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+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 `Settings` file that provides meta information about the mod.
+
+* `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`
+
+The format is documented in `builtin/settingtypes.txt`.
+It is parsed by the main menu settings dialogue to list mod-specific
+settings in the "Mods" category.
+
+### `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 at 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,
+ }
+ -- Play at a location, heard by anyone *but* the given player
+ {
+ pos = {x = 32, y = 0, z = 100},
+ max_hear_distance = 40,
+ exclude_player = name,
+ }
+
+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.
+
+`exclude_player = name` can be applied to locationless, positional and object-
+bound sounds to exclude a single player from hearing them.
+
+`SimpleSoundSpec`
+-----------------
+
+Specifies a sound name, gain (=volume) and pitch.
+This is either a string or a table.
+
+In string form, you just specify the sound name or
+the empty string for no sound.
+
+Table form has the following fields:
+
+* `name`: Sound name
+* `gain`: Volume (`1.0` = 100%)
+* `pitch`: Pitch (`1.0` = 100%)
+
+`gain` and `pitch` are optional and default to `1.0`.
+
+Examples:
+
+* `""`: No sound
+* `{}`: No sound
+* `"default_place_node"`: Play e.g. `default_place_node.ogg`
+* `{name = "default_place_node"}`: Same as above
+* `{name = "default_place_node", gain = 0.5}`: 50% volume
+* `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
+
+Special sound files
+-------------------
+
+These sound files are played back by the engine if provided.
+
+ * `player_damage`: Played when the local player takes damage (gain = 0.5)
+ * `player_falling_damage`: Played when the local player takes
+ damage by falling (gain = 0.5)
+ * `default_dig_<groupname>`: Default node digging sound
+ (see node sound definition for details)
+
+Registered definitions
+======================
+
+Anything added using certain [Registration functions] gets added to one or more
+of the global [Registered definition tables].
+
+Note that in some cases you will stumble upon things that are not contained
+in these tables (e.g. when a mod has been removed). Always check for
+existence before trying to access the fields.
+
+Example:
+
+All nodes 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.
+
+The function of `param1` is determined by `paramtype` in node definition.
+`param1` is reserved for the engine when `paramtype != "none"`.
+
+* `paramtype = "light"`
+ * The value stores light with and without sun in its 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
+* `paramtype = "none"`
+ * `param1` will not be used by the engine and can be used to store
+ an arbitrary value
+
+The function of `param2` is determined by `paramtype2` in node definition.
+`param2` is reserved for the engine when `paramtype2 != "none"`.
+
+* `paramtype2 = "flowingliquid"`
+ * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
+ * The liquid level and a flag of the liquid are stored in `param2`
+ * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
+ * Bit 3: If set, liquid is flowing downwards (no graphical effect)
+* `paramtype2 = "wallmounted"`
+ * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
+ * The rotation of the node is stored in `param2`
+ * You can make this value by using `minetest.dir_to_wallmounted()`
+ * Values range 0 - 5
+ * The value denotes at which direction the node is "mounted":
+ 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
+* `paramtype2 = "facedir"`
+ * Supported drawtypes: "normal", "nodebox", "mesh"
+ * 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" drawtype. 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" drawtype. 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"}`
+* `paramtype2 = "none"`
+ * `param2` will not be used by the engine and can be used to store
+ an arbitrary value
+
+Nodes can also contain extra data. See [Node Metadata].
+
+Node drawtypes
+--------------
+
+There are a bunch of different looking node types.
+
+Look for examples in `games/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!
+
+The `z_index` field specifies the order of HUD elements from back to front.
+Lower z-index elements are displayed behind higher z-index elements. Elements
+with same z-index are displayed in an arbitrary order. Default 0.
+Supports negative values.
+
+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. Group ratings are integer values within the
+range [-32767, 32767]. For example:
+
+ -- Default dirt
+ groups = {crumbly=3, soil=1}
+
+ -- A more special dirt-kind of thing
+ groups = {crumbly=2, soil=1, level=2, outerspace=1}
+
+Groups always have a rating associated with them. If there is no
+useful meaning for a rating for an enabled group, it shall be `1`.
+
+When not defined, the rating of a group defaults to `0`. Thus when you
+read groups, you must interpret `nil` and `0` as the same value, `0`.
+
+You can read the rating of a group for an item or a node by using
+
+ 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
+--------------
+
+The asterisk `(*)` after a group name describes that there is no engine
+functionality bound to it, and implementation is left up as a suggestion
+to games.
+
+### Node, item and tool groups
+
+* `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
+ that the item should be hidden in item lists.
+
+
+### Node-only groups
+
+* `attached_node`: 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.
