have an amount greater than 1.
- Tools use a wear (damage) value ranging from 0 to 65535. The
- value 0 is the default and is used for unworn tools. The values
- 1 to 65535 are used for worn tools, where a higher value stands for
- a higher wear. Non-tools always have a wear value of 0.
- Item formats
- ------------
- Items and item stacks can exist in three formats: Serializes, table format
- and `ItemStack`.
- When an item must be passed to a function, it can usually be in any of
- these formats.
- ### Serialized
- This is called "stackstring" or "itemstring". It is a simple string with
- 1-3 components: the full item identifier, an optional amount and an optional
- wear value. Syntax:
- <identifier> [<amount>[ <wear>]]
- Examples:
- * `'default:apple'`: 1 apple
- * `'default:dirt 5'`: 5 dirt
- * `'default:pick_stone'`: a new stone pickaxe
- * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
- ### Table format
- Examples:
- 5 dirt nodes:
- {name="default:dirt", count=5, wear=0, metadata=""}
- A wooden pick about 1/3 worn out:
- {name="default:pick_wood", count=1, wear=21323, metadata=""}
- An apple:
- {name="default:apple", count=1, wear=0, metadata=""}
- ### `ItemStack`
- A native C++ format with many helper methods. Useful for converting
- between formats. See the [Class reference] section for details.
- Groups
- ======
- In a number of places, there is a group table. Groups define the
- properties of a thing (item, node, armor of entity, capabilities of
- tool) in such a way that the engine and other mods can can interact with
- the thing without actually knowing what the thing is.
- Usage
- -----
- Groups are stored in a table, having the group names with keys and the
- group ratings as values. For example:
- -- Default dirt
- groups = {crumbly=3, soil=1}
- -- A more special dirt-kind of thing
- groups = {crumbly=2, soil=1, level=2, outerspace=1}
- Groups always have a rating associated with them. If there is no
- useful meaning for a rating for an enabled group, it shall be `1`.
- When not defined, the rating of a group defaults to `0`. Thus when you
- read groups, you must interpret `nil` and `0` as the same value, `0`.
- You can read the rating of a group for an item or a node by using
- minetest.get_item_group(itemname, groupname)
- Groups of items
- ---------------
- Groups of items can define what kind of an item it is (e.g. wool).
- Groups of nodes
- ---------------
- In addition to the general item things, groups are used to define whether
- a node is destroyable and how long it takes to destroy by a tool.
- Groups of entities
- ------------------
- For entities, groups are, as of now, used only for calculating damage.
- The rating is the percentage of damage caused by tools with this damage group.
- See [Entity damage mechanism].
- object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
- object.set_armor_groups({fleshy=30, cracky=80})
- Groups of tools
- ---------------
- Groups in tools define which groups of nodes and entities they are
- effective towards.
- Groups in crafting recipes
- --------------------------
- An example: Make meat soup from any meat, any water and any bowl:
- {
- output = 'food:meat_soup_raw',
- recipe = {
- {'group:meat'},
- {'group:water'},
- {'group:bowl'},
- },
- -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
- }
- Another example: Make red wool from white wool and red dye:
- {
- type = 'shapeless',
- output = 'wool:red',
- recipe = {'wool:white', 'group:dye,basecolor_red'},
- }
- Special groups
- --------------
- * `immortal`: Skips all damage and breath handling for an object. This group
- will also hide the integrated HUD status bars for players, and is
- automatically set to all players when damage is disabled on the server.
- * `punch_operable`: For entities; disables the regular damage mechanism for
- players punching it by hand or a non-tool item, so that it can do something
- else than take damage.
- * `level`: Can be used to give an additional sense of progression in the game.
- * A larger level will cause e.g. a weapon of a lower level make much less
- damage, and get worn out much faster, or not be able to get drops
- from destroyed nodes.
- * `0` is something that is directly accessible at the start of gameplay
- * There is no upper limit
- * `dig_immediate`: Player can always pick up node without reducing tool wear
- * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
- * `3`: the node always gets the digging time 0 seconds (torch)
- * `disable_jump`: Player (and possibly other things) cannot jump from node
- * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
- * `bouncy`: value is bounce speed in percent
- * `falling_node`: if there is no walkable block under the node it will fall
- * `float`: the node will not fall through liquids
- * `attached_node`: if the node under it is not a walkable block the node will be
- dropped as an item. If the node is wallmounted the wallmounted direction is
- checked.
- * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
- connect to each other
- * `slippery`: Players and items will slide on the node.
- Slipperiness rises steadily with `slippery` value, starting at 1.
- * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
- `"toolrepair"` crafting recipe
- Known damage and digging time defining groups
- ---------------------------------------------
- * `crumbly`: dirt, sand
- * `cracky`: tough but crackable stuff like stone.
- * `snappy`: something that can be cut using fine tools; e.g. leaves, small
- plants, wire, sheets of metal
- * `choppy`: something that can be cut using force; e.g. trees, wooden planks
- * `fleshy`: Living things like animals and the player. This could imply
- some blood effects when hitting.
- * `explody`: Especially prone to explosions
- * `oddly_breakable_by_hand`:
- Can be added to nodes that shouldn't logically be breakable by the
- hand but are. Somewhat similar to `dig_immediate`, but times are more
- like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
- speed of a tool if the tool can dig at a faster speed than this
- suggests for the hand.
- Examples of custom groups
- -------------------------
- Item groups are often used for defining, well, _groups of items_.
- * `meat`: any meat-kind of a thing (rating might define the size or healing
- ability or be irrelevant -- it is not defined as of yet)
- * `eatable`: anything that can be eaten. Rating might define HP gain in half
- hearts.
- * `flammable`: can be set on fire. Rating might define the intensity of the
- fire, affecting e.g. the speed of the spreading of an open fire.
- * `wool`: any wool (any origin, any color)
- * `metal`: any metal
- * `weapon`: any weapon
- * `heavy`: anything considerably heavy
- Digging time calculation specifics
- ----------------------------------
- Groups such as `crumbly`, `cracky` and `snappy` are used for this
- purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
- faster digging time.
- The `level` group is used to limit the toughness of nodes a tool can dig
- and to scale the digging times / damage to a greater extent.
- **Please do understand this**, otherwise you cannot use the system to it's
- full potential.
- Tools define their properties by a list of parameters for groups. They
- cannot dig other groups; thus it is important to use a standard bunch of
- groups to enable interaction with tools.
- Tools
- =====
- Tools definition
- ----------------
- Tools define:
- * Full punch interval
- * Maximum drop level
- * For an arbitrary list of groups:
- * Uses (until the tool breaks)
- * Maximum level (usually `0`, `1`, `2` or `3`)
- * Digging times
- * Damage groups
- ### Full punch interval
- When used as a weapon, the tool will do full damage if this time is spent
- between punches. If e.g. half the time is spent, the tool will do half
- damage.
- ### Maximum drop level
- Suggests the maximum level of node, when dug with the tool, that will drop
- it's useful item. (e.g. iron ore to drop a lump of iron).
- This is not automated; it is the responsibility of the node definition
- to implement this.
- ### Uses
- Determines how many uses the tool has when it is used for digging a node,
- of this group, of the maximum level. For lower leveled nodes, the use count
- is multiplied by `3^leveldiff`.
- * `uses=10, leveldiff=0`: actual uses: 10
- * `uses=10, leveldiff=1`: actual uses: 30
- * `uses=10, leveldiff=2`: actual uses: 90
- ### Maximum level
- Tells what is the maximum level of a node of this group that the tool will
- be able to dig.
- ### Digging times
- List of digging times for different ratings of the group, for nodes of the
- maximum level.
- For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
- result in the tool to be able to dig nodes that have a rating of `2` or `3`
- for this group, and unable to dig the rating `1`, which is the toughest.
- Unless there is a matching group that enables digging otherwise.
- If the result digging time is 0, a delay of 0.15 seconds is added between
- digging nodes; If the player releases LMB after digging, this delay is set to 0,
- i.e. players can more quickly click the nodes away instead of holding LMB.
- ### Damage groups
- List of damage for groups of entities. See [Entity damage mechanism].
- Example definition of the capabilities of a tool
- ------------------------------------------------
- tool_capabilities = {
- full_punch_interval=1.5,
- max_drop_level=1,
- groupcaps={
- crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
- }
- damage_groups = {fleshy=2},
- }
- This makes the tool be able to dig nodes that fulfil both of these:
- * Have the `crumbly` group
- * Have a `level` group less or equal to `2`
- Table of resulting digging times:
- crumbly 0 1 2 3 4 <- level
- -> 0 - - - - -
- 1 0.80 1.60 1.60 - -
- 2 0.60 1.20 1.20 - -
- 3 0.40 0.80 0.80 - -
- level diff: 2 1 0 -1 -2
- Table of resulting tool uses:
- -> 0 - - - - -
- 1 180 60 20 - -
- 2 180 60 20 - -
- 3 180 60 20 - -
- **Notes**:
- * At `crumbly==0`, the node is not diggable.
- * At `crumbly==3`, the level difference digging time divider kicks in and makes
- easy nodes to be quickly breakable.
- * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
- Entity damage mechanism
- =======================
- Damage calculation:
- damage = 0
- foreach group in cap.damage_groups:
- damage += cap.damage_groups[group]
- * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
- * (object.armor_groups[group] / 100.0)
- -- Where object.armor_groups[group] is 0 for inexistent values
- return damage
- Client predicts damage based on damage groups. Because of this, it is able to
- give an immediate response when an entity is damaged or dies; the response is
- pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
- TODO).
- Currently a smoke puff will appear when an entity dies.
- The group `immortal` completely disables normal damage.
- Entities can define a special armor group, which is `punch_operable`. This
- group disables the regular damage mechanism for players punching it by hand or
- a non-tool item, so that it can do something else than take damage.
- On the Lua side, every punch calls:
- entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
- damage)
- This should never be called directly, because damage is usually not handled by
- the entity itself.
- * `puncher` is the object performing the punch. Can be `nil`. Should never be
- accessed unless absolutely required, to encourage interoperability.
- * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
- * `tool_capabilities` can be `nil`.
- * `direction` is a unit vector, pointing from the source of the punch to
- the punched object.
- * `damage` damage that will be done to entity
- Return value of this function will determine if damage is done by this function
- (retval true) or shall be done by engine (retval false)
- To punch an entity/object in Lua, call:
- object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
- * Return value is tool wear.
- * Parameters are equal to the above callback.
- * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
- will be automatically filled in based on the location of `puncher`.
- Metadata
- ========
- Node Metadata
- -------------
- The instance of a node in the world normally only contains the three values
- mentioned in [Nodes]. However, it is possible to insert extra data into a node.
- It is called "node metadata"; See `NodeMetaRef`.
- Node metadata contains two things:
- * A key-value store
- * An inventory
- Some of the values in the key-value store are handled specially:
- * `formspec`: Defines a right-click inventory menu. See [Formspec].
- * `infotext`: Text shown on the screen when the node is pointed at
- Example:
- local meta = minetest.get_meta(pos)
- meta:set_string("formspec",
- "size[8,9]"..
- "list[context;main;0,0;8,4;]"..
- "list[current_player;main;0,5;8,4;]")
- meta:set_string("infotext", "Chest");
- local inv = meta:get_inventory()
- inv:set_size("main", 8*4)
- print(dump(meta:to_table()))
- meta:from_table({
- inventory = {
- main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
- [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
- [10] = "", [11] = "", [12] = "", [13] = "",
- [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
- [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
- [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
- [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
- [32] = ""}
- },
- fields = {
- formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
- infotext = "Chest"
- }
- })
- Item Metadata
- -------------
- Item stacks can store metadata too. See [`ItemStackMetaRef`].
- Item metadata only contains a key-value store.
- Some of the values in the key-value store are handled specially:
- * `description`: Set the item stack's description. Defaults to
- `idef.description`.
- * `color`: A `ColorString`, which sets the stack's color.
- * `palette_index`: If the item has a palette, this is used to get the
- current color from the palette.
- Example:
- local meta = stack:get_meta()
- meta:set_string("key", "value")
- print(dump(meta:to_table()))
- Formspec
- ========
- Formspec defines a menu. This supports inventories and some of the
- typical widgets like buttons, checkboxes, text input fields, etc.
- It is a string, with a somewhat strange format.
- A formspec is made out of formspec elements, which includes widgets
- like buttons but also can be used to set stuff like background color.
- Many formspec elements have a `name`, which is a unique identifier which
- is used when the server receives user input. You must not use the name
- "quit" for formspec elements.
- Spaces and newlines can be inserted between the blocks, as is used in the
- examples.
- Position and size units are inventory slots 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 `minetest.formspec_escape`.
- For coloured text you can use `minetest.colorize`.
- **WARNING**: do _not_ use a element name starting with `key_`; those names are
- reserved to pass key press events to formspec!
- **WARNING**: Minetest allows you to add elements to every single formspec instance
- using `player:set_formspec_prepend()`, which may be the reason backgrounds are
- appearing when you don't expect them to, 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;]
- Elements
- --------
- ### `size[<W>,<H>,<fixed_size>]`
- * Define the size of the menu in inventory slots
- * `fixed_size`: `true`/`false` (optional)
- * deprecated: `invsize[<W>,<H>;]`
- ### `position[<X>,<Y>]`
- * Must be used after `size` element.
- * Defines the position on the game window of the formspec's `anchor` point.
- * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
- for example:
- * [0.0, 0.0] sets the position to the top left corner of the game window.
- * [1.0, 1.0] sets the position to the bottom right of the game window.
- * Defaults to the center of the game window [0.5, 0.5].
- ### `anchor[<X>,<Y>]`
- * Must be used after both `size` and `position` (if present) elements.
- * Defines the location of the anchor point within the formspec.
- * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
- for example:
- * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
- * [1.0, 0.0] sets the anchor to the top right of the formspec.
- * Defaults to the center of the formspec [0.5, 0.5].
- * `position` and `anchor` elements need suitable values to avoid a formspec
- extending off the game window due to particular game window sizes.
- ### `no_prepend[]`
- * Must be used after the `size`, `position`, and `anchor` elements (if present).
- * Disables player:set_formspec_prepend() from applying to this formspec.
- ### `real_coordinates[<bool>]`
- * 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.
- ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
- * Show an inventory list if it has been sent to the client. Nothing will
- be shown if the inventory list is of size 0.
- * **Note**: With the new coordinate system, the spacing between inventory
- slots is one-fourth the size of an inventory slot.
- ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
- * Show an inventory list if it has been sent to the client. Nothing will
- be shown if the inventory list is of size 0.
- * **Note**: With the new coordinate system, the spacing between inventory
- slots is one-fourth the size of an inventory slot.
- ### `listring[<inventory location>;<list name>]`
- * Allows to create a ring of inventory lists
- * Shift-clicking on items in one element of the ring
- will send them to the next inventory list inside the ring
- * The first occurrence of an element inside the ring will
- determine the inventory where items will be sent to
- ### `listring[]`
- * Shorthand for doing `listring[<inventory location>;<list name>]`
- for the last two inventory lists added by list[...]
- ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- * Sets color of slots border
- ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
- * Sets background color of slots as `ColorString`
- * Sets background color of slots on mouse hovering
- * Sets color of slots border
- * Sets default background color of tooltips
- * Sets default font color of tooltips
- ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
- * Adds tooltip for an element
- * `<bgcolor>` tooltip background color as `ColorString` (optional)
- * `<fontcolor>` tooltip font color as `ColorString` (optional)
- ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
- * Adds tooltip for an area. Other tooltips will take priority when present.
- * `<bgcolor>` tooltip background color as `ColorString` (optional)
- * `<fontcolor>` tooltip font color as `ColorString` (optional)
- ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
- * Show an image
- ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
- * Show an inventory image of registered item/node
- ### `bgcolor[<color>;<fullscreen>]`
- * Sets background color of formspec as `ColorString`
- * If `true`, the background color is drawn fullscreen (does not affect the size
- of the formspec).
- ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
- * 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)
- ### `background[<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.
- * Example for formspec 8x4 in 16x resolution:
- image shall be sized 8 times 16px times 4 times 16px
- * If `auto_clip` is `true`, the background is clipped to the formspec size
- (`x` and `y` are used as offset values, `w` and `h` are ignored)
- ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
- * Textual password style field; will be sent to server when a button is clicked
- * When enter is pressed in field, fields.key_enter_field will be sent with the
- name of this field.
- * With the old coordinate system, fields are a set height, but will be vertically
- centred 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
- centred 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_close_on_enter[<name>;<close_on_enter>]`
- * <name> is the name of the field
- * if <close_on_enter> is false, pressing enter in the field will submit the
- form but not close it.
- * defaults to true when not specified (ie: no tag for a field)
- ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
- * Same as fields above, but with multi-line input
- * If the text overflows, a vertical scrollbar is added.
- * If the name is empty, the textarea is read-only and
- the background is not shown, which corresponds to a multi-line label.
- ### `label[<X>,<Y>;<label>]`
- * The label formspec element displays the text set in `label`
- at the specified position.
- * **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.
- ### `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
- centred on `H`. With the new coordinate system, `H` will modify the height.
- * `label` is the text on the button
- ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
- * `texture name` is the filename of an image
- * **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
- * 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.
- ### `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 doubleclick value is current selected
- element.
- * `listelements` can be prepended by #color in hexadecimal format RRGGBB
- (only).
- * if you want a listelement to start with "#" write "##".
- ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
- * Scrollable itemlist showing arbitrary text elements
- * `name` fieldname sent to server on doubleclick value is current selected
- element.
- * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
- * if you want a listelement to start with "#" write "##"
- * Index to be selected within textlist
- * `true`/`false`: draw transparent background
- * See also `minetest.explode_textlist_event`
- (main menu: `core.explode_textlist_event`).
- ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
- * Show a tab**header** at specific position (ignores formsize)
- * `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): show transparent
- * `draw_border` (optional): draw border
- ### `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.
- ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
- * Show a dropdown field
- * **Important note**: There are two different operation modes:
- 1. handle directly on change (only changed dropdown is submitted)
- 2. read the value on pressing a button (all dropdown values are available)
- * `X` and `Y`: position of 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
- ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
- * 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
- ### `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
- * There are two ways to use it:
- 1. handle the changed event (only changed scrollbar is available)
- 2. read the value on pressing a button (all scrollbars are available)
- * `orientation`: `vertical`/`horizontal`
- * Fieldname data is transferred to Lua
- * Value this trackbar is set to (`0`-`1000`)
- * See also `minetest.explode_scrollbar_event`
- (main menu: `core.explode_scrollbar_event`).
- ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
- * Show scrollable table using options defined by the previous `tableoptions[]`
- * Displays cells as defined by the previous `tablecolumns[]`
- * `name`: fieldname sent to server on row select or doubleclick
- * `cell 1`...`cell n`: cell contents given in row-major order
- * `selected idx`: index of row to be selected within table (first row = `1`)
- * See also `minetest.explode_table_event`
- (main menu: `core.explode_table_event`).
- ### `tableoptions[<opt 1>;<opt 2>;...]`
- * Sets options for `table[]`
- * `color=#RRGGBB`
- * default text color (`ColorString`), defaults to `#FFFFFF`
- * `background=#RRGGBB`
- * table background color (`ColorString`), defaults to `#000000`
- * `border=<true/false>`
- * should the table be drawn with a border? (default: `true`)
- * `highlight=#RRGGBB`
- * highlight background color (`ColorString`), defaults to `#466432`
- * `highlight_text=#RRGGBB`
- * highlight text color (`ColorString`), defaults to `#FFFFFF`
- * `opendepth=<value>`
- * all subtrees up to `depth < value` are open (default value = `0`)
- * only useful when there is a column of type "tree"
- ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
- * Sets columns for `table[]`
- * Types: `text`, `image`, `color`, `indent`, `tree`
- * `text`: show cell contents as text
- * `image`: cell contents are an image index, use column options to define
- images.
- * `color`: cell contents are a ColorString and define color of following
- cell.
- * `indent`: cell contents are a number and define indentation of following
- cell.
- * `tree`: same as indent, but user can open and close subtrees
- (treeview-like).
- * Column options:
- * `align=<value>`
- * for `text` and `image`: content alignment within cells.
- Available values: `left` (default), `center`, `right`, `inline`
- * `width=<value>`
- * for `text` and `image`: minimum width in em (default: `0`)
- * for `indent` and `tree`: indent width in em (default: `1.5`)
- * `padding=<value>`: padding left of the column, in em (default `0.5`).
- Exception: defaults to 0 for indent columns
- * `tooltip=<value>`: tooltip text (default: empty)
- * `image` column options:
- * `0=<value>` sets image for image index 0
- * `1=<value>` sets image for image index 1
- * `2=<value>` sets image for image index 2
- * and so on; defined indices need not be contiguous empty or
- non-numeric cells are treated as `0`.
- * `color` column options:
- * `span=<value>`: number of following columns to affect
- (default: infinite).
- ### `style[<name>;<prop1>;<prop2>;...]`
- * Set the style for the named element `name`.
- * Note: this **must** be before the element is defined.
- * See [Styling Formspecs].
- ### `style_type[<type>;<prop1>;<prop2>;...]`
- * Sets the style for all elements of type `type` which appear after this element.
- * See [Styling Formspecs].
- 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>;<prop1>;<prop2>;...]
- style_type[<type>;<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]
- 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.
- * button
- * button_exit, inherits from button
- * checkbox
- * scrollbar
- * table
- * textlist
- * dropdown
- * field
- * pwdfield, inherits from field
- * textarea
- * label
- * vertlabel, inherits from field
- * image_button
- * item_image_button, inherits from image_button
- * tabheader
- ### Valid Properties
- * button, button_exit
- * alpha - boolean, whether to draw alpha in bgimg. Default true.
- * bgcolor - color, sets button tint.
- * bgimg - standard image. Defaults to none.
- * bgimg_pressed - image when pressed. Defaults to bgimg when not provided.
- * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * textcolor - color, default white.
- * checkbox
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * scrollbar
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * table, textlist
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * dropdown
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * field, pwdfield, textarea
- * border - set to false to hide the textbox background and border. Default true.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * textcolor - color. Default white.
- * label, vertlabel
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * image_button
- * alpha - boolean, whether to draw alpha in bgimg. Default true.
- * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * item_image_button
- * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
- * 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.
