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-Minetest Lua Modding API Reference
-==================================
-
-* More information at <http://www.minetest.net/>
-* Developer Wiki: <http://dev.minetest.net/>
-* (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
-
-Introduction
-------------
-
-Content and functionality can be added to Minetest using Lua scripting
-in run-time loaded mods.
-
-A mod is a self-contained bunch of scripts, textures and other related
-things, which is loaded by and interfaces with Minetest.
-
-Mods are contained and ran solely on the server side. Definitions and media
-files are automatically transferred to the client.
-
-If you see a deficiency in the API, feel free to attempt to add the
-functionality in the engine and API, and to document it here.
-
-Programming in Lua
-------------------
-
-If you have any difficulty in understanding this, please read
-[Programming in Lua](http://www.lua.org/pil/).
-
-Startup
--------
-
-Mods are loaded during server startup from the mod load paths by running
-the `init.lua` scripts in a shared environment.
-
-Paths
------
-
-* `RUN_IN_PLACE=1` (Windows release, local build)
- * `$path_user`: `<build directory>`
- * `$path_share`: `<build directory>`
-* `RUN_IN_PLACE=0`: (Linux release)
- * `$path_share`:
- * Linux: `/usr/share/minetest`
- * Windows: `<install directory>/minetest-0.4.x`
- * `$path_user`:
- * Linux: `$HOME/.minetest`
- * Windows: `C:/users/<user>/AppData/minetest` (maybe)
-
-
-
-
-Games
-=====
-
-Games are looked up from:
-
-* `$path_share/games/<gameid>/`
-* `$path_user/games/<gameid>/`
-
-Where `<gameid>` is unique to each game.
-
-The game directory can contain the following files:
-
-* `game.conf`, with the following keys:
- * `name`: Required, human readable name e.g. `name = Minetest`
- * `description`: Short description to be shown in the content tab
- * `disallowed_mapgens = <comma-separated mapgens>`
- e.g. `disallowed_mapgens = v5,v6,flat`
- These mapgens are removed from the list of mapgens for the game.
-* `minetest.conf`:
- Used to set default settings when running this game.
-* `settingtypes.txt`:
- In the same format as the one in builtin.
- This settingtypes.txt will be parsed by the menu and the settings will be
- displayed in the "Games" category in the advanced settings tab.
-* If the game contains a folder called `textures` the server will load it as a
- texturepack, overriding mod textures.
- Any server texturepack will override mod textures and the game texturepack.
-
-Menu images
------------
-
-Games can provide custom main menu images. They are put inside a `menu`
-directory inside the game directory.
-
-The images are named `$identifier.png`, where `$identifier` is one of
-`overlay`, `background`, `footer`, `header`.
-If you want to specify multiple images for one identifier, add additional
-images named like `$identifier.$n.png`, with an ascending number $n starting
-with 1, and a random image will be chosen from the provided ones.
-
-
-
-
-Mods
-====
-
-Mod load path
--------------
-
-Paths are relative to the directories listed in the [Paths] section above.
-
-* `games/<gameid>/mods/`
-* `mods/`
-* `worlds/<worldname>/worldmods/`
-
-World-specific games
---------------------
-
-It is possible to include a game in a world; in this case, no mods or
-games are loaded or checked from anywhere else.
-
-This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
-directory exists.
-
-Mods should then be placed in `<worldname>/game/mods/`.
-
-Modpacks
---------
-
-Mods can be put in a subdirectory, if the parent directory, which otherwise
-should be a mod, contains a file named `modpack.conf`.
-The file is a key-value store of modpack details.
-
-* `name`: The modpack name.
-* `description`: Description of mod to be shown in the Mods tab of the main
- menu.
-
-Note: to support 0.4.x, please also create an empty modpack.txt file.
-
-Mod directory structure
------------------------
-
- mods
- ├── modname
- │   ├── mod.conf
- │   ├── screenshot.png
- │   ├── settingtypes.txt
- │   ├── init.lua
- │   ├── models
- │   ├── textures
- │   │   ├── modname_stuff.png
- │   │   └── modname_something_else.png
- │   ├── sounds
- │   ├── media
- │   ├── locale
- │   └── <custom data>
- └── another
-
-### modname
-
-The location of this directory can be fetched by using
-`minetest.get_modpath(modname)`.
-
-### mod.conf
-
-A `Settings` file that provides meta information about the mod.
-
-* `name`: The mod name. Allows Minetest to determine the mod name even if the
- folder is wrongly named.
-* `description`: Description of mod to be shown in the Mods tab of the main
- menu.
-* `depends`: A comma separated list of dependencies. These are mods that must be
- loaded before this mod.
-* `optional_depends`: A comma separated list of optional dependencies.
- Like a dependency, but no error if the mod doesn't exist.
-
-Note: to support 0.4.x, please also provide depends.txt.
-
-### `screenshot.png`
-
-A screenshot shown in the mod manager within the main menu. It should
-have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
-
-### `depends.txt`
-
-**Deprecated:** you should use mod.conf instead.
-
-This file is used if there are no dependencies in mod.conf.
-
-List of mods that have to be loaded before loading this mod.
-
-A single line contains a single modname.
-
-Optional dependencies can be defined by appending a question mark
-to a single modname. This means that if the specified mod
-is missing, it does not prevent this mod from being loaded.
-
-### `description.txt`
-
-**Deprecated:** you should use mod.conf instead.
-
-This file is used if there is no description in mod.conf.
-
-A file containing a description to be shown in the Mods tab of the main menu.
-
-### `settingtypes.txt`
-
-The format is documented in `builtin/settingtypes.txt`.
-It is parsed by the main menu settings dialogue to list mod-specific
-settings in the "Mods" category.
-
-### `init.lua`
-
-The main Lua script. Running this script should register everything it
-wants to register. Subsequent execution depends on minetest calling the
-registered callbacks.
-
-`minetest.settings` can be used to read custom or existing settings at load
-time, if necessary. (See [`Settings`])
-
-### `models`
-
-Models for entities or meshnodes.
-
-### `textures`, `sounds`, `media`
-
-Media files (textures, sounds, whatever) that will be transferred to the
-client and will be available for use by the mod.
-
-### `locale`
-
-Translation files for the clients. (See [Translations])
-
-Naming conventions
-------------------
-
-Registered names should generally be in this format:
-
- modname:<whatever>
-
-`<whatever>` can have these characters:
-
- a-zA-Z0-9_
-
-This is to prevent conflicting names from corrupting maps and is
-enforced by the mod loader.
-
-Registered names can be overridden by prefixing the name with `:`. This can
-be used for overriding the registrations of some other mod.
-
-The `:` prefix can also be used for maintaining backwards compatibility.
-
-### Example
-
-In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
-So the name should be `experimental:tnt`.
-
-Any mod can redefine `experimental:tnt` by using the name
-
- :experimental:tnt
-
-when registering it. That mod is required to have `experimental` as a
-dependency.
-
-
-
-
-Aliases
-=======
-
-Aliases of itemnames can be added by using
-`minetest.register_alias(alias, original_name)` or
-`minetest.register_alias_force(alias, original_name)`.
-
-This adds an alias `alias` for the item called `original_name`.
-From now on, you can use `alias` to refer to the item `original_name`.
-
-The only difference between `minetest.register_alias` and
-`minetest.register_alias_force` is that if an item named `alias` already exists,
-`minetest.register_alias` will do nothing while
-`minetest.register_alias_force` will unregister it.
-
-This can be used for maintaining backwards compatibility.
-
-This can also set quick access names for things, e.g. if
-you have an item called `epiclylongmodname:stuff`, you could do
-
- minetest.register_alias("stuff", "epiclylongmodname:stuff")
-
-and be able to use `/giveme stuff`.
-
-Mapgen aliases
---------------
-
-In a game, a certain number of these must be set to tell core mapgens which
-of the game's nodes are to be used for core mapgen generation. For example:
-
- minetest.register_alias("mapgen_stone", "default:stone")
-
-### Aliases for non-V6 mapgens
-
-#### Essential aliases
-
-* mapgen_stone
-* mapgen_water_source
-* mapgen_river_water_source
-
-`mapgen_river_water_source` is required for mapgens with sloping rivers where
-it is necessary to have a river liquid node with a short `liquid_range` and
-`liquid_renewable = false` to avoid flooding.
-
-#### Optional aliases
-
-* mapgen_lava_source
-
-Fallback lava node used if cave liquids are not defined in biome definitions.
-Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
-
-* mapgen_cobble
-
-Fallback node used if dungeon nodes are not defined in biome definitions.
-Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
-
-### Aliases needed for Mapgen V6
-
-* mapgen_stone
-* mapgen_water_source
-* mapgen_lava_source
-* mapgen_dirt
-* mapgen_dirt_with_grass
-* mapgen_sand
-* mapgen_gravel
-* mapgen_desert_stone
-* mapgen_desert_sand
-* mapgen_dirt_with_snow
-* mapgen_snowblock
-* mapgen_snow
-* mapgen_ice
-
-* mapgen_tree
-* mapgen_leaves
-* mapgen_apple
-* mapgen_jungletree
-* mapgen_jungleleaves
-* mapgen_junglegrass
-* mapgen_pine_tree
-* mapgen_pine_needles
-
-* mapgen_cobble
-* mapgen_stair_cobble
-* mapgen_mossycobble
-* mapgen_stair_desert_stone
-
-### Setting the node used in Mapgen Singlenode
-
-By default the world is filled with air nodes. To set a different node use, for
-example:
-
- minetest.register_alias("mapgen_singlenode", "default:stone")
-
-
-
-
-Textures
-========
-
-Mods should generally prefix their textures with `modname_`, e.g. given
-the mod name `foomod`, a texture could be called:
-
- foomod_foothing.png
-
-Textures are referred to by their complete name, or alternatively by
-stripping out the file extension:
-
-* e.g. `foomod_foothing.png`
-* e.g. `foomod_foothing`
-
-Texture modifiers
------------------
-
-There are various texture modifiers that can be used
-to generate textures on-the-fly.
-
-### Texture overlaying
-
-Textures can be overlaid by putting a `^` between them.
-
-Example:
-
- default_dirt.png^default_grass_side.png
-
-`default_grass_side.png` is overlaid over `default_dirt.png`.
-The texture with the lower resolution will be automatically upscaled to
-the higher resolution texture.
-
-### Texture grouping
-
-Textures can be grouped together by enclosing them in `(` and `)`.
-
-Example: `cobble.png^(thing1.png^thing2.png)`
-
-A texture for `thing1.png^thing2.png` is created and the resulting
-texture is overlaid on top of `cobble.png`.
-
-### Escaping
-
-Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
-passing complex texture names as arguments. Escaping is done with backslash and
-is required for `^` and `:`.
-
-Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
-
-The lower 50 percent of `color.png^[mask:trans.png` are overlaid
-on top of `cobble.png`.
-
-### Advanced texture modifiers
-
-#### Crack
-
-* `[crack:<n>:<p>`
-* `[cracko:<n>:<p>`
-* `[crack:<t>:<n>:<p>`
-* `[cracko:<t>:<n>:<p>`
-
-Parameters:
-
-* `<t>`: tile count (in each direction)
-* `<n>`: animation frame count
-* `<p>`: current animation frame
-
-Draw a step of the crack animation on the texture.
-`crack` draws it normally, while `cracko` lays it over, keeping transparent
-pixels intact.
-
-Example:
-
- default_cobble.png^[crack:10:1
-
-#### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
-
-* `<w>`: width
-* `<h>`: height
-* `<x>`: x position
-* `<y>`: y position
-* `<file>`: texture to combine
-
-Creates a texture of size `<w>` times `<h>` and blits the listed files to their
-specified coordinates.
-
-Example:
-
- [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
-
-#### `[resize:<w>x<h>`
-
-Resizes the texture to the given dimensions.
-
-Example:
-
- default_sandstone.png^[resize:16x16
-
-#### `[opacity:<r>`
-
-Makes the base image transparent according to the given ratio.
-
-`r` must be between 0 (transparent) and 255 (opaque).
-
-Example:
-
- default_sandstone.png^[opacity:127
-
-#### `[invert:<mode>`
-
-Inverts the given channels of the base image.
-Mode may contain the characters "r", "g", "b", "a".
-Only the channels that are mentioned in the mode string will be inverted.
-
-Example:
-
- default_apple.png^[invert:rgb
-
-#### `[brighten`
-
-Brightens the texture.
-
-Example:
-
- tnt_tnt_side.png^[brighten
-
-#### `[noalpha`
-
-Makes the texture completely opaque.
-
-Example:
-
- default_leaves.png^[noalpha
-
-#### `[makealpha:<r>,<g>,<b>`
-
-Convert one color to transparency.
-
-Example:
-
- default_cobble.png^[makealpha:128,128,128
-
-#### `[transform<t>`
-
-* `<t>`: transformation(s) to apply
-
-Rotates and/or flips the image.
-
-`<t>` can be a number (between 0 and 7) or a transform name.
-Rotations are counter-clockwise.