+* `bouncy`: value is bounce speed in percent
+* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
+ connect to each other
+* `dig_immediate`: Player can always pick up node without reducing tool wear
+ * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
+ * `3`: the node always gets the digging time 0 seconds (torch)
+* `disable_jump`: Player (and possibly other things) cannot jump from node
+* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
+* `falling_node`: if there is no walkable block under the node it will fall
+* `float`: the node will not fall through liquids
+* `level`: Can be used to give an additional sense of progression in the game.
+ * A larger level will cause e.g. a weapon of a lower level make much less
+ damage, and get worn out much faster, or not be able to get drops
+ from destroyed nodes.
+ * `0` is something that is directly accessible at the start of gameplay
+ * There is no upper limit
+ * See also: `leveldiff` in [Tools]
+* `slippery`: Players and items will slide on the node.
+ Slipperiness rises steadily with `slippery` value, starting at 1.
+
+
+### Tool-only groups
+
+* `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
+ `"toolrepair"` crafting recipe
+
+
+### `ObjectRef` 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.
+
+
+
+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`.
+`leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
+node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
+
+* `uses=10, leveldiff=0`: actual uses: 10
+* `uses=10, leveldiff=1`: actual uses: 30
+* `uses=10, leveldiff=2`: actual uses: 90
+
+### 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`.
+
+Since formspec version 3, elements drawn in the order they are defined. All
+background elements are drawn before all other elements.
+
+**WARNING**: do _not_ use 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
+--------
+
+### `formspec_version[<version>]`
+
+* Set the formspec version to a certain number. If not specified,
+ version 1 is assumed.
+* Must be specified before `size` element.
+* Clients older than this version can neither show newer elements nor display
+ elements with new arguments correctly.
+* Available since feature `formspec_version_element`.
+
+### `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>]`
+
+* INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
+* When set to true, all following formspec elements will use the new coordinate system.
+* If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
+ (if present), the form size will use the new coordinate system.
+* **Note**: Formspec prepends are not affected by the coordinates in the main form.
+ They must enable it explicitly.
+* For information on converting forms to the new coordinate system, see `Migrating
+ to Real Coordinates`.
+
+### `container[<X>,<Y>]`
+
+* Start of a container block, moves all physical elements in the container by
+ (X, Y).
+* Must have matching `container_end`
+* Containers can be nested, in which case the offsets are added
+ (child containers are relative to parent containers)
+
+### `container_end[]`
+
+* End of a container, following elements are no longer relative to this
+ container.
+
+### `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
+
+### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
+
+* Show an animated image. The image is drawn like a "vertical_frames" tile
+ animation (See [Tile animation definition]), but uses a frame count/duration
+ for simplicity
+* `name`: Element name to send when an event occurs. The event value is the index of the current frame.
+* `texture name`: The image to use.
+* `frame count`: The number of frames animating the image.
+* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
+* `frame start` (Optional): The index of the frame to start on. Default `1`.
+
+### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
+
+* Show an inventory image of registered item/node
+
+### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
+
+* Sets background color of formspec.
+* `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
+ of the non-fullscreen and the fullscreen background.
+* `fullscreen` (optional) can be one of the following:
+ * `false`: Only the non-fullscreen background color is drawn. (default)
+ * `true`: Only the fullscreen background color is drawn.
+ * `both`: The non-fullscreen and the fullscreen background color are drawn.
+ * `neither`: No background color is drawn.
+* Note: Leave a parameter empty to not modify the value.
+* Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
+ are not bools are only available since formspec version 3.
+
+### `background[<X>,<Y>;<W>,<H>;<texture name>]`
+
+* Example for formspec 8x4 in 16x resolution: image shall be sized
+ 8 times 16px times 4 times 16px.
+
+### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
+
+* Example for formspec 8x4 in 16x resolution:
+ image shall be sized 8 times 16px times 4 times 16px
+* If `auto_clip` is `true`, the background is clipped to the formspec size
+ (`x` and `y` are used as offset values, `w` and `h` are ignored)
+
+### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
+
+* 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
+* Middle is a rect which defines the middle of the 9-slice.
+ * `x` - The middle will be x pixels from all sides.
+ * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
+ * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
+ will be added to the width and height of the texture, allowing it to be used as the
+ distance from the far end.
+ * All numbers in middle are integers.
+* 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)
+* Available since formspec version 2
+
+### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
+
+* Textual password style field; will be sent to server when a button is clicked
+* When enter is pressed in field, fields.key_enter_field will be sent with the
+ name of this field.
+* With the old coordinate system, fields are a set height, but will be vertically
+ 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.
+
+### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
+* Displays a static formatted text with hyperlinks.
+* **Note**: This element is currently unstable and subject to change.