- * textcolor - color. Default white.
- Inventory
- =========
- Inventory locations
- -------------------
- * `"context"`: Selected node metadata (deprecated: `"current_name"`)
- * `"current_player"`: Player to whom the menu is shown
- * `"player:<name>"`: Any player
- * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
- * `"detached:<name>"`: A detached inventory
- Player Inventory lists
- ----------------------
- * `main`: list containing the default inventory
- * `craft`: list containing the craft input
- * `craftpreview`: list containing the craft prediction
- * `craftresult`: list containing the crafted output
- * `hand`: list containing an override for the empty hand
- * Is not created automatically, use `InvRef:set_size`
- Colors
- ======
- `ColorString`
- -------------
- `#RGB` defines a color in hexadecimal format.
- `#RGBA` defines a color in hexadecimal format and alpha channel.
- `#RRGGBB` defines a color in hexadecimal format.
- `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
- Named colors are also supported and are equivalent to
- [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
- To specify the value of the alpha channel, append `#AA` to the end of the color
- name (e.g. `colorname#08`). For named colors the hexadecimal string
- representing the alpha value must (always) be two hexadecimal digits.
- `ColorSpec`
- -----------
- A ColorSpec specifies a 32-bit color. It can be written in any of the following
- forms:
- * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
- * `colorspec = {a=255, r=0, g=255, b=0}`
- * numerical form: The raw integer value of an ARGB8 quad:
- * `colorspec = 0xFF00FF00`
- * string form: A ColorString (defined above):
- * `colorspec = "green"`
- Escape sequences
- ================
- Most text can contain escape sequences, that can for example color the text.
- There are a few exceptions: tab headers, dropdowns and vertical labels can't.
- The following functions provide escape sequences:
- * `minetest.get_color_escape_sequence(color)`:
- * `color` is a ColorString
- * The escape sequence sets the text color to `color`
- * `minetest.colorize(color, message)`:
- * Equivalent to:
- `minetest.get_color_escape_sequence(color) ..
- message ..
- minetest.get_color_escape_sequence("#ffffff")`
- * `minetest.get_background_escape_sequence(color)`
- * `color` is a ColorString
- * The escape sequence sets the background of the whole text element to
- `color`. Only defined for item descriptions and tooltips.
- * `minetest.strip_foreground_colors(str)`
- * Removes foreground colors added by `get_color_escape_sequence`.
- * `minetest.strip_background_colors(str)`
- * Removes background colors added by `get_background_escape_sequence`.
- * `minetest.strip_colors(str)`
- * Removes all color escape sequences.
- Spatial Vectors
- ===============
- A spatial vector is similar to a position, but instead using
- absolute world coordinates, it uses *relative* coordinates, relative to
- no particular point.
- Internally, it is implemented as a table with the 3 fields
- `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
- For the following functions, `v`, `v1`, `v2` are vectors,
- `p1`, `p2` are positions:
- * `vector.new(a[, b, c])`:
- * Returns a vector.
- * A copy of `a` if `a` is a vector.
- * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
- * `vector.direction(p1, p2)`:
- * Returns a vector of length 1 with direction `p1` to `p2`.
- * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
- * `vector.distance(p1, p2)`:
- * Returns zero or a positive number, the distance between `p1` and `p2`.
- * `vector.length(v)`:
- * Returns zero or a positive number, the length of vector `v`.
- * `vector.normalize(v)`:
- * Returns a vector of length 1 with direction of vector `v`.
- * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
- * `vector.floor(v)`:
- * Returns a vector, each dimension rounded down.
- * `vector.round(v)`:
- * Returns a vector, each dimension rounded to nearest integer.
- * `vector.apply(v, func)`:
- * Returns a vector where the function `func` has been applied to each
- component.
- * `vector.equals(v1, v2)`:
- * Returns a boolean, `true` if the vectors are identical.
- * `vector.sort(v1, v2)`:
- * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
- * `vector.angle(v1, v2)`:
- * Returns the angle between `v1` and `v2` in radians.
- * `vector.dot(v1, v2)`
- * Returns the dot product of `v1` and `v2`
- * `vector.cross(v1, v2)`
- * Returns the cross product of `v1` and `v2`
- For the following functions `x` can be either a vector or a number:
- * `vector.add(v, x)`:
- * Returns a vector.
- * If `x` is a vector: Returns the sum of `v` and `x`.
- * If `x` is a number: Adds `x` to each component of `v`.
- * `vector.subtract(v, x)`:
- * Returns a vector.
- * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
- * If `x` is a number: Subtracts `x` from each component of `v`.
- * `vector.multiply(v, x)`:
- * Returns a scaled vector or Schur product.
- * `vector.divide(v, x)`:
- * Returns a scaled vector or Schur quotient.
- Helper functions
- ================
- * `dump2(obj, name, dumped)`: returns a string which makes `obj`
- human-readable, handles reference loops.
- * `obj`: arbitrary variable
- * `name`: string, default: `"_"`
- * `dumped`: table, default: `{}`
- * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
- * `obj`: arbitrary variable
- * `dumped`: table, default: `{}`
- * `math.hypot(x, y)`
- * Get the hypotenuse of a triangle with legs x and y.
- Useful for distance calculation.
- * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
- * Get the sign of a number.
- * tolerance: number, default: `0.0`
- * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
- `0` is returned.
- * `math.factorial(x)`: returns the factorial of `x`
- * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
- * `separator`: string, default: `","`
- * `include_empty`: boolean, default: `false`
- * `max_splits`: number, if it's negative, splits aren't limited,
- default: `-1`
- * `sep_is_pattern`: boolean, it specifies whether separator is a plain
- string or a pattern (regex), default: `false`
- * e.g. `"a,b":split","` returns `{"a","b"}`
- * `string:trim()`: returns the string without whitespace pre- and suffixes
- * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
- * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
- * Adds newlines to the string to keep it within the specified character
- limit
- * Note that the returned lines may be longer than the limit since it only
- splits at word borders.
- * `limit`: number, maximal amount of characters in one line
- * `as_table`: boolean, if set to true, a table of lines instead of a string
- is returned, default: `false`
- * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
- * `pos`: table {x=X, y=Y, z=Z}
- * Converts the position `pos` to a human-readable, printable string
- * `decimal_places`: number, if specified, the x, y and z values of
- the position are rounded to the given decimal place.
- * `minetest.string_to_pos(string)`: returns a position or `nil`
- * Same but in reverse.
- * If the string can't be parsed to a position, nothing is returned.
- * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
- * Converts a string representing an area box into two positions
- * `minetest.formspec_escape(string)`: returns a string
- * escapes the characters "[", "]", "\", "," and ";", which can not be used
- in formspecs.
- * `minetest.is_yes(arg)`
- * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
- * `minetest.is_nan(arg)`
- * returns true when the passed number represents NaN.
- * `minetest.get_us_time()`
- * returns time with microsecond precision. May not return wall time.
- * `table.copy(table)`: returns a table
- * returns a deep copy of `table`
- * `table.indexof(list, val)`: returns the smallest numerical index containing
- the value `val` in the table `list`. Non-numerical indices are ignored.
- If `val` could not be found, `-1` is returned. `list` must not have
- negative indices.
- * `table.insert_all(table, other_table)`:
- * Appends all values in `other_table` to `table` - uses `#table + 1` to
- find new indices.
- * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
- position.
- * returns the exact position on the surface of a pointed node
- * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
- that digs a node.
- Returns a table with the following fields:
- * `diggable`: `true` if node can be dug, `false` otherwise.
- * `time`: Time it would take to dig the node.
- * `wear`: How much wear would be added to the tool.
- `time` and `wear` are meaningless if node's not diggable
- Parameters:
- * `groups`: Table of the node groups of the node that would be dug
- * `tool_capabilities`: Tool capabilities table of the tool
- * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
- Simulates an item that punches an object.
- Returns a table with the following fields:
- * `hp`: How much damage the punch would cause.
- * `wear`: How much wear would be added to the tool.
- Parameters:
- * `groups`: Damage groups of the object
- * `tool_capabilities`: Tool capabilities table of the item
- * `time_from_last_punch`: time in seconds since last punch action
- Translations
- ============
- Texts can be translated client-side with the help of `minetest.translate` and
- translation files.
- Translating a string
- --------------------
- Two functions are provided to translate strings: `minetest.translate` and
- `minetest.get_translator`.
- * `minetest.get_translator(textdomain)` is a simple wrapper around
- `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
- equivalent to `minetest.translate(textdomain, str, ...)`.
- It is intended to be used in the following way, so that it avoids verbose
- repetitions of `minetest.translate`:
- local S = minetest.get_translator(textdomain)
- S(str, ...)
- As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
- * `minetest.translate(textdomain, str, ...)` translates the string `str` with
- the given `textdomain` for disambiguation. The textdomain must match the
- textdomain specified in the translation file in order to get the string
- translated. This can be used so that a string is translated differently in
- different contexts.
- It is advised to use the name of the mod as textdomain whenever possible, to
- avoid clashes with other mods.
- This function must be given a number of arguments equal to the number of
- arguments the translated string expects.
- Arguments are literal strings -- they will not be translated, so if you want
- them to be, they need to come as outputs of `minetest.translate` as well.
- For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
- by the translation of "Red". We can do the following:
- local S = minetest.get_translator()
- S("@1 Wool", S("Red"))
- This will be displayed as "Red Wool" on old clients and on clients that do
- not have localization enabled. However, if we have for instance a translation
- file named `wool.fr.tr` containing the following:
- @1 Wool=Laine @1
- Red=Rouge
- this will be displayed as "Laine Rouge" on clients with a French locale.
- Operations on translated strings
- --------------------------------
- The output of `minetest.translate` is a string, with escape sequences adding
- additional information to that string so that it can be translated on the
- different clients. In particular, you can't expect operations like string.length
- to work on them like you would expect them to, or string.gsub to work in the
- expected manner. However, string concatenation will still work as expected
- (note that you should only use this for things like formspecs; do not translate
- sentences by breaking them into parts; arguments should be used instead), and
- operations such as `minetest.colorize` which are also concatenation.
- Translation file format
- -----------------------
- A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
- it corresponds to. It must be put into the `locale` subdirectory of the mod.
- The file should be a text file, with the following format:
- * Lines beginning with `# textdomain:` (the space is significant) can be used
- to specify the text domain of all following translations in the file.
- * All other empty lines or lines beginning with `#` are ignored.
- * Other lines should be in the format `original=translated`. Both `original`
- and `translated` can contain escape sequences beginning with `@` to insert
- arguments, literal `@`, `=` or newline (See [Escapes] below).
- There must be no extraneous whitespace around the `=` or at the beginning or
- the end of the line.
- Escapes
- -------
- Strings that need to be translated can contain several escapes, preceded by `@`.
- * `@@` acts as a literal `@`.
- * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
- string that will be inlined when translated. Due to how translations are
- implemented, the original translation string **must** have its arguments in
- increasing order, without gaps or repetitions, starting from 1.
- * `@=` acts as a literal `=`. It is not required in strings given to
- `minetest.translate`, but is in translation files to avoid being confused
- with the `=` separating the original from the translation.
- * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
- As with `@=`, this escape is not required in strings given to
- `minetest.translate`, but is in translation files.
- * `@n` acts as a literal newline as well.
- Perlin noise
- ============
- Perlin noise creates a continuously-varying value depending on the input values.
- Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
- The result is used during map generation to create the terrain shape, vary heat
- and humidity to distribute biomes, vary the density of decorations or vary the
- structure of ores.
- Structure of perlin noise
- -------------------------
- An 'octave' is a simple noise generator that outputs a value between -1 and 1.
- The smooth wavy noise it generates has a single characteristic scale, almost
- like a 'wavelength', so on its own does not create fine detail.
- Due to this perlin noise combines several octaves to create variation on
- multiple scales. Each additional octave has a smaller 'wavelength' than the
- previous.
- This combination results in noise varying very roughly between -2.0 and 2.0 and
- with an average value of 0.0, so `scale` and `offset` are then used to multiply
- and offset the noise variation.
- The final perlin noise variation is created as follows:
- noise = offset + scale * (octave1 +
- octave2 * persistence +
- octave3 * persistence ^ 2 +
- octave4 * persistence ^ 3 +
- ...)
- Noise Parameters
- ----------------
- Noise Parameters are commonly called `NoiseParams`.
- ### `offset`
- After the multiplication by `scale` this is added to the result and is the final
- step in creating the noise value.
- Can be positive or negative.
- ### `scale`
- Once all octaves have been combined, the result is multiplied by this.
- Can be positive or negative.
- ### `spread`
- For octave1, this is roughly the change of input value needed for a very large
- variation in the noise value generated by octave1. It is almost like a
- 'wavelength' for the wavy noise variation.
- Each additional octave has a 'wavelength' that is smaller than the previous
- octave, to create finer detail. `spread` will therefore roughly be the typical
- size of the largest structures in the final noise variation.
- `spread` is a vector with values for x, y, z to allow the noise variation to be
- stretched or compressed in the desired axes.
- Values are positive numbers.
- ### `seed`
- This is a whole number that determines the entire pattern of the noise
- variation. Altering it enables different noise patterns to be created.
- With other parameters equal, different seeds produce different noise patterns
- and identical seeds produce identical noise patterns.
- For this parameter you can randomly choose any whole number. Usually it is
- preferable for this to be different from other seeds, but sometimes it is useful
- to be able to create identical noise patterns.
- When used in mapgen this is actually a 'seed offset', it is added to the
- 'world seed' to create the seed used by the noise, to ensure the noise has a
- different pattern in different worlds.
- ### `octaves`
- The number of simple noise generators that are combined.
- A whole number, 1 or more.
- Each additional octave adds finer detail to the noise but also increases the
- noise calculation load.
- 3 is a typical minimum for a high quality, complex and natural-looking noise
- variation. 1 octave has a slight 'gridlike' appearence.
- Choose the number of octaves according to the `spread` and `lacunarity`, and the
- size of the finest detail you require. For example:
- if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
- nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
- 512, 256, 128, 64, 32, 16 nodes.
- Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
- ### `persistence`
- Each additional octave has an amplitude that is the amplitude of the previous
- octave multiplied by `persistence`, to reduce the amplitude of finer details,
- as is often helpful and natural to do so.
- Since this controls the balance of fine detail to large-scale detail
- `persistence` can be thought of as the 'roughness' of the noise.
- A positive or negative non-zero number, often between 0.3 and 1.0.
- A common medium value is 0.5, such that each octave has half the amplitude of
- the previous octave.
- This may need to be tuned when altering `lacunarity`; when doing so consider
- that a common medium value is 1 / lacunarity.
- ### `lacunarity`
- Each additional octave has a 'wavelength' that is the 'wavelength' of the
- previous octave multiplied by 1 / lacunarity, to create finer detail.
- 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
- A positive number no smaller than 1.0.
- Values below 2.0 create higher quality noise at the expense of requiring more
- octaves to cover a paticular range of 'wavelengths'.
- ### `flags`
- Leave this field unset for no special handling.
- Currently supported are `defaults`, `eased` and `absvalue`:
- #### `defaults`
- Specify this if you would like to keep auto-selection of eased/not-eased while
- specifying some other flags.
- #### `eased`
- Maps noise gradient values onto a quintic S-curve before performing
- interpolation. This results in smooth, rolling noise.
- Disable this (`noeased`) for sharp-looking noise with a slightly gridded
- appearence.
- If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
- not eased.
- Easing a 3D noise significantly increases the noise calculation load, so use
- with restraint.
- #### `absvalue`
- The absolute value of each octave's noise variation is used when combining the
- octaves. The final perlin noise variation is created as follows:
- noise = offset + scale * (abs(octave1) +
- abs(octave2) * persistence +
- abs(octave3) * persistence ^ 2 +
- abs(octave4) * persistence ^ 3 +
- ...)
- ### Format example
- For 2D or 3D perlin noise or perlin noise maps:
- np_terrain = {
- offset = 0,
- scale = 1,
- spread = {x = 500, y = 500, z = 500},
- seed = 571347,
- octaves = 5,
- persist = 0.63,
- lacunarity = 2.0,
- flags = "defaults, absvalue",
- }
- For 2D noise the Z component of `spread` is still defined but is ignored.
- A single noise parameter table can be used for 2D or 3D noise.
- Ores
- ====
- Ore types
- ---------
- These tell in what manner the ore is generated.
- All default ores are of the uniformly-distributed scatter type.
- ### `scatter`
- Randomly chooses a location and generates a cluster of ore.
- If `noise_params` is specified, the ore will be placed if the 3D perlin noise
- at that point is greater than the `noise_threshold`, giving the ability to
- create a non-equal distribution of ore.
- ### `sheet`
- Creates a sheet of ore in a blob shape according to the 2D perlin noise
- described by `noise_params` and `noise_threshold`. This is essentially an
- improved version of the so-called "stratus" ore seen in some unofficial mods.
- This sheet consists of vertical columns of uniform randomly distributed height,
- varying between the inclusive range `column_height_min` and `column_height_max`.
- If `column_height_min` is not specified, this parameter defaults to 1.
- If `column_height_max` is not specified, this parameter defaults to `clust_size`
- for reverse compatibility. New code should prefer `column_height_max`.
- The `column_midpoint_factor` parameter controls the position of the column at
- which ore emanates from.
- If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
- equally starting from each direction.
- `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
- this parameter is not specified, the default is 0.5.
- The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
- ore type.
- ### `puff`
- Creates a sheet of ore in a cloud-like puff shape.
- As with the `sheet` ore type, the size and shape of puffs are described by
- `noise_params` and `noise_threshold` and are placed at random vertical
- positions within the currently generated chunk.
- The vertical top and bottom displacement of each puff are determined by the
- noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
- ### `blob`
- Creates a deformed sphere of ore according to 3d perlin noise described by
- `noise_params`. The maximum size of the blob is `clust_size`, and
- `clust_scarcity` has the same meaning as with the `scatter` type.
- ### `vein`
- Creates veins of ore varying in density by according to the intersection of two
- instances of 3d perlin noise with different seeds, both described by
- `noise_params`.
- `random_factor` varies the influence random chance has on placement of an ore
- inside the vein, which is `1` by default. Note that modifying this parameter
- may require adjusting `noise_threshold`.
- The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
- by this ore type.
- This ore type is difficult to control since it is sensitive to small changes.
- The following is a decent set of parameters to work from:
- noise_params = {
- offset = 0,
- scale = 3,
- spread = {x=200, y=200, z=200},
- seed = 5390,
- octaves = 4,
- persist = 0.5,
- lacunarity = 2.0,
- flags = "eased",
- },
- noise_threshold = 1.6
- **WARNING**: Use this ore type *very* sparingly since it is ~200x more
- computationally expensive than any other ore.
- ### `stratum`
- Creates a single undulating ore stratum that is continuous across mapchunk
- borders and horizontally spans the world.
- The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
- the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
- defines the stratum's vertical thickness (in units of nodes). Due to being
- continuous across mapchunk borders the stratum's vertical thickness is
- unlimited.
- If the noise parameter `noise_params` is omitted the ore will occur from y_min
- to y_max in a simple horizontal stratum.
- A parameter `stratum_thickness` can be provided instead of the noise parameter
- `np_stratum_thickness`, to create a constant thickness.
- Leaving out one or both noise parameters makes the ore generation less
- intensive, useful when adding multiple strata.
- `y_min` and `y_max` define the limits of the ore generation and for performance
- reasons should be set as close together as possible but without clipping the
- stratum's Y variation.
- Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
- solid-ore stratum would require a `clust_scarcity` of 1.
- The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
- `random_factor` are ignored by this ore type.
- Ore attributes
- --------------
- See section [Flag Specifier Format].
- Currently supported flags:
- `puff_cliffs`, `puff_additive_composition`.
- ### `puff_cliffs`
- If set, puff ore generation will not taper down large differences in
- displacement when approaching the edge of a puff. This flag has no effect for
- ore types other than `puff`.
- ### `puff_additive_composition`
- By default, when noise described by `np_puff_top` or `np_puff_bottom` results
- in a negative displacement, the sub-column at that point is not generated. With
- this attribute set, puff ore generation will instead generate the absolute
- difference in noise displacement values. This flag has no effect for ore types
- other than `puff`.
- Decoration types
- ================
- The varying types of decorations that can be placed.
- `simple`
- --------
- Creates a 1 times `H` times 1 column of a specified node (or a random node from
- a list, if a decoration list is specified). Can specify a certain node it must
- spawn next to, such as water or lava, for example. Can also generate a
- decoration of random height between a specified lower and upper bound.
- This type of decoration is intended for placement of grass, flowers, cacti,
- papyri, waterlilies and so on.
- `schematic`
- -----------
- Copies a box of `MapNodes` from a specified schematic file (or raw description).
- Can specify a probability of a node randomly appearing when placed.
- This decoration type is intended to be used for multi-node sized discrete
- structures, such as trees, cave spikes, rocks, and so on.
- Schematics
- ==========
- Schematic specifier
- --------------------
- A schematic specifier identifies a schematic by either a filename to a
- Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
- in the form of a table. This table specifies the following fields:
- * The `size` field is a 3D vector containing the dimensions of the provided
- schematic. (required field)
- * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
- sets the probability of a particular horizontal slice of the schematic being
- placed. (optional field)
- `ypos` = 0 for the lowest horizontal slice of a schematic.
- The default of `prob` is 255.
- * The `data` field is a flat table of MapNode tables making up the schematic,
- in the order of `[z [y [x]]]`. (required field)
- Each MapNode table contains:
- * `name`: the name of the map node to place (required)
- * `prob` (alias `param1`): the probability of this node being placed
- (default: 255)
- * `param2`: the raw param2 value of the node being placed onto the map
- (default: 0)
- * `force_place`: boolean representing if the node should forcibly overwrite
- any previous contents (default: false)
- About probability values:
- * A probability value of `0` or `1` means that node will never appear
- (0% chance).
- * A probability value of `254` or `255` means the node will always appear
- (100% chance).
- * If the probability value `p` is greater than `1`, then there is a
- `(p / 256 * 100)` percent chance that node will appear when the schematic is
- placed on the map.
- Schematic attributes
- --------------------
- See section [Flag Specifier Format].
- Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
- `force_placement`.
- * `place_center_x`: Placement of this decoration is centered along the X axis.
- * `place_center_y`: Placement of this decoration is centered along the Y axis.