-
- 0 I identity
- 1 R90 rotate by 90 degrees
- 2 R180 rotate by 180 degrees
- 3 R270 rotate by 270 degrees
- 4 FX flip X
- 5 FXR90 flip X then rotate by 90 degrees
- 6 FY flip Y
- 7 FYR90 flip Y then rotate by 90 degrees
-
-Example:
-
- default_stone.png^[transformFXR90
-
-#### `[inventorycube{<top>{<left>{<right>`
-
-Escaping does not apply here and `^` is replaced by `&` in texture names
-instead.
-
-Create an inventory cube texture using the side textures.
-
-Example:
-
- [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
-
-Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
-`dirt.png^grass_side.png` textures
-
-#### `[lowpart:<percent>:<file>`
-
-Blit the lower `<percent>`% part of `<file>` on the texture.
-
-Example:
-
- base.png^[lowpart:25:overlay.png
-
-#### `[verticalframe:<t>:<n>`
-
-* `<t>`: animation frame count
-* `<n>`: current animation frame
-
-Crops the texture to a frame of a vertical animation.
-
-Example:
-
- default_torch_animated.png^[verticalframe:16:8
-
-#### `[mask:<file>`
-
-Apply a mask to the base image.
-
-The mask is applied using binary AND.
-
-#### `[sheet:<w>x<h>:<x>,<y>`
-
-Retrieves a tile at position x,y from the base image
-which it assumes to be a tilesheet with dimensions w,h.
-
-#### `[colorize:<color>:<ratio>`
-
-Colorize the textures with the given color.
-`<color>` is specified as a `ColorString`.
-`<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
-it is an int, then it specifies how far to interpolate between the
-colors where 0 is only the texture color and 255 is only `<color>`. If
-omitted, the alpha of `<color>` will be used as the ratio. If it is
-the word "`alpha`", then each texture pixel will contain the RGB of
-`<color>` and the alpha of `<color>` multiplied by the alpha of the
-texture pixel.
-
-#### `[multiply:<color>`
-
-Multiplies texture colors with the given color.
-`<color>` is specified as a `ColorString`.
-Result is more like what you'd expect if you put a color on top of another
-color, meaning white surfaces get a lot of your new color while black parts
-don't change very much.
-
-Hardware coloring
------------------
-
-The goal of hardware coloring is to simplify the creation of
-colorful nodes. If your textures use the same pattern, and they only
-differ in their color (like colored wool blocks), you can use hardware
-coloring instead of creating and managing many texture files.
-All of these methods use color multiplication (so a white-black texture
-with red coloring will result in red-black color).
-
-### Static coloring
-
-This method is useful if you wish to create nodes/items with
-the same texture, in different colors, each in a new node/item definition.
-
-#### Global color
-
-When you register an item or node, set its `color` field (which accepts a
-`ColorSpec`) to the desired color.
-
-An `ItemStack`'s static color can be overwritten by the `color` metadata
-field. If you set that field to a `ColorString`, that color will be used.
-
-#### Tile color
-
-Each tile may have an individual static color, which overwrites every
-other coloring method. To disable the coloring of a face,
-set its color to white (because multiplying with white does nothing).
-You can set the `color` property of the tiles in the node's definition
-if the tile is in table format.
-
-### Palettes
-
-For nodes and items which can have many colors, a palette is more
-suitable. A palette is a texture, which can contain up to 256 pixels.
-Each pixel is one possible color for the node/item.
-You can register one node/item, which can have up to 256 colors.
-
-#### Palette indexing
-
-When using palettes, you always provide a pixel index for the given
-node or `ItemStack`. The palette is read from left to right and from
-top to bottom. If the palette has less than 256 pixels, then it is
-stretched to contain exactly 256 pixels (after arranging the pixels
-to one line). The indexing starts from 0.
-
-Examples:
-
-* 16x16 palette, index = 0: the top left corner
-* 16x16 palette, index = 4: the fifth pixel in the first row
-* 16x16 palette, index = 16: the pixel below the top left corner
-* 16x16 palette, index = 255: the bottom right corner
-* 2 (width) x 4 (height) palette, index = 31: the top left corner.
- The palette has 8 pixels, so each pixel is stretched to 32 pixels,
- to ensure the total 256 pixels.
-* 2x4 palette, index = 32: the top right corner
-* 2x4 palette, index = 63: the top right corner
-* 2x4 palette, index = 64: the pixel below the top left corner
-
-#### Using palettes with items
-
-When registering an item, set the item definition's `palette` field to
-a texture. You can also use texture modifiers.
-
-The `ItemStack`'s color depends on the `palette_index` field of the
-stack's metadata. `palette_index` is an integer, which specifies the
-index of the pixel to use.
-
-#### Linking palettes with nodes
-
-When registering a node, set the item definition's `palette` field to
-a texture. You can also use texture modifiers.
-The node's color depends on its `param2`, so you also must set an
-appropriate `paramtype2`:
-
-* `paramtype2 = "color"` for nodes which use their full `param2` for
- palette indexing. These nodes can have 256 different colors.
- The palette should contain 256 pixels.
-* `paramtype2 = "colorwallmounted"` for nodes which use the first
- five bits (most significant) of `param2` for palette indexing.
- The remaining three bits are describing rotation, as in `wallmounted`
- paramtype2. Division by 8 yields the palette index (without stretching the
- palette). These nodes can have 32 different colors, and the palette
- should contain 32 pixels.
- Examples:
- * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
- pixel will be picked from the palette.
- * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
- pixel will be picked from the palette.
-* `paramtype2 = "colorfacedir"` for nodes which use the first
- three bits of `param2` for palette indexing. The remaining
- five bits are describing rotation, as in `facedir` paramtype2.
- Division by 32 yields the palette index (without stretching the
- palette). These nodes can have 8 different colors, and the
- palette should contain 8 pixels.
- Examples:
- * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
- first (= 0 + 1) pixel will be picked from the palette.
- * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
- second (= 1 + 1) pixel will be picked from the palette.
-
-To colorize a node on the map, set its `param2` value (according
-to the node's paramtype2).
-
-### Conversion between nodes in the inventory and on the map
-
-Static coloring is the same for both cases, there is no need
-for conversion.
-
-If the `ItemStack`'s metadata contains the `color` field, it will be
-lost on placement, because nodes on the map can only use palettes.
-
-If the `ItemStack`'s metadata contains the `palette_index` field, it is
-automatically transferred between node and item forms by the engine,
-when a player digs or places a colored node.
-You can disable this feature by setting the `drop` field of the node
-to itself (without metadata).
-To transfer the color to a special drop, you need a drop table.
-
-Example:
-
- minetest.register_node("mod:stone", {
- description = "Stone",
- tiles = {"default_stone.png"},
- paramtype2 = "color",
- palette = "palette.png",
- drop = {
- items = {
- -- assume that mod:cobblestone also has the same palette
- {items = {"mod:cobblestone"}, inherit_color = true },
- }
- }
- })
-
-### Colored items in craft recipes
-
-Craft recipes only support item strings, but fortunately item strings
-can also contain metadata. Example craft recipe registration:
-
- minetest.register_craft({
- output = minetest.itemstring_with_palette("wool:block", 3),
- type = "shapeless",
- recipe = {
- "wool:block",
- "dye:red",
- },
- })
-
-To set the `color` field, you can use `minetest.itemstring_with_color`.
-
-Metadata field filtering in the `recipe` field are not supported yet,
-so the craft output is independent of the color of the ingredients.
-
-Soft texture overlay
---------------------
-
-Sometimes hardware coloring is not enough, because it affects the
-whole tile. Soft texture overlays were added to Minetest to allow
-the dynamic coloring of only specific parts of the node's texture.
-For example a grass block may have colored grass, while keeping the
-dirt brown.
-
-These overlays are 'soft', because unlike texture modifiers, the layers
-are not merged in the memory, but they are simply drawn on top of each
-other. This allows different hardware coloring, but also means that
-tiles with overlays are drawn slower. Using too much overlays might
-cause FPS loss.
-
-For inventory and wield images you can specify overlays which
-hardware coloring does not modify. You have to set `inventory_overlay`
-and `wield_overlay` fields to an image name.
-
-To define a node overlay, simply set the `overlay_tiles` field of the node
-definition. These tiles are defined in the same way as plain tiles:
-they can have a texture name, color etc.
-To skip one face, set that overlay tile to an empty string.
-
-Example (colored grass block):
-
- minetest.register_node("default:dirt_with_grass", {
- description = "Dirt with Grass",
- -- Regular tiles, as usual
- -- The dirt tile disables palette coloring
- tiles = {{name = "default_grass.png"},
- {name = "default_dirt.png", color = "white"}},
- -- Overlay tiles: define them in the same style
- -- The top and bottom tile does not have overlay
- overlay_tiles = {"", "",
- {name = "default_grass_side.png", tileable_vertical = false}},
- -- Global color, used in inventory
- color = "green",
- -- Palette in the world
- paramtype2 = "color",
- palette = "default_foilage.png",
- })
-
-
-
-
-Sounds
-======
-
-Only Ogg Vorbis files are supported.
-
-For positional playing of sounds, only single-channel (mono) files are
-supported. Otherwise OpenAL will play them non-positionally.
-
-Mods should generally prefix their sounds with `modname_`, e.g. given
-the mod name "`foomod`", a sound could be called:
-
- foomod_foosound.ogg
-
-Sounds are referred to by their name with a dot, a single digit and the
-file extension stripped out. When a sound is played, the actual sound file
-is chosen randomly from the matching sounds.
-
-When playing the sound `foomod_foosound`, the sound is chosen randomly
-from the available ones of the following files:
-
-* `foomod_foosound.ogg`
-* `foomod_foosound.0.ogg`
-* `foomod_foosound.1.ogg`
-* (...)
-* `foomod_foosound.9.ogg`
-
-Examples of sound parameter tables:
-
- -- Play locationless on all clients
- {
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player
- {
- to_player = name,
- gain = 1.0, -- default
- fade = 0.0, -- default, change to a value > 0 to fade the sound in
- pitch = 1.0, -- default
- }
- -- Play locationless to one player, looped
- {
- to_player = name,
- gain = 1.0, -- default
- loop = true,
- }
- -- Play at a location
- {
- pos = {x = 1, y = 2, z = 3},
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
- }
- -- Play connected to an object, looped
- {
- object = <an ObjectRef>,
- gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
- loop = true,
- }
- -- Play at a location, heard by anyone *but* the given player
- {
- pos = {x = 32, y = 0, z = 100},
- max_hear_distance = 40,
- exclude_player = name,
- }
-
-Looped sounds must either be connected to an object or played locationless to
-one player using `to_player = name`.
-
-A positional sound will only be heard by players that are within
-`max_hear_distance` of the sound position, at the start of the sound.
-
-`exclude_player = name` can be applied to locationless, positional and object-
-bound sounds to exclude a single player from hearing them.
-
-`SimpleSoundSpec`
------------------
-
-Specifies a sound name, gain (=volume) and pitch.
-This is either a string or a table.
-
-In string form, you just specify the sound name or
-the empty string for no sound.
-
-Table form has the following fields:
-
-* `name`: Sound name
-* `gain`: Volume (`1.0` = 100%)
-* `pitch`: Pitch (`1.0` = 100%)
-
-`gain` and `pitch` are optional and default to `1.0`.
-
-Examples:
-
-* `""`: No sound
-* `{}`: No sound
-* `"default_place_node"`: Play e.g. `default_place_node.ogg`
-* `{name = "default_place_node"}`: Same as above
-* `{name = "default_place_node", gain = 0.5}`: 50% volume
-* `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
-
-Special sound files
--------------------
-
-These sound files are played back by the engine if provided.
-
- * `player_damage`: Played when the local player takes damage (gain = 0.5)
- * `player_falling_damage`: Played when the local player takes
- damage by falling (gain = 0.5)
- * `default_dig_<groupname>`: Default node digging sound
- (see node sound definition for details)
-
-Registered definitions
-======================
-
-Anything added using certain [Registration functions] gets added to one or more
-of the global [Registered definition tables].
-
-Note that in some cases you will stumble upon things that are not contained
-in these tables (e.g. when a mod has been removed). Always check for
-existence before trying to access the fields.
-
-Example:
-
-All nodes register with `minetest.register_node` get added to the table
-`minetest.registered_nodes`.
-
-If you want to check the drawtype of a node, you could do:
-
- local function get_nodedef_field(nodename, fieldname)
- if not minetest.registered_nodes[nodename] then
- return nil
- end
- return minetest.registered_nodes[nodename][fieldname]
- end
- local drawtype = get_nodedef_field(nodename, "drawtype")
-
-
-
-
-Nodes
-=====
-
-Nodes are the bulk data of the world: cubes and other things that take the
-space of a cube. Huge amounts of them are handled efficiently, but they
-are quite static.
-
-The definition of a node is stored and can be accessed by using
-
- minetest.registered_nodes[node.name]
-
-See [Registered definitions].
-
-Nodes are passed by value between Lua and the engine.
-They are represented by a table:
-
- {name="name", param1=num, param2=num}
-
-`param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
-them for certain automated functions. If you don't use these functions, you can
-use them to store arbitrary values.
-
-Node paramtypes
----------------
-
-The functions of `param1` and `param2` are determined by certain fields in the
-node definition.
-
-The function of `param1` is determined by `paramtype` in node definition.
-`param1` is reserved for the engine when `paramtype != "none"`.
-
-* `paramtype = "light"`
- * The value stores light with and without sun in its upper and lower 4 bits
- respectively.