+* `x`, `y`, `w` and `h` work as per field
+* `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
+* `text` is the formatted text using `Markup Language` described below.
+
+### `vertlabel[<X>,<Y>;<label>]`
+* Textual label drawn vertically
+* `label` is the text on the label
+* **Note**: If the new coordinate system is enabled, vertlabels are
+ positioned from the center of the text, not the left.
+
+### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
+
+* Clickable button. When clicked, fields will be sent.
+* With the old coordinate system, buttons are a set height, but will be vertically
+ 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 using options defined by the previous `scrollbaroptions[]`
+* There are two ways to use it:
+ 1. handle the changed event (only changed scrollbar is available)
+ 2. read the value on pressing a button (all scrollbars are available)
+* `orientation`: `vertical`/`horizontal`
+* Fieldname data is transferred to Lua
+* Value of this trackbar is set to (`0`-`1000`) by default
+* See also `minetest.explode_scrollbar_event`
+ (main menu: `core.explode_scrollbar_event`).
+
+### `scrollbaroptions[opt1;opt2;...]`
+* Sets options for all following `scrollbar[]` elements
+* `min=<int>`
+ * Sets scrollbar minimum value, defaults to `0`.
+* `max=<int>`
+ * Sets scrollbar maximum value, defaults to `1000`.
+ If the max is equal to the min, the scrollbar will be disabled.
+* `smallstep=<int>`
+ * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
+ scrolled.
+ * If this is set to a negative number, the value will be reset to `10`.
+* `largestep=<int>`
+ * Sets scrollbar step value used by page up and page down.
+ * If this is set to a negative number, the value will be reset to `100`.
+* `thumbsize=<int>`
+ * Sets size of the thumb on the scrollbar. Size is calculated in the number of
+ units the thumb spans out of the range of the scrollbar values.
+ * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
+ would span a tenth of the scrollbar space.
+ * If this is set to zero or less, the value will be reset to `1`.
+* `arrows=<show/hide/default>`
+ * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
+ when the scrollbar gets too small, but shows them otherwise.
+
+### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
+
+* Show scrollable table using options defined by the previous `tableoptions[]`
+* Displays cells as defined by the previous `tablecolumns[]`
+* `name`: fieldname sent to server on row select or 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 1>,<name 2>,...;<prop1>;<prop2>;...]`
+
+* Set the style for the named element(s) `name`.
+* Note: this **must** be before the element is defined.
+* See [Styling Formspecs].
+
+
+### `style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]`
+
+* Sets the style for all elements of type(s) `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 1>,<name 2>,...;<prop1>;<prop2>;...]
+ style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
+
+Where a prop is:
+
+ property_name=property_value
+
+A name/type can optionally be a comma separated list of names/types, like so:
+
+ world_delete,world_create,world_configure
+ button,image_button
+
+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.
+
+* animated_image, inherits from image
+* 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
+* tabheader
+
+
+### Valid Properties
+
+* animated_image
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+* box
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * Default to false in formspec_version version 3 or higher
+* button, button_exit, image_button, item_image_button
+ * alpha - boolean, whether to draw alpha in bgimg. Default true.
+ * bgcolor - color, sets button tint.
+ * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
+ * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
+ * bgimg - standard background image. Defaults to none.
+ * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
+ * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
+ See background9[] documentation for more details
+ * bgimg_pressed - background 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.
+* image
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * Default to false in formspec_version version 3 or higher
+* item_image
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
+* label, vertlabel
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+* image_button (additional properties)
+ * fgimg - standard image. Defaults to none.
+ * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
+ * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
+ * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
+* tabheader
+ * noclip - boolean, set to true to allow the element to exceed formspec bounds.
+ * textcolor - color. Default white.
+
+Markup Language
+---------------
+
+Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
+The markup language is currently unstable and subject to change. Use with caution.
+Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
+Tags can have attributes, in that case, attributes are in the opening tag in
+form of a key/value separated with equal signs. Attribute values should not be quoted.
+
+These are the technically basic tags but see below for usual tags. Base tags are:
+
+`<style color=... font=... size=...>...</style>`
+
+Changes the style of the text.
+
+* `color`: Text color. Given color is a `colorspec`.
+* `size`: Text size.
+* `font`: Text font (`mono` or `normal`).
+
+`<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
+
+Sets global style.
+
+Global only styles:
+* `background`: Text background, a `colorspec` or `none`.
+* `margin`: Page margins in pixel.
+* `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
+
+Inheriting styles (affects child elements):
+* `color`: Default text color. Given color is a `colorspec`.
+* `hovercolor`: Color of <action> tags when mouse is over.
+* `size`: Default text size.