- * `place_center_z`: Placement of this decoration is centered along the Z axis.
- * `force_placement`: Schematic nodes other than "ignore" will replace existing
- nodes.
- Lua Voxel Manipulator
- =====================
- About VoxelManip
- ----------------
- VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
- facility. The purpose of this object is for fast, low-level, bulk access to
- reading and writing Map content. As such, setting map nodes through VoxelManip
- will lack many of the higher level features and concepts you may be used to
- with other methods of setting nodes. For example, nodes will not have their
- construction and destruction callbacks run, and no rollback information is
- logged.
- It is important to note that VoxelManip is designed for speed, and *not* ease
- of use or flexibility. If your mod requires a map manipulation facility that
- will handle 100% of all edge cases, or the use of high level node placement
- features, perhaps `minetest.set_node()` is better suited for the job.
- In addition, VoxelManip might not be faster, or could even be slower, for your
- specific use case. VoxelManip is most effective when setting large areas of map
- at once - for example, if only setting a 3x3x3 node area, a
- `minetest.set_node()` loop may be more optimal. Always profile code using both
- methods of map manipulation to determine which is most appropriate for your
- usage.
- A recent simple test of setting cubic areas showed that `minetest.set_node()`
- is faster than a VoxelManip for a 3x3x3 node cube or smaller.
- Using VoxelManip
- ----------------
- A VoxelManip object can be created any time using either:
- `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
- If the optional position parameters are present for either of these routines,
- the specified region will be pre-loaded into the VoxelManip object on creation.
- Otherwise, the area of map you wish to manipulate must first be loaded into the
- VoxelManip object using `VoxelManip:read_from_map()`.
- Note that `VoxelManip:read_from_map()` returns two position vectors. The region
- formed by these positions indicate the minimum and maximum (respectively)
- positions of the area actually loaded in the VoxelManip, which may be larger
- than the area requested. For convenience, the loaded area coordinates can also
- be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
- Now that the VoxelManip object is populated with map data, your mod can fetch a
- copy of this data using either of two methods. `VoxelManip:get_node_at()`,
- which retrieves an individual node in a MapNode formatted table at the position
- requested is the simplest method to use, but also the slowest.
- Nodes in a VoxelManip object may also be read in bulk to a flat array table
- using:
- * `VoxelManip:get_data()` for node content (in Content ID form, see section
- [Content IDs]),
- * `VoxelManip:get_light_data()` for node light levels, and
- * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
- See section [Flat array format] for more details.
- It is very important to understand that the tables returned by any of the above
- three functions represent a snapshot of the VoxelManip's internal state at the
- time of the call. This copy of the data will not magically update itself if
- another function modifies the internal VoxelManip state.
- Any functions that modify a VoxelManip's contents work on the VoxelManip's
- internal state unless otherwise explicitly stated.
- Once the bulk data has been edited to your liking, the internal VoxelManip
- state can be set using:
- * `VoxelManip:set_data()` for node content (in Content ID form, see section
- [Content IDs]),
- * `VoxelManip:set_light_data()` for node light levels, and
- * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
- The parameter to each of the above three functions can use any table at all in
- the same flat array format as produced by `get_data()` etc. and is not required
- to be a table retrieved from `get_data()`.
- Once the internal VoxelManip state has been modified to your liking, the
- changes can be committed back to the map by calling `VoxelManip:write_to_map()`
- ### Flat array format
- Let
- `Nx = p2.X - p1.X + 1`,
- `Ny = p2.Y - p1.Y + 1`, and
- `Nz = p2.Z - p1.Z + 1`.
- Then, for a loaded region of p1..p2, this array ranges from `1` up to and
- including the value of the expression `Nx * Ny * Nz`.
- Positions offset from p1 are present in the array with the format of:
- [
- (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
- (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
- ...
- (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
- (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
- ...
- (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
- ...
- (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
- ]
- and the array index for a position p contained completely in p1..p2 is:
- `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
- Note that this is the same "flat 3D array" format as
- `PerlinNoiseMap:get3dMap_flat()`.
- VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
- of the index for a single point in a flat VoxelManip array.
- ### Content IDs
- A Content ID is a unique integer identifier for a specific node type.
- These IDs are used by VoxelManip in place of the node name string for
- `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
- `minetest.get_content_id()` to look up the Content ID for the specified node
- name, and `minetest.get_name_from_content_id()` to look up the node name string
- for a given Content ID.
- After registration of a node, its Content ID will remain the same throughout
- execution of the mod.
- Note that the node being queried needs to have already been been registered.
- The following builtin node types have their Content IDs defined as constants:
- * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
- * `minetest.CONTENT_AIR`: ID for "air" nodes
- * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
- ### Mapgen VoxelManip objects
- Inside of `on_generated()` callbacks, it is possible to retrieve the same
- VoxelManip object used by the core's Map Generator (commonly abbreviated
- Mapgen). Most of the rules previously described still apply but with a few
- differences:
- * The Mapgen VoxelManip object is retrieved using:
- `minetest.get_mapgen_object("voxelmanip")`
- * This VoxelManip object already has the region of map just generated loaded
- into it; it's not necessary to call `VoxelManip:read_from_map()` before using
- a Mapgen VoxelManip.
- * The `on_generated()` callbacks of some mods may place individual nodes in the
- generated area using non-VoxelManip map modification methods. Because the
- same Mapgen VoxelManip object is passed through each `on_generated()`
- callback, it becomes necessary for the Mapgen VoxelManip object to maintain
- consistency with the current map state. For this reason, calling any of the
- following functions:
- `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
- will also update the Mapgen VoxelManip object's internal state active on the
- current thread.
- * After modifying the Mapgen VoxelManip object's internal buffer, it may be
- necessary to update lighting information using either:
- `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
- ### Other API functions operating on a VoxelManip
- If any VoxelManip contents were set to a liquid node,
- `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
- flowing. It is recommended to call this function only after having written all
- buffered data back to the VoxelManip object, save for special situations where
- the modder desires to only have certain liquid nodes begin flowing.
- The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
- will generate all registered decorations and ores throughout the full area
- inside of the specified VoxelManip object.
- `minetest.place_schematic_on_vmanip()` is otherwise identical to
- `minetest.place_schematic()`, except instead of placing the specified schematic
- directly on the map at the specified position, it will place the schematic
- inside the VoxelManip.
- ### Notes
- * Attempting to read data from a VoxelManip object before map is read will
- result in a zero-length array table for `VoxelManip:get_data()`, and an
- "ignore" node at any position for `VoxelManip:get_node_at()`.
- * If either a region of map has not yet been generated or is out-of-bounds of
- the map, that region is filled with "ignore" nodes.
- * Other mods, or the core itself, could possibly modify the area of map
- currently loaded into a VoxelManip object. With the exception of Mapgen
- VoxelManips (see above section), the internal buffers are not updated. For
- this reason, it is strongly encouraged to complete the usage of a particular
- VoxelManip object in the same callback it had been created.
- * If a VoxelManip object will be used often, such as in an `on_generated()`
- callback, consider passing a file-scoped table as the optional parameter to
- `VoxelManip:get_data()`, which serves as a static buffer the function can use
- to write map data to instead of returning a new table each call. This greatly
- enhances performance by avoiding unnecessary memory allocations.
- Methods
- -------
- * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
- containing the region formed by `p1` and `p2`.
- * returns actual emerged `pmin`, actual emerged `pmax`
- * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
- the map.
- * **important**: data must be set using `VoxelManip:set_data()` before
- calling this.
- * if `light` is true, then lighting is automatically recalculated.
- The default value is true.
- If `light` is false, no light calculations happen, and you should correct
- all modified blocks with `minetest.fix_light()` as soon as possible.
- Keep in mind that modifying the map where light is incorrect can cause
- more lighting bugs.
- * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
- the `VoxelManip` at that position
- * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
- that position.
- * `get_data([buffer])`: Retrieves the node content data loaded into the
- `VoxelManip` object.
- * returns raw node data in the form of an array of node content IDs
- * if the param `buffer` is present, this table will be used to store the
- result instead.
- * `set_data(data)`: Sets the data contents of the `VoxelManip` object
- * `update_map()`: Does nothing, kept for compatibility.
- * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
- a uniform value.
- * `light` is a table, `{day=<0...15>, night=<0...15>}`
- * To be used only by a `VoxelManip` object from
- `minetest.get_mapgen_object`.
- * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
- area if left out.
- * `get_light_data()`: Gets the light data read into the `VoxelManip` object
- * Returns an array (indices 1 to volume) of integers ranging from `0` to
- `255`.
- * Each value is the bitwise combination of day and night light values
- (`0` to `15` each).
- * `light = day + (night * 16)`
- * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
- in the `VoxelManip`.
- * expects lighting data in the same format that `get_light_data()` returns
- * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
- `VoxelManip` object.
- * Returns an array (indices 1 to volume) of integers ranging from `0` to
- `255`.
- * If the param `buffer` is present, this table will be used to store the
- result instead.
- * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
- the `VoxelManip`.
- * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
- `VoxelManip`.
- * To be used only by a `VoxelManip` object from
- `minetest.get_mapgen_object`.
- * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
- area if left out or nil. For almost all uses these should be left out
- or nil to use the default.
- * `propagate_shadow` is an optional boolean deciding whether shadows in a
- generated mapchunk above are propagated down into the mapchunk, defaults
- to `true` if left out.
- * `update_liquids()`: Update liquid flow
- * `was_modified()`: Returns `true` or `false` if the data in the voxel
- manipulator had been modified since the last read from map, due to a call to
- `minetest.set_data()` on the loaded area elsewhere.
- * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
- `VoxelArea`
- -----------
- A helper class for voxel areas.
- It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
- The coordinates are *inclusive*, like most other things in Minetest.
- ### Methods
- * `getExtent()`: returns a 3D vector containing the size of the area formed by
- `MinEdge` and `MaxEdge`.
- * `getVolume()`: returns the volume of the area formed by `MinEdge` and
- `MaxEdge`.
- * `index(x, y, z)`: returns the index of an absolute position in a flat array
- starting at `1`.
- * `x`, `y` and `z` must be integers to avoid an incorrect index result.
- * The position (x, y, z) is not checked for being inside the area volume,
- being outside can cause an incorrect index result.
- * Useful for things like `VoxelManip`, raw Schematic specifiers,
- `PerlinNoiseMap:get2d`/`3dMap`, and so on.
- * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
- * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
- is not checked for being inside the area volume.
- * `position(i)`: returns the absolute position vector corresponding to index
- `i`.
- * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
- `MinEdge` and `MaxEdge`.
- * `containsp(p)`: same as above, except takes a vector
- * `containsi(i)`: same as above, except takes an index `i`
- * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
- indices.
- * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
- `[z [y [x]]]`.
- * `iterp(minp, maxp)`: same as above, except takes a vector
- Mapgen objects
- ==============
- A mapgen object is a construct used in map generation. Mapgen objects can be
- used by an `on_generate` callback to speed up operations by avoiding
- unnecessary recalculations, these can be retrieved using the
- `minetest.get_mapgen_object()` function. If the requested Mapgen object is
- unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
- callback, `nil` is returned.
- The following Mapgen objects are currently available:
- ### `voxelmanip`
- This returns three values; the `VoxelManip` object to be used, minimum and
- maximum emerged position, in that order. All mapgens support this object.
- ### `heightmap`
- Returns an array containing the y coordinates of the ground levels of nodes in
- the most recently generated chunk by the current mapgen.
- ### `biomemap`
- Returns an array containing the biome IDs of nodes in the most recently
- generated chunk by the current mapgen.
- ### `heatmap`
- Returns an array containing the temperature values of nodes in the most
- recently generated chunk by the current mapgen.
- ### `humiditymap`
- Returns an array containing the humidity values of nodes in the most recently
- generated chunk by the current mapgen.
- ### `gennotify`
- Returns a table mapping requested generation notification types to arrays of
- positions at which the corresponding generated structures are located within
- the current chunk. To set the capture of positions of interest to be recorded
- on generate, use `minetest.set_gen_notify()`.
- For decorations, the returned positions are the ground surface 'place_on'
- nodes, not the decorations themselves. A 'simple' type decoration is often 1
- node above the returned position and possibly displaced by 'place_offset_y'.
- Possible fields of the table returned are:
- * `dungeon`
- * `temple`
- * `cave_begin`
- * `cave_end`
- * `large_cave_begin`
- * `large_cave_end`
- * `decoration`
- Decorations have a key in the format of `"decoration#id"`, where `id` is the
- numeric unique decoration ID as returned by `minetest.get_decoration_id`.
- Registered entities
- ===================
- Functions receive a "luaentity" as `self`:
- * It has the member `.name`, which is the registered name `("mod:thing")`
- * It has the member `.object`, which is an `ObjectRef` pointing to the object
- * The original prototype stuff is visible directly via a metatable
- Callbacks:
- * `on_activate(self, staticdata, dtime_s)`
- * Called when the object is instantiated.
- * `dtime_s` is the time passed since the object was unloaded, which can be
- used for updating the entity state.
- * `on_step(self, dtime)`
- * Called on every server tick, after movement and collision processing.
- `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
- in `minetest.conf`.
- * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
- * Called when somebody punches the object.
- * Note that you probably want to handle most punches using the automatic
- armor group system.
- * `puncher`: an `ObjectRef` (can be `nil`)
- * `time_from_last_punch`: Meant for disallowing spamming of clicks
- (can be `nil`).
- * `tool_capabilities`: capability table of used tool (can be `nil`)
- * `dir`: unit vector of direction of punch. Always defined. Points from the
- puncher to the punched.
- * `damage`: damage that will be done to entity.
- * `on_death(self, killer)`
- * Called when the object dies.
- * `killer`: an `ObjectRef` (can be `nil`)
- * `on_rightclick(self, clicker)`
- * `on_attach_child(self, child)`
- * `child`: an `ObjectRef` of the child that attaches
- * `on_detach_child(self, child)`
- * `child`: an `ObjectRef` of the child that detaches
- * `on_detach(self, parent)`
- * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
- * This happens before the parent object is removed from the world
- * `get_staticdata(self)`
- * Should return a string that will be passed to `on_activate` when the
- object is instantiated the next time.
- L-system trees
- ==============
- Tree definition
- ---------------
- treedef={
- axiom, --string initial tree axiom
- rules_a, --string rules set A
- rules_b, --string rules set B
- rules_c, --string rules set C
- rules_d, --string rules set D
- trunk, --string trunk node name
- leaves, --string leaves node name
- leaves2, --string secondary leaves node name
- leaves2_chance,--num chance (0-100) to replace leaves with leaves2
- angle, --num angle in deg
- iterations, --num max # of iterations, usually 2 -5
- random_level, --num factor to lower nr of iterations, usually 0 - 3
- trunk_type, --string single/double/crossed) type of trunk: 1 node,
- -- 2x2 nodes or 3x3 in cross shape
- thin_branches, --boolean true -> use thin (1 node) branches
- fruit, --string fruit node name
- fruit_chance, --num chance (0-100) to replace leaves with fruit node
- seed, --num random seed, if no seed is provided, the engine
- will create one.
- }
- Key for special L-System symbols used in axioms
- -----------------------------------------------
- * `G`: move forward one unit with the pen up
- * `F`: move forward one unit with the pen down drawing trunks and branches
- * `f`: move forward one unit with the pen down drawing leaves (100% chance)
- * `T`: move forward one unit with the pen down drawing trunks only
- * `R`: move forward one unit with the pen down placing fruit
- * `A`: replace with rules set A
- * `B`: replace with rules set B
- * `C`: replace with rules set C
- * `D`: replace with rules set D
- * `a`: replace with rules set A, chance 90%
- * `b`: replace with rules set B, chance 80%
- * `c`: replace with rules set C, chance 70%
- * `d`: replace with rules set D, chance 60%
- * `+`: yaw the turtle right by `angle` parameter
- * `-`: yaw the turtle left by `angle` parameter
- * `&`: pitch the turtle down by `angle` parameter
- * `^`: pitch the turtle up by `angle` parameter
- * `/`: roll the turtle to the right by `angle` parameter
- * `*`: roll the turtle to the left by `angle` parameter
- * `[`: save in stack current state info
- * `]`: recover from stack state info
- Example
- -------
- Spawn a small apple tree:
- pos = {x=230,y=20,z=4}
- apple_tree={
- axiom="FFFFFAFFBF",
- rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
- rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
- trunk="default:tree",
- leaves="default:leaves",
- angle=30,
- iterations=2,
- random_level=0,
- trunk_type="single",
- thin_branches=true,
- fruit_chance=10,
- fruit="default:apple"
- }
- minetest.spawn_tree(pos,apple_tree)
- 'minetest' namespace reference
- ==============================
- Utilities
- ---------
- * `minetest.get_current_modname()`: returns the currently loading mod's name,
- when loading a mod.
- * `minetest.get_modpath(modname)`: returns e.g.
- `"/home/user/.minetest/usermods/modname"`.
- * Useful for loading additional `.lua` modules or static data from mod
- * `minetest.get_modnames()`: returns a list of installed mods
- * Return a list of installed mods, sorted alphabetically
- * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
- * Useful for storing custom data
- * `minetest.is_singleplayer()`
- * `minetest.features`: Table containing API feature flags
- {
- glasslike_framed = true, -- 0.4.7
- nodebox_as_selectionbox = true, -- 0.4.7
- get_all_craft_recipes_works = true, -- 0.4.7
- -- The transparency channel of textures can optionally be used on
- -- nodes (0.4.7)
- use_texture_alpha = true,
- -- Tree and grass ABMs are no longer done from C++ (0.4.8)
- no_legacy_abms = true,
- -- Texture grouping is possible using parentheses (0.4.11)
- texture_names_parens = true,
- -- Unique Area ID for AreaStore:insert_area (0.4.14)
- area_store_custom_ids = true,
- -- add_entity supports passing initial staticdata to on_activate
- -- (0.4.16)
- add_entity_with_staticdata = true,
- -- Chat messages are no longer predicted (0.4.16)
- no_chat_message_prediction = true,
- -- The transparency channel of textures can optionally be used on
- -- objects (ie: players and lua entities) (5.0.0)
- 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,
- }
- * `minetest.has_feature(arg)`: returns `boolean, missing_features`
- * `arg`: string or table in format `{foo=true, bar=true}`
- * `missing_features`: `{foo=true, bar=true}`
- * `minetest.get_player_information(player_name)`: Table containing information
- about a player. Example return value:
- {
- address = "127.0.0.1", -- IP address of client
- ip_version = 4, -- IPv4 / IPv6
- min_rtt = 0.01, -- minimum round trip time
- max_rtt = 0.2, -- maximum round trip time
- avg_rtt = 0.02, -- average round trip time
- min_jitter = 0.01, -- minimum packet time jitter
- max_jitter = 0.5, -- maximum packet time jitter
- avg_jitter = 0.03, -- average packet time jitter
- connection_uptime = 200, -- seconds since client connected
- protocol_version = 32, -- protocol version used by client
- -- following information is available on debug build only!!!
- -- DO NOT USE IN MODS
- --ser_vers = 26, -- serialization version used by client
- --major = 0, -- major version number
- --minor = 4, -- minor version number
- --patch = 10, -- patch version number
- --vers_string = "0.4.9-git", -- full version string
- --state = "Active" -- current client state
- }
- * `minetest.mkdir(path)`: returns success.
- * Creates a directory specified by `path`, creating parent directories
- if they don't exist.
- * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
- * is_dir is one of:
- * nil: return all entries,
- * true: return only subdirectory names, or
- * false: return only file names.
- * `minetest.safe_file_write(path, content)`: returns boolean indicating success
- * Replaces contents of file at path with new contents in a safe (atomic)
- way. Use this instead of below code when writing e.g. database files:
- `local f = io.open(path, "wb"); f:write(content); f:close()`
- * `minetest.get_version()`: returns a table containing components of the
- engine version. Components:
- * `project`: Name of the project, eg, "Minetest"
- * `string`: Simple version, eg, "1.2.3-dev"
- * `hash`: Full git version (only set if available),
- eg, "1.2.3-dev-01234567-dirty".
- Use this for informational purposes only. The information in the returned
- table does not represent the capabilities of the engine, nor is it
- reliable or verifiable. Compatible forks will have a different name and
- version entirely. To check for the presence of engine features, test
- whether the functions exported by the wanted features exist. For example:
- `if minetest.check_for_falling then ... end`.
- * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
- * `data`: string of data to hash
- * `raw`: return raw bytes instead of hex digits, default: false
- Logging
- -------
- * `minetest.debug(...)`
- * Equivalent to `minetest.log(table.concat({...}, "\t"))`
- * `minetest.log([level,] text)`
- * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
- `"info"`, or `"verbose"`. Default is `"none"`.
- Registration functions
- ----------------------
- Call these functions only at load time!
- ### Environment
- * `minetest.register_node(name, node definition)`
- * `minetest.register_craftitem(name, item definition)`
- * `minetest.register_tool(name, item definition)`
- * `minetest.override_item(name, redefinition)`
- * Overrides fields of an item registered with register_node/tool/craftitem.
- * Note: Item must already be defined, (opt)depend on the mod defining it.
- * Example: `minetest.override_item("default:mese",
- {light_source=minetest.LIGHT_MAX})`
- * `minetest.unregister_item(name)`
- * Unregisters the item from the engine, and deletes the entry with key
- `name` from `minetest.registered_items` and from the associated item table
- according to its nature: `minetest.registered_nodes`, etc.
- * `minetest.register_entity(name, entity definition)`
- * `minetest.register_abm(abm definition)`
- * `minetest.register_lbm(lbm definition)`
- * `minetest.register_alias(alias, original_name)`
- * Also use this to set the 'mapgen aliases' needed in a game for the core
- mapgens. See [Mapgen aliases] section above.
- * `minetest.register_alias_force(alias, original_name)`
- * `minetest.register_ore(ore definition)`
- * Returns an integer object handle uniquely identifying the registered
- ore on success.
- * The order of ore registrations determines the order of ore generation.
- * `minetest.register_biome(biome definition)`
- * Returns an integer object handle uniquely identifying the registered
- biome on success. To get the biome ID, use `minetest.get_biome_id`.
- * `minetest.unregister_biome(name)`
- * Unregisters the biome from the engine, and deletes the entry with key
- `name` from `minetest.registered_biomes`.