- * Required by a light source node to enable spreading its light.
- * Required by the following drawtypes as they determine their visual
- brightness from their internal light value:
- * torchlike
- * signlike
- * firelike
- * fencelike
- * raillike
- * nodebox
- * mesh
- * plantlike
- * plantlike_rooted
-* `paramtype = "none"`
- * `param1` will not be used by the engine and can be used to store
- an arbitrary value
-
-The function of `param2` is determined by `paramtype2` in node definition.
-`param2` is reserved for the engine when `paramtype2 != "none"`.
-
-* `paramtype2 = "flowingliquid"`
- * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
- * The liquid level and a flag of the liquid are stored in `param2`
- * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
- * Bit 3: If set, liquid is flowing downwards (no graphical effect)
-* `paramtype2 = "wallmounted"`
- * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
- * The rotation of the node is stored in `param2`
- * You can make this value by using `minetest.dir_to_wallmounted()`
- * Values range 0 - 5
- * The value denotes at which direction the node is "mounted":
- 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
-* `paramtype2 = "facedir"`
- * Supported drawtypes: "normal", "nodebox", "mesh"
- * The rotation of the node is stored in `param2`. Furnaces and chests are
- rotated this way. Can be made by using `minetest.dir_to_facedir()`.
- * Values range 0 - 23
- * facedir / 4 = axis direction:
- 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
- * facedir modulo 4 = rotation around that axis
-* `paramtype2 = "leveled"`
- * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
- * Leveled nodebox:
- * The level of the top face of the nodebox is stored in `param2`.
- * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
- nodeboxes.
- * The nodebox height is (`param2` / 64) nodes.
- * The maximum accepted value of `param2` is 127.
- * Rooted plantlike:
- * The height of the 'plantlike' section is stored in `param2`.
- * The height is (`param2` / 16) nodes.
-* `paramtype2 = "degrotate"`
- * Only valid for "plantlike" drawtype. The rotation of the node is stored in
- `param2`.
- * Values range 0 - 179. The value stored in `param2` is multiplied by two to
- get the actual rotation in degrees of the node.
-* `paramtype2 = "meshoptions"`
- * Only valid for "plantlike" drawtype. The value of `param2` becomes a
- bitfield which can be used to change how the client draws plantlike nodes.
- * Bits 0, 1 and 2 form a mesh selector.
- Currently the following meshes are choosable:
- * 0 = a "x" shaped plant (ordinary plant)
- * 1 = a "+" shaped plant (just rotated 45 degrees)
- * 2 = a "*" shaped plant with 3 faces instead of 2
- * 3 = a "#" shaped plant with 4 faces instead of 2
- * 4 = a "#" shaped plant with 4 faces that lean outwards
- * 5-7 are unused and reserved for future meshes.
- * Bits 3 through 7 are optional flags that can be combined and give these
- effects:
- * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
- * bit 4 (0x10) - Makes the plant mesh 1.4x larger
- * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
- * bits 6-7 are reserved for future use.
-* `paramtype2 = "color"`
- * `param2` tells which color is picked from the palette.
- The palette should have 256 pixels.
-* `paramtype2 = "colorfacedir"`
- * Same as `facedir`, but with colors.
- * The first three bits of `param2` tells which color is picked from the
- palette. The palette should have 8 pixels.
-* `paramtype2 = "colorwallmounted"`
- * Same as `wallmounted`, but with colors.
- * The first five bits of `param2` tells which color is picked from the
- palette. The palette should have 32 pixels.
-* `paramtype2 = "glasslikeliquidlevel"`
- * Only valid for "glasslike_framed" or "glasslike_framed_optional"
- drawtypes.
- * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
- and 63 being full.
- * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
-* `paramtype2 = "none"`
- * `param2` will not be used by the engine and can be used to store
- an arbitrary value
-
-Nodes can also contain extra data. See [Node Metadata].
-
-Node drawtypes
---------------
-
-There are a bunch of different looking node types.
-
-Look for examples in `games/minimal` or `games/minetest_game`.
-
-* `normal`
- * A node-sized cube.
-* `airlike`
- * Invisible, uses no texture.
-* `liquid`
- * The cubic source node for a liquid.
-* `flowingliquid`
- * The flowing version of a liquid, appears with various heights and slopes.
-* `glasslike`
- * Often used for partially-transparent nodes.
- * Only external sides of textures are visible.
-* `glasslike_framed`
- * All face-connected nodes are drawn as one volume within a surrounding
- frame.
- * The frame appearance is generated from the edges of the first texture
- specified in `tiles`. The width of the edges used are 1/16th of texture
- size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
- * The glass 'shine' (or other desired detail) on each node face is supplied
- by the second texture specified in `tiles`.
-* `glasslike_framed_optional`
- * This switches between the above 2 drawtypes according to the menu setting
- 'Connected Glass'.
-* `allfaces`
- * Often used for partially-transparent nodes.
- * External and internal sides of textures are visible.
-* `allfaces_optional`
- * Often used for leaves nodes.
- * This switches between `normal`, `glasslike` and `allfaces` according to
- the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
- * With 'Simple Leaves' selected, the texture specified in `special_tiles`
- is used instead, if present. This allows a visually thicker texture to be
- used to compensate for how `glasslike` reduces visual thickness.
-* `torchlike`
- * A single vertical texture.
- * If placed on top of a node, uses the first texture specified in `tiles`.
- * If placed against the underside of a node, uses the second texture
- specified in `tiles`.
- * If placed on the side of a node, uses the third texture specified in
- `tiles` and is perpendicular to that node.
-* `signlike`
- * A single texture parallel to, and mounted against, the top, underside or
- side of a node.
-* `plantlike`
- * Two vertical and diagonal textures at right-angles to each other.
- * See `paramtype2 = "meshoptions"` above for other options.
-* `firelike`
- * When above a flat surface, appears as 6 textures, the central 2 as
- `plantlike` plus 4 more surrounding those.
- * If not above a surface the central 2 do not appear, but the texture
- appears against the faces of surrounding nodes if they are present.
-* `fencelike`
- * A 3D model suitable for a wooden fence.
- * One placed node appears as a single vertical post.
- * Adjacently-placed nodes cause horizontal bars to appear between them.
-* `raillike`
- * Often used for tracks for mining carts.
- * Requires 4 textures to be specified in `tiles`, in order: Straight,
- curved, t-junction, crossing.
- * Each placed node automatically switches to a suitable rotated texture
- determined by the adjacent `raillike` nodes, in order to create a
- continuous track network.
- * Becomes a sloping node if placed against stepped nodes.
-* `nodebox`
- * Often used for stairs and slabs.
- * Allows defining nodes consisting of an arbitrary number of boxes.
- * See [Node boxes] below for more information.
-* `mesh`
- * Uses models for nodes.
- * Tiles should hold model materials textures.
- * Only static meshes are implemented.
- * For supported model formats see Irrlicht engine documentation.
-* `plantlike_rooted`
- * Enables underwater `plantlike` without air bubbles around the nodes.
- * Consists of a base cube at the co-ordinates of the node plus a
- `plantlike` extension above with a height of `param2 / 16` nodes.
- * The `plantlike` extension visually passes through any nodes above the
- base cube without affecting them.
- * The base cube texture tiles are defined as normal, the `plantlike`
- extension uses the defined special tile, for example:
- `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
-
-`*_optional` drawtypes need less rendering time if deactivated
-(always client-side).
-
-Node boxes
-----------
-
-Node selection boxes are defined using "node boxes".
-
-A nodebox is defined as any of:
-
- {
- -- A normal cube; the default in most things
- type = "regular"
- }
- {
- -- A fixed box (or boxes) (facedir param2 is used, if applicable)
- type = "fixed",
- fixed = box OR {box1, box2, ...}
- }
- {
- -- A variable height box (or boxes) with the top face position defined
- -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
- -- by param2.
- -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
- type = "leveled",
- fixed = box OR {box1, box2, ...}
- }
- {
- -- A box like the selection box for torches
- -- (wallmounted param2 is used, if applicable)
- type = "wallmounted",
- wall_top = box,
- wall_bottom = box,
- wall_side = box
- }
- {
- -- A node that has optional boxes depending on neighbouring nodes'
- -- presence and type. See also `connects_to`.
- type = "connected",
- fixed = box OR {box1, box2, ...}
- connect_top = box OR {box1, box2, ...}
- connect_bottom = box OR {box1, box2, ...}
- connect_front = box OR {box1, box2, ...}
- connect_left = box OR {box1, box2, ...}
- connect_back = box OR {box1, box2, ...}
- connect_right = box OR {box1, box2, ...}
- -- The following `disconnected_*` boxes are the opposites of the
- -- `connect_*` ones above, i.e. when a node has no suitable neighbour
- -- on the respective side, the corresponding disconnected box is drawn.
- disconnected_top = box OR {box1, box2, ...}
- disconnected_bottom = box OR {box1, box2, ...}
- disconnected_front = box OR {box1, box2, ...}
- disconnected_left = box OR {box1, box2, ...}
- disconnected_back = box OR {box1, box2, ...}
- disconnected_right = box OR {box1, box2, ...}
- disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
- disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
- -- neighbours to the sides
- }
-
-A `box` is defined as:
-
- {x1, y1, z1, x2, y2, z2}
-
-A box of a regular node would look like:
-
- {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
-
-
-
-
-Map terminology and coordinates
-===============================
-
-Nodes, mapblocks, mapchunks
----------------------------
-
-A 'node' is the fundamental cubic unit of a world and appears to a player as
-roughly 1x1x1 meters in size.
-
-A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
-fundamental region of a world that is stored in the world database, sent to
-clients and handled by many parts of the engine.
-'mapblock' is preferred terminology to 'block' to help avoid confusion with
-'node', however 'block' often appears in the API.
-
-A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
-(80x80x80 nodes) and is the volume of world generated in one operation by
-the map generator.
-The size in mapblocks has been chosen to optimise map generation.
-
-Coordinates
------------
-
-### Orientation of axes
-
-For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
-
-### Node coordinates
-
-Almost all positions used in the API use node coordinates.
-
-### Mapblock coordinates
-
-Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
-specify a particular mapblock.
-For example blockpos (0,0,0) specifies the mapblock that extends from
-node position (0,0,0) to node position (15,15,15).
-
-#### Converting node position to the containing blockpos
-
-To calculate the blockpos of the mapblock that contains the node at 'nodepos',
-for each axis:
-
-* blockpos = math.floor(nodepos / 16)
-
-#### Converting blockpos to min/max node positions
-
-To calculate the min/max node positions contained in the mapblock at 'blockpos',
-for each axis:
-
-* Minimum:
- nodepos = blockpos * 16
-* Maximum:
- nodepos = blockpos * 16 + 15
-
-
-
-
-HUD
-===
-
-HUD element types
------------------
-
-The position field is used for all element types.
-
-To account for differing resolutions, the position coordinates are the
-percentage of the screen, ranging in value from `0` to `1`.
-
-The name field is not yet used, but should contain a description of what the
-HUD element represents. The direction field is the direction in which something
-is drawn.
-
-`0` draws from left to right, `1` draws from right to left, `2` draws from
-top to bottom, and `3` draws from bottom to top.
-
-The `alignment` field specifies how the item will be aligned. It is a table
-where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
-moved to the left/up, and `1` is to the right/down. Fractional values can be
-used.
-
-The `offset` field specifies a pixel offset from the position. Contrary to
-position, the offset is not scaled to screen size. This allows for some
-precisely positioned items in the HUD.
-
-**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
-factor!
-
-The `z_index` field specifies the order of HUD elements from back to front.
-Lower z-index elements are displayed behind higher z-index elements. Elements
-with same z-index are displayed in an arbitrary order. Default 0.
-Supports negative values.
-
-Below are the specific uses for fields in each type; fields not listed for that
-type are ignored.
-
-### `image`
-
-Displays an image on the HUD.
-
-* `scale`: The scale of the image, with 1 being the original texture size.
- Only the X coordinate scale is used (positive values).
- Negative values represent that percentage of the screen it
- should take; e.g. `x=-100` means 100% (width).
-* `text`: The name of the texture that is displayed.
-* `alignment`: The alignment of the image.
-* `offset`: offset in pixels from position.
-
-### `text`
-
-Displays text on the HUD.
-
-* `scale`: Defines the bounding rectangle of the text.
- A value such as `{x=100, y=100}` should work.
-* `text`: The text to be displayed in the HUD element.
-* `number`: An integer containing the RGB value of the color used to draw the
- text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
-* `alignment`: The alignment of the text.
-* `offset`: offset in pixels from position.
-
-### `statbar`
-
-Displays a horizontal bar made up of half-images.
-
-* `text`: The name of the texture that is used.
-* `number`: The number of half-textures that are displayed.
- If odd, will end with a vertically center-split texture.
-* `direction`
-* `offset`: offset in pixels from position.
-* `size`: If used, will force full-image size to this value (override texture
- pack image size)
-
-### `inventory`
-
-* `text`: The name of the inventory list to be displayed.
-* `number`: Number of items in the inventory to be displayed.
-* `item`: Position of item that is selected.
-* `direction`
-* `offset`: offset in pixels from position.
-
-### `waypoint`
-
-Displays distance to selected world position.