+* `font`: Default text font (`mono` or `normal`).
+* `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
+
+This tag needs to be placed only once as it changes the global settings of the
+text. Anyway, if several tags are placed, each changed will be made in the order
+tags appear.
+
+`<tag name=... color=... hovercolor=... font=... size=...>`
+
+Defines or redefines tag style. This can be used to define new tags.
+* `name`: Name of the tag to define or change.
+* `color`: Text color. Given color is a `colorspec`.
+* `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
+* `size`: Text size.
+* `font`: Text font (`mono` or `normal`).
+
+Following tags are the usual tags for text layout. They are defined by default.
+Other tags can be added using `<tag ...>` tag.
+
+`<normal>...</normal>`: Normal size text
+
+`<big>...</big>`: Big text
+
+`<bigger>...</bigger>`: Bigger text
+
+`<center>...</center>`: Centered text
+
+`<left>...</left>`: Left-aligned text
+
+`<right>...</right>`: Right-aligned text
+
+`<justify>...</justify>`: Justified text
+
+`<mono>...</mono>`: Monospaced font
+
+`<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
+
+`<action name=...>...</action>`
+
+Make that text a clickable text triggering an action.
+
+* `name`: Name of the action (mandatory).
+
+When clicked, the formspec is send to the server. The value of the text field
+sent to `on_player_receive_fields` will be "action:" concatenated to the action
+name.
+
+`<img name=... float=... width=... height=...>`
+
+Draws an image which is present in the client media cache.
+
+* `name`: Name of the texture (mandatory).
+* `float`: If present, makes the image floating (`left` or `right`).
+* `width`: Force image width instead of taking texture width.
+* `height`: Force image height instead of taking texture height.
+
+If only width or height given, texture aspect is kept.
+
+`<item name=... float=... width=... height=... rotate=...>`
+
+Draws an item image.
+
+* `name`: Item string of the item to draw (mandatory).
+* `float`: If present, makes the image floating (`left` or `right`).
+* `width`: Item image width.
+* `height`: Item image height.
+* `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
+rotation speeds in percent of standard speed (-1000 to 1000). Works only if
+`inventory_items_animations` is set to true.
+* `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
+X, Y and Z being angles around each three axes. Works only if
+`inventory_items_animations` is set to true.
+
+Inventory
+=========
+
+Inventory locations
+-------------------
+
+* `"context"`: Selected node metadata (deprecated: `"current_name"`)
+* `"current_player"`: Player to whom the menu is shown
+* `"player:<name>"`: Any player
+* `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
+* `"detached:<name>"`: A detached inventory
+
+Player Inventory lists
+----------------------
+
+* `main`: list containing the default inventory
+* `craft`: list containing the craft input
+* `craftpreview`: list containing the craft prediction
+* `craftresult`: list containing the crafted output
+* `hand`: list containing an override for the empty hand
+ * Is not created automatically, use `InvRef:set_size`
+ * Is only used to enhance the empty hand's tool capabilities
+
+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.
+* `table.key_value_swap(t)`: returns a table with keys and values swapped
+ * If multiple keys in `t` map to the same value, the result is undefined.
+* `table.shuffle(table, [from], [to], [random_func])`:
+ * Shuffles elements `from` to `to` in `table` in place
+ * `from` defaults to `1`
+ * `to` defaults to `#table`
+ * `random_func` defaults to `math.random`. This function receives two
+ integers as arguments and should return a random integer inclusively
+ between them.
+* `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
+
+### Y stride and z stride of a flat array
+
+For a particular position in a voxel area, whose flat array index is known,
+it is often useful to know the index of a neighboring or nearby position.
+The table below shows the changes of index required for 1 node movements along
+the axes in a voxel area:
+
+ Movement Change of index
+ +x +1
+ -x -1
+ +y +ystride
+ -y -ystride
+ +z +zstride
+ -z -zstride
+
+If, for example:
+
+ local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
+
+The values of `ystride` and `zstride` can be obtained using `area.ystride` and
+`area.zstride`.
+
+
+
+
+Mapgen objects
+==============
+
+A mapgen object is a construct used in map generation. Mapgen objects can be
+used by an `on_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.
+ * Can return `true` to prevent the default damage mechanism.
+* `on_death(self, killer)`
+ * Called when the object dies.
+ * `killer`: an `ObjectRef` (can be `nil`)
+* `on_rightclick(self, clicker)`
+* `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,
+ -- Whether formspec_version[<version>] may be used (5.1.0)
+ formspec_version_element = true,
+ -- Whether AreaStore's IDs are kept on save/load (5.1.0)
+ area_store_persistent_ids = true,
+ -- Whether minetest.find_path is functional (5.2.0)
+ pathfinder_works = 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
+ formspec_version = 2, -- supported formspec version
+ -- 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`.