- * `minetest.register_decoration(decoration definition)`
- * Returns an integer object handle uniquely identifying the registered
- decoration on success. To get the decoration ID, use
- `minetest.get_decoration_id`.
- * The order of decoration registrations determines the order of decoration
- generation.
- * `minetest.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.
- * `minetest.clear_registered_ores()`
- * Clears all ores currently registered.
- * `minetest.clear_registered_biomes()`
- * Clears all biomes currently registered.
- * `minetest.clear_registered_decorations()`
- * Clears all decorations currently registered.
- * `minetest.clear_registered_schematics()`
- * Clears all schematics currently registered.
- ### Gameplay
- * `minetest.register_craft(recipe)`
- * Check recipe table syntax for different types below.
- * `minetest.clear_craft(recipe)`
- * Will erase existing craft based either on output item or on input recipe.
- * Specify either output or input only. If you specify both, input will be
- ignored. For input use the same recipe table syntax as for
- `minetest.register_craft(recipe)`. For output specify only the item,
- without a quantity.
- * Returns false if no erase candidate could be found, otherwise returns true.
- * **Warning**! The type field ("shaped", "cooking" or any other) will be
- ignored if the recipe contains output. Erasing is then done independently
- from the crafting method.
- * `minetest.register_chatcommand(cmd, chatcommand definition)`
- * `minetest.override_chatcommand(name, redefinition)`
- * Overrides fields of a chatcommand registered with `register_chatcommand`.
- * `minetest.unregister_chatcommand(name)`
- * Unregisters a chatcommands registered with `register_chatcommand`.
- * `minetest.register_privilege(name, definition)`
- * `definition` can be a description or a definition table (see [Privilege
- definition]).
- * If it is a description, the priv will be granted to singleplayer and admin
- by default.
- * To allow players with `basic_privs` to grant, see the `basic_privs`
- minetest.conf setting.
- * `minetest.register_authentication_handler(authentication handler definition)`
- * Registers an auth handler that overrides the builtin one.
- * This function can be called by a single mod once only.
- Global callback registration functions
- --------------------------------------
- Call these functions only at load time!
- * `minetest.register_globalstep(function(dtime))`
- * Called every server step, usually interval of 0.1s
- * `minetest.register_on_mods_loaded(function())`
- * Called after mods have finished loading and before the media is cached or the
- aliases handled.
- * `minetest.register_on_shutdown(function())`
- * Called before server shutdown
- * **Warning**: If the server terminates abnormally (i.e. crashes), the
- registered callbacks **will likely not be run**. Data should be saved at
- semi-frequent intervals as well as on server shutdown.
- * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
- * Called when a node has been placed
- * If return `true` no item is taken from `itemstack`
- * `placer` may be any valid ObjectRef or nil.
- * **Not recommended**; use `on_construct` or `after_place_node` in node
- definition whenever possible.
- * `minetest.register_on_dignode(function(pos, oldnode, digger))`
- * Called when a node has been dug.
- * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
- definition whenever possible.
- * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
- * Called when a node is punched
- * `minetest.register_on_generated(function(minp, maxp, blockseed))`
- * Called after generating a piece of world. Modifying nodes inside the area
- is a bit faster than usually.
- * `minetest.register_on_newplayer(function(ObjectRef))`
- * Called after a new player has been created
- * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
- * Called when a player is punched
- * Note: This callback is invoked even if the punched player is dead.
- * `player`: ObjectRef - Player that was punched
- * `hitter`: ObjectRef - Player that hit
- * `time_from_last_punch`: Meant for disallowing spamming of clicks
- (can be nil).
- * `tool_capabilities`: Capability table of used tool (can be nil)
- * `dir`: Unit vector of direction of punch. Always defined. Points from
- the puncher to the punched.
- * `damage`: Number that represents the damage calculated by the engine
- * should return `true` to prevent the default damage mechanism
- * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
- * Called when the player gets damaged or healed
- * `player`: ObjectRef of the player
- * `hp_change`: the amount of change. Negative when it is damage.
- * `reason`: a PlayerHPChangeReason table.
- * The `type` field will have one of the following values:
- * `set_hp`: A mod or the engine called `set_hp` without
- giving a type - use this for custom damage types.
- * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
- * `fall`
- * `node_damage`: `damage_per_second` from a neighbouring node.
- `reason.node` will hold the node name or nil.
- * `drown`
- * `respawn`
- * Any of the above types may have additional fields from mods.
- * `reason.from` will be `mod` or `engine`.
- * `modifier`: when true, the function should return the actual `hp_change`.
- Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
- Modifiers can return true as a second argument to stop the execution of further functions.
- Non-modifiers receive the final HP change calculated by the modifiers.
- * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
- * Called when a player dies
- * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
- * `minetest.register_on_respawnplayer(function(ObjectRef))`
- * Called when player is to be respawned
- * Called _before_ repositioning of player occurs
- * return true in func to disable regular player placement
- * `minetest.register_on_prejoinplayer(function(name, ip))`
- * Called before a player joins the game
- * If it returns a string, the player is disconnected with that string as
- reason.
- * `minetest.register_on_joinplayer(function(ObjectRef))`
- * Called when a player joins the game
- * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
- * Called when a player leaves the game
- * `timed_out`: True for timeout, false for other reasons.
- * `minetest.register_on_auth_fail(function(name, ip))`
- * Called when a client attempts to log into an account but supplies the
- wrong password.
- * `ip`: The IP address of the client.
- * `name`: The account the client attempted to log into.
- * `minetest.register_on_cheat(function(ObjectRef, cheat))`
- * Called when a player cheats
- * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
- * `moved_too_fast`
- * `interacted_too_far`
- * `interacted_while_dead`
- * `finished_unknown_dig`
- * `dug_unbreakable`
- * `dug_too_fast`
- * `minetest.register_on_chat_message(function(name, message))`
- * Called always when a player says something
- * Return `true` to mark the message as handled, which means that it will
- not be sent to other players.
- * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
- * Called when the server received input from `player` in a formspec with
- the given `formname`. Specifically, this is called on any of the
- following events:
- * a button was pressed,
- * Enter was pressed while the focus was on a text field
- * a checkbox was toggled,
- * something was selecteed in a drop-down list,
- * a different tab was selected,
- * selection was changed in a textlist or table,
- * an entry was double-clicked in a textlist or table,
- * a scrollbar was moved, or
- * the form was actively closed by the player.
- * Fields are sent for formspec elements which define a field. `fields`
- is a table containing each formspecs element value (as string), with
- the `name` parameter as index for each. The value depends on the
- formspec element type:
- * `button` and variants: If pressed, contains the user-facing button
- text as value. If not pressed, is `nil`
- * `field`, `textarea` and variants: Text in the field
- * `dropdown`: Text of selected item
- * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
- * `checkbox`: `"true"` if checked, `"false"` if unchecked
- * `textlist`: See `minetest.explode_textlist_event`
- * `table`: See `minetest.explode_table_event`
- * `scrollbar`: See `minetest.explode_scrollbar_event`
- * Special case: `["quit"]="true"` is sent when the user actively
- closed the form by mouse click, keypress or through a button_exit[]
- element.
- * Special case: `["key_enter"]="true"` is sent when the user pressed
- the Enter key and the focus was either nowhere (causing the formspec
- to be closed) or on a button. If the focus was on a text field,
- additionally, the index `key_enter_field` contains the name of the
- text field. See also: `field_close_on_enter`.
- * Newest functions are called first
- * If function returns `true`, remaining functions are not called
- * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
- * Called when `player` crafts something
- * `itemstack` is the output
- * `old_craft_grid` contains the recipe (Note: the one in the inventory is
- cleared).
- * `craft_inv` is the inventory with the crafting grid
- * Return either an `ItemStack`, to replace the output, or `nil`, to not
- modify it.
- * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
- * The same as before, except that it is called before the player crafts, to
- make craft prediction, and it should not change anything.
- * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
- * Determinates how much of a stack may be taken, put or moved to a
- player inventory.
- * `player` (type `ObjectRef`) is the player who modified the inventory
- `inventory` (type `InvRef`).
- * List of possible `action` (string) values and their
- `inventory_info` (table) contents:
- * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
- * `put`: `{listname=string, index=number, stack=ItemStack}`
- * `take`: Same as `put`
- * Return a numeric value to limit the amount of items to be taken, put or
- moved. A value of `-1` for `take` will make the source stack infinite.
- * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
- * Called after a take, put or move event from/to/in a player inventory
- * Function arguments: see `minetest.register_allow_player_inventory_action`
- * Does not accept or handle any return value.
- * `minetest.register_on_protection_violation(function(pos, name))`
- * Called by `builtin` and mods when a player violates protection at a
- position (eg, digs a node or punches a protected entity).
- * The registered functions can be called using
- `minetest.record_protection_violation`.
- * The provided function should check that the position is protected by the
- mod calling this function before it prints a message, if it does, to
- allow for multiple protection mods.
- * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
- * Called when an item is eaten, by `minetest.item_eat`
- * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
- * `minetest.register_on_priv_grant(function(name, granter, priv))`
- * Called when `granter` grants the priv `priv` to `name`.
- * Note that the callback will be called twice if it's done by a player,
- once with granter being the player name, and again with granter being nil.
- * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
- * Called when `revoker` revokes the priv `priv` from `name`.
- * Note that the callback will be called twice if it's done by a player,
- once with revoker being the player name, and again with revoker being nil.
- * `minetest.register_can_bypass_userlimit(function(name, ip))`
- * Called when `name` user connects with `ip`.
- * Return `true` to by pass the player limit
- * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
- * Called when an incoming mod channel message is received
- * You should have joined some channels to receive events.
- * If message comes from a server mod, `sender` field is an empty string.
- Setting-related
- ---------------
- * `minetest.settings`: Settings object containing all of the settings from the
- main config file (`minetest.conf`).
- * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
- parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
- Authentication
- --------------
- * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
- * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
- * Convert between two privilege representations
- * `minetest.get_player_privs(name) -> {priv1=true,...}`
- * `minetest.check_player_privs(player_or_name, ...)`:
- returns `bool, missing_privs`
- * A quickhand for checking privileges.
- * `player_or_name`: Either a Player object or the name of a player.
- * `...` is either a list of strings, e.g. `"priva", "privb"` or
- a table, e.g. `{ priva = true, privb = true }`.
- * `minetest.check_password_entry(name, entry, password)`
- * Returns true if the "password entry" for a player with name matches given
- password, false otherwise.
- * The "password entry" is the password representation generated by the
- engine as returned as part of a `get_auth()` call on the auth handler.
- * Only use this function for making it possible to log in via password from
- external protocols such as IRC, other uses are frowned upon.
- * `minetest.get_password_hash(name, raw_password)`
- * Convert a name-password pair to a password hash that Minetest can use.
- * The returned value alone is not a good basis for password checks based
- on comparing the password hash in the database with the password hash
- from the function, with an externally provided password, as the hash
- in the db might use the new SRP verifier format.
- * For this purpose, use `minetest.check_password_entry` instead.
- * `minetest.get_player_ip(name)`: returns an IP address string for the player
- `name`.
- * The player needs to be online for this to be successful.
- * `minetest.get_auth_handler()`: Return the currently active auth handler
- * See the [Authentication handler definition]
- * Use this to e.g. get the authentication data for a player:
- `local auth_data = minetest.get_auth_handler().get_auth(playername)`
- * `minetest.notify_authentication_modified(name)`
- * Must be called by the authentication handler for privilege changes.
- * `name`: string; if omitted, all auth data should be considered modified
- * `minetest.set_player_password(name, password_hash)`: Set password hash of
- player `name`.
- * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
- `name`.
- * `minetest.auth_reload()`
- * See `reload()` in authentication handler definition
- `minetest.set_player_password`, `minetest_set_player_privs`,
- `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
- handler.
- Chat
- ----
- * `minetest.chat_send_all(text)`
- * `minetest.chat_send_player(name, text)`
- * `minetest.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
- ------------------
- * `minetest.set_node(pos, node)`
- * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
- * Set node at position `pos`
- * `node`: table `{name=string, param1=number, param2=number}`
- * If param1 or param2 is omitted, it's set to `0`.
- * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
- * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
- * Set node on all positions set in the first argument.
- * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
- * For node specification or position syntax see `minetest.set_node` call
- * Faster than set_node due to single call, but still considerably slower
- than Lua Voxel Manipulators (LVM) for large numbers of nodes.
- Unlike LVMs, this will call node callbacks. It also allows setting nodes
- in spread out positions which would cause LVMs to waste memory.
- For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
- times faster.
- * `minetest.swap_node(pos, node)`
- * Set node at position, but don't remove metadata
- * `minetest.remove_node(pos)`
- * By default it does the same as `minetest.set_node(pos, {name="air"})`
- * `minetest.get_node(pos)`
- * Returns the node at the given position as table in the format
- `{name="node_name", param1=0, param2=0}`,
- returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
- * `minetest.get_node_or_nil(pos)`
- * Same as `get_node` but returns `nil` for unloaded areas.
- * `minetest.get_node_light(pos, timeofday)`
- * Gets the light value at the given position. Note that the light value
- "inside" the node at the given position is returned, so you usually want
- to get the light value of a neighbor.
- * `pos`: The position where to measure the light.
- * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
- * Returns a number between `0` and `15` or `nil`
- * `minetest.place_node(pos, node)`
- * Place node with the same effects that a player would cause
- * `minetest.dig_node(pos)`
- * Dig node with the same effects that a player would cause
- * Returns `true` if successful, `false` on failure (e.g. protected location)
- * `minetest.punch_node(pos)`
- * Punch node with the same effects that a player would cause
- * `minetest.spawn_falling_node(pos)`
- * Change node into falling node
- * Returns `true` if successful, `false` on failure
- * `minetest.find_nodes_with_meta(pos1, pos2)`
- * Get a table of positions of nodes that have metadata within a region
- {pos1, pos2}.
- * `minetest.get_meta(pos)`
- * Get a `NodeMetaRef` at that position
- * `minetest.get_node_timer(pos)`
- * Get `NodeTimerRef`
- * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
- position.
- * Returns `ObjectRef`, or `nil` if failed
- * `minetest.add_item(pos, item)`: Spawn item
- * Returns `ObjectRef`, or `nil` if failed
- * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
- * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
- ObjectRefs.
- * `radius`: using an euclidean metric
- * `minetest.set_timeofday(val)`
- * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
- * `minetest.get_timeofday()`
- * `minetest.get_gametime()`: returns the time, in seconds, since the world was
- created.
- * `minetest.get_day_count()`: returns number days elapsed since world was
- created.
- * accounts for time changes.
- * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
- pos or `nil`.
- * `radius`: using a maximum metric
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * `search_center` is an optional boolean (default: `false`)
- If true `pos` is also checked for the nodes
- * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
- positions.
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * First return value: Table with all node positions
- * Second return value: Table with the count of each node with the node name
- as index.
- * Area volume is limited to 4,096,000 nodes
- * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
- list of positions.
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * Return value: Table with all node positions with a node air above
- * Area volume is limited to 4,096,000 nodes
- * `minetest.get_perlin(noiseparams)`
- * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
- * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
- * `minetest.get_voxel_manip([pos1, pos2])`
- * Return voxel manipulator object.
- * Loads the manipulator from the map if positions are passed.
- * `minetest.set_gen_notify(flags, {deco_ids})`
- * Set the types of on-generate notifications that should be collected.
- * `flags` is a flag field with the available flags:
- * dungeon
- * temple
- * cave_begin
- * cave_end
- * large_cave_begin
- * large_cave_end
- * decoration
- * The second parameter is a list of IDs of decorations which notification
- is requested for.
- * `minetest.get_gen_notify()`
- * Returns a flagstring and a table with the `deco_id`s.
- * `minetest.get_decoration_id(decoration_name)`
- * Returns the decoration ID number for the provided decoration name string,
- or `nil` on failure.
- * `minetest.get_mapgen_object(objectname)`
- * Return requested mapgen object if available (see [Mapgen objects])
- * `minetest.get_heat(pos)`
- * Returns the heat at the position, or `nil` on failure.
- * `minetest.get_humidity(pos)`
- * Returns the humidity at the position, or `nil` on failure.
- * `minetest.get_biome_data(pos)`
- * Returns a table containing:
- * `biome` the biome id of the biome at that position
- * `heat` the heat at the position
- * `humidity` the humidity at the position
- * Or returns `nil` on failure.
- * `minetest.get_biome_id(biome_name)`
- * Returns the biome id, as used in the biomemap Mapgen object and returned
- by `minetest.get_biome_data(pos)`, for a given biome_name string.
- * `minetest.get_biome_name(biome_id)`
- * Returns the biome name string for the provided biome id, or `nil` on
- failure.
- * If no biomes have been registered, such as in mgv6, returns `default`.
- * `minetest.get_mapgen_params()`
- * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
- * Returns a table containing:
- * `mgname`
- * `seed`
- * `chunksize`
- * `water_level`
- * `flags`
- * `minetest.set_mapgen_params(MapgenParams)`
- * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
- instead.
- * Set map generation parameters.
- * Function cannot be called after the registration period; only
- initialization and `on_mapgen_init`.
- * Takes a table as an argument with the fields:
- * `mgname`
- * `seed`
- * `chunksize`
- * `water_level`
- * `flags`
- * Leave field unset to leave that parameter unchanged.
- * `flags` contains a comma-delimited string of flags to set, or if the
- prefix `"no"` is attached, clears instead.
- * `flags` is in the same format and has the same options as `mg_flags` in
- `minetest.conf`.
- * `minetest.get_mapgen_setting(name)`
- * Gets the *active* mapgen setting (or nil if none exists) in string
- format with the following order of precedence:
- 1) Settings loaded from map_meta.txt or overrides set during mod
- execution.
- 2) Settings set by mods without a metafile override
- 3) Settings explicitly set in the user config file, minetest.conf
- 4) Settings set as the user config default
- * `minetest.get_mapgen_setting_noiseparams(name)`
- * Same as above, but returns the value as a NoiseParams table if the
- setting `name` exists and is a valid NoiseParams.
- * `minetest.set_mapgen_setting(name, value, [override_meta])`
- * Sets a mapgen param to `value`, and will take effect if the corresponding
- mapgen setting is not already present in map_meta.txt.
- * `override_meta` is an optional boolean (default: `false`). If this is set
- to true, the setting will become the active setting regardless of the map
- metafile contents.
- * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
- * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
- * Same as above, except value is a NoiseParams table.
- * `minetest.set_noiseparams(name, noiseparams, set_default)`
- * Sets the noiseparams setting of `name` to the noiseparams table specified
- in `noiseparams`.
- * `set_default` is an optional boolean (default: `true`) that specifies
- whether the setting should be applied to the default config or current
- active config.
- * `minetest.get_noiseparams(name)`
- * Returns a table of the noiseparams for name.
- * `minetest.generate_ores(vm, pos1, pos2)`
- * Generate all registered ores within the VoxelManip `vm` and in the area
- from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
- * `minetest.generate_decorations(vm, pos1, pos2)`
- * Generate all registered decorations within the VoxelManip `vm` and in the
- area from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
- * `minetest.clear_objects([options])`
- * Clear all objects in the environment
- * Takes an optional table as an argument with the field `mode`.
- * mode = `"full"` : Load and go through every mapblock, clearing
- objects (default).
- * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
- clear objects in unloaded mapblocks only when the
- mapblocks are next activated.
- * `minetest.load_area(pos1[, pos2])`
- * Load the mapblocks containing the area from `pos1` to `pos2`.
- `pos2` defaults to `pos1` if not specified.
- * This function does not trigger map generation.
- * `minetest.emerge_area(pos1, pos2, [callback], [param])`
- * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
- asynchronously fetched from memory, loaded from disk, or if inexistent,
- generates them.
- * If `callback` is a valid Lua function, this will be called for each block
- emerged.
- * The function signature of callback is:
- `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
- * `blockpos` is the *block* coordinates of the block that had been
- emerged.
- * `action` could be one of the following constant values:
- * `minetest.EMERGE_CANCELLED`
- * `minetest.EMERGE_ERRORED`
- * `minetest.EMERGE_FROM_MEMORY`
- * `minetest.EMERGE_FROM_DISK`
- * `minetest.EMERGE_GENERATED`
- * `calls_remaining` is the number of callbacks to be expected after
- this one.
- * `param` is the user-defined parameter passed to emerge_area (or
- nil if the parameter was absent).
- * `minetest.delete_area(pos1, pos2)`
- * delete all mapblocks in the area from pos1 to pos2, inclusive
- * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
- * Checks if there is anything other than air between pos1 and pos2.
- * Returns false if something is blocking the sight.
- * Returns the position of the blocking node when `false`
- * `pos1`: First position
- * `pos2`: Second position
- * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
- * Creates a `Raycast` object.
- * `pos1`: start of the ray
- * `pos2`: end of the ray
- * `objects`: if false, only nodes will be returned. Default is `true`.
- * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
- * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
- * returns table containing path
- * returns a table of 3D points representing a path from `pos1` to `pos2` or
- `nil`.
- * `pos1`: start position
- * `pos2`: end position
- * `searchdistance`: number of blocks to search in each direction using a
- maximum metric.
- * `max_jump`: maximum height difference to consider walkable
- * `max_drop`: maximum height difference to consider droppable
- * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
- * `minetest.spawn_tree (pos, {treedef})`
- * spawns L-system tree at given `pos` with definition in `treedef` table
- * `minetest.transforming_liquid_add(pos)`
- * add node to liquid update queue
- * `minetest.get_node_max_level(pos)`
- * get max available level for leveled node
- * `minetest.get_node_level(pos)`
- * get level of leveled node (water, snow)
- * `minetest.set_node_level(pos, level)`
- * set level of leveled node, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`).
- * `minetest.add_node_level(pos, level)`
- * increase level of leveled node by level, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`)
- * can be negative for decreasing
- * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
- * resets the light in a cuboid-shaped part of
- the map and removes lighting bugs.
- * Loads the area if it is not loaded.
- * `pos1` is the corner of the cuboid with the least coordinates
- (in node coordinates), inclusive.
- * `pos2` is the opposite corner of the cuboid, inclusive.
- * The actual updated cuboid might be larger than the specified one,
- because only whole map blocks can be updated.
- The actual updated area consists of those map blocks that intersect
- with the given cuboid.