-
-* `name`: The name of the waypoint.
-* `text`: Distance suffix. Can be blank.
-* `number:` An integer containing the RGB value of the color used to draw the
- text.
-* `world_pos`: World position of the waypoint.
-
-
-
-
-Representations of simple things
-================================
-
-Position/vector
----------------
-
- {x=num, y=num, z=num}
-
-For helper functions see [Spatial Vectors].
-
-`pointed_thing`
----------------
-
-* `{type="nothing"}`
-* `{type="node", under=pos, above=pos}`
- * Indicates a pointed node selection box.
- * `under` refers to the node position behind the pointed face.
- * `above` refers to the node position in front of the pointed face.
-* `{type="object", ref=ObjectRef}`
-
-Exact pointing location (currently only `Raycast` supports these fields):
-
-* `pointed_thing.intersection_point`: The absolute world coordinates of the
- point on the selection box which is pointed at. May be in the selection box
- if the pointer is in the box too.
-* `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
- from 1).
-* `pointed_thing.intersection_normal`: Unit vector, points outwards of the
- selected selection box. This specifies which face is pointed at.
- Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
- selection box.
-
-
-
-
-Flag Specifier Format
-=====================
-
-Flags using the standardized flag specifier format can be specified in either
-of two ways, by string or table.
-
-The string format is a comma-delimited set of flag names; whitespace and
-unrecognized flag fields are ignored. Specifying a flag in the string sets the
-flag, and specifying a flag prefixed by the string `"no"` explicitly
-clears the flag from whatever the default may be.
-
-In addition to the standard string flag format, the schematic flags field can
-also be a table of flag names to boolean values representing whether or not the
-flag is set. Additionally, if a field with the flag name prefixed with `"no"`
-is present, mapped to a boolean of any value, the specified flag is unset.
-
-E.g. A flag field of value
-
- {place_center_x = true, place_center_y=false, place_center_z=true}
-
-is equivalent to
-
- {place_center_x = true, noplace_center_y=true, place_center_z=true}
-
-which is equivalent to
-
- "place_center_x, noplace_center_y, place_center_z"
-
-or even
-
- "place_center_x, place_center_z"
-
-since, by default, no schematic attributes are set.
-
-
-
-
-Items
-=====
-
-Item types
-----------
-
-There are three kinds of items: nodes, tools and craftitems.
-
-* Node: Can be placed in the world's voxel grid
-* Tool: Has a wear property but cannot be stacked. The default use action is to
- dig nodes or hit objects according to its tool capabilities.
-* Craftitem: Cannot dig nodes or be placed
-
-Amount and wear
----------------
-
-All item stacks have an amount between 0 and 65535. It is 1 by
-default. Tool item stacks can not have an amount greater than 1.
-
-Tools use a wear (damage) value ranging from 0 to 65535. The
-value 0 is the default and is used for unworn tools. The values
-1 to 65535 are used for worn tools, where a higher value stands for
-a higher wear. Non-tools always have a wear value of 0.
-
-Item formats
-------------
-
-Items and item stacks can exist in three formats: Serializes, table format
-and `ItemStack`.
-
-When an item must be passed to a function, it can usually be in any of
-these formats.
-
-### Serialized
-
-This is called "stackstring" or "itemstring". It is a simple string with
-1-3 components: the full item identifier, an optional amount and an optional
-wear value. Syntax:
-
- <identifier> [<amount>[ <wear>]]
-
-Examples:
-
-* `'default:apple'`: 1 apple
-* `'default:dirt 5'`: 5 dirt
-* `'default:pick_stone'`: a new stone pickaxe
-* `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
-
-### Table format
-
-Examples:
-
-5 dirt nodes:
-
- {name="default:dirt", count=5, wear=0, metadata=""}
-
-A wooden pick about 1/3 worn out:
-
- {name="default:pick_wood", count=1, wear=21323, metadata=""}
-
-An apple:
-
- {name="default:apple", count=1, wear=0, metadata=""}
-
-### `ItemStack`
-
-A native C++ format with many helper methods. Useful for converting
-between formats. See the [Class reference] section for details.
-
-
-
-
-Groups
-======
-
-In a number of places, there is a group table. Groups define the
-properties of a thing (item, node, armor of entity, capabilities of
-tool) in such a way that the engine and other mods can can interact with
-the thing without actually knowing what the thing is.
-
-Usage
------
-
-Groups are stored in a table, having the group names with keys and the
-group ratings as values. Group ratings are integer values within the
-range [-32767, 32767]. For example:
-
- -- Default dirt
- groups = {crumbly=3, soil=1}
-
- -- A more special dirt-kind of thing
- groups = {crumbly=2, soil=1, level=2, outerspace=1}
-
-Groups always have a rating associated with them. If there is no
-useful meaning for a rating for an enabled group, it shall be `1`.
-
-When not defined, the rating of a group defaults to `0`. Thus when you
-read groups, you must interpret `nil` and `0` as the same value, `0`.
-
-You can read the rating of a group for an item or a node by using
-
- minetest.get_item_group(itemname, groupname)
-
-Groups of items
----------------
-
-Groups of items can define what kind of an item it is (e.g. wool).
-
-Groups of nodes
----------------
-
-In addition to the general item things, groups are used to define whether
-a node is destroyable and how long it takes to destroy by a tool.
-
-Groups of entities
-------------------
-
-For entities, groups are, as of now, used only for calculating damage.
-The rating is the percentage of damage caused by tools with this damage group.
-See [Entity damage mechanism].
-
- object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
- object.set_armor_groups({fleshy=30, cracky=80})
-
-Groups of tools
----------------
-
-Groups in tools define which groups of nodes and entities they are
-effective towards.
-
-Groups in crafting recipes
---------------------------
-
-An example: Make meat soup from any meat, any water and any bowl:
-
- {
- output = 'food:meat_soup_raw',
- recipe = {
- {'group:meat'},
- {'group:water'},
- {'group:bowl'},
- },
- -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
- }
-
-Another example: Make red wool from white wool and red dye:
-
- {
- type = 'shapeless',
- output = 'wool:red',
- recipe = {'wool:white', 'group:dye,basecolor_red'},
- }
-
-Special groups
---------------
-
-The asterisk `(*)` after a group name describes that there is no engine
-functionality bound to it, and implementation is left up as a suggestion
-to games.
-
-### Node, item and tool groups
-
-* `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
- that the item should be hidden in item lists.
-
-
-### Node-only groups
-
-* `attached_node`: if the node under it is not a walkable block the node will be
- dropped as an item. If the node is wallmounted the wallmounted direction is
- checked.
-* `bouncy`: value is bounce speed in percent
-* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
- connect to each other
-* `dig_immediate`: Player can always pick up node without reducing tool wear
- * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
- * `3`: the node always gets the digging time 0 seconds (torch)
-* `disable_jump`: Player (and possibly other things) cannot jump from node
-* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
-* `falling_node`: if there is no walkable block under the node it will fall
-* `float`: the node will not fall through liquids
-* `level`: Can be used to give an additional sense of progression in the game.
- * A larger level will cause e.g. a weapon of a lower level make much less
- damage, and get worn out much faster, or not be able to get drops
- from destroyed nodes.
- * `0` is something that is directly accessible at the start of gameplay
- * There is no upper limit
- * See also: `leveldiff` in [Tools]
-* `slippery`: Players and items will slide on the node.
- Slipperiness rises steadily with `slippery` value, starting at 1.
-
-
-### Tool-only groups
-
-* `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
- `"toolrepair"` crafting recipe
-
-
-### `ObjectRef` groups
-
-* `immortal`: Skips all damage and breath handling for an object. This group
- will also hide the integrated HUD status bars for players, and is
- automatically set to all players when damage is disabled on the server.
-* `punch_operable`: For entities; disables the regular damage mechanism for
- players punching it by hand or a non-tool item, so that it can do something
- else than take damage.
-
-
-
-Known damage and digging time defining groups
----------------------------------------------
-
-* `crumbly`: dirt, sand
-* `cracky`: tough but crackable stuff like stone.
-* `snappy`: something that can be cut using fine tools; e.g. leaves, small
- plants, wire, sheets of metal
-* `choppy`: something that can be cut using force; e.g. trees, wooden planks
-* `fleshy`: Living things like animals and the player. This could imply
- some blood effects when hitting.
-* `explody`: Especially prone to explosions
-* `oddly_breakable_by_hand`:
- Can be added to nodes that shouldn't logically be breakable by the
- hand but are. Somewhat similar to `dig_immediate`, but times are more
- like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
- speed of a tool if the tool can dig at a faster speed than this
- suggests for the hand.
-
-Examples of custom groups
--------------------------
-
-Item groups are often used for defining, well, _groups of items_.
-
-* `meat`: any meat-kind of a thing (rating might define the size or healing
- ability or be irrelevant -- it is not defined as of yet)
-* `eatable`: anything that can be eaten. Rating might define HP gain in half
- hearts.
-* `flammable`: can be set on fire. Rating might define the intensity of the
- fire, affecting e.g. the speed of the spreading of an open fire.
-* `wool`: any wool (any origin, any color)
-* `metal`: any metal
-* `weapon`: any weapon
-* `heavy`: anything considerably heavy
-
-Digging time calculation specifics
-----------------------------------
-
-Groups such as `crumbly`, `cracky` and `snappy` are used for this
-purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
-faster digging time.
-
-The `level` group is used to limit the toughness of nodes a tool can dig
-and to scale the digging times / damage to a greater extent.
-
-**Please do understand this**, otherwise you cannot use the system to it's
-full potential.
-
-Tools define their properties by a list of parameters for groups. They
-cannot dig other groups; thus it is important to use a standard bunch of
-groups to enable interaction with tools.
-
-
-
-
-Tools
-=====
-
-Tools definition
-----------------
-
-Tools define:
-
-* Full punch interval
-* Maximum drop level
-* For an arbitrary list of groups:
- * Uses (until the tool breaks)
- * Maximum level (usually `0`, `1`, `2` or `3`)
- * Digging times
- * Damage groups
-
-### Full punch interval
-
-When used as a weapon, the tool will do full damage if this time is spent
-between punches. If e.g. half the time is spent, the tool will do half
-damage.
-
-### Maximum drop level
-
-Suggests the maximum level of node, when dug with the tool, that will drop
-it's useful item. (e.g. iron ore to drop a lump of iron).
-
-This is not automated; it is the responsibility of the node definition
-to implement this.
-
-### Uses
-
-Determines how many uses the tool has when it is used for digging a node,
-of this group, of the maximum level. For lower leveled nodes, the use count
-is multiplied by `3^leveldiff`.
-`leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
-node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
-
-* `uses=10, leveldiff=0`: actual uses: 10
-* `uses=10, leveldiff=1`: actual uses: 30
-* `uses=10, leveldiff=2`: actual uses: 90
-
-### Maximum level
-
-Tells what is the maximum level of a node of this group that the tool will
-be able to dig.
-
-### Digging times
-
-List of digging times for different ratings of the group, for nodes of the
-maximum level.
-
-For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
-result in the tool to be able to dig nodes that have a rating of `2` or `3`
-for this group, and unable to dig the rating `1`, which is the toughest.
-Unless there is a matching group that enables digging otherwise.
-
-If the result digging time is 0, a delay of 0.15 seconds is added between
-digging nodes; If the player releases LMB after digging, this delay is set to 0,
-i.e. players can more quickly click the nodes away instead of holding LMB.
-
-### Damage groups
-
-List of damage for groups of entities. See [Entity damage mechanism].
-
-Example definition of the capabilities of a tool
-------------------------------------------------
-
- tool_capabilities = {
- full_punch_interval=1.5,
- max_drop_level=1,
- groupcaps={
- crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
- }
- damage_groups = {fleshy=2},
- }
-
-This makes the tool be able to dig nodes that fulfil both of these:
-
-* Have the `crumbly` group
-* Have a `level` group less or equal to `2`
-
-Table of resulting digging times:
-
- crumbly 0 1 2 3 4 <- level
- -> 0 - - - - -
- 1 0.80 1.60 1.60 - -
- 2 0.60 1.20 1.20 - -
- 3 0.40 0.80 0.80 - -
-
- level diff: 2 1 0 -1 -2
-
-Table of resulting tool uses:
-
- -> 0 - - - - -
- 1 180 60 20 - -
- 2 180 60 20 - -
- 3 180 60 20 - -
-
-**Notes**:
-
-* At `crumbly==0`, the node is not diggable.
-* At `crumbly==3`, the level difference digging time divider kicks in and makes
- easy nodes to be quickly breakable.
-* At `level > 2`, the node is not diggable, because it's `level > maxlevel`
-
-
-
-
-Entity damage mechanism
-=======================
-
-Damage calculation:
-
- damage = 0
- foreach group in cap.damage_groups:
- damage += cap.damage_groups[group]
- * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
- * (object.armor_groups[group] / 100.0)
- -- Where object.armor_groups[group] is 0 for inexistent values
- return damage
-
-Client predicts damage based on damage groups. Because of this, it is able to
-give an immediate response when an entity is damaged or dies; the response is
-pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
-TODO).
-Currently a smoke puff will appear when an entity dies.
-
-The group `immortal` completely disables normal damage.