+ * Warning: This alters the biome to biome ID correspondences, so any
+ decorations or ores using the 'biomes' field must afterwards be cleared
+ and re-registered.
+* `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_biomes()`
+ * Clears all biomes currently registered.
+ * Warning: Clearing and re-registering biomes alters the biome to biome ID
+ correspondences, so any decorations or ores using the 'biomes' field must
+ afterwards be cleared and re-registered.
+* `minetest.clear_registered_decorations()`
+ * Clears all decorations currently registered.
+* `minetest.clear_registered_ores()`
+ * Clears all ores 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:
+ * `animated_image`: Returns the index of the current frame.
+ * `button` and variants: If pressed, contains the user-facing button
+ text as value. If not pressed, is `nil`
+ * `field`, `textarea` and variants: Text in the field
+ * `dropdown`: 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[, delim])`:
+ * Converts string representation of privs into table form
+ * `delim`: String separating the privs. Defaults to `","`.
+ * Returns `{ priv1 = true, ... }`
+* `minetest.privs_to_string(privs[, delim])`:
+ * Returns the string representation of `privs`
+ * `delim`: String to delimit privs. Defaults to `","`.
+* `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 that can be walked on
+ * returns a table of 3D points representing a path from `pos1` to `pos2` or
+ `nil` on failure.
+ * Reasons for failure:
+ * No path exists at all
+ * No path exists within `searchdistance` (see below)
+ * Start or end pos is buried in land
+ * `pos1`: start position
+ * `pos2`: end position
+ * `searchdistance`: maximum distance from the search positions to search in.
+ In detail: Path must be completely inside a cuboid. The minimum
+ `searchdistance` of 1 will confine search between `pos1` and `pos2`.
+ Larger values will increase the size of this cuboid in all directions
+ * `max_jump`: maximum height difference to consider walkable
+ * `max_drop`: maximum height difference to consider droppable
+ * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
+ Difference between `"A*"` and `"A*_noprefetch"` is that
+ `"A*"` will pre-calculate the cost-data, the other will calculate it
+ on-the-fly
+* `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(node, toolname)`
+ * Returns list of itemstrings that are dropped by `node` when dug
+ with `toolname`.
+ * `node`: node as table or node name
+ * `toolname`: name of the tool item (can be `nil`)
+* `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 replacement `ItemStack`s that couldn't be
+ placed in `decremented_input.items`. Replacements can be placed in
+ `decremented_input` if the stack of the replaced item has a count of 1.
+ * `decremented_input` = like `input`
+* `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_place` and `on_drop` item definition functions
+-------------------------------------------------------------------
+
+* `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, position`
+ * `position`: the location the node was placed to. `nil` if nothing was placed.
+* `minetest.item_place_object(itemstack, placer, pointed_thing)`
+ * Place item as-is
+ * returns the leftover itemstack
+ * **Note**: This function is deprecated and will never be called.
+* `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
+ * Wrapper that calls `minetest.item_place_node` if appropriate
+ * Calls `on_rightclick` of `pointed_thing.under` if defined instead
+ * **Note**: is not called when wielded item overrides `on_place`
+ * `param2` overrides facedir and wallmounted `param2`
+ * returns `itemstack, position`
+ * `position`: the location the node was placed to. `nil` if nothing was placed.
+* `minetest.item_drop(itemstack, dropper, pos)`
+ * Drop the item
+ * returns the leftover itemstack
+* `minetest.item_eat(hp_change[, replace_with_item])`
+ * Returns `function(itemstack, user, pointed_thing)` as a
+ function wrapper for `minetest.do_item_eat`.
+ * `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.
+
+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, [ephemeral])`: returns a handle
+ * `spec` is a `SimpleSoundSpec`
+ * `parameters` is a sound parameter table
+ * `ephemeral` is a boolean (default: false)
+ Ephemeral sounds will not return a handle and can't be stopped or faded.
+ It is recommend to use this for short sounds that happen in response to
+ player actions (e.g. door closing).
+* `minetest.sound_stop(handle)`
+ * `handle` is a handle returned by `minetest.sound_play`
+* `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 a list of all bans formatted as string
+* `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
+ IP address or name formatted as string
+* `minetest.ban_player(name)`: ban the IP of a currently connected player
+ * Returns boolean indicating success
+* `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
+ IP address or name
+* `minetest.kick_player(name, [reason])`: disconnect a player with an optional
+ reason.
+ * Returns boolean indicating success (false if player nonexistant)
+
+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[, safe])`: returns a table
+ * Convert a string returned by `minetest.serialize` into a table
+ * `string` is loaded in an empty sandbox environment.