- * However, the neighborhood of the updated area might change
- as well, as light can spread out of the cuboid, also light
- might be removed.
- * returns `false` if the area is not fully generated,
- `true` otherwise
- * `minetest.check_single_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * does not spread these updates to neighbours.
- * `minetest.check_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * spread these updates to neighbours and can cause a cascade
- of nodes to fall.
- * `minetest.get_spawn_level(x, z)`
- * Returns a player spawn y co-ordinate for the provided (x, z)
- co-ordinates, or `nil` for an unsuitable spawn point.
- * For most mapgens a 'suitable spawn point' is one with y between
- `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
- so `nil` will be returned for many (x, z) co-ordinates.
- * The spawn level returned is for a player spawn in unmodified terrain.
- * The spawn level is intentionally above terrain level to cope with
- full-node biome 'dust' nodes.
- Mod channels
- ------------
- You can find mod channels communication scheme in `doc/mod_channels.png`.
- * `minetest.mod_channel_join(channel_name)`
- * Server joins channel `channel_name`, and creates it if necessary. You
- should listen for incoming messages with
- `minetest.register_on_modchannel_message`
- Inventory
- ---------
- `minetest.get_inventory(location)`: returns an `InvRef`
- * `location` = e.g.
- * `{type="player", name="celeron55"}`
- * `{type="node", pos={x=, y=, z=}}`
- * `{type="detached", name="creative"}`
- * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
- an `InvRef`.
- * `callbacks`: See [Detached inventory callbacks]
- * `player_name`: Make detached inventory available to one player
- exclusively, by default they will be sent to every player (even if not
- used).
- Note that this parameter is mostly just a workaround and will be removed
- in future releases.
- * Creates a detached inventory. If it already exists, it is cleared.
- * `minetest.remove_detached_inventory(name)`
- * Returns a `boolean` indicating whether the removal succeeded.
- * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
- returns left over ItemStack.
- * See `minetest.item_eat` and `minetest.register_on_item_eat`
- Formspec
- --------
- * `minetest.show_formspec(playername, formname, formspec)`
- * `playername`: name of player to show formspec
- * `formname`: name passed to `on_player_receive_fields` callbacks.
- It should follow the `"modname:<whatever>"` naming convention
- * `formspec`: formspec to display
- * `minetest.close_formspec(playername, formname)`
- * `playername`: name of player to close formspec
- * `formname`: has to exactly match the one given in `show_formspec`, or the
- formspec will not close.
- * calling `show_formspec(playername, formname, "")` is equal to this
- expression.
- * to close a formspec regardless of the formname, call
- `minetest.close_formspec(playername, "")`.
- **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
- * `minetest.formspec_escape(string)`: returns a string
- * escapes the characters "[", "]", "\", "," and ";", which can not be used
- in formspecs.
- * `minetest.explode_table_event(string)`: returns a table
- * returns e.g. `{type="CHG", row=1, column=2}`
- * `type` is one of:
- * `"INV"`: no row selected
- * `"CHG"`: selected
- * `"DCL"`: double-click
- * `minetest.explode_textlist_event(string)`: returns a table
- * returns e.g. `{type="CHG", index=1}`
- * `type` is one of:
- * `"INV"`: no row selected
- * `"CHG"`: selected
- * `"DCL"`: double-click
- * `minetest.explode_scrollbar_event(string)`: returns a table
- * returns e.g. `{type="CHG", value=500}`
- * `type` is one of:
- * `"INV"`: something failed
- * `"CHG"`: has been changed
- * `"VAL"`: not changed
- Item handling
- -------------
- * `minetest.inventorycube(img1, img2, img3)`
- * Returns a string for making an image of a cube (useful as an item image)
- * `minetest.get_pointed_thing_position(pointed_thing, above)`
- * 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`.
- * `minetest.dir_to_facedir(dir, is6d)`
- * Convert a vector to a facedir value, used in `param2` for
- `paramtype2="facedir"`.
- * passing something non-`nil`/`false` for the optional second parameter
- causes it to take the y component into account.
- * `minetest.facedir_to_dir(facedir)`
- * Convert a facedir back into a vector aimed directly out the "back" of a
- node.
- * `minetest.dir_to_wallmounted(dir)`
- * Convert a vector to a wallmounted value, used for
- `paramtype2="wallmounted"`.
- * `minetest.wallmounted_to_dir(wallmounted)`
- * Convert a wallmounted value back into a vector aimed directly out the
- "back" of a node.
- * `minetest.dir_to_yaw(dir)`
- * Convert a vector into a yaw (angle)
- * `minetest.yaw_to_dir(yaw)`
- * Convert yaw (angle) to a vector
- * `minetest.is_colored_paramtype(ptype)`
- * Returns a boolean. Returns `true` if the given `paramtype2` contains
- color information (`color`, `colorwallmounted` or `colorfacedir`).
- * `minetest.strip_param2_color(param2, paramtype2)`
- * Removes everything but the color information from the
- given `param2` value.
- * Returns `nil` if the given `paramtype2` does not contain color
- information.
- * `minetest.get_node_drops(nodename, toolname)`
- * Returns list of item names.
- * **Note**: This will be removed or modified in a future version.
- * `minetest.get_craft_result(input)`: returns `output, decremented_input`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `input.width` = for example `3`
- * `input.items` = for example
- `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
- * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
- * `output.time` = a number, if unsuccessful: `0`
- * `output.replacements` = list of `ItemStack`s that couldn't be placed in
- `decremented_input.items`
- * `decremented_input` = like `input`
- * `minetest.get_craft_recipe(output)`: returns input
- * returns last registered recipe for output item (node)
- * `output` is a node or item type such as `"default:torch"`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `input.width` = for example `3`
- * `input.items` = for example
- `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
- * `input.items` = `nil` if no recipe found
- * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
- * returns indexed table with all registered recipes for query item (node)
- or `nil` if no recipe was found.
- * recipe entry table:
- * `method`: 'normal' or 'cooking' or 'fuel'
- * `width`: 0-3, 0 means shapeless recipe
- * `items`: indexed [1-9] table with recipe items
- * `output`: string with item name and quantity
- * Example query for `"default:gold_ingot"` will return table:
- {
- [1]={method = "cooking", width = 3, output = "default:gold_ingot",
- items = {1 = "default:gold_lump"}},
- [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
- items = {1 = "default:goldblock"}}
- }
- * `minetest.handle_node_drops(pos, drops, digger)`
- * `drops`: list of itemstrings
- * Handles drops from nodes after digging: Default action is to put them
- into digger's inventory.
- * Can be overridden to get different functionality (e.g. dropping items on
- ground)
- * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
- string.
- * Creates an item string which contains palette index information
- for hardware colorization. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `palette_index`: this index is added to the item stack
- * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
- * Creates an item string which contains static color information
- for hardware colorization. Use this method if you wish to colorize
- an item that does not own a palette. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `colorstring`: the new color of the item stack
- Rollback
- --------
- * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
- returns `{{actor, pos, time, oldnode, newnode}, ...}`
- * Find who has done something to a node, or near a node
- * `actor`: `"player:<name>"`, also `"liquid"`.
- * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
- `boolean, log_messages`.
- * Revert latest actions of someone
- * `actor`: `"player:<name>"`, also `"liquid"`.
- Defaults for the `on_*` item definition functions
- -------------------------------------------------
- These functions return the leftover itemstack.
- * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
- * Place item as a node
- * `param2` overrides `facedir` and wallmounted `param2`
- * `prevent_after_place`: if set to `true`, `after_place_node` is not called
- for the newly placed node to prevent a callback and placement loop
- * returns `itemstack, success`
- * `minetest.item_place_object(itemstack, placer, pointed_thing)`
- * Place item as-is
- * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
- * Use one of the above based on what the item is.
- * Calls `on_rightclick` of `pointed_thing.under` if defined instead
- * **Note**: is not called when wielded item overrides `on_place`
- * `param2` overrides `facedir` and wallmounted `param2`
- * returns `itemstack, success`
- * `minetest.item_drop(itemstack, dropper, pos)`
- * Drop the item
- * `minetest.item_eat(hp_change, replace_with_item)`
- * Eat the item.
- * `replace_with_item` is the itemstring which is added to the inventory.
- If the player is eating a stack, then replace_with_item goes to a
- different spot. Can be `nil`
- * See `minetest.do_item_eat`
- Defaults for the `on_punch` and `on_dig` node definition callbacks
- ------------------------------------------------------------------
- * `minetest.node_punch(pos, node, puncher, pointed_thing)`
- * Calls functions registered by `minetest.register_on_punchnode()`
- * `minetest.node_dig(pos, node, digger)`
- * Checks if node can be dug, puts item into inventory, removes node
- * Calls functions registered by `minetest.registered_on_dignodes()`
- Sounds
- ------
- * `minetest.sound_play(spec, parameters)`: returns a handle
- * `spec` is a `SimpleSoundSpec`
- * `parameters` is a sound parameter table
- * `minetest.sound_stop(handle)`
- * `minetest.sound_fade(handle, step, gain)`
- * `handle` is a handle returned by `minetest.sound_play`
- * `step` determines how fast a sound will fade.
- Negative step will lower the sound volume, positive step will increase
- the sound volume.
- * `gain` the target gain for the fade.
- Timing
- ------
- * `minetest.after(time, func, ...)`
- * Call the function `func` after `time` seconds, may be fractional
- * Optional: Variable number of arguments that are passed to `func`
- Server
- ------
- * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
- server shutdown. Will display `message` to clients.
- * `reconnect` == true displays a reconnect button
- * `delay` adds an optional delay (in seconds) before shutdown.
- Negative delay cancels the current active shutdown.
- Zero delay triggers an immediate shutdown.
- * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
- * `minetest.get_server_status(name, joined)`
- * Returns the server status string when a player joins or when the command
- `/status` is called. Returns `nil` or an empty string when the message is
- disabled.
- * `joined`: Boolean value, indicates whether the function was called when
- a player joined.
- * This function may be overwritten by mods to customize the status message.
- * `minetest.get_server_uptime()`: returns the server uptime in seconds
- * `minetest.remove_player(name)`: remove player from database (if they are not
- connected).
- * As auth data is not removed, minetest.player_exists will continue to
- return true. Call the below method as well if you want to remove auth
- data too.
- * Returns a code (0: successful, 1: no such player, 2: player is connected)
- * `minetest.remove_player_auth(name)`: remove player authentication data
- * Returns boolean indicating success (false if player nonexistant)
- Bans
- ----
- * `minetest.get_ban_list()`: returns the ban list
- (same as `minetest.get_ban_description("")`).
- * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
- * `minetest.ban_player(name)`: ban a player
- * `minetest.unban_player_or_ip(name)`: unban player or IP address
- * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
- reason.
- Particles
- ---------
- * `minetest.add_particle(particle definition)`
- * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
- expirationtime, size, collisiondetection, texture, playername)`
- * `minetest.add_particlespawner(particlespawner definition)`
- * Add a `ParticleSpawner`, an object that spawns an amount of particles
- over `time` seconds.
- * Returns an `id`, and -1 if adding didn't succeed
- * Deprecated: `minetest.add_particlespawner(amount, time,
- minpos, maxpos,
- minvel, maxvel,
- minacc, maxacc,
- minexptime, maxexptime,
- minsize, maxsize,
- collisiondetection, texture, playername)`
- * `minetest.delete_particlespawner(id, player)`
- * Delete `ParticleSpawner` with `id` (return value from
- `minetest.add_particlespawner`).
- * If playername is specified, only deletes on the player's client,
- otherwise on all clients.
- Schematics
- ----------
- * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
- * Create a schematic from the volume of map specified by the box formed by
- p1 and p2.
- * Apply the specified probability and per-node force-place to the specified
- nodes according to the `probability_list`.
- * `probability_list` is an array of tables containing two fields, `pos`
- and `prob`.
- * `pos` is the 3D vector specifying the absolute coordinates of the
- node being modified,
- * `prob` is an integer value from `0` to `255` that encodes
- probability and per-node force-place. Probability has levels
- 0-127, then 128 may be added to encode per-node force-place.
- For probability stated as 0-255, divide by 2 and round down to
- get values 0-127, then add 128 to apply per-node force-place.
- * If there are two or more entries with the same pos value, the
- last entry is used.
- * If `pos` is not inside the box formed by `p1` and `p2`, it is
- ignored.
- * If `probability_list` equals `nil`, no probabilities are applied.
- * Apply the specified probability to the specified horizontal slices
- according to the `slice_prob_list`.
- * `slice_prob_list` is an array of tables containing two fields, `ypos`
- and `prob`.
- * `ypos` indicates the y position of the slice with a probability
- applied, the lowest slice being `ypos = 0`.
- * If slice probability list equals `nil`, no slice probabilities
- are applied.
- * Saves schematic in the Minetest Schematic format to filename.
- * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
- * Place the schematic specified by schematic (see [Schematic specifier]) at
- `pos`.
- * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
- * If the `rotation` parameter is omitted, the schematic is not rotated.
- * `replacements` = `{["old_name"] = "convert_to", ...}`
- * `force_placement` is a boolean indicating whether nodes other than `air`
- and `ignore` are replaced by the schematic.
- * Returns nil if the schematic could not be loaded.
- * **Warning**: Once you have loaded a schematic from a file, it will be
- cached. Future calls will always use the cached version and the
- replacement list defined for it, regardless of whether the file or the
- replacement list parameter have changed. The only way to load the file
- anew is to restart the server.
- * `flags` is a flag field with the available flags:
- * place_center_x
- * place_center_y
- * place_center_z
- * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
- * This function is analogous to minetest.place_schematic, but places a
- schematic onto the specified VoxelManip object `vmanip` instead of the
- map.
- * Returns false if any part of the schematic was cut-off due to the
- VoxelManip not containing the full area required, and true if the whole
- schematic was able to fit.
- * Returns nil if the schematic could not be loaded.
- * After execution, any external copies of the VoxelManip contents are
- invalidated.
- * `flags` is a flag field with the available flags:
- * place_center_x
- * place_center_y
- * place_center_z
- * `minetest.serialize_schematic(schematic, format, options)`
- * Return the serialized schematic specified by schematic
- (see [Schematic specifier])
- * in the `format` of either "mts" or "lua".
- * "mts" - a string containing the binary MTS data used in the MTS file
- format.
- * "lua" - a string containing Lua code representing the schematic in table
- format.
- * `options` is a table containing the following optional parameters:
- * If `lua_use_comments` is true and `format` is "lua", the Lua code
- generated will have (X, Z) position comments for every X row
- generated in the schematic data for easier reading.
- * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
- the Lua code generated will use that number of spaces as indentation
- instead of a tab character.
- * `minetest.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
- -------------
- * `minetest.request_http_api()`:
- * returns `HTTPApiTable` containing http functions if the calling mod has
- been granted access by being listed in the `secure.http_mods` or
- `secure.trusted_mods` setting, otherwise returns `nil`.
- * The returned table contains the functions `fetch`, `fetch_async` and
- `fetch_async_get` described below.
- * Only works at init time and must be called from the mod's main scope
- (not from a function).
- * Function only exists if minetest server was built with cURL support.
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
- A LOCAL VARIABLE!**
- * `HTTPApiTable.fetch(HTTPRequest req, callback)`
- * Performs given request asynchronously and calls callback upon completion
- * callback: `function(HTTPRequestResult res)`
- * Use this HTTP function if you are unsure, the others are for advanced use
- * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
- * Performs given request asynchronously and returns handle for
- `HTTPApiTable.fetch_async_get`
- * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
- * Return response data for given asynchronous HTTP request
- Storage API
- -----------
- * `minetest.get_mod_storage()`:
- * returns reference to mod private `StorageRef`
- * must be called during mod load time
- Misc.
- -----
- * `minetest.get_connected_players()`: returns list of `ObjectRefs`
- * `minetest.is_player(obj)`: boolean, whether `obj` is a player
- * `minetest.player_exists(name)`: boolean, whether player exists
- (regardless of online status)
- * `minetest.hud_replace_builtin(name, hud_definition)`
- * Replaces definition of a builtin hud element
- * `name`: `"breath"` or `"health"`
- * `hud_definition`: definition to replace builtin definition
- * `minetest.send_join_message(player_name)`
- * This function can be overridden by mods to change the join message.
- * `minetest.send_leave_message(player_name, timed_out)`
- * This function can be overridden by mods to change the leave message.
- * `minetest.hash_node_position(pos)`: returns an 48-bit integer
- * `pos`: table {x=number, y=number, z=number},
- * Gives a unique hash number for a node position (16+16+16=48bit)
- * `minetest.get_position_from_hash(hash)`: returns a position
- * Inverse transform of `minetest.hash_node_position`
- * `minetest.get_item_group(name, group)`: returns a rating
- * Get rating of a group of an item. (`0` means: not in group)
- * `minetest.get_node_group(name, group)`: returns a rating
- * Deprecated: An alias for the former.
- * `minetest.raillike_group(name)`: returns a rating
- * Returns rating of the connect_to_raillike group corresponding to name
- * If name is not yet the name of a connect_to_raillike group, a new group
- id is created, with that name.
- * `minetest.get_content_id(name)`: returns an integer
- * Gets the internal content ID of `name`
- * `minetest.get_name_from_content_id(content_id)`: returns a string
- * Gets the name of the content with that content ID
- * `minetest.parse_json(string[, nullvalue])`: returns something
- * Convert a string containing JSON data into the Lua equivalent
- * `nullvalue`: returned in place of the JSON null; defaults to `nil`
- * On success returns a table, a string, a number, a boolean or `nullvalue`
- * On failure outputs an error message and returns `nil`
- * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
- * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
- message.
- * Convert a Lua table into a JSON string
- * styled: Outputs in a human-readable format if this is set, defaults to
- false.
- * Unserializable things like functions and userdata will cause an error.
- * **Warning**: JSON is more strict than the Lua table format.
- 1. You can only use strings and positive integers of at least one as
- keys.
- 2. You can not mix string and integer keys.
- This is due to the fact that JSON has two distinct array and object
- values.
- * Example: `write_json({10, {a = false}})`,
- returns `"[10, {\"a\": false}]"`
- * `minetest.serialize(table)`: returns a string
- * Convert a table containing tables, strings, numbers, booleans and `nil`s
- into string form readable by `minetest.deserialize`
- * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
- * `minetest.deserialize(string)`: returns a table
- * Convert a string returned by `minetest.deserialize` into a table
- * `string` is loaded in an empty sandbox environment.
- * Will load functions, but they cannot access the global environment.
- * Example: `deserialize('return { ["foo"] = "bar" }')`,
- returns `{foo='bar'}`
- * Example: `deserialize('print("foo")')`, returns `nil`
- (function call fails), returns
- `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
- * `minetest.compress(data, method, ...)`: returns `compressed_data`
- * Compress a string of data.
- * `method` is a string identifying the compression method to be used.
- * Supported compression methods:
- * Deflate (zlib): `"deflate"`
- * `...` indicates method-specific arguments. Currently defined arguments
- are:
- * Deflate: `level` - Compression level, `0`-`9` or `nil`.
- * `minetest.decompress(compressed_data, method, ...)`: returns data
- * Decompress a string of data (using ZLib).
- * See documentation on `minetest.compress()` for supported compression
- methods.
- * `...` indicates method-specific arguments. Currently, no methods use this
- * `minetest.rgba(red, green, blue[, alpha])`: returns a string
- * Each argument is a 8 Bit unsigned integer
- * Returns the ColorString from rgb or rgba values
- * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
- * `minetest.encode_base64(string)`: returns string encoded in base64
- * Encodes a string in base64.
- * `minetest.decode_base64(string)`: returns string
- * Decodes a string encoded in base64.
- * `minetest.is_protected(pos, name)`: returns boolean
- * 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:
- local old_is_protected = minetest.is_protected
- function minetest.is_protected(pos, name)
- if mymod:position_protected_from(pos, name) then
- return true
- end
- return old_is_protected(pos, name)
- end
- * `minetest.record_protection_violation(pos, name)`
- * This function calls functions registered with
- `minetest.register_on_protection_violation`.
- * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
- * Returns the position of the first node that `player_name` may not modify
- in the specified cuboid between `pos1` and `pos2`.
- * Returns `false` if no protections were found.
- * Applies `is_protected()` to a 3D lattice of points in the defined volume.
- The points are spaced evenly throughout the volume and have a spacing
- similar to, but no larger than, `interval`.
- * All corners and edges of the defined volume are checked.
- * `interval` defaults to 4.
- * `interval` should be carefully chosen and maximised to avoid an excessive
- number of points being checked.
- * Like `minetest.is_protected`, this function may be extended or
- overwritten by mods to provide a faster implementation to check the
- cuboid for intersections.
- * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
- orient_flags, prevent_after_place])`
- * Attempt to predict the desired orientation of the facedir-capable node
- defined by `itemstack`, and place it accordingly (on-wall, on the floor,
- or hanging from the ceiling).
- * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
- stacks are handled normally.
- * `orient_flags`: Optional table containing extra tweaks to the placement code:
- * `invert_wall`: if `true`, place wall-orientation on the ground and
- ground-orientation on the wall.
- * `force_wall` : if `true`, always place the node in wall orientation.
- * `force_ceiling`: if `true`, always place on the ceiling.
- * `force_floor`: if `true`, always place the node on the floor.
- * `force_facedir`: if `true`, forcefully reset the facedir to north
- when placing on the floor or ceiling.
- * The first four options are mutually-exclusive; the last in the list
- takes precedence over the first.
- * `prevent_after_place` is directly passed to `minetest.item_place_node`
- * Returns the new itemstack after placement
- * `minetest.rotate_node(itemstack, placer, pointed_thing)`
- * calls `rotate_and_place()` with `infinitestacks` set according to the state
- of the creative mode setting, checks for "sneak" to set the `invert_wall`
- parameter and `prevent_after_place` set to `true`.
- * `minetest.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 overriden by mods that wish to modify this behaviour.
- * You may want to cache and call the old function to allow multiple mods to
- change knockback behaviour.
- * `minetest.forceload_block(pos[, transient])`
- * forceloads the position `pos`.
- * returns `true` if area could be forceloaded
- * If `transient` is `false` or absent, the forceload will be persistent
- (saved between server runs). If `true`, the forceload will be transient
- (not saved between server runs).