-
-Entities can define a special armor group, which is `punch_operable`. This
-group disables the regular damage mechanism for players punching it by hand or
-a non-tool item, so that it can do something else than take damage.
-
-On the Lua side, every punch calls:
-
- entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
- damage)
-
-This should never be called directly, because damage is usually not handled by
-the entity itself.
-
-* `puncher` is the object performing the punch. Can be `nil`. Should never be
- accessed unless absolutely required, to encourage interoperability.
-* `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
-* `tool_capabilities` can be `nil`.
-* `direction` is a unit vector, pointing from the source of the punch to
- the punched object.
-* `damage` damage that will be done to entity
-Return value of this function will determine if damage is done by this function
-(retval true) or shall be done by engine (retval false)
-
-To punch an entity/object in Lua, call:
-
- object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
-
-* Return value is tool wear.
-* Parameters are equal to the above callback.
-* If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
- will be automatically filled in based on the location of `puncher`.
-
-
-
-
-Metadata
-========
-
-Node Metadata
--------------
-
-The instance of a node in the world normally only contains the three values
-mentioned in [Nodes]. However, it is possible to insert extra data into a node.
-It is called "node metadata"; See `NodeMetaRef`.
-
-Node metadata contains two things:
-
-* A key-value store
-* An inventory
-
-Some of the values in the key-value store are handled specially:
-
-* `formspec`: Defines a right-click inventory menu. See [Formspec].
-* `infotext`: Text shown on the screen when the node is pointed at
-
-Example:
-
- local meta = minetest.get_meta(pos)
- meta:set_string("formspec",
- "size[8,9]"..
- "list[context;main;0,0;8,4;]"..
- "list[current_player;main;0,5;8,4;]")
- meta:set_string("infotext", "Chest");
- local inv = meta:get_inventory()
- inv:set_size("main", 8*4)
- print(dump(meta:to_table()))
- meta:from_table({
- inventory = {
- main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
- [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
- [10] = "", [11] = "", [12] = "", [13] = "",
- [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
- [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
- [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
- [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
- [32] = ""}
- },
- fields = {
- formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
- infotext = "Chest"
- }
- })
-
-Item Metadata
--------------
-
-Item stacks can store metadata too. See [`ItemStackMetaRef`].
-
-Item metadata only contains a key-value store.
-
-Some of the values in the key-value store are handled specially:
-
-* `description`: Set the item stack's description. Defaults to
- `idef.description`.
-* `color`: A `ColorString`, which sets the stack's color.
-* `palette_index`: If the item has a palette, this is used to get the
- current color from the palette.
-
-Example:
-
- local meta = stack:get_meta()
- meta:set_string("key", "value")
- print(dump(meta:to_table()))
-
-
-
-
-Formspec
-========
-
-Formspec defines a menu. This supports inventories and some of the
-typical widgets like buttons, checkboxes, text input fields, etc.
-It is a string, with a somewhat strange format.
-
-A formspec is made out of formspec elements, which includes widgets
-like buttons but also can be used to set stuff like background color.
-
-Many formspec elements have a `name`, which is a unique identifier which
-is used when the server receives user input. You must not use the name
-"quit" for formspec elements.
-
-Spaces and newlines can be inserted between the blocks, as is used in the
-examples.
-
-Position and size units are inventory slots unless the new coordinate system
-is enabled. `X` and `Y` position the formspec element relative to the top left
-of the menu or container. `W` and `H` are its width and height values.
-
-If the new system is enabled, all elements have unified coordinates for all
-elements with no padding or spacing in between. This is highly recommended
-for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
-Coordinates`.
-
-Inventories with a `player:<name>` inventory location are only sent to the
-player named `<name>`.
-
-When displaying text which can contain formspec code, e.g. text set by a player,
-use `minetest.formspec_escape`.
-For coloured text you can use `minetest.colorize`.
-
-Since formspec version 3, elements drawn in the order they are defined. All
-background elements are drawn before all other elements.
-
-**WARNING**: do _not_ use a element name starting with `key_`; those names are
-reserved to pass key press events to formspec!
-
-**WARNING**: Minetest allows you to add elements to every single formspec instance
-using `player:set_formspec_prepend()`, which may be the reason backgrounds are
-appearing when you don't expect them to, or why things are styled differently
-to normal. See [`no_prepend[]`] and [Styling Formspecs].
-
-Examples
---------
-
-### Chest
-
- size[8,9]
- list[context;main;0,0;8,4;]
- list[current_player;main;0,5;8,4;]
-
-### Furnace
-
- size[8,9]
- list[context;fuel;2,3;1,1;]
- list[context;src;2,1;1,1;]
- list[context;dst;5,1;2,2;]
- list[current_player;main;0,5;8,4;]
-
-### Minecraft-like player inventory
-
- size[8,7.5]
- image[1,0.6;1,2;player.png]
- list[current_player;main;0,3.5;8,4;]
- list[current_player;craft;3,0;3,3;]
- list[current_player;craftpreview;7,1;1,1;]
-
-Elements
---------
-
-### `formspec_version[<version>]`
-
-* Set the formspec version to a certain number. If not specified,
- version 1 is assumed.
-* Must be specified before `size` element.
-* Clients older than this version can neither show newer elements nor display
- elements with new arguments correctly.
-* Available since feature `formspec_version_element`.
-
-### `size[<W>,<H>,<fixed_size>]`
-
-* Define the size of the menu in inventory slots
-* `fixed_size`: `true`/`false` (optional)
-* deprecated: `invsize[<W>,<H>;]`
-
-### `position[<X>,<Y>]`
-
-* Must be used after `size` element.
-* Defines the position on the game window of the formspec's `anchor` point.
-* For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
- for example:
- * [0.0, 0.0] sets the position to the top left corner of the game window.
- * [1.0, 1.0] sets the position to the bottom right of the game window.
-* Defaults to the center of the game window [0.5, 0.5].
-
-### `anchor[<X>,<Y>]`
-
-* Must be used after both `size` and `position` (if present) elements.
-* Defines the location of the anchor point within the formspec.
-* For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
- for example:
- * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
- * [1.0, 0.0] sets the anchor to the top right of the formspec.
-* Defaults to the center of the formspec [0.5, 0.5].
-
-* `position` and `anchor` elements need suitable values to avoid a formspec
- extending off the game window due to particular game window sizes.
-
-### `no_prepend[]`
-
-* Must be used after the `size`, `position`, and `anchor` elements (if present).
-* Disables player:set_formspec_prepend() from applying to this formspec.
-
-### `real_coordinates[<bool>]`
-
-* INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
-* When set to true, all following formspec elements will use the new coordinate system.
-* If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
- (if present), the form size will use the new coordinate system.
-* **Note**: Formspec prepends are not affected by the coordinates in the main form.
- They must enable it explicitly.
-* For information on converting forms to the new coordinate system, see `Migrating
- to Real Coordinates`.
-
-### `container[<X>,<Y>]`
-
-* Start of a container block, moves all physical elements in the container by
- (X, Y).
-* Must have matching `container_end`
-* Containers can be nested, in which case the offsets are added
- (child containers are relative to parent containers)
-
-### `container_end[]`
-
-* End of a container, following elements are no longer relative to this
- container.
-
-### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
-
-* Show an inventory list if it has been sent to the client. Nothing will
- be shown if the inventory list is of size 0.
-* **Note**: With the new coordinate system, the spacing between inventory
- slots is one-fourth the size of an inventory slot.
-
-### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
-
-* Show an inventory list if it has been sent to the client. Nothing will
- be shown if the inventory list is of size 0.
-* **Note**: With the new coordinate system, the spacing between inventory
- slots is one-fourth the size of an inventory slot.
-
-### `listring[<inventory location>;<list name>]`
-
-* Allows to create a ring of inventory lists
-* Shift-clicking on items in one element of the ring
- will send them to the next inventory list inside the ring
-* The first occurrence of an element inside the ring will
- determine the inventory where items will be sent to
-
-### `listring[]`
-
-* Shorthand for doing `listring[<inventory location>;<list name>]`
- for the last two inventory lists added by list[...]
-
-### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
-
-* Sets background color of slots as `ColorString`
-* Sets background color of slots on mouse hovering
-
-### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
-
-* Sets background color of slots as `ColorString`
-* Sets background color of slots on mouse hovering
-* Sets color of slots border
-
-### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
-
-* Sets background color of slots as `ColorString`
-* Sets background color of slots on mouse hovering
-* Sets color of slots border
-* Sets default background color of tooltips
-* Sets default font color of tooltips
-
-### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
-
-* Adds tooltip for an element
-* `bgcolor` tooltip background color as `ColorString` (optional)
-* `fontcolor` tooltip font color as `ColorString` (optional)
-
-### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
-
-* Adds tooltip for an area. Other tooltips will take priority when present.
-* `bgcolor` tooltip background color as `ColorString` (optional)
-* `fontcolor` tooltip font color as `ColorString` (optional)
-
-### `image[<X>,<Y>;<W>,<H>;<texture name>]`
-
-* Show an image
-
-### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
-
-* Show an animated image. The image is drawn like a "vertical_frames" tile
- animation (See [Tile animation definition]), but uses a frame count/duration
- for simplicity
-* `name`: Element name to send when an event occurs. The event value is the index of the current frame.
-* `texture name`: The image to use.
-* `frame count`: The number of frames animating the image.
-* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
-* `frame start` (Optional): The index of the frame to start on. Default `1`.
-
-### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
-
-* Show an inventory image of registered item/node
-
-### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
-
-* Sets background color of formspec.
-* `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
- of the non-fullscreen and the fullscreen background.
-* `fullscreen` (optional) can be one of the following:
- * `false`: Only the non-fullscreen background color is drawn. (default)
- * `true`: Only the fullscreen background color is drawn.
- * `both`: The non-fullscreen and the fullscreen background color are drawn.
- * `neither`: No background color is drawn.
-* Note: Leave a parameter empty to not modify the value.
-* Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
- are not bools are only available since formspec version 3.
-
-### `background[<X>,<Y>;<W>,<H>;<texture name>]`
-
-* Example for formspec 8x4 in 16x resolution: image shall be sized
- 8 times 16px times 4 times 16px.
-
-### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
-
-* Example for formspec 8x4 in 16x resolution:
- image shall be sized 8 times 16px times 4 times 16px
-* If `auto_clip` is `true`, the background is clipped to the formspec size
- (`x` and `y` are used as offset values, `w` and `h` are ignored)
-
-### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
-
-* 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
-* Middle is a rect which defines the middle of the 9-slice.
- * `x` - The middle will be x pixels from all sides.
- * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
- * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
- will be added to the width and height of the texture, allowing it to be used as the
- distance from the far end.
- * All numbers in middle are integers.
-* Example for formspec 8x4 in 16x resolution:
- image shall be sized 8 times 16px times 4 times 16px
-* If `auto_clip` is `true`, the background is clipped to the formspec size
- (`x` and `y` are used as offset values, `w` and `h` are ignored)
-* Available since formspec version 2
-
-### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
-
-* Textual password style field; will be sent to server when a button is clicked
-* When enter is pressed in field, fields.key_enter_field will be sent with the
- name of this field.
-* With the old coordinate system, fields are a set height, but will be vertically
- centred on `H`. With the new coordinate system, `H` will modify the height.
-* `name` is the name of the field as returned in fields to `on_receive_fields`
-* `label`, if not blank, will be text printed on the top left above the field
-* See `field_close_on_enter` to stop enter closing the formspec
-
-### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
-
-* Textual field; will be sent to server when a button is clicked
-* When enter is pressed in field, `fields.key_enter_field` will be sent with
- the name of this field.
-* With the old coordinate system, fields are a set height, but will be vertically
- centred on `H`. With the new coordinate system, `H` will modify the height.
-* `name` is the name of the field as returned in fields to `on_receive_fields`
-* `label`, if not blank, will be text printed on the top left above the field
-* `default` is the default value of the field
- * `default` may contain variable references such as `${text}` which
- will fill the value from the metadata value `text`
- * **Note**: no extra text or more than a single variable is supported ATM.
-* See `field_close_on_enter` to stop enter closing the formspec
-
-### `field[<name>;<label>;<default>]`
-
-* As above, but without position/size units
-* When enter is pressed in field, `fields.key_enter_field` will be sent with
- the name of this field.
-* Special field for creating simple forms, such as sign text input
-* Must be used without a `size[]` element
-* A "Proceed" button will be added automatically
-* See `field_close_on_enter` to stop enter closing the formspec
-
-### `field_close_on_enter[<name>;<close_on_enter>]`
-
-* <name> is the name of the field
-* if <close_on_enter> is false, pressing enter in the field will submit the
- form but not close it.
-* defaults to true when not specified (ie: no tag for a field)
-
-### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
-
-* Same as fields above, but with multi-line input
-* If the text overflows, a vertical scrollbar is added.
-* If the name is empty, the textarea is read-only and
- the background is not shown, which corresponds to a multi-line label.
-
-### `label[<X>,<Y>;<label>]`
-
-* The label formspec element displays the text set in `label`
- at the specified position.
-* **Note**: If the new coordinate system is enabled, labels are
- positioned from the center of the text, not the top.
-* The text is displayed directly without automatic line breaking,
- so label should not be used for big text chunks. Newlines can be
- used to make labels multiline.