+ * Will load functions if safe is false or omitted. Although these functions
+ cannot directly access the global environment, they could bypass this
+ restriction with maliciously crafted Lua bytecode if mod security is
+ disabled.
+ * This function should not be used on untrusted data, regardless of the
+ value of `safe`. It is fine to serialize then deserialize user-provided
+ data, but directly providing user input to deserialize is always unsafe.
+ * Example: `deserialize('return { ["foo"] = "bar" }')`,
+ returns `{foo='bar'}`
+ * Example: `deserialize('print("foo")')`, returns `nil`
+ (function call fails), returns
+ `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
+* `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)`. The mod decides where to save and load AreaStore.
+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 information about the specified ID.
+ * Returned values are either of these:
+
+ nil -- Area not found
+ true -- Without `include_borders` and `include_data`
+ {
+ min = pos, max = pos -- `include_borders == true`
+ data = string -- `include_data == true`
+ }
+
+* `get_areas_for_pos(pos, include_borders, include_data)`
+ * Returns all areas as table, indexed by the area ID.
+ * Table values: see `get_area`.
+* `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).
+ * `accept_overlap`: if `true`, areas are returned that have nodes in
+ common (intersect) with the specified area.
+ * Returns the same values as `get_areas_for_pos`.
+* `insert_area(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.
+ * `id` (optional): will be used as the internal area ID if it is an unique
+ number between 0 and 2^32-2.
+* `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`
+-------------
+
+Base class used by [`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`.
+
+### Advice on handling `ObjectRefs`
+
+When you receive an `ObjectRef` as a callback argument or from another API
+function, it is possible to store the reference somewhere and keep it around.
+It will keep functioning until the object is unloaded or removed.
+
+However, doing this is **NOT** recommended as there is (intentionally) no method
+to test if a previously acquired `ObjectRef` is still valid.
+Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
+Lua back to the engine.
+Doing so is much less error-prone and you will never need to wonder if the
+object you are working with still exists.
+
+
+### 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
+ * Is limited to the range of 0 ... 65535 (2^16 - 1)
+ * For players: HP are also limited by `hp_max` specified in the player's
+ object properties
+* `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
+* `get_wield_list()`: returns the name of the inventory list the wielded item
+ is in.
+* `get_wield_index()`: returns the 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
+ * The object is removed after returning from Lua. However the `ObjectRef`
+ itself instantly becomes unusable with all further method calls having
+ no effect and returning `nil`.
+* `set_velocity(vel)`
+ * `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 player's breath
+* `set_breath(value)`: sets player's breath
+ * values:
+ * `0`: player is drowning
+ * max: bubbles bar is not shown
+ * See [Object properties] for more information
+ * Is limited to range 0 ... 65535 (2^16 - 1)
+* `set_fov(fov, is_multiplier)`: Sets player's FOV
+ * `fov`: FOV value.
+ * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
+ Defaults to `false`.
+ * Set to 0 to clear FOV override.
+* `get_fov()`:
+ * Returns player's FOV override in degrees, and a boolean depending on whether
+ the value is a multiplier.
+ * Returns 0 as first value if player's FOV hasn't been overridden.
+* `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(parameters)`
+ * `parameters` is a table with the following optional fields:
+ * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
+ * `type`: Available types:
+ * `"regular"`: Uses 0 textures, `base_color` ignored
+ * `"skybox"`: Uses 6 textures, `base_color` used as fog.
+ * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
+ * `textures`: A table containing up to six textures in the following
+ order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
+ * `clouds`: Boolean for whether clouds appear. (default: `true`)
+ * `sky_color`: A table containing the following values, alpha is ignored:
+ * `day_sky`: ColorSpec, for the top half of the `"regular"`
+ skybox during the day. (default: `#8cbafa`)
+ * `day_horizon`: ColorSpec, for the bottom half of the
+ `"regular"` skybox during the day. (default: `#9bc1f0`)
+ * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
+ skybox during dawn/sunset. (default: `#b4bafa`)
+ * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
+ skybox during dawn/sunset. (default: `#bac1f0`)
+ * `night_sky`: ColorSpec, for the top half of the `"regular"`
+ skybox during the night. (default: `#006aff`)
+ * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
+ skybox during the night. (default: `#4090ff`)
+ * `indoors`: ColorSpec, for when you're either indoors or
+ underground. Only applies to the `"regular"` skybox.
+ (default: `#646464`)
+ * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
+ at sunrise and sunset.
+ * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
+ at sunrise and sunset.
+ * `fog_tint_type`: string, changes which mode the directional fog
+ abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
+ `"default"` uses the classic Minetest sun and moon tinting.