- * `minetest.forceload_free_block(pos[, transient])`
- * stops forceloading the position `pos`
- * If `transient` is `false` or absent, frees a persistent forceload.
- If `true`, frees a transient forceload.
- * `minetest.request_insecure_environment()`: returns an environment containing
- insecure functions if the calling mod has been listed as trusted in the
- `secure.trusted_mods` setting or security is disabled, otherwise returns
- `nil`.
- * Only works at init time and must be called from the mod's main scope (not
- from a function).
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
- IT IN A LOCAL VARIABLE!**
- * `minetest.global_exists(name)`
- * Checks if a global variable has been set, without triggering a warning.
- Global objects
- --------------
- * `minetest.env`: `EnvRef` of the server environment and world.
- * Any function in the minetest namespace can be called using the syntax
- `minetest.env:somefunction(somearguments)`
- instead of `minetest.somefunction(somearguments)`
- * Deprecated, but support is not to be dropped soon
- Global tables
- -------------
- ### Registered definition tables
- * `minetest.registered_items`
- * Map of registered items, indexed by name
- * `minetest.registered_nodes`
- * Map of registered node definitions, indexed by name
- * `minetest.registered_craftitems`
- * Map of registered craft item definitions, indexed by name
- * `minetest.registered_tools`
- * Map of registered tool definitions, indexed by name
- * `minetest.registered_entities`
- * Map of registered entity prototypes, indexed by name
- * `minetest.object_refs`
- * Map of object references, indexed by active object id
- * `minetest.luaentities`
- * Map of Lua entities, indexed by active object id
- * `minetest.registered_abms`
- * List of ABM definitions
- * `minetest.registered_lbms`
- * List of LBM definitions
- * `minetest.registered_aliases`
- * Map of registered aliases, indexed by name
- * `minetest.registered_ores`
- * Map of registered ore definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_ore`.
- * `minetest.registered_biomes`
- * Map of registered biome definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_biome`.
- * `minetest.registered_decorations`
- * Map of registered decoration definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_decoration`.
- * `minetest.registered_schematics`
- * Map of registered schematic definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_schematic`.
- * `minetest.registered_chatcommands`
- * Map of registered chat command definitions, indexed by name
- * `minetest.registered_privileges`
- * Map of registered privilege definitions, indexed by name
- ### Registered callback tables
- All callbacks registered with [Global callback registration functions] are added
- to corresponding `minetest.registered_*` tables.
- Class reference
- ===============
- Sorted alphabetically.
- `AreaStore`
- -----------
- A fast access data structure to store areas, and find areas near a given
- position or area.
- Every area has a `data` string attribute to store additional information.
- You can create an empty `AreaStore` by calling `AreaStore()`, or
- `AreaStore(type_name)`.
- If you chose the parameter-less constructor, a fast implementation will be
- automatically chosen for you.
- ### Methods
- * `get_area(id, include_borders, include_data)`: returns the area with the id
- `id`.
- (optional) Boolean values `include_borders` and `include_data` control what's
- copied.
- Returns nil if specified area id does not exist.
- * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
- that contain the position `pos`.
- (optional) Boolean values `include_borders` and `include_data` control what's
- copied.
- * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
- returns all areas that contain all nodes inside the area specified by `edge1`
- and `edge2` (inclusive).
- If `accept_overlap` is true, also areas are returned that have nodes in
- common with the specified area.
- (optional) Boolean values `include_borders` and `include_data` control what's
- copied.
- * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
- Returns the new area's ID, or nil if the insertion failed.
- The (inclusive) positions `edge1` and `edge2` describe the area.
- `data` is a string stored with the area. If passed, `id` will be used as the
- internal area ID, it must be a unique number between 0 and 2^32-2. If you use
- the `id` parameter you must always use it, or insertions are likely to fail
- due to conflicts.
- * `reserve(count)`: reserves resources for at most `count` many contained
- areas.
- Only needed for efficiency, and only some implementations profit.
- * `remove_area(id)`: removes the area with the given id from the store, returns
- success.
- * `set_cache_params(params)`: sets params for the included prefiltering cache.
- Calling invalidates the cache, so that its elements have to be newly
- generated.
- * `params` is a table with the following fields:
- enabled = boolean, -- Whether to enable, default true
- block_radius = int, -- The radius (in nodes) of the areas the cache
- -- generates prefiltered lists for, minimum 16,
- -- default 64
- limit = int, -- The cache size, minimum 20, default 1000
- * `to_string()`: Experimental. Returns area store serialized as a (binary)
- string.
- * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
- a file.
- * `from_string(str)`: Experimental. Deserializes string and loads it into the
- AreaStore.
- Returns success and, optionally, an error message.
- * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
- from a file.
- `InvRef`
- --------
- An `InvRef` is a reference to an inventory.
- ### Methods
- * `is_empty(listname)`: return `true` if list is empty
- * `get_size(listname)`: get size of a list
- * `set_size(listname, size)`: set size of a list
- * returns `false` on error (e.g. invalid `listname` or `size`)
- * `get_width(listname)`: get width of a list
- * `set_width(listname, width)`: set width of list; currently used for crafting
- * `get_stack(listname, i)`: get a copy of stack index `i` in list
- * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
- * `get_list(listname)`: return full list
- * `set_list(listname, list)`: set full list (size will not change)
- * `get_lists()`: returns list of inventory lists
- * `set_lists(lists)`: sets inventory lists (size will not change)
- * `add_item(listname, stack)`: add item somewhere in list, returns leftover
- `ItemStack`.
- * `room_for_item(listname, stack):` returns `true` if the stack of items
- can be fully added to the list
- * `contains_item(listname, stack, [match_meta])`: returns `true` if
- the stack of items can be fully taken from the list.
- If `match_meta` is false, only the items' names are compared
- (default: `false`).
- * `remove_item(listname, stack)`: take as many items as specified from the
- list, returns the items that were actually removed (as an `ItemStack`)
- -- note that any item metadata is ignored, so attempting to remove a specific
- unique item this way will likely remove the wrong one -- to do that use
- `set_stack` with an empty `ItemStack`.
- * `get_location()`: returns a location compatible to
- `minetest.get_inventory(location)`.
- * returns `{type="undefined"}` in case location is not known
- `ItemStack`
- -----------
- An `ItemStack` is a stack of items.
- It can be created via `ItemStack(x)`, where x is an `ItemStack`,
- an itemstring, a table or `nil`.
- ### Methods
- * `is_empty()`: returns `true` if stack is empty.
- * `get_name()`: returns item name (e.g. `"default:stone"`).
- * `set_name(item_name)`: returns a boolean indicating whether the item was
- cleared.
- * `get_count()`: Returns number of items on the stack.
- * `set_count(count)`: returns a boolean indicating whether the item was cleared
- * `count`: number, unsigned 16 bit integer
- * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
- * `set_wear(wear)`: returns boolean indicating whether item was cleared
- * `wear`: number, unsigned 16 bit integer
- * `get_meta()`: returns ItemStackMetaRef. See section for more details
- * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
- stack).
- * `set_metadata(metadata)`: (DEPRECATED) Returns true.
- * `get_description()`: returns the description shown in inventory list tooltips.
- * `clear()`: removes all items from the stack, making it empty.
- * `replace(item)`: replace the contents of this stack.
- * `item` can also be an itemstring or table.
- * `to_string()`: returns the stack in itemstring form.
- * `to_table()`: returns the stack in Lua table form.
- * `get_stack_max()`: returns the maximum size of the stack (depends on the
- item).
- * `get_free_space()`: returns `get_stack_max() - get_count()`.
- * `is_known()`: returns `true` if the item name refers to a defined item type.
- * `get_definition()`: returns the item definition table.
- * `get_tool_capabilities()`: returns the digging properties of the item,
- or those of the hand if none are defined for this item type
- * `add_wear(amount)`
- * Increases wear by `amount` if the item is a tool
- * `amount`: number, integer
- * `add_item(item)`: returns leftover `ItemStack`
- * Put some item or stack onto this stack
- * `item_fits(item)`: returns `true` if item or stack can be fully added to
- this one.
- * `take_item(n)`: returns taken `ItemStack`
- * Take (and remove) up to `n` items from this stack
- * `n`: number, default: `1`
- * `peek_item(n)`: returns taken `ItemStack`
- * Copy (don't remove) up to `n` items from this stack
- * `n`: number, default: `1`
- `ItemStackMetaRef`
- ------------------
- ItemStack metadata: reference extra data and functionality stored in a stack.
- Can be obtained via `item:get_meta()`.
- ### Methods
- * All methods in MetaDataRef
- * `set_tool_capabilities([tool_capabilities])`
- * Overrides the item's tool capabilities
- * A nil value will clear the override data and restore the original
- behavior.
- `MetaDataRef`
- -------------
- See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
- ### Methods
- * `contains(key)`: Returns true if key present, otherwise false.
- * Returns `nil` when the MetaData is inexistent.
- * `get(key)`: Returns `nil` if key not present, else the stored string.
- * `set_string(key, value)`: Value of `""` will delete the key.
- * `get_string(key)`: Returns `""` if key not present.
- * `set_int(key, value)`
- * `get_int(key)`: Returns `0` if key not present.
- * `set_float(key, value)`
- * `get_float(key)`: Returns `0` if key not present.
- * `to_table()`: returns `nil` or a table with keys:
- * `fields`: key-value storage
- * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
- * `from_table(nil or {})`
- * Any non-table value will clear the metadata
- * See [Node Metadata] for an example
- * returns `true` on success
- * `equals(other)`
- * returns `true` if this metadata has the same key-value pairs as `other`
- `ModChannel`
- ------------
- An interface to use mod channels on client and server
- ### Methods
- * `leave()`: leave the mod channel.
- * Server leaves channel `channel_name`.
- * No more incoming or outgoing messages can be sent to this channel from
- server mods.
- * This invalidate all future object usage.
- * Ensure you set mod_channel to nil after that to free Lua resources.
- * `is_writeable()`: returns true if channel is writeable and mod can send over
- it.
- * `send_all(message)`: Send `message` though the mod channel.
- * If mod channel is not writeable or invalid, message will be dropped.
- * Message size is limited to 65535 characters by protocol.
- `NodeMetaRef`
- -------------
- Node metadata: reference extra data and functionality stored in a node.
- Can be obtained via `minetest.get_meta(pos)`.
- ### Methods
- * All methods in MetaDataRef
- * `get_inventory()`: returns `InvRef`
- * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
- This will prevent them from being sent to the client. Note that the "private"
- status will only be remembered if an associated key-value pair exists,
- meaning it's best to call this when initializing all other meta (e.g.
- `on_construct`).
- `NodeTimerRef`
- --------------
- Node Timers: a high resolution persistent per-node timer.
- Can be gotten via `minetest.get_node_timer(pos)`.
- ### Methods
- * `set(timeout,elapsed)`
- * set a timer's state
- * `timeout` is in seconds, and supports fractional values (0.1 etc)
- * `elapsed` is in seconds, and supports fractional values (0.1 etc)
- * will trigger the node's `on_timer` function after `(timeout - elapsed)`
- seconds.
- * `start(timeout)`
- * start a timer
- * equivalent to `set(timeout,0)`
- * `stop()`
- * stops the timer
- * `get_timeout()`: returns current timeout in seconds
- * if `timeout` equals `0`, timer is inactive
- * `get_elapsed()`: returns current elapsed time in seconds
- * the node's `on_timer` function will be called after `(timeout - elapsed)`
- seconds.
- * `is_started()`: returns boolean state of timer
- * returns `true` if timer is started, otherwise `false`
- `ObjectRef`
- -----------
- Moving things in the game are generally these.
- This is basically a reference to a C++ `ServerActiveObject`
- ### Methods
- * `get_pos()`: returns `{x=num, y=num, z=num}`
- * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
- * `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.
- * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
- * `puncher` = another `ObjectRef`,
- * `time_from_last_punch` = time since last punch action of the puncher
- * `direction`: can be `nil`
- * `right_click(clicker)`; `clicker` is another `ObjectRef`
- * `get_hp()`: returns number of hitpoints (2 * number of hearts)
- * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
- * See reason in register_on_player_hpchange
- * `get_inventory()`: returns an `InvRef` 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 index of the wielded item
- * `get_wielded_item()`: returns an `ItemStack`
- * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
- successful.
- * `set_armor_groups({group1=rating, group2=rating, ...})`
- * `get_armor_groups()`: returns a table with the armor group ratings
- * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
- * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
- * `frame_speed`: number, default: `15.0`
- * `frame_blend`: number, default: `0.0`
- * `frame_loop`: boolean, default: `true`
- * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
- `frame_loop`.
- * `set_animation_frame_speed(frame_speed)`
- * `frame_speed`: number, default: `15.0`
- * `set_attach(parent, bone, position, rotation)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
- * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
- attached.
- * `set_detach()`
- * `set_bone_position(bone, position, rotation)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}`
- * `get_bone_position(bone)`: returns position and rotation of the bone
- * `set_properties(object property table)`
- * `get_properties()`: returns object property table
- * `is_player()`: returns true for players, false otherwise
- * `get_nametag_attributes()`
- * returns a table with the attributes of the nametag of an object
- * {
- color = {a=0..255, r=0..255, g=0..255, b=0..255},
- text = "",
- }
- * `set_nametag_attributes(attributes)`
- * sets the attributes of the nametag of an object
- * `attributes`:
- {
- color = ColorSpec,
- text = "My Nametag",
- }
- #### Lua entity only (no-op for other objects)
- * `remove()`: remove object (after returning from Lua)
- * `set_velocity(vel)`
- * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
- * `add_velocity(vel)`
- * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
- * In comparison to using get_velocity, adding the velocity and then using
- set_velocity, add_velocity is supposed to avoid synchronization problems.
- * `get_velocity()`: returns the velocity, a vector
- * `set_acceleration(acc)`
- * `acc` is a vector
- * `get_acceleration()`: returns the acceleration, a vector
- * `set_rotation(rot)`
- * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
- and Z is roll (bank).
- * `get_rotation()`: returns the rotation, a vector (radians)
- * `set_yaw(radians)`: sets the yaw (heading).
- * `get_yaw()`: returns number in radians
- * `set_texture_mod(mod)`
- * `get_texture_mod()` returns current texture modifier
- * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
- * Select sprite from spritesheet with optional animation and Dungeon Master
- style texture selection based on yaw relative to camera
- * `p`: {x=number, y=number}, the coordinate of the first frame
- (x: column, y: row), default: `{x=0, y=0}`
- * `num_frames`: number, default: `1`
- * `framelength`: number, default: `0.2`
- * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
- Master mob, default: `false`
- * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
- * `get_luaentity()`
- #### Player only (no-op for other objects)
- * `get_player_name()`: returns `""` if is not a player
- * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
- table {x, y, z} representing the player's instantaneous velocity in nodes/s
- * `add_player_velocity(vel)`
- * Adds to player velocity, this happens client-side and only once.
- * 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_player_velocity({x=0, y=6.5, z=0})` is equivalent to
- pressing the jump key (assuming default settings)
- * `get_look_dir()`: get camera direction as a unit vector
- * `get_look_vertical()`: pitch in radians
- * Angle ranges between -pi/2 and pi/2, which are straight up and down
- respectively.
- * `get_look_horizontal()`: yaw in radians
- * Angle is counter-clockwise from the +z direction.
- * `set_look_vertical(radians)`: sets look pitch
- * radians: Angle from looking forward, where positive is downwards.
- * `set_look_horizontal(radians)`: sets look yaw
- * radians: Angle from the +z direction, where positive is counter-clockwise.
- * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
- `get_look_vertical`.
- * Angle ranges between -pi/2 and pi/2, which are straight down and up
- respectively.
- * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
- `get_look_horizontal`.
- * Angle is counter-clockwise from the +x direction.
- * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
- `set_look_vertical`.
- * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
- `set_look_horizontal`.
- * `get_breath()`: returns players breath
- * `set_breath(value)`: sets players breath
- * values:
- * `0`: player is drowning
- * max: bubbles bar is not shown
- * See [Object properties] for more information
- * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
- * Sets an extra attribute with value on player.
- * `value` must be a string, or a number which will be converted to a
- string.
- * If `value` is `nil`, remove attribute from player.
- * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
- * Returns value (a string) for extra attribute.
- * Returns `nil` if no attribute found.
- * `get_meta()`: Returns a PlayerMetaRef.
- * `set_inventory_formspec(formspec)`
- * Redefine player's inventory form
- * Should usually be called in `on_joinplayer`
- * `get_inventory_formspec()`: returns a formspec string
- * `set_formspec_prepend(formspec)`:
- * the formspec string will be added to every formspec shown to the user,
- except for those with a no_prepend[] tag.
- * This should be used to set style elements such as background[] and
- bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
- * Only affects formspecs shown after this is called.
- * `get_formspec_prepend(formspec)`: returns a formspec string.
- * `get_player_control()`: returns table with player pressed keys
- * The table consists of fields with boolean value representing the pressed
- keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
- * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
- sneak=true, aux1=false, down=false, up=false}`
- * `get_player_control_bits()`: returns integer with bit packed player pressed
- keys.
- * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
- 7/LMB, 8/RMB
- * `set_physics_override(override_table)`
- * `override_table` is a table with the following fields:
- * `speed`: multiplier to default walking speed value (default: `1`)
- * `jump`: multiplier to default jump value (default: `1`)
- * `gravity`: multiplier to default gravity value (default: `1`)
- * `sneak`: whether player can sneak (default: `true`)
- * `sneak_glitch`: whether player can use the new move code replications
- of the old sneak side-effects: sneak ladders and 2 node sneak jump
- (default: `false`)
- * `new_move`: use new move/sneak code. When `false` the exact old code
- is used for the specific old sneak behaviour (default: `true`)
- * `get_physics_override()`: returns the table given to `set_physics_override`
- * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
- number on success
- * `hud_remove(id)`: remove the HUD element of the specified id
- * `hud_change(id, stat, value)`: change a value of a previously added HUD
- element.
- * element `stat` values:
- `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
- * `hud_get(id)`: gets the HUD element definition structure of the specified ID
- * `hud_set_flags(flags)`: sets specified HUD flags of player.
- * `flags`: A table with the following fields set to boolean values
- * hotbar
- * healthbar
- * crosshair
- * wielditem
- * breathbar
- * minimap
- * minimap_radar
- * If a flag equals `nil`, the flag is not modified
- * `minimap`: Modifies the client's permission to view the minimap.
- The client may locally elect to not view the minimap.
- * `minimap_radar` is only usable when `minimap` is true
- * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
- * See `hud_set_flags` for a list of flags that can be toggled.
- * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
- * `count`: number of items, must be between `1` and `32`
- * `hud_get_hotbar_itemcount`: returns number of visible items
- * `hud_set_hotbar_image(texturename)`
- * sets background image for hotbar
- * `hud_get_hotbar_image`: returns texturename
- * `hud_set_hotbar_selected_image(texturename)`
- * sets image for selected item of hotbar
- * `hud_get_hotbar_selected_image`: returns texturename
- * `set_sky(bgcolor, type, {texture names}, clouds)`
- * `bgcolor`: ColorSpec, defaults to white
- * `type`: Available types:
- * `"regular"`: Uses 0 textures, `bgcolor` ignored
- * `"skybox"`: Uses 6 textures, `bgcolor` used
- * `"plain"`: Uses 0 textures, `bgcolor` used
- * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
- `"plain"` custom skyboxes (default: `true`)
- * `get_sky()`: returns bgcolor, type, table of textures, clouds
- * `set_clouds(parameters)`: set cloud parameters
- * `parameters` is a table with the following optional fields:
- * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
- * `color`: basic cloud color with alpha channel, ColorSpec
- (default `#fff0f0e5`).
- * `ambient`: cloud color lower bound, use for a "glow at night" effect.
- ColorSpec (alpha ignored, default `#000000`)
- * `height`: cloud height, i.e. y of cloud base (default per conf,
- usually `120`)
- * `thickness`: cloud thickness in nodes (default `16`)
- * `speed`: 2D cloud speed + direction in nodes per second
- (default `{x=0, z=-2}`).
- * `get_clouds()`: returns a table with the current cloud parameters as in
- `set_clouds`.
- * `override_day_night_ratio(ratio or nil)`
- * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
- amount.
- * `nil`: Disables override, defaulting to sunlight based on day-night cycle
- * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
- * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
- set animation for player model in third person view
- set_local_animation({x=0, y=79}, -- stand/idle animation key frames
- {x=168, y=187}, -- walk animation key frames
- {x=189, y=198}, -- dig animation key frames
- {x=200, y=219}, -- walk+dig animation key frames
- frame_speed=30) -- animation frame speed
- * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
- `frame_speed`.
- * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
- camera per player.
- * in first person view
- * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
- * `get_eye_offset()`: returns `offset_first` and `offset_third`
- * `send_mapblock(blockpos)`:
- * Sends a server-side loaded mapblock to the player.
- * Returns `false` if failed.
- * Resource intensive - use sparsely
- * To get blockpos, integer divide pos by 16
- `PcgRandom`
- -----------
- A 32-bit pseudorandom number generator.
- Uses PCG32, an algorithm of the permuted congruential generator family,
- offering very strong randomness.
- It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
- ### Methods
- * `next()`: return next integer random number [`-2147483648`...`2147483647`]
- * `next(min, max)`: return next integer random number [`min`...`max`]
- * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
- random number [`min`...`max`].
- * This is only a rough approximation of a normal distribution with:
- * `mean = (max - min) / 2`, and
- * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
- * Increasing `num_trials` improves accuracy of the approximation
- `PerlinNoise`
- -------------
- A perlin noise generator.
- It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
- or `PerlinNoise(noiseparams)`.
- Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
- or `minetest.get_perlin(noiseparams)`.
- ### Methods
- * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
- * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
- `PerlinNoiseMap`
- ----------------
- A fast, bulk perlin noise generator.
- It can be created via `PerlinNoiseMap(noiseparams, size)` or
- `minetest.get_perlin_map(noiseparams, size)`.
- Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
- for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
- `nil` is returned).
- For each of the functions with an optional `buffer` parameter: If `buffer` is
- not nil, this table will be used to store the result instead of creating a new
- table.
- ### Methods
- * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
- with values starting at `pos={x=,y=}`
- * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
- 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
- * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
- array of 2D noise with values starting at `pos={x=,y=}`
- * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
- * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
- is stored internally.
- * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
- is stored internally.
- * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
- returns a slice of the most recently computed noise results. The result slice
- begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
- E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
- offset y = 20:
- `noisevals = noise:get_map_slice({y=20}, {y=2})`
- It is important to note that `slice_offset` offset coordinates begin at 1,
- and are relative to the starting position of the most recently calculated
- noise.
- To grab a single vertical column of noise starting at map coordinates
- x = 1023, y=1000, z = 1000:
- `noise:calc_3d_map({x=1000, y=1000, z=1000})`
- `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
- `PlayerMetaRef`
- ---------------
- Player metadata.
- Uses the same method of storage as the deprecated player attribute API, so
- data there will also be in player meta.
- Can be obtained using `player:get_meta()`.
- ### Methods
- * All methods in MetaDataRef
- `PseudoRandom`
- --------------
- A 16-bit pseudorandom number generator.
- Uses a well-known LCG algorithm introduced by K&R.
- It can be created via `PseudoRandom(seed)`.
- ### Methods
- * `next()`: return next integer random number [`0`...`32767`]
- * `next(min, max)`: return next integer random number [`min`...`max`]
- * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
- due to the simple implementation making bad distribution otherwise.
- `Raycast`
- ---------
- A raycast on the map. It works with selection boxes.
- Can be used as an iterator in a for loop as:
- local ray = Raycast(...)
- for pointed_thing in ray do
- ...
- end
- The map is loaded as the ray advances. If the map is modified after the
- `Raycast` is created, the changes may or may not have an effect on the object.
- It can be created via `Raycast(pos1, pos2, objects, liquids)` or
- `minetest.raycast(pos1, pos2, objects, liquids)` where:
- * `pos1`: start of the ray
- * `pos2`: end of the ray
- * `objects`: if false, only nodes will be returned. Default is true.
- * `liquids`: if false, liquid nodes won't be returned. Default is false.
- ### Methods
- * `next()`: returns a `pointed_thing` with exact pointing location
- * Returns the next thing pointed by the ray or nil.
- `SecureRandom`
- --------------
- Interface for the operating system's crypto-secure PRNG.
- It can be created via `SecureRandom()`. The constructor returns nil if a
- secure random device cannot be found on the system.
- ### Methods
- * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
- random bytes, as a string.
- `Settings`
- ----------
- An interface to read config files in the format of `minetest.conf`.
- It can be created via `Settings(filename)`.
- ### Methods
- * `get(key)`: returns a value
- * `get_bool(key, [default])`: returns a boolean
- * `default` is the value returned if `key` is not found.
- * Returns `nil` if `key` is not found and `default` not specified.
- * `get_np_group(key)`: returns a NoiseParams table
- * `set(key, value)`
- * Setting names can't contain whitespace or any of `="{}#`.
- * Setting values can't contain the sequence `\n"""`.
- * Setting names starting with "secure." can't be set on the main settings
- object (`minetest.settings`).
- * `set_bool(key, value)`
- * See documentation for set() above.
- * `set_np_group(key, value)`
- * `value` is a NoiseParams table.
- * Also, see documentation for set() above.
- * `remove(key)`: returns a boolean (`true` for success)
- * `get_names()`: returns `{key1,...}`
- * `write()`: returns a boolean (`true` for success)
- * Writes changes to file.
- * `to_table()`: returns `{[key1]=value1,...}`
- `StorageRef`
- ------------
- Mod metadata: per mod metadata, saved automatically.
- Can be obtained via `minetest.get_mod_storage()` during load time.
- ### Methods
- * All methods in MetaDataRef
- Definition tables
- =================
- Object properties
- -----------------
- Used by `ObjectRef` methods. Part of an Entity definition.
- {
- hp_max = 1,
- -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
- breath_max = 0,
- -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
- zoom_fov = 0.0,
- -- For players only. Zoom FOV in degrees.
- -- Note that zoom loads and/or generates world beyond the server's
- -- maximum send and generate distances, so acts like a telescope.
- -- Smaller zoom_fov values increase the distance loaded/generated.
- -- Defaults to 15 in creative mode, 0 in survival mode.
- -- zoom_fov = 0 disables zooming for the player.
- eye_height = 1.625,
- -- For players only. Camera height above feet position in nodes.
- -- Defaults to 1.625.
- physical = true,
- collide_with_objects = true,
- -- Collide with other objects if physical = true
- weight = 5,
- collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
- selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
- -- Selection box uses collision box dimensions when not set.
- -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
- -- object position.
- pointable = true,
- -- Overrides selection box when false
- visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
- -- "cube" is a node-sized cube.
- -- "sprite" is a flat texture always facing the player.
- -- "upright_sprite" is a vertical flat texture.
- -- "mesh" uses the defined mesh model.
- -- "wielditem" is used for dropped items.
- -- (see builtin/game/item_entity.lua).
- -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
- -- If the item has a 'wield_image' the object will be an extrusion of
- -- that, otherwise:
- -- If 'itemname' is a cubic node or nodebox the object will appear
- -- identical to 'itemname'.
- -- If 'itemname' is a plantlike node the object will be an extrusion
- -- of its texture.
- -- Otherwise for non-node items, the object will be an extrusion of
- -- 'inventory_image'.
- -- If 'itemname' contains a ColorString or palette index (e.g. from
- -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
- -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
- visual_size = {x = 1, y = 1, z = 1},
- -- Multipliers for the visual size. If `z` is not specified, `x` will be used
- -- to scale the entity along both horizontal axes.
- mesh = "model",
- textures = {},
- -- Number of required textures depends on visual.
- -- "cube" uses 6 textures just like a node, but all 6 must be defined.
- -- "sprite" uses 1 texture.
- -- "upright_sprite" uses 2 textures: {front, back}.
- -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
- colors = {},
- -- Number of required colors depends on visual
- use_texture_alpha = false,
- -- Use texture's alpha channel.
- -- Excludes "upright_sprite" and "wielditem".
- -- Note: currently causes visual issues when viewed through other
- -- semi-transparent materials such as water.
- spritediv = {x = 1, y = 1},
- -- Used with spritesheet textures for animation and/or frame selection
- -- according to position relative to player.
- -- Defines the number of columns and rows in the spritesheet:
- -- {columns, rows}.
- initial_sprite_basepos = {x = 0, y = 0},
- -- Used with spritesheet textures.
- -- Defines the {column, row} position of the initially used frame in the
- -- spritesheet.
- is_visible = true,
- makes_footstep_sound = false,
- automatic_rotate = 0,
- -- Set constant rotation in radians per second, positive or negative.
- -- Set to 0 to disable constant rotation.
- stepheight = 0,
- automatic_face_movement_dir = 0.0,
- -- Automatically set yaw to movement direction, offset in degrees.
- -- 'false' to disable.
- automatic_face_movement_max_rotation_per_sec = -1,
- -- Limit automatic rotation to this value in degrees per second.
- -- No limit if value <= 0.
- backface_culling = true,
- -- Set to false to disable backface_culling for model
- glow = 0,
- -- Add this much extra lighting when calculating texture color.
- -- Value < 0 disables light's effect on texture color.
- -- For faking self-lighting, UI style entities, or programmatic coloring
- -- in mods.
- nametag = "",
- -- By default empty, for players their name is shown if empty
- nametag_color = <ColorSpec>,
- -- Sets color of nametag
- infotext = "",
- -- By default empty, text to be shown when pointed at object
- static_save = true,
- -- If false, never save this object statically. It will simply be
- -- deleted when the block gets unloaded.
- -- The get_staticdata() callback is never called then.
- -- Defaults to 'true'.
- }
- Entity definition
- -----------------
- Used by `minetest.register_entity`.
- {
- initial_properties = {
- visual = "mesh",
- mesh = "boats_boat.obj",
- ...,
- },
- -- A table of object properties, see the `Object properties` section.
- -- Object properties being read directly from the entity definition
- -- table is deprecated. Define object properties in this
- -- `initial_properties` table instead.
- on_activate = function(self, staticdata, dtime_s),
- on_step = function(self, dtime),
- on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
- on_rightclick = function(self, clicker),
- get_staticdata = function(self),
- -- Called sometimes; the string returned is passed to on_activate when
- -- the entity is re-activated from static state
- _custom_field = whatever,
- -- You can define arbitrary member variables here (see Item definition
- -- for more info) by using a '_' prefix
- }
- ABM (ActiveBlockModifier) definition
- ------------------------------------
- Used by `minetest.register_abm`.
- {
- label = "Lava cooling",
- -- Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
- nodenames = {"default:lava_source"},
- -- Apply `action` function to these nodes.
- -- `group:groupname` can also be used here.
- neighbors = {"default:water_source", "default:water_flowing"},
- -- Only apply `action` to nodes that have one of, or any
- -- combination of, these neighbors.
- -- If left out or empty, any neighbor will do.
- -- `group:groupname` can also be used here.
- interval = 1.0,
- -- Operation interval in seconds
- chance = 1,
- -- Chance of triggering `action` per-node per-interval is 1.0 / this
- -- value
- catch_up = true,
- -- If true, catch-up behaviour is enabled: The `chance` value is
- -- temporarily reduced when returning to an area to simulate time lost
- -- by the area being unattended. Note that the `chance` value can often
- -- be reduced to 1.
- action = function(pos, node, active_object_count, active_object_count_wider),
- -- Function triggered for each qualifying node.
- -- `active_object_count` is number of active objects in the node's
- -- mapblock.
- -- `active_object_count_wider` is number of active objects in the node's
- -- mapblock plus all 26 neighboring mapblocks. If any neighboring
- -- mapblocks are unloaded an estmate is calculated for them based on
- -- loaded mapblocks.
- }
- LBM (LoadingBlockModifier) definition
- -------------------------------------
- Used by `minetest.register_lbm`.
- 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 loaded.
- {
- label = "Upgrade legacy doors",
- -- Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
- name = "modname:replace_legacy_door",
- nodenames = {"default:lava_source"},
- -- List of node names to trigger the LBM on.
- -- Also non-registered nodes will work.
- -- Groups (as of group:groupname) will work as well.
- run_at_every_load = false,
- -- Whether to run the LBM's action every time a block gets loaded,
- -- and not only the first time the block gets loaded after the LBM
- -- was introduced.
- action = function(pos, node),
- }
- Tile definition
- ---------------
- * `"image.png"`
- * `{name="image.png", animation={Tile Animation definition}}`
- * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
- tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
- * backface culling enabled by default for most nodes
- * tileable flags are info for shaders, how they should treat texture
- when displacement mapping is used.
- Directions are from the point of view of the tile texture,
- not the node it's on.
- * align style determines whether the texture will be rotated with the node
- or kept aligned with its surroundings. "user" means that client
- setting will be used, similar to `glasslike_framed_optional`.
- Note: supported by solid nodes and nodeboxes only.
- * scale is used to make texture span several (exactly `scale`) nodes,
- instead of just one, in each direction. Works for world-aligned
- textures only.
- Note that as the effect is applied on per-mapblock basis, `16` should
- be equally divisible by `scale` or you may get wrong results.
- * `{name="image.png", color=ColorSpec}`
- * the texture's color will be multiplied with this color.
- * the tile's color overrides the owning node's color in all cases.
- * deprecated, yet still supported field names:
- * `image` (name)
- Tile animation definition
- -------------------------
- {
- type = "vertical_frames",
- aspect_w = 16,
- -- Width of a frame in pixels
- aspect_h = 16,
- -- Height of a frame in pixels
- length = 3.0,
- -- Full loop length
- }
- {
- type = "sheet_2d",
- frames_w = 5,
- -- Width in number of frames
- frames_h = 3,
- -- Height in number of frames
- frame_length = 0.5,
- -- Length of a single frame
- }
- Item definition
- ---------------
- Used by `minetest.register_node`, `minetest.register_craftitem`, and
- `minetest.register_tool`.
- {
- description = "Steel Axe",
- groups = {},
- -- key = name, value = rating; rating = 1..3.
- -- If rating not applicable, use 1.
- -- e.g. {wool = 1, fluffy = 3}
- -- {soil = 2, outerspace = 1, crumbly = 1}
- -- {bendy = 2, snappy = 1},
- -- {hard = 1, metal = 1, spikes = 1}
- inventory_image = "default_tool_steelaxe.png",
- inventory_overlay = "overlay.png",
- -- An overlay which does not get colorized
- wield_image = "",
- wield_overlay = "",
- palette = "",
- -- An image file containing the palette of a node.
- -- You can set the currently used color as the "palette_index" field of
- -- the item stack metadata.
- -- The palette is always stretched to fit indices between 0 and 255, to
- -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
- color = "0xFFFFFFFF",
- -- The color of the item. The palette overrides this.
- wield_scale = {x = 1, y = 1, z = 1},
- stack_max = 99,
- range = 4.0,
- liquids_pointable = false,
- -- See "Tools" section
- tool_capabilities = {
- full_punch_interval = 1.0,
- max_drop_level = 0,
- groupcaps = {
- -- For example:
- choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
- uses = 20, maxlevel = 2},
- },
- damage_groups = {groupname = damage},
- },
- node_placement_prediction = nil,
- -- If nil and item is node, prediction is made automatically.
- -- If nil and item is not a node, no prediction is made.
- -- If "" and item is anything, no prediction is made.
- -- Otherwise should be name of node which the client immediately places
- -- on ground when the player places the item. Server will always update
- -- actual result to client in a short moment.
- node_dig_prediction = "air",
- -- if "", no prediction is made.
- -- if "air", node is removed.
- -- Otherwise should be name of node which the client immediately places
- -- upon digging. Server will always update actual result shortly.
- sound = {
- breaks = "default_tool_break", -- tools only
- place = <SimpleSoundSpec>,
- eat = <SimpleSoundSpec>,
- },
- on_place = function(itemstack, placer, pointed_thing),
- -- Shall place item and return the leftover itemstack.
- -- The placer may be any ObjectRef or nil.
- -- default: minetest.item_place
- on_secondary_use = function(itemstack, user, pointed_thing),
- -- Same as on_place but called when pointing at nothing.
- -- The user may be any ObjectRef or nil.
- -- pointed_thing: always { type = "nothing" }
- on_drop = function(itemstack, dropper, pos),
- -- Shall drop item and return the leftover itemstack.
- -- The dropper may be any ObjectRef or nil.
- -- default: minetest.item_drop
- on_use = function(itemstack, user, pointed_thing),
- -- default: nil
- -- Function must return either nil if no item shall be removed from
- -- inventory, or an itemstack to replace the original itemstack.
- -- e.g. itemstack:take_item(); return itemstack
- -- Otherwise, the function is free to do what it wants.
- -- The user may be any ObjectRef or nil.
- -- The default functions handle regular use cases.
- after_use = function(itemstack, user, node, digparams),
- -- default: nil
- -- If defined, should return an itemstack and will be called instead of
- -- wearing out the tool. If returns nil, does nothing.
- -- If after_use doesn't exist, it is the same as:
- -- function(itemstack, user, node, digparams)
- -- itemstack:add_wear(digparams.wear)
- -- return itemstack
- -- end
- -- The user may be any ObjectRef or nil.
- _custom_field = whatever,
- -- Add your own custom fields. By convention, all custom field names
- -- should start with `_` to avoid naming collisions with future engine
- -- usage.
- }
- Node definition
- ---------------
- Used by `minetest.register_node`.
- {
- -- <all fields allowed in item definitions>,
- drawtype = "normal", -- See "Node drawtypes"
- visual_scale = 1.0,
- -- Supported for drawtypes "plantlike", "signlike", "torchlike",
- -- "firelike", "mesh".
- -- For plantlike and firelike, the image will start at the bottom of the
- -- node, for the other drawtypes the image will be centered on the node.
- -- Note that positioning for "torchlike" may still change.
- tiles = {tile definition 1, def2, def3, def4, def5, def6},
- -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
- -- Old field name was 'tile_images'.
- -- List can be shortened to needed length.
- overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
- -- Same as `tiles`, but these textures are drawn on top of the base
- -- tiles. You can use this to colorize only specific parts of your
- -- texture. If the texture name is an empty string, that overlay is not
- -- drawn. Since such tiles are drawn twice, it is not recommended to use
- -- overlays on very common nodes.
- special_tiles = {tile definition 1, Tile definition 2},
- -- Special textures of node; used rarely.
- -- Old field name was 'special_materials'.
- -- List can be shortened to needed length.
- color = ColorSpec,
- -- The node's original color will be multiplied with this color.
- -- If the node has a palette, then this setting only has an effect in
- -- the inventory and on the wield item.
- use_texture_alpha = false,
- -- Use texture's alpha channel
- palette = "palette.png",
- -- The node's `param2` is used to select a pixel from the image.
- -- Pixels are arranged from left to right and from top to bottom.
- -- The node's color will be multiplied with the selected pixel's color.
- -- Tiles can override this behavior.
- -- Only when `paramtype2` supports palettes.
- post_effect_color = "green#0F",
- -- Screen tint if player is inside node, see "ColorSpec"
- paramtype = "none", -- See "Nodes"
- paramtype2 = "none", -- See "Nodes"
- place_param2 = nil, -- Force value for param2 when player places node
- is_ground_content = true,
- -- If false, the cave generator and dungeon generator will not carve
- -- through this node.
- -- Specifically, this stops mod-added nodes being removed by caves and
- -- dungeons when those generate in a neighbor mapchunk and extend out
- -- beyond the edge of that mapchunk.
- sunlight_propagates = false,
- -- If true, sunlight will go infinitely through this node
- walkable = true, -- If true, objects collide with node
- pointable = true, -- If true, can be pointed at
- diggable = true, -- If false, can never be dug
- climbable = false, -- If true, can be climbed on (ladder)
- buildable_to = false, -- If true, placed nodes can replace this node
- floodable = false,
- -- If true, liquids flow into and replace this node.
- -- Warning: making a liquid node 'floodable' will cause problems.
- liquidtype = "none", -- "none" / "source" / "flowing"
- liquid_alternative_flowing = "", -- Flowing version of source liquid
- liquid_alternative_source = "", -- Source version of flowing liquid
- liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
- liquid_renewable = true,
- -- If true, a new liquid source can be created by placing two or more
- -- sources nearby
- leveled = 16,
- -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
- -- Allows defining the nodebox height without using param2.
- -- The nodebox height is 'leveled' / 64 nodes.
- -- The maximum value of 'leveled' is 127.
- liquid_range = 8, -- Number of flowing nodes around source (max. 8)
- drowning = 0,
- -- Player will take this amount of damage if no bubbles are left
- light_source = 0,
- -- Amount of light emitted by node.
- -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
- -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
- -- behavior.
- damage_per_second = 0,
- -- If player is inside node, this damage is caused
- node_box = {type="regular"}, -- See "Node boxes"
- connects_to = nodenames,
- -- Used for nodebox nodes with the type == "connected".
- -- Specifies to what neighboring nodes connections will be drawn.
- -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
- connect_sides = { "top", "bottom", "front", "left", "back", "right" },
- -- Tells connected nodebox nodes to connect only to these sides of this
- -- node
- mesh = "model",
- selection_box = {
- type = "fixed",
- fixed = {
- {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
- },
- },
- -- Custom selection box definition. Multiple boxes can be defined.
- -- If "nodebox" drawtype is used and selection_box is nil, then node_box
- -- definition is used for the selection box.
- collision_box = {
- type = "fixed",
- fixed = {
- {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
- },
- },
- -- Custom collision box definition. Multiple boxes can be defined.
- -- If "nodebox" drawtype is used and collision_box is nil, then node_box
- -- definition is used for the collision box.
- -- Both of the boxes above are defined as:
- -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
- -- Support maps made in and before January 2012
- legacy_facedir_simple = false,
- legacy_wallmounted = false,
- waving = 0,
- -- Valid for drawtypes:
- -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
- -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
- -- 2 - wave node like leaves (whole node moves side-to-side)
- -- 3 - wave node like liquids (whole node moves up and down)
- -- Not all models will properly wave.
- -- plantlike drawtype can only wave like plants.
- -- allfaces_optional drawtype can only wave like leaves.
- -- liquid, flowingliquid drawtypes can only wave like liquids.
- sounds = {
- footstep = <SimpleSoundSpec>,
- dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
- dug = <SimpleSoundSpec>,
- place = <SimpleSoundSpec>,
- place_failed = <SimpleSoundSpec>,
- fall = <SimpleSoundSpec>,
- },
- drop = "",
- -- Name of dropped item when dug.
- -- Default dropped item is the node itself.
- -- Using a table allows multiple items, drop chances and tool filtering:
- drop = {
- max_items = 1,
- -- Maximum number of item lists to drop.
- -- The entries in 'items' are processed in order. For each:
- -- Tool filtering is applied, chance of drop is applied, if both are
- -- successful the entire item list is dropped.
- -- Entry processing continues until the number of dropped item lists
- -- equals 'max_items'.
- -- Therefore, entries should progress from low to high drop chance.
- items = {
- -- Entry examples.
- {
- -- 1 in 1000 chance of dropping a diamond.
- -- Default rarity is '1'.
- rarity = 1000,
- items = {"default:diamond"},
- },
- {
- -- Only drop if using a tool whose name is identical to one
- -- of these.
- tools = {"default:shovel_mese", "default:shovel_diamond"},
- rarity = 5,
- items = {"default:dirt"},
- -- Whether all items in the dropped item list inherit the
- -- hardware coloring palette color from the dug node.
- -- Default is 'false'.
- inherit_color = true,
- },
- {
- -- Only drop if using a tool whose name contains
- -- "default:shovel_".
- tools = {"~default:shovel_"},
- rarity = 2,
- -- The item list dropped.
- items = {"default:sand", "default:desert_sand"},
- },
- },
- },
- on_construct = function(pos),
- -- Node constructor; called after adding node.
- -- Can set up metadata and stuff like that.
- -- Not called for bulk node placement (i.e. schematics and VoxelManip).
- -- default: nil
- on_destruct = function(pos),
- -- Node destructor; called before removing node.
- -- Not called for bulk node placement.
- -- default: nil
- after_destruct = function(pos, oldnode),
- -- Node destructor; called after removing node.
- -- Not called for bulk node placement.