-* **Note**: With the new coordinate system, newlines are spaced with
- half a coordinate. With the old system, newlines are spaced 2/5 of
- an inventory slot.
-
-### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
-* Displays a static formatted text with hyperlinks.
-* **Note**: This element is currently unstable and subject to change.
-* `x`, `y`, `w` and `h` work as per field
-* `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
-* `text` is the formatted text using `Markup Language` described below.
-
-### `vertlabel[<X>,<Y>;<label>]`
-* Textual label drawn vertically
-* `label` is the text on the label
-* **Note**: If the new coordinate system is enabled, vertlabels are
- positioned from the center of the text, not the left.
-
-### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
-
-* Clickable button. When clicked, fields will be sent.
-* With the old coordinate system, buttons are a set height, but will be vertically
- centred on `H`. With the new coordinate system, `H` will modify the height.
-* `label` is the text on the button
-
-### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
-
-* `texture name` is the filename of an image
-* **Note**: Height is supported on both the old and new coordinate systems
- for image_buttons.
-
-### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
-
-* `texture name` is the filename of an image
-* `noclip=true` means the image button doesn't need to be within specified
- formsize.
-* `drawborder`: draw button border or not
-* `pressed texture name` is the filename of an image on pressed state
-
-### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
-
-* `item name` is the registered name of an item/node
-* The item description will be used as the tooltip. This can be overridden with
- a tooltip element.
-
-### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
-
-* When clicked, fields will be sent and the form will quit.
-* Same as `button` in all other respects.
-
-### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
-
-* When clicked, fields will be sent and the form will quit.
-* Same as `image_button` in all other respects.
-
-### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
-
-* Scrollable item list showing arbitrary text elements
-* `name` fieldname sent to server on doubleclick value is current selected
- element.
-* `listelements` can be prepended by #color in hexadecimal format RRGGBB
- (only).
- * if you want a listelement to start with "#" write "##".
-
-### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
-
-* Scrollable itemlist showing arbitrary text elements
-* `name` fieldname sent to server on doubleclick value is current selected
- element.
-* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
- * if you want a listelement to start with "#" write "##"
-* Index to be selected within textlist
-* `true`/`false`: draw transparent background
-* See also `minetest.explode_textlist_event`
- (main menu: `core.explode_textlist_event`).
-
-### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
-
-* Show a tab**header** at specific position (ignores formsize)
-* `X` and `Y`: position of the tabheader
-* *Note*: Width and height are automatically chosen with this syntax
-* `name` fieldname data is transferred to Lua
-* `caption 1`...: name shown on top of tab
-* `current_tab`: index of selected tab 1...
-* `transparent` (optional): show transparent
-* `draw_border` (optional): draw border
-
-### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
-
-* Show a tab**header** at specific position (ignores formsize)
-* **Important note**: This syntax for tabheaders can only be used with the
- new coordinate system.
-* `X` and `Y`: position of the tabheader
-* `H`: height of the tabheader. Width is automatically determined with this syntax.
-* `name` fieldname data is transferred to Lua
-* `caption 1`...: name shown on top of tab
-* `current_tab`: index of selected tab 1...
-* `transparent` (optional): show transparent
-* `draw_border` (optional): draw border
-
-### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
-
-* Show a tab**header** at specific position (ignores formsize)
-* **Important note**: This syntax for tabheaders can only be used with the
- new coordinate system.
-* `X` and `Y`: position of the tabheader
-* `W` and `H`: width and height of the tabheader
-* `name` fieldname data is transferred to Lua
-* `caption 1`...: name shown on top of tab
-* `current_tab`: index of selected tab 1...
-* `transparent` (optional): show transparent
-* `draw_border` (optional): draw border
-
-### `box[<X>,<Y>;<W>,<H>;<color>]`
-
-* Simple colored box
-* `color` is color specified as a `ColorString`.
- If the alpha component is left blank, the box will be semitransparent.
-
-### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
-
-* Show a dropdown field
-* **Important note**: There are two different operation modes:
- 1. handle directly on change (only changed dropdown is submitted)
- 2. read the value on pressing a button (all dropdown values are available)
-* `X` and `Y`: position of the dropdown
-* `W`: width of the dropdown. Height is automatically chosen with this syntax.
-* Fieldname data is transferred to Lua
-* Items to be shown in dropdown
-* Index of currently selected dropdown item
-
-### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
-
-* Show a dropdown field
-* **Important note**: This syntax for dropdowns can only be used with the
- new coordinate system.
-* **Important note**: There are two different operation modes:
- 1. handle directly on change (only changed dropdown is submitted)
- 2. read the value on pressing a button (all dropdown values are available)
-* `X` and `Y`: position of the dropdown
-* `W` and `H`: width and height of the dropdown
-* Fieldname data is transferred to Lua
-* Items to be shown in dropdown
-* Index of currently selected dropdown item
-
-### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
-
-* Show a checkbox
-* `name` fieldname data is transferred to Lua
-* `label` to be shown left of checkbox
-* `selected` (optional): `true`/`false`
-* **Note**: If the new coordinate system is enabled, checkboxes are
- positioned from the center of the checkbox, not the top.
-
-### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
-
-* Show a scrollbar using options defined by the previous `scrollbaroptions[]`
-* There are two ways to use it:
- 1. handle the changed event (only changed scrollbar is available)
- 2. read the value on pressing a button (all scrollbars are available)
-* `orientation`: `vertical`/`horizontal`
-* Fieldname data is transferred to Lua
-* Value of this trackbar is set to (`0`-`1000`) by default
-* See also `minetest.explode_scrollbar_event`
- (main menu: `core.explode_scrollbar_event`).
-
-### `scrollbaroptions[opt1;opt2;...]`
-* Sets options for all following `scrollbar[]` elements
-* `min=<int>`
- * Sets scrollbar minimum value, defaults to `0`.
-* `max=<int>`
- * Sets scrollbar maximum value, defaults to `1000`.
- If the max is equal to the min, the scrollbar will be disabled.
-* `smallstep=<int>`
- * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
- scrolled.
- * If this is set to a negative number, the value will be reset to `10`.
-* `largestep=<int>`
- * Sets scrollbar step value used by page up and page down.
- * If this is set to a negative number, the value will be reset to `100`.
-* `thumbsize=<int>`
- * Sets size of the thumb on the scrollbar. Size is calculated in the number of
- units the thumb spans out of the range of the scrollbar values.
- * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
- would span a tenth of the scrollbar space.
- * If this is set to zero or less, the value will be reset to `1`.
-* `arrows=<show/hide/default>`
- * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
- when the scrollbar gets too small, but shows them otherwise.
-
-### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
-
-* Show scrollable table using options defined by the previous `tableoptions[]`
-* Displays cells as defined by the previous `tablecolumns[]`
-* `name`: fieldname sent to server on row select or doubleclick
-* `cell 1`...`cell n`: cell contents given in row-major order
-* `selected idx`: index of row to be selected within table (first row = `1`)
-* See also `minetest.explode_table_event`
- (main menu: `core.explode_table_event`).
-
-### `tableoptions[<opt 1>;<opt 2>;...]`
-
-* Sets options for `table[]`
-* `color=#RRGGBB`
- * default text color (`ColorString`), defaults to `#FFFFFF`
-* `background=#RRGGBB`
- * table background color (`ColorString`), defaults to `#000000`
-* `border=<true/false>`
- * should the table be drawn with a border? (default: `true`)
-* `highlight=#RRGGBB`
- * highlight background color (`ColorString`), defaults to `#466432`
-* `highlight_text=#RRGGBB`
- * highlight text color (`ColorString`), defaults to `#FFFFFF`
-* `opendepth=<value>`
- * all subtrees up to `depth < value` are open (default value = `0`)
- * only useful when there is a column of type "tree"
-
-### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
-
-* Sets columns for `table[]`
-* Types: `text`, `image`, `color`, `indent`, `tree`
- * `text`: show cell contents as text
- * `image`: cell contents are an image index, use column options to define
- images.
- * `color`: cell contents are a ColorString and define color of following
- cell.
- * `indent`: cell contents are a number and define indentation of following
- cell.
- * `tree`: same as indent, but user can open and close subtrees
- (treeview-like).
-* Column options:
- * `align=<value>`
- * for `text` and `image`: content alignment within cells.
- Available values: `left` (default), `center`, `right`, `inline`
- * `width=<value>`
- * for `text` and `image`: minimum width in em (default: `0`)
- * for `indent` and `tree`: indent width in em (default: `1.5`)
- * `padding=<value>`: padding left of the column, in em (default `0.5`).
- Exception: defaults to 0 for indent columns
- * `tooltip=<value>`: tooltip text (default: empty)
- * `image` column options:
- * `0=<value>` sets image for image index 0
- * `1=<value>` sets image for image index 1
- * `2=<value>` sets image for image index 2
- * and so on; defined indices need not be contiguous empty or
- non-numeric cells are treated as `0`.
- * `color` column options:
- * `span=<value>`: number of following columns to affect
- (default: infinite).
-
-### `style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]`
-
-* Set the style for the named element(s) `name`.
-* Note: this **must** be before the element is defined.
-* See [Styling Formspecs].
-
-
-### `style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]`
-
-* Sets the style for all elements of type(s) `type` which appear after this element.
-* See [Styling Formspecs].
-
-Migrating to Real Coordinates
------------------------------
-
-In the old system, positions included padding and spacing. Padding is a gap between
-the formspec window edges and content, and spacing is the gaps between items. For
-example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
-and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
-in the new coordinate system from scratch.
-
-To recreate an old layout with padding, you'll need to pass the positions and sizes
-through the following formula to re-introduce padding:
-
-```
-pos = (oldpos + 1)*spacing + padding
-where
- padding = 3/8
- spacing = 5/4
-```
-
-You'll need to change the `size[]` tag like this:
-
-```
-size = (oldsize-1)*spacing + padding*2 + 1
-```
-
-A few elements had random offsets in the old system. Here is a table which shows these
-offsets when migrating:
-
-| Element | Position | Size | Notes
-|---------|------------|---------|-------
-| box | +0.3, +0.1 | 0, -0.4 |
-| button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
-| list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
-| label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
-
-Styling Formspecs
------------------
-
-Formspec elements can be themed using the style elements:
-
- style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
- style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
-
-Where a prop is:
-
- property_name=property_value
-
-A name/type can optionally be a comma separated list of names/types, like so:
-
- world_delete,world_create,world_configure
- button,image_button
-
-For example:
-
- style_type[button;bgcolor=#006699]
- style[world_delete;bgcolor=red;textcolor=yellow]
- button[4,3.95;2.6,1;world_delete;Delete]
-
-Setting a property to nothing will reset it to the default value. For example:
-
- style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
- style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
-
-
-### Supported Element Types
-
-Some types may inherit styles from parent types.
-
-* animated_image, inherits from image
-* button
-* button_exit, inherits from button
-* checkbox
-* scrollbar
-* table
-* textlist
-* dropdown
-* field
-* pwdfield, inherits from field
-* textarea
-* label
-* vertlabel, inherits from field
-* image_button
-* item_image_button
-* tabheader
-
-
-### Valid Properties
-
-* animated_image
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
-* box
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * Default to false in formspec_version version 3 or higher
-* button, button_exit, image_button, item_image_button
- * alpha - boolean, whether to draw alpha in bgimg. Default true.
- * bgcolor - color, sets button tint.
- * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
- * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
- * bgimg - standard background image. Defaults to none.
- * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
- * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
- See background9[] documentation for more details
- * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
- * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * textcolor - color, default white.
-* checkbox
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
-* scrollbar
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
-* table, textlist
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
-* dropdown
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
-* field, pwdfield, textarea
- * border - set to false to hide the textbox background and border. Default true.
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * textcolor - color. Default white.
-* image
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * Default to false in formspec_version version 3 or higher
-* item_image
- * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
-* label, vertlabel
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
-* image_button (additional properties)
- * fgimg - standard image. Defaults to none.
- * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
- * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
- * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
-* tabheader
- * noclip - boolean, set to true to allow the element to exceed formspec bounds.
- * textcolor - color. Default white.
-
-Markup Language
----------------
-
-Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
-The markup language is currently unstable and subject to change. Use with caution.
-Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
-Tags can have attributes, in that case, attributes are in the opening tag in
-form of a key/value separated with equal signs. Attribute values should not be quoted.
-
-These are the technically basic tags but see below for usual tags. Base tags are:
-
-`<style color=... font=... size=...>...</style>`
-
-Changes the style of the text.
-
-* `color`: Text color. Given color is a `colorspec`.
-* `size`: Text size.
-* `font`: Text font (`mono` or `normal`).
-
-`<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
-
-Sets global style.
-
-Global only styles:
-* `background`: Text background, a `colorspec` or `none`.
-* `margin`: Page margins in pixel.
-* `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
-
-Inheriting styles (affects child elements):
-* `color`: Default text color. Given color is a `colorspec`.
-* `hovercolor`: Color of <action> tags when mouse is over.
-* `size`: Default text size.
-* `font`: Default text font (`mono` or `normal`).
-* `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
-
-This tag needs to be placed only once as it changes the global settings of the
-text. Anyway, if several tags are placed, each changed will be made in the order
-tags appear.
