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diff --git a/doc/lua_api.md b/doc/lua_api.md new file mode 100644 index 000000000..86e8d6575 --- /dev/null +++ b/doc/lua_api.md @@ -0,0 +1,7828 @@ +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 + } |