- -- default: nil
- on_flood = function(pos, oldnode, newnode),
- -- Called when a liquid (newnode) is about to flood oldnode, if it has
- -- `floodable = true` in the nodedef. Not called for bulk node placement
- -- (i.e. schematics and VoxelManip) or air nodes. If return true the
- -- node is not flooded, but on_flood callback will most likely be called
- -- over and over again every liquid update interval.
- -- Default: nil
- -- Warning: making a liquid node 'floodable' will cause problems.
- preserve_metadata = function(pos, oldnode, oldmeta, drops),
- -- Called when oldnode is about be converted to an item, but before the
- -- node is deleted from the world or the drops are added. This is
- -- generally the result of either the node being dug or an attached node
- -- becoming detached.
- -- drops is a table of ItemStacks, so any metadata to be preserved can
- -- be added directly to one or more of the dropped items. See
- -- "ItemStackMetaRef".
- -- default: nil
- after_place_node = function(pos, placer, itemstack, pointed_thing),
- -- Called after constructing node when node was placed using
- -- minetest.item_place_node / minetest.place_node.
- -- If return true no item is taken from itemstack.
- -- `placer` may be any valid ObjectRef or nil.
- -- default: nil
- after_dig_node = function(pos, oldnode, oldmetadata, digger),
- -- oldmetadata is in table format.
- -- Called after destructing node when node was dug using
- -- minetest.node_dig / minetest.dig_node.
- -- default: nil
- can_dig = function(pos, [player]),
- -- Returns true if node can be dug, or false if not.
- -- default: nil
- on_punch = function(pos, node, puncher, pointed_thing),
- -- default: minetest.node_punch
- -- By default calls minetest.register_on_punchnode callbacks.
- on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
- -- default: nil
- -- itemstack will hold clicker's wielded item.
- -- Shall return the leftover itemstack.
- -- Note: pointed_thing can be nil, if a mod calls this function.
- -- This function does not get triggered by clients <=0.4.16 if the
- -- "formspec" node metadata field is set.
- on_dig = function(pos, node, digger),
- -- default: minetest.node_dig
- -- By default checks privileges, wears out tool and removes node.
- on_timer = function(pos, elapsed),
- -- default: nil
- -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
- -- elapsed is the total time passed since the timer was started.
- -- return true to run the timer for another cycle with the same timeout
- -- value.
- on_receive_fields = function(pos, formname, fields, sender),
- -- fields = {name1 = value1, name2 = value2, ...}
- -- Called when an UI form (e.g. sign text input) returns data.
- -- See minetest.register_on_player_receive_fields for more info.
- -- default: nil
- allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
- -- Called when a player wants to move items inside the inventory.
- -- Return value: number of items allowed to move.
- allow_metadata_inventory_put = function(pos, listname, index, stack, player),
- -- Called when a player wants to put something into the inventory.
- -- Return value: number of items allowed to put.
- -- Return value -1: Allow and don't modify item count in inventory.
- allow_metadata_inventory_take = function(pos, listname, index, stack, player),
- -- Called when a player wants to take something out of the inventory.
- -- Return value: number of items allowed to take.
- -- Return value -1: Allow and don't modify item count in inventory.
- on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
- on_metadata_inventory_put = function(pos, listname, index, stack, player),
- on_metadata_inventory_take = function(pos, listname, index, stack, player),
- -- Called after the actual action has happened, according to what was
- -- allowed.
- -- No return value.
- on_blast = function(pos, intensity),
- -- intensity: 1.0 = mid range of regular TNT.
- -- If defined, called when an explosion touches the node, instead of
- -- removing the node.
- }
- Crafting recipes
- ----------------
- Used by `minetest.register_craft`.
- ### Shaped
- {
- output = 'default:pick_stone',
- recipe = {
- {'default:cobble', 'default:cobble', 'default:cobble'},
- {'', 'default:stick', ''},
- {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
- },
- replacements = <list of item pairs>,
- -- replacements: replace one input item with another item on crafting
- -- (optional).
- }
- ### Shapeless
- {
- type = "shapeless",
- output = 'mushrooms:mushroom_stew',
- recipe = {
- "mushrooms:bowl",
- "mushrooms:mushroom_brown",
- "mushrooms:mushroom_red",
- },
- replacements = <list of item pairs>,
- }
- ### Tool repair
- {
- type = "toolrepair",
- additional_wear = -0.02,
- }
- Note: Tools with group `disable_repair=1` will not repairable by this recipe.
- ### Cooking
- {
- type = "cooking",
- output = "default:glass",
- recipe = "default:sand",
- cooktime = 3,
- }
- ### Furnace fuel
- {
- type = "fuel",
- recipe = "bucket:bucket_lava",
- burntime = 60,
- replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
- }
- Ore definition
- --------------
- Used by `minetest.register_ore`.
- See [Ores] section above for essential information.
- {
- ore_type = "scatter",
- ore = "default:stone_with_coal",
- ore_param2 = 3,
- -- Facedir rotation. Default is 0 (unchanged rotation)
- wherein = "default:stone",
- -- A list of nodenames is supported too
- clust_scarcity = 8 * 8 * 8,
- -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
- -- If the desired average distance between ores is 'd', set this to
- -- d * d * d.
- clust_num_ores = 8,
- -- Number of ores in a cluster
- clust_size = 3,
- -- Size of the bounding box of the cluster.
- -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
- -- nodes are coal ore.
- y_min = -31000,
- y_max = 64,
- -- Lower and upper limits for ore
- flags = "",
- -- Attributes for the ore generation, see 'Ore attributes' section above
- noise_threshold = 0.5,
- -- If noise is above this threshold, ore is placed. Not needed for a
- -- uniform distribution.
- noise_params = {
- offset = 0,
- scale = 1,
- spread = {x = 100, y = 100, z = 100},
- seed = 23,
- octaves = 3,
- persist = 0.7
- },
- -- NoiseParams structure describing one of the perlin noises used for
- -- ore distribution.
- -- Needed by "sheet", "puff", "blob" and "vein" ores.
- -- Omit from "scatter" ore for a uniform ore distribution.
- -- Omit from "stratum" ore for a simple horizontal strata from y_min to
- -- y_max.
- biomes = {"desert", "rainforest"},
- -- List of biomes in which this ore occurs.
- -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
- -- being used does not support biomes.
- -- Can be a list of (or a single) biome names, IDs, or definitions.
- -- Type-specific parameters
- -- sheet
- column_height_min = 1,
- column_height_max = 16,
- column_midpoint_factor = 0.5,
- -- puff
- np_puff_top = {
- offset = 4,
- scale = 2,
- spread = {x = 100, y = 100, z = 100},
- seed = 47,
- octaves = 3,
- persist = 0.7
- },
- np_puff_bottom = {
- offset = 4,
- scale = 2,
- spread = {x = 100, y = 100, z = 100},
- seed = 11,
- octaves = 3,
- persist = 0.7
- },
- -- vein
- random_factor = 1.0,
- -- stratum
- np_stratum_thickness = {
- offset = 8,
- scale = 4,
- spread = {x = 100, y = 100, z = 100},
- seed = 17,
- octaves = 3,
- persist = 0.7
- },
- stratum_thickness = 8,
- }
- Biome definition
- ----------------
- Used by `minetest.register_biome`.
- {
- name = "tundra",
- node_dust = "default:snow",
- -- Node dropped onto upper surface after all else is generated
- node_top = "default:dirt_with_snow",
- depth_top = 1,
- -- Node forming surface layer of biome and thickness of this layer
- node_filler = "default:permafrost",
- depth_filler = 3,
- -- Node forming lower layer of biome and thickness of this layer
- node_stone = "default:bluestone",
- -- Node that replaces all stone nodes between roughly y_min and y_max.
- node_water_top = "default:ice",
- depth_water_top = 10,
- -- Node forming a surface layer in seawater with the defined thickness
- node_water = "",
- -- Node that replaces all seawater nodes not in the surface layer
- node_river_water = "default:ice",
- -- Node that replaces river water in mapgens that use
- -- default:river_water
- node_riverbed = "default:gravel",
- depth_riverbed = 2,
- -- Node placed under river water and thickness of this layer
- node_cave_liquid = "default: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 behaviour 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 for
- -- performance reasons.
- node_dungeon_stair = "stairs:stair_cobble",
- -- Node used for dungeon stairs.
- -- If absent, stairs fall back to 'node_dungeon'.
- y_max = 31000,
- y_min = 1,
- -- Upper and lower limits for biome.
- -- Alternatively you can use xyz limits as shown below.
- max_pos = {x = 31000, y = 128, z = 31000},
- min_pos = {x = -31000, y = 9, z = -31000},
- -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
- -- Biome is limited to a cuboid defined by these positions.
- -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
- -- 31000 in 'max_pos'.
- vertical_blend = 8,
- -- Vertical distance in nodes above 'y_max' over which the biome will
- -- blend with the biome above.
- -- Set to 0 for no vertical blend. Defaults to 0.
- heat_point = 0,
- humidity_point = 50,
- -- Characteristic temperature and humidity for the biome.
- -- These values create 'biome points' on a voronoi diagram with heat and
- -- humidity as axes. The resulting voronoi cells determine the
- -- distribution of the biomes.
- -- Heat and humidity have average values of 50, vary mostly between
- -- 0 and 100 but can exceed these values.
- }
- Decoration definition
- ---------------------
- See [Decoration types]. Used by `minetest.register_decoration`.
- {
- deco_type = "simple",
- place_on = "default:dirt_with_grass",
- -- Node (or list of nodes) that the decoration can be placed on
- sidelen = 8,
- -- Size of the square divisions of the mapchunk being generated.
- -- Determines the resolution of noise variation if used.
- -- If the chunk size is not evenly divisible by sidelen, sidelen is made
- -- equal to the chunk size.
- fill_ratio = 0.02,
- -- The value determines 'decorations per surface node'.
- -- Used only if noise_params is not specified.
- -- If >= 10.0 complete coverage is enabled and decoration placement uses
- -- a different and much faster method.
- noise_params = {
- offset = 0,
- scale = 0.45,
- spread = {x = 100, y = 100, z = 100},
- seed = 354,
- octaves = 3,
- persist = 0.7,
- lacunarity = 2.0,
- flags = "absvalue"
- },
- -- NoiseParams structure describing the perlin noise used for decoration
- -- distribution.
- -- A noise value is calculated for each square division and determines
- -- 'decorations per surface node' within each division.
- -- If the noise value >= 10.0 complete coverage is enabled and
- -- decoration placement uses a different and much faster method.
- biomes = {"Oceanside", "Hills", "Plains"},
- -- List of biomes in which this decoration occurs. Occurs in all biomes
- -- if this is omitted, and ignored if the Mapgen being used does not
- -- support biomes.
- -- Can be a list of (or a single) biome names, IDs, or definitions.
- y_min = -31000,
- y_max = 31000,
- -- Lower and upper limits for decoration.
- -- These parameters refer to the Y co-ordinate of the 'place_on' node.
- spawn_by = "default:water",
- -- Node (or list of nodes) that the decoration only spawns next to.
- -- Checks two horizontal planes of 8 neighbouring nodes (including
- -- diagonal neighbours), one plane level with the 'place_on' node and a
- -- plane one node above that.
- num_spawn_by = 1,
- -- Number of spawn_by nodes that must be surrounding the decoration
- -- position to occur.
- -- If absent or -1, decorations occur next to any nodes.
- flags = "liquid_surface, force_placement, all_floors, all_ceilings",
- -- Flags for all decoration types.
- -- "liquid_surface": Instead of placement on the highest solid surface
- -- in a mapchunk column, placement is on the highest liquid surface.
- -- Placement is disabled if solid nodes are found above the liquid
- -- surface.
- -- "force_placement": Nodes other than "air" and "ignore" are replaced
- -- by the decoration.
- -- "all_floors", "all_ceilings": Instead of placement on the highest
- -- surface in a mapchunk the decoration is placed on all floor and/or
- -- ceiling surfaces, for example in caves and dungeons.
- -- Ceiling decorations act as an inversion of floor decorations so the
- -- effect of 'place_offset_y' is inverted.
- -- Y-slice probabilities do not function correctly for ceiling
- -- schematic decorations as the behaviour is unchanged.
- -- If a single decoration registration has both flags the floor and
- -- ceiling decorations will be aligned vertically.
- ----- Simple-type parameters
- decoration = "default:grass",
- -- The node name used as the decoration.
- -- If instead a list of strings, a randomly selected node from the list
- -- is placed as the decoration.
- height = 1,
- -- Decoration height in nodes.
- -- If height_max is not 0, this is the lower limit of a randomly
- -- selected height.
- height_max = 0,
- -- Upper limit of the randomly selected height.
- -- If absent, the parameter 'height' is used as a constant.
- param2 = 0,
- -- Param2 value of decoration nodes.
- -- If param2_max is not 0, this is the lower limit of a randomly
- -- selected param2.
- param2_max = 0,
- -- Upper limit of the randomly selected param2.
- -- If absent, the parameter 'param2' is used as a constant.
- place_offset_y = 0,
- -- Y offset of the decoration base node relative to the standard base
- -- node position.
- -- Can be positive or negative. Default is 0.
- -- Effect is inverted for "all_ceilings" decorations.
- -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
- -- to the 'place_on' node.
- ----- Schematic-type parameters
- schematic = "foobar.mts",
- -- If schematic is a string, it is the filepath relative to the current
- -- working directory of the specified Minetest schematic file.
- -- Could also be the ID of a previously registered schematic.
- schematic = {
- size = {x = 4, y = 6, z = 4},
- data = {
- {name = "default:cobble", param1 = 255, param2 = 0},
- {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
- {name = "air", param1 = 255, param2 = 0},
- ...
- },
- yslice_prob = {
- {ypos = 2, prob = 128},
- {ypos = 5, prob = 64},
- ...
- },
- },
- -- Alternative schematic specification by supplying a table. The fields
- -- size and data are mandatory whereas yslice_prob is optional.
- -- See 'Schematic specifier' for details.
- replacements = {["oldname"] = "convert_to", ...},
- flags = "place_center_x, place_center_y, place_center_z",
- -- Flags for schematic decorations. See 'Schematic attributes'.
- rotation = "90",
- -- Rotation can be "0", "90", "180", "270", or "random"
- place_offset_y = 0,
- -- If the flag 'place_center_y' is set this parameter is ignored.
- -- Y offset of the schematic base node layer relative to the 'place_on'
- -- node.
- -- Can be positive or negative. Default is 0.
- -- Effect is inverted for "all_ceilings" decorations.
- -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
- -- to the 'place_on' node.
- }
- Chat command definition
- -----------------------
- Used by `minetest.register_chatcommand`.
- {
- params = "<name> <privilege>", -- Short parameter description
- description = "Remove privilege from player", -- Full description
- privs = {privs=true}, -- Require the "privs" privilege to run
- func = function(name, param),
- -- Called when command is run. Returns boolean success and text output.
- }
- Note that in params, use of symbols is as follows:
- * `<>` signifies a placeholder to be replaced when the command is used. For
- example, when a player name is needed: `<name>`
- * `[]` signifies param is optional and not required when the command is used.
- For example, if you require param1 but param2 is optional:
- `<param1> [<param2>]`
- * `|` signifies exclusive or. The command requires one param from the options
- provided. For example: `<param1> | <param2>`
- * `()` signifies grouping. For example, when param1 and param2 are both
- required, or only param3 is required: `(<param1> <param2>) | <param3>`
- Privilege definition
- --------------------
- Used by `minetest.register_privilege`.
- {
- description = "Can teleport", -- Privilege description
- give_to_singleplayer = false,
- -- Whether to grant the privilege to singleplayer (default true).
- give_to_admin = true,
- -- Whether to grant the privilege to the server admin.
- -- Uses value of 'give_to_singleplayer' by default.
- on_grant = function(name, granter_name),
- -- Called when given to player 'name' by 'granter_name'.
- -- 'granter_name' will be nil if the priv was granted by a mod.
- on_revoke = function(name, revoker_name),
- -- Called when taken from player 'name' by 'revoker_name'.
- -- 'revoker_name' will be nil if the priv was revoked by a mod.
- -- Note that the above two callbacks will be called twice if a player is
- -- responsible, once with the player name, and then with a nil player
- -- name.
- -- Return true in the above callbacks to stop register_on_priv_grant or
- -- revoke being called.
- }
- Detached inventory callbacks
- ----------------------------
- Used by `minetest.create_detached_inventory`.
- {
- allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
- -- Called when a player wants to move items inside the inventory.
- -- Return value: number of items allowed to move.
- allow_put = function(inv, listname, index, stack, player),
- -- Called when a player wants to put something into the inventory.
- -- Return value: number of items allowed to put.
- -- Return value -1: Allow and don't modify item count in inventory.
- allow_take = function(inv, listname, index, stack, player),
- -- Called when a player wants to take something out of the inventory.
- -- Return value: number of items allowed to take.
- -- Return value -1: Allow and don't modify item count in inventory.
- on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
- on_put = function(inv, listname, index, stack, player),
- on_take = function(inv, listname, index, stack, player),
- -- Called after the actual action has happened, according to what was
- -- allowed.
- -- No return value.
- }
- HUD Definition
- --------------
- See [HUD] section.
- Used by `Player:hud_add`. Returned by `Player:hud_get`.
- {
- hud_elem_type = "image", -- See HUD element types
- -- Type of element, can be "image", "text", "statbar", or "inventory"
- position = {x=0.5, y=0.5},
- -- Left corner position of element
- name = "<name>",
- scale = {x = 2, y = 2},
- text = "<text>",
- number = 2,
- item = 3,
- -- Selected item in inventory. 0 for no item selected.
- direction = 0,
- -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
- alignment = {x=0, y=0},
- offset = {x=0, y=0},
- size = { x=100, y=100 },
- -- Size of element in pixels
- }
- Particle definition
- -------------------
- Used by `minetest.add_particle`.
- {
- pos = {x=0, y=0, z=0},
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- -- Spawn particle at pos with velocity and acceleration
- expirationtime = 1,
- -- Disappears after expirationtime seconds
- size = 1,
- -- Scales the visual size of the particle texture.
- collisiondetection = false,
- -- If true collides with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
- collision_removal = false,
- -- If true particle is removed when it collides.
- -- Requires collisiondetection = true to have any effect.
- object_collision = false,
- -- If true particle collides with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
- vertical = false,
- -- If true faces player using y axis only
- texture = "image.png",
- playername = "singleplayer",
- -- Optional, if specified spawns particle only on the player's client
- animation = {Tile Animation definition},
- -- Optional, specifies how to animate the particle texture
- glow = 0
- -- Optional, specify particle self-luminescence in darkness.
- -- Values 0-14.
- }
- `ParticleSpawner` definition
- ----------------------------
- Used by `minetest.add_particlespawner`.
- {
- amount = 1,
- -- Number of particles spawned over the time period `time`.
- time = 1,
- -- Lifespan of spawner in seconds.
- -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
- -- a per-second basis.
- minpos = {x=0, y=0, z=0},
- maxpos = {x=0, y=0, z=0},
- minvel = {x=0, y=0, z=0},
- maxvel = {x=0, y=0, z=0},
- minacc = {x=0, y=0, z=0},
- maxacc = {x=0, y=0, z=0},
- minexptime = 1,
- maxexptime = 1,
- minsize = 1,
- maxsize = 1,
- -- The particles' properties are random values between the min and max
- -- values.
- -- pos, velocity, acceleration, expirationtime, size
- collisiondetection = false,
- -- If true collide with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
- collision_removal = false,
- -- If true particles are removed when they collide.
- -- Requires collisiondetection = true to have any effect.
- object_collision = false,
- -- If true particles collide with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
- attached = ObjectRef,
- -- If defined, particle positions, velocities and accelerations are
- -- relative to this object's position and yaw
- vertical = false,
- -- If true face player using y axis only
- texture = "image.png",
- playername = "singleplayer",
- -- Optional, if specified spawns particles only on the player's client
- animation = {Tile Animation definition},
- -- Optional, specifies how to animate the particles' texture
- glow = 0
- -- Optional, specify particle self-luminescence in darkness.
- -- Values 0-14.
- }
- `HTTPRequest` definition
- ------------------------
- Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
- {
- url = "http://example.org",
- timeout = 10,
- -- Timeout for connection in seconds. Default is 3 seconds.
- post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
- -- Optional, if specified a POST request with post_data is performed.
- -- Accepts both a string and a table. If a table is specified, encodes
- -- table as x-www-form-urlencoded key-value pairs.
- -- If post_data is not specified, a GET request is performed instead.
- user_agent = "ExampleUserAgent",
- -- Optional, if specified replaces the default minetest user agent with
- -- given string
- extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
- -- Optional, if specified adds additional headers to the HTTP request.
- -- You must make sure that the header strings follow HTTP specification
- -- ("Key: Value").
- multipart = boolean
- -- Optional, if true performs a multipart HTTP request.
- -- Default is false.
- }
- `HTTPRequestResult` definition
- ------------------------------
- Passed to `HTTPApiTable.fetch` callback. Returned by
- `HTTPApiTable.fetch_async_get`.
- {
- completed = true,
- -- If true, the request has finished (either succeeded, failed or timed
- -- out)
- succeeded = true,
- -- If true, the request was successful
- timeout = false,
- -- If true, the request timed out
- code = 200,
- -- HTTP status code
- data = "response"
- }
- Authentication handler definition
- ---------------------------------
- Used by `minetest.register_authentication_handler`.
- {
- get_auth = function(name),
- -- Get authentication data for existing player `name` (`nil` if player
- -- doesn't exist).
- -- Returns following structure:
- -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
- create_auth = function(name, password),
- -- Create new auth data for player `name`.
- -- Note that `password` is not plain-text but an arbitrary
- -- representation decided by the engine.
- delete_auth = function(name),
- -- Delete auth data of player `name`.
- -- Returns boolean indicating success (false if player is nonexistent).
- set_password = function(name, password),
- -- Set password of player `name` to `password`.
- -- Auth data should be created if not present.
- set_privileges = function(name, privileges),
- -- Set privileges of player `name`.
- -- `privileges` is in table form, auth data should be created if not
- -- present.
- reload = function(),
- -- Reload authentication data from the storage location.
- -- Returns boolean indicating success.
- record_login = function(name),
- -- Called when player joins, used for keeping track of last_login
- iterate = function(),
- -- Returns an iterator (use with `for` loops) for all player names
- -- currently in the auth database
- }
|