-
-`<tag name=... color=... hovercolor=... font=... size=...>`
-
-Defines or redefines tag style. This can be used to define new tags.
-* `name`: Name of the tag to define or change.
-* `color`: Text color. Given color is a `colorspec`.
-* `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
-* `size`: Text size.
-* `font`: Text font (`mono` or `normal`).
-
-Following tags are the usual tags for text layout. They are defined by default.
-Other tags can be added using `<tag ...>` tag.
-
-`<normal>...</normal>`: Normal size text
-
-`<big>...</big>`: Big text
-
-`<bigger>...</bigger>`: Bigger text
-
-`<center>...</center>`: Centered text
-
-`<left>...</left>`: Left-aligned text
-
-`<right>...</right>`: Right-aligned text
-
-`<justify>...</justify>`: Justified text
-
-`<mono>...</mono>`: Monospaced font
-
-`<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
-
-`<action name=...>...</action>`
-
-Make that text a clickable text triggering an action.
-
-* `name`: Name of the action (mandatory).
-
-When clicked, the formspec is send to the server. The value of the text field
-sent to `on_player_receive_fields` will be "action:" concatenated to the action
-name.
-
-`<img name=... float=... width=... height=...>`
-
-Draws an image which is present in the client media cache.
-
-* `name`: Name of the texture (mandatory).
-* `float`: If present, makes the image floating (`left` or `right`).
-* `width`: Force image width instead of taking texture width.
-* `height`: Force image height instead of taking texture height.
-
-If only width or height given, texture aspect is kept.
-
-`<item name=... float=... width=... height=... rotate=...>`
-
-Draws an item image.
-
-* `name`: Item string of the item to draw (mandatory).
-* `float`: If present, makes the image floating (`left` or `right`).
-* `width`: Item image width.
-* `height`: Item image height.
-* `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
-rotation speeds in percent of standard speed (-1000 to 1000). Works only if
-`inventory_items_animations` is set to true.
-* `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
-X, Y and Z being angles around each three axes. Works only if
-`inventory_items_animations` is set to true.
-
-Inventory
-=========
-
-Inventory locations
--------------------
-
-* `"context"`: Selected node metadata (deprecated: `"current_name"`)
-* `"current_player"`: Player to whom the menu is shown
-* `"player:<name>"`: Any player
-* `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
-* `"detached:<name>"`: A detached inventory
-
-Player Inventory lists
-----------------------
-
-* `main`: list containing the default inventory
-* `craft`: list containing the craft input
-* `craftpreview`: list containing the craft prediction
-* `craftresult`: list containing the crafted output
-* `hand`: list containing an override for the empty hand
- * Is not created automatically, use `InvRef:set_size`
- * Is only used to enhance the empty hand's tool capabilities
-
-Colors
-======
-
-`ColorString`
--------------
-
-`#RGB` defines a color in hexadecimal format.
-
-`#RGBA` defines a color in hexadecimal format and alpha channel.
-
-`#RRGGBB` defines a color in hexadecimal format.
-
-`#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
-
-Named colors are also supported and are equivalent to
-[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
-To specify the value of the alpha channel, append `#AA` to the end of the color
-name (e.g. `colorname#08`). For named colors the hexadecimal string
-representing the alpha value must (always) be two hexadecimal digits.
-
-`ColorSpec`
------------
-
-A ColorSpec specifies a 32-bit color. It can be written in any of the following
-forms:
-
-* table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
- * `colorspec = {a=255, r=0, g=255, b=0}`
-* numerical form: The raw integer value of an ARGB8 quad:
- * `colorspec = 0xFF00FF00`
-* string form: A ColorString (defined above):
- * `colorspec = "green"`
-
-
-
-
-Escape sequences
-================
-
-Most text can contain escape sequences, that can for example color the text.
-There are a few exceptions: tab headers, dropdowns and vertical labels can't.
-The following functions provide escape sequences:
-
-* `minetest.get_color_escape_sequence(color)`:
- * `color` is a ColorString
- * The escape sequence sets the text color to `color`
-* `minetest.colorize(color, message)`:
- * Equivalent to:
- `minetest.get_color_escape_sequence(color) ..
- message ..
- minetest.get_color_escape_sequence("#ffffff")`
-* `minetest.get_background_escape_sequence(color)`
- * `color` is a ColorString
- * The escape sequence sets the background of the whole text element to
- `color`. Only defined for item descriptions and tooltips.
-* `minetest.strip_foreground_colors(str)`
- * Removes foreground colors added by `get_color_escape_sequence`.
-* `minetest.strip_background_colors(str)`
- * Removes background colors added by `get_background_escape_sequence`.
-* `minetest.strip_colors(str)`
- * Removes all color escape sequences.
-
-
-
-
-Spatial Vectors
-===============
-A spatial vector is similar to a position, but instead using
-absolute world coordinates, it uses *relative* coordinates, relative to
-no particular point.
-
-Internally, it is implemented as a table with the 3 fields
-`x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
-
-For the following functions, `v`, `v1`, `v2` are vectors,
-`p1`, `p2` are positions:
-
-* `vector.new(a[, b, c])`:
- * Returns a vector.
- * A copy of `a` if `a` is a vector.
- * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
-* `vector.direction(p1, p2)`:
- * Returns a vector of length 1 with direction `p1` to `p2`.
- * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
-* `vector.distance(p1, p2)`:
- * Returns zero or a positive number, the distance between `p1` and `p2`.
-* `vector.length(v)`:
- * Returns zero or a positive number, the length of vector `v`.
-* `vector.normalize(v)`:
- * Returns a vector of length 1 with direction of vector `v`.
- * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
-* `vector.floor(v)`:
- * Returns a vector, each dimension rounded down.
-* `vector.round(v)`:
- * Returns a vector, each dimension rounded to nearest integer.
-* `vector.apply(v, func)`:
- * Returns a vector where the function `func` has been applied to each
- component.
-* `vector.equals(v1, v2)`:
- * Returns a boolean, `true` if the vectors are identical.
-* `vector.sort(v1, v2)`:
- * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
-* `vector.angle(v1, v2)`:
- * Returns the angle between `v1` and `v2` in radians.
-* `vector.dot(v1, v2)`
- * Returns the dot product of `v1` and `v2`
-* `vector.cross(v1, v2)`
- * Returns the cross product of `v1` and `v2`
-
-For the following functions `x` can be either a vector or a number:
-
-* `vector.add(v, x)`:
- * Returns a vector.
- * If `x` is a vector: Returns the sum of `v` and `x`.
- * If `x` is a number: Adds `x` to each component of `v`.
-* `vector.subtract(v, x)`:
- * Returns a vector.
- * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
- * If `x` is a number: Subtracts `x` from each component of `v`.
-* `vector.multiply(v, x)`:
- * Returns a scaled vector or Schur product.
-* `vector.divide(v, x)`:
- * Returns a scaled vector or Schur quotient.
-
-
-
-
-Helper functions
-================
-
-* `dump2(obj, name, dumped)`: returns a string which makes `obj`
- human-readable, handles reference loops.
- * `obj`: arbitrary variable
- * `name`: string, default: `"_"`
- * `dumped`: table, default: `{}`
-* `dump(obj, dumped)`: returns a string which makes `obj` human-readable
- * `obj`: arbitrary variable
- * `dumped`: table, default: `{}`
-* `math.hypot(x, y)`
- * Get the hypotenuse of a triangle with legs x and y.
- Useful for distance calculation.
-* `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
- * Get the sign of a number.
- * tolerance: number, default: `0.0`
- * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
- `0` is returned.
-* `math.factorial(x)`: returns the factorial of `x`
-* `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
- * `separator`: string, default: `","`
- * `include_empty`: boolean, default: `false`
- * `max_splits`: number, if it's negative, splits aren't limited,
- default: `-1`
- * `sep_is_pattern`: boolean, it specifies whether separator is a plain
- string or a pattern (regex), default: `false`
- * e.g. `"a,b":split","` returns `{"a","b"}`
-* `string:trim()`: returns the string without whitespace pre- and suffixes
- * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
-* `minetest.wrap_text(str, limit, as_table)`: returns a string or table
- * Adds newlines to the string to keep it within the specified character
- limit
- * Note that the returned lines may be longer than the limit since it only
- splits at word borders.
- * `limit`: number, maximal amount of characters in one line
- * `as_table`: boolean, if set to true, a table of lines instead of a string
- is returned, default: `false`
-* `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
- * `pos`: table {x=X, y=Y, z=Z}
- * Converts the position `pos` to a human-readable, printable string
- * `decimal_places`: number, if specified, the x, y and z values of
- the position are rounded to the given decimal place.
-* `minetest.string_to_pos(string)`: returns a position or `nil`
- * Same but in reverse.
- * If the string can't be parsed to a position, nothing is returned.
-* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
- * Converts a string representing an area box into two positions
-* `minetest.formspec_escape(string)`: returns a string
- * escapes the characters "[", "]", "\", "," and ";", which can not be used
- in formspecs.
-* `minetest.is_yes(arg)`
- * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
-* `minetest.is_nan(arg)`
- * returns true when the passed number represents NaN.
-* `minetest.get_us_time()`
- * returns time with microsecond precision. May not return wall time.
-* `table.copy(table)`: returns a table
- * returns a deep copy of `table`
-* `table.indexof(list, val)`: returns the smallest numerical index containing
- the value `val` in the table `list`. Non-numerical indices are ignored.
- If `val` could not be found, `-1` is returned. `list` must not have
- negative indices.
-* `table.insert_all(table, other_table)`:
- * Appends all values in `other_table` to `table` - uses `#table + 1` to
- find new indices.
-* `table.key_value_swap(t)`: returns a table with keys and values swapped
- * If multiple keys in `t` map to the same value, the result is undefined.
-* `table.shuffle(table, [from], [to], [random_func])`:
- * Shuffles elements `from` to `to` in `table` in place
- * `from` defaults to `1`
- * `to` defaults to `#table`
- * `random_func` defaults to `math.random`. This function receives two
- integers as arguments and should return a random integer inclusively
- between them.
-* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
- position.
- * returns the exact position on the surface of a pointed node
-* `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
- that digs a node.
- Returns a table with the following fields:
- * `diggable`: `true` if node can be dug, `false` otherwise.
- * `time`: Time it would take to dig the node.
- * `wear`: How much wear would be added to the tool.
- `time` and `wear` are meaningless if node's not diggable
- Parameters:
- * `groups`: Table of the node groups of the node that would be dug
- * `tool_capabilities`: Tool capabilities table of the tool
-* `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
- Simulates an item that punches an object.
- Returns a table with the following fields:
- * `hp`: How much damage the punch would cause.
- * `wear`: How much wear would be added to the tool.
- Parameters:
- * `groups`: Damage groups of the object
- * `tool_capabilities`: Tool capabilities table of the item
- * `time_from_last_punch`: time in seconds since last punch action
-
-
-
-
-Translations
-============
-
-Texts can be translated client-side with the help of `minetest.translate` and
-translation files.
-
-Translating a string
---------------------
-
-Two functions are provided to translate strings: `minetest.translate` and
-`minetest.get_translator`.
-
-* `minetest.get_translator(textdomain)` is a simple wrapper around
- `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
- equivalent to `minetest.translate(textdomain, str, ...)`.
- It is intended to be used in the following way, so that it avoids verbose
- repetitions of `minetest.translate`:
-
- local S = minetest.get_translator(textdomain)
- S(str, ...)
-
- As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
-
-* `minetest.translate(textdomain, str, ...)` translates the string `str` with
- the given `textdomain` for disambiguation. The textdomain must match the
- textdomain specified in the translation file in order to get the string
- translated. This can be used so that a string is translated differently in
- different contexts.
- It is advised to use the name of the mod as textdomain whenever possible, to
- avoid clashes with other mods.
- This function must be given a number of arguments equal to the number of
- arguments the translated string expects.
- Arguments are literal strings -- they will not be translated, so if you want
- them to be, they need to come as outputs of `minetest.translate` as well.
-
- For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
- by the translation of "Red". We can do the following:
-
- local S = minetest.get_translator()
- S("@1 Wool", S("Red"))
-
- This will be displayed as "Red Wool" on old clients and on clients that do
- not have localization enabled. However, if we have for instance a translation
- file named `wool.fr.tr` containing the following:
-
- @1 Wool=Laine @1
- Red=Rouge
-
- this will be displayed as "Laine Rouge" on clients with a French locale.
-
-Operations on translated strings
---------------------------------
-
-The output of `minetest.translate` is a string, with escape sequences adding
-additional information to that string so that it can be translated on the
-different clients. In particular, you can't expect operations like string.length
-to work on them like you would expect them to, or string.gsub to work in the
-expected manner. However, string concatenation will still work as expected
-(note that you should only use this for things like formspecs; do not translate
-sentences by breaking them into parts; arguments should be used instead), and
-operations such as `minetest.colorize` which are also concatenation.
-
-Translation file format
------------------------
-
-A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
-it corresponds to. It must be put into the `locale` subdirectory of the mod.
-The file should be a text file, with the following format:
-
-* Lines beginning with `# textdomain:` (the space is significant) can be used
- to specify the text domain of all following translations in the file.
-* All other empty lines or lines beginning with `#` are ignored.