+ Will use tonemaps, if set to `"default"`. (default: `"default"`)
+* `get_sky()`: returns base_color, type, table of textures, clouds.
+* `get_sky_color()`: returns a table with the `sky_color` parameters as in
+ `set_sky`.
+* `set_sun(parameters)`:
+ * `parameters` is a table with the following optional fields:
+ * `visible`: Boolean for whether the sun is visible.
+ (default: `true`)
+ * `texture`: A regular texture for the sun. Setting to `""`
+ will re-enable the mesh sun. (default: `"sun.png"`)
+ * `tonemap`: A 512x1 texture containing the tonemap for the sun
+ (default: `"sun_tonemap.png"`)
+ * `sunrise`: A regular texture for the sunrise texture.
+ (default: `"sunrisebg.png"`)
+ * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
+ (default: `true`)
+ * `scale`: Float controlling the overall size of the sun. (default: `1`)
+* `get_sun()`: returns a table with the current sun parameters as in
+ `set_sun`.
+* `set_moon(parameters)`:
+ * `parameters` is a table with the following optional fields:
+ * `visible`: Boolean for whether the moon is visible.
+ (default: `true`)
+ * `texture`: A regular texture for the moon. Setting to `""`
+ will re-enable the mesh moon. (default: `"moon.png"`)
+ * `tonemap`: A 512x1 texture containing the tonemap for the moon
+ (default: `"moon_tonemap.png"`)
+ * `scale`: Float controlling the overall size of the moon (default: `1`)
+* `get_moon()`: returns a table with the current moon parameters as in
+ `set_moon`.
+* `set_stars(parameters)`:
+ * `parameters` is a table with the following optional fields:
+ * `visible`: Boolean for whether the stars are visible.
+ (default: `true`)
+ * `count`: Integer number to set the number of stars in
+ the skybox. Only applies to `"skybox"` and `"regular"` skyboxes.
+ (default: `1000`)
+ * `star_color`: ColorSpec, sets the colors of the stars,
+ alpha channel is used to set overall star brightness.
+ (default: `#ebebff69`)
+ * `scale`: Float controlling the overall size of the stars (default: `1`)
+* `get_stars()`: returns a table with the current stars parameters as in
+ `set_stars`.
+* `set_clouds(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
+* `get_flags(key)`:
+ * Returns `{flag = true/false, ...}` according to the set flags.
+ * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
+ flags like `mgv5_spflags`.
+* `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,...}`
+
+### Format
+
+The settings have the format `key = value`. Example:
+
+ foo = example text
+ bar = """
+ Multiline
+ value
+ """
+
+
+`StorageRef`
+------------
+
+Mod metadata: per mod metadata, saved automatically.
+Can be obtained via `minetest.get_mod_storage()` during load time.
+
+WARNING: This storage backend is incaptable to save raw binary data due
+to restrictions of JSON.
+
+### Methods
+
+* All methods in MetaDataRef
+
+
+
+
+Definition tables
+=================
+
+Object properties
+-----------------
+
+Used by `ObjectRef` methods. Part of an Entity definition.
+These properties are not persistent, but are applied automatically to the
+corresponding Lua entity using the given registration fields.
+Player properties need to be saved manually.
+
+ {
+ hp_max = 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 `walkable` nodes.
+
+ collide_with_objects = true,
+ -- Collide with other objects if physical = true
+
+ 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.obj",
+ -- File name of mesh when using "mesh" visual
+
+ textures = {},
+ -- Number of required textures depends on visual.
+ -- "cube" uses 6 textures just like a node, but all 6 must be defined.
+ -- "sprite" uses 1 texture.
+ -- "upright_sprite" uses 2 textures: {front, back}.
+ -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
+
+ colors = {},
+ -- Number of required colors depends on visual
+
+ use_texture_alpha = false,
+ -- Use texture's alpha channel.
+ -- Excludes "upright_sprite" and "wielditem".
+ -- Note: currently causes visual issues when viewed through other
+ -- semi-transparent materials such as water.
+
+ spritediv = {x = 1, y = 1},
+ -- Used with spritesheet textures for animation and/or frame selection
+ -- according to position relative to player.
+ -- Defines the number of columns and rows in the spritesheet:
+ -- {columns, rows}.
+
+ initial_sprite_basepos = {x = 0, y = 0},
+ -- Used with spritesheet textures.
+ -- Defines the {column, row} position of the initially used frame in the
+ -- spritesheet.
+
+ is_visible = true,
+ -- If false, object is invisible and can't be pointed.
+
+ makes_footstep_sound = false,
+ -- If true, is able to make footstep sounds of nodes
+ -- (see node sound definition for details).
+
+ automatic_rotate = 0,
+ -- Set constant rotation in radians per second, positive or negative.
+ -- Set to 0 to disable constant rotation.
+
+ stepheight = 0,
+ -- If positive number, object will climb upwards when it moves
+ -- horizontally against a `walkable` node, if the height difference
+ -- is within `stepheight`.
+
+ automatic_face_movement_dir = 0.0,
+ -- Automatically set yaw to movement direction, offset in degrees.
+ -- 'false' to disable.
+
+ automatic_face_movement_max_rotation_per_sec = -1,
+ -- Limit automatic rotation to this value in degrees per second.
+ -- No limit if value <= 0.
+
+ backface_culling = true,
+ -- Set to false to disable backface_culling for model
+
+ glow = 0,
+ -- Add this much extra lighting when calculating texture color.
+ -- Value < 0 disables light's effect on texture color.
+ -- For faking self-lighting, UI style entities, or programmatic coloring
+ -- in mods.
+
+ nametag = "",
+ -- 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 for an example including explanation
+ 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},
+ -- Damage values must be between -32768 and 32767 (2^15)
+
+ punch_attack_uses = nil,
+ -- Amount of uses this tool has for attacking players and entities
+ -- by punching them (0 = infinite uses).
+ -- For compatibility, this is automatically set from the first
+ -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
+ -- It is recommend to set this explicitly instead of relying on the
+ -- fallback behavior.
+ },
+
+ 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 = {
+ -- Definition of items sounds to be played at various events.
+ -- All fields in this table are optional.
+
+ breaks = <SimpleSoundSpec>,
+ -- When tool breaks due to wear. Ignored for non-tools
+
+ eat = <SimpleSoundSpec>,
+ -- When item is eaten with `minetest.do_item_eat`
+ },
+
+ 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 not pointing at a node.
+ -- The user may be any ObjectRef or nil.
+ -- default: nil
+
+ on_drop = function(itemstack, dropper, pos),
+ -- Shall drop item and return the leftover itemstack.
+ -- The dropper may be any ObjectRef or nil.
+ -- default: 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 torchlike, the image will start at the surface to which the
+ -- node "attaches". For the other drawtypes the image will be centered
+ -- on the node.
+
+ tiles = {tile definition 1, def2, def3, def4, def5, def6},
+ -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
+ -- 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.obj",
+ -- File name of mesh when using "mesh" drawtype
+
+ 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 = {
+ -- Definition of node sounds to be played at various events.
+ -- All fields in this table are optional.
+
+ footstep = <SimpleSoundSpec>,
+ -- If walkable, played when object walks on it. If node is
+ -- climbable or a liquid, played when object moves through it
+
+ dig = <SimpleSoundSpec> or "__group",
+ -- While digging node.
+ -- If `"__group"`, then the sound will be
+ -- `default_dig_<groupname>`, where `<groupname>` is the
+ -- name of the tool's digging group with the fastest digging time.
+ -- In case of a tie, one of the sounds will be played (but we
+ -- cannot predict which one)
+ -- Default value: `"__group"`
+
+ dug = <SimpleSoundSpec>,
+ -- Node was dug
+
+ place = <SimpleSoundSpec>,
+ -- Node was placed. Also played after falling
+
+ place_failed = <SimpleSoundSpec>,
+ -- When node placement failed
+
+ fall = <SimpleSoundSpec>,
+ -- When node starts to fall
+ },
+
+ 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.
+ -- Tool filtering was undocumented until recently, tool filtering by string
+ -- matching is deprecated.
+ 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_" (this tool filtering by string matching
+ -- is deprecated).
+ 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 = "",
+ -- Privilege description
+
+ give_to_singleplayer = true,
+ -- Whether to grant the privilege to singleplayer.
+
+ give_to_admin = true,
+ -- Whether to grant the privilege to the server admin.
+ -- Uses value of 'give_to_singleplayer' by default.
+
+ on_grant = function(name, granter_name),
+ -- Called when given to player 'name' by 'granter_name'.
+ -- 'granter_name' will be nil if the priv was granted by a mod.
+
+ on_revoke = function(name, revoker_name),
+ -- Called when taken from player 'name' by 'revoker_name'.
+ -- 'revoker_name' will be nil if the priv was revoked by a mod.
+
+ -- Note that the above two callbacks will be called twice if a player is
+ -- responsible, once with the player name, and then with a nil player
+ -- name.
+ -- Return true in the above callbacks to stop register_on_priv_grant or
+ -- revoke being called.
+ }
+
+Detached inventory callbacks
+----------------------------
+
+Used by `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
+
+ z_index = 0,
+ -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
+ }
+
+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
+ }