-* Other lines should be in the format `original=translated`. Both `original`
- and `translated` can contain escape sequences beginning with `@` to insert
- arguments, literal `@`, `=` or newline (See [Escapes] below).
- There must be no extraneous whitespace around the `=` or at the beginning or
- the end of the line.
-
-Escapes
--------
-
-Strings that need to be translated can contain several escapes, preceded by `@`.
-
-* `@@` acts as a literal `@`.
-* `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
- string that will be inlined when translated. Due to how translations are
- implemented, the original translation string **must** have its arguments in
- increasing order, without gaps or repetitions, starting from 1.
-* `@=` acts as a literal `=`. It is not required in strings given to
- `minetest.translate`, but is in translation files to avoid being confused
- with the `=` separating the original from the translation.
-* `@\n` (where the `\n` is a literal newline) acts as a literal newline.
- As with `@=`, this escape is not required in strings given to
- `minetest.translate`, but is in translation files.
-* `@n` acts as a literal newline as well.
-
-
-
-
-Perlin noise
-============
-
-Perlin noise creates a continuously-varying value depending on the input values.
-Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
-The result is used during map generation to create the terrain shape, vary heat
-and humidity to distribute biomes, vary the density of decorations or vary the
-structure of ores.
-
-Structure of perlin noise
--------------------------
-
-An 'octave' is a simple noise generator that outputs a value between -1 and 1.
-The smooth wavy noise it generates has a single characteristic scale, almost
-like a 'wavelength', so on its own does not create fine detail.
-Due to this perlin noise combines several octaves to create variation on
-multiple scales. Each additional octave has a smaller 'wavelength' than the
-previous.
-
-This combination results in noise varying very roughly between -2.0 and 2.0 and
-with an average value of 0.0, so `scale` and `offset` are then used to multiply
-and offset the noise variation.
-
-The final perlin noise variation is created as follows:
-
-noise = offset + scale * (octave1 +
- octave2 * persistence +
- octave3 * persistence ^ 2 +
- octave4 * persistence ^ 3 +
- ...)
-
-Noise Parameters
-----------------
-
-Noise Parameters are commonly called `NoiseParams`.
-
-### `offset`
-
-After the multiplication by `scale` this is added to the result and is the final
-step in creating the noise value.
-Can be positive or negative.
-
-### `scale`
-
-Once all octaves have been combined, the result is multiplied by this.
-Can be positive or negative.
-
-### `spread`
-
-For octave1, this is roughly the change of input value needed for a very large
-variation in the noise value generated by octave1. It is almost like a
-'wavelength' for the wavy noise variation.
-Each additional octave has a 'wavelength' that is smaller than the previous
-octave, to create finer detail. `spread` will therefore roughly be the typical
-size of the largest structures in the final noise variation.
-
-`spread` is a vector with values for x, y, z to allow the noise variation to be
-stretched or compressed in the desired axes.
-Values are positive numbers.
-
-### `seed`
-
-This is a whole number that determines the entire pattern of the noise
-variation. Altering it enables different noise patterns to be created.
-With other parameters equal, different seeds produce different noise patterns
-and identical seeds produce identical noise patterns.
-
-For this parameter you can randomly choose any whole number. Usually it is
-preferable for this to be different from other seeds, but sometimes it is useful
-to be able to create identical noise patterns.
-
-When used in mapgen this is actually a 'seed offset', it is added to the
-'world seed' to create the seed used by the noise, to ensure the noise has a
-different pattern in different worlds.
-
-### `octaves`
-
-The number of simple noise generators that are combined.
-A whole number, 1 or more.
-Each additional octave adds finer detail to the noise but also increases the
-noise calculation load.
-3 is a typical minimum for a high quality, complex and natural-looking noise
-variation. 1 octave has a slight 'gridlike' appearence.
-
-Choose the number of octaves according to the `spread` and `lacunarity`, and the
-size of the finest detail you require. For example:
-if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
-nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
-512, 256, 128, 64, 32, 16 nodes.
-Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
-
-### `persistence`
-
-Each additional octave has an amplitude that is the amplitude of the previous
-octave multiplied by `persistence`, to reduce the amplitude of finer details,
-as is often helpful and natural to do so.
-Since this controls the balance of fine detail to large-scale detail
-`persistence` can be thought of as the 'roughness' of the noise.
-
-A positive or negative non-zero number, often between 0.3 and 1.0.
-A common medium value is 0.5, such that each octave has half the amplitude of
-the previous octave.
-This may need to be tuned when altering `lacunarity`; when doing so consider
-that a common medium value is 1 / lacunarity.
-
-### `lacunarity`
-
-Each additional octave has a 'wavelength' that is the 'wavelength' of the
-previous octave multiplied by 1 / lacunarity, to create finer detail.
-'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
-
-A positive number no smaller than 1.0.
-Values below 2.0 create higher quality noise at the expense of requiring more
-octaves to cover a paticular range of 'wavelengths'.
-
-### `flags`
-
-Leave this field unset for no special handling.
-Currently supported are `defaults`, `eased` and `absvalue`:
-
-#### `defaults`
-
-Specify this if you would like to keep auto-selection of eased/not-eased while
-specifying some other flags.
-
-#### `eased`
-
-Maps noise gradient values onto a quintic S-curve before performing
-interpolation. This results in smooth, rolling noise.
-Disable this (`noeased`) for sharp-looking noise with a slightly gridded
-appearence.
-If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
-not eased.
-Easing a 3D noise significantly increases the noise calculation load, so use
-with restraint.
-
-#### `absvalue`
-
-The absolute value of each octave's noise variation is used when combining the
-octaves. The final perlin noise variation is created as follows:
-
-noise = offset + scale * (abs(octave1) +
- abs(octave2) * persistence +
- abs(octave3) * persistence ^ 2 +
- abs(octave4) * persistence ^ 3 +
- ...)
-
-### Format example
-
-For 2D or 3D perlin noise or perlin noise maps:
-
- np_terrain = {
- offset = 0,
- scale = 1,
- spread = {x = 500, y = 500, z = 500},
- seed = 571347,
- octaves = 5,
- persist = 0.63,
- lacunarity = 2.0,
- flags = "defaults, absvalue",
- }
-
-For 2D noise the Z component of `spread` is still defined but is ignored.
-A single noise parameter table can be used for 2D or 3D noise.
-
-
-
-
-Ores
-====
-
-Ore types
----------
-
-These tell in what manner the ore is generated.
-
-All default ores are of the uniformly-distributed scatter type.
-
-### `scatter`
-
-Randomly chooses a location and generates a cluster of ore.
-
-If `noise_params` is specified, the ore will be placed if the 3D perlin noise
-at that point is greater than the `noise_threshold`, giving the ability to
-create a non-equal distribution of ore.
-
-### `sheet`
-
-Creates a sheet of ore in a blob shape according to the 2D perlin noise
-described by `noise_params` and `noise_threshold`. This is essentially an
-improved version of the so-called "stratus" ore seen in some unofficial mods.
-
-This sheet consists of vertical columns of uniform randomly distributed height,
-varying between the inclusive range `column_height_min` and `column_height_max`.
-If `column_height_min` is not specified, this parameter defaults to 1.
-If `column_height_max` is not specified, this parameter defaults to `clust_size`
-for reverse compatibility. New code should prefer `column_height_max`.
-
-The `column_midpoint_factor` parameter controls the position of the column at
-which ore emanates from.
-If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
-equally starting from each direction.
-`column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
-this parameter is not specified, the default is 0.5.
-
-The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
-ore type.
-
-### `puff`
-
-Creates a sheet of ore in a cloud-like puff shape.
-
-As with the `sheet` ore type, the size and shape of puffs are described by
-`noise_params` and `noise_threshold` and are placed at random vertical
-positions within the currently generated chunk.
-
-The vertical top and bottom displacement of each puff are determined by the
-noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
-
-### `blob`
-
-Creates a deformed sphere of ore according to 3d perlin noise described by
-`noise_params`. The maximum size of the blob is `clust_size`, and
-`clust_scarcity` has the same meaning as with the `scatter` type.
-
-### `vein`
-
-Creates veins of ore varying in density by according to the intersection of two
-instances of 3d perlin noise with different seeds, both described by
-`noise_params`.
-
-`random_factor` varies the influence random chance has on placement of an ore
-inside the vein, which is `1` by default. Note that modifying this parameter
-may require adjusting `noise_threshold`.
-
-The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
-by this ore type.
-
-This ore type is difficult to control since it is sensitive to small changes.
-The following is a decent set of parameters to work from:
-
- noise_params = {
- offset = 0,
- scale = 3,
- spread = {x=200, y=200, z=200},
- seed = 5390,
- octaves = 4,
- persist = 0.5,
- lacunarity = 2.0,
- flags = "eased",
- },
- noise_threshold = 1.6
-
-**WARNING**: Use this ore type *very* sparingly since it is ~200x more
-computationally expensive than any other ore.
-
-### `stratum`
-
-Creates a single undulating ore stratum that is continuous across mapchunk
-borders and horizontally spans the world.
-
-The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
-the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
-defines the stratum's vertical thickness (in units of nodes). Due to being
-continuous across mapchunk borders the stratum's vertical thickness is
-unlimited.
-
-If the noise parameter `noise_params` is omitted the ore will occur from y_min
-to y_max in a simple horizontal stratum.
-
-A parameter `stratum_thickness` can be provided instead of the noise parameter
-`np_stratum_thickness`, to create a constant thickness.
-
-Leaving out one or both noise parameters makes the ore generation less
-intensive, useful when adding multiple strata.
-
-`y_min` and `y_max` define the limits of the ore generation and for performance
-reasons should be set as close together as possible but without clipping the
-stratum's Y variation.
-
-Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
-solid-ore stratum would require a `clust_scarcity` of 1.
-
-The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
-`random_factor` are ignored by this ore type.
-
-Ore attributes
---------------
-
-See section [Flag Specifier Format].
-
-Currently supported flags:
-`puff_cliffs`, `puff_additive_composition`.
-
-### `puff_cliffs`
-
-If set, puff ore generation will not taper down large differences in
-displacement when approaching the edge of a puff. This flag has no effect for
-ore types other than `puff`.
-
-### `puff_additive_composition`
-
-By default, when noise described by `np_puff_top` or `np_puff_bottom` results
-in a negative displacement, the sub-column at that point is not generated. With
-this attribute set, puff ore generation will instead generate the absolute
-difference in noise displacement values. This flag has no effect for ore types
-other than `puff`.
-
-
-
-
-Decoration types
-================
-
-The varying types of decorations that can be placed.
-
-`simple`
---------
-
-Creates a 1 times `H` times 1 column of a specified node (or a random node from
-a list, if a decoration list is specified). Can specify a certain node it must
-spawn next to, such as water or lava, for example. Can also generate a
-decoration of random height between a specified lower and upper bound.
-This type of decoration is intended for placement of grass, flowers, cacti,
-papyri, waterlilies and so on.
-
-`schematic`
------------
-
-Copies a box of `MapNodes` from a specified schematic file (or raw description).
-Can specify a probability of a node randomly appearing when placed.
-This decoration type is intended to be used for multi-node sized discrete
-structures, such as trees, cave spikes, rocks, and so on.
-
-
-
-
-Schematics
-==========
-
-Schematic specifier
---------------------
-
-A schematic specifier identifies a schematic by either a filename to a
-Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
-in the form of a table. This table specifies the following fields:
-
-* The `size` field is a 3D vector containing the dimensions of the provided
- schematic. (required field)
-* The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
- sets the probability of a particular horizontal slice of the schematic being
- placed. (optional field)
- `ypos` = 0 for the lowest horizontal slice of a schematic.
- The default of `prob` is 255.
-* The `data` field is a flat table of MapNode tables making up the schematic,
- in the order of `[z [y [x]]]`. (required field)
- Each MapNode table contains:
- * `name`: the name of the map node to place (required)
- * `prob` (alias `param1`): the probability of this node being placed
- (default: 255)
- * `param2`: the raw param2 value of the node being placed onto the map
- (default: 0)
- * `force_place`: boolean representing if the node should forcibly overwrite
- any previous contents (default: false)
-
-About probability values:
-
-* A probability value of `0` or `1` means that node will never appear
- (0% chance).
-* A probability value of `254` or `255` means the node will always appear
- (100% chance).
-* If the probability value `p` is greater than `1`, then there is a
- `(p / 256 * 100)` percent chance that node will appear when the schematic is
- placed on the map.
-
-Schematic attributes
---------------------
-
-See section [Flag Specifier Format].
-
-Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
- `force_placement`.
-
-* `place_center_x`: Placement of this decoration is centered along the X axis.
-* `place_center_y`: Placement of this decoration is centered along the Y axis.
-* `place_center_z`: Placement of this decoration is centered along the Z axis.
-* `force_placement`: Schematic nodes other than "ignore" will replace existing
- nodes.
-
-
-
-
-Lua Voxel Manipulator
-=====================
-
-About VoxelManip
-----------------
-
-VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
-facility. The purpose of this object is for fast, low-level, bulk access to
-reading and writing Map content. As such, setting map nodes through VoxelManip
-will lack many of the higher level features and concepts you may be used to
-with other methods of setting nodes. For example, nodes will not have their
-construction and destruction callbacks run, and no rollback information is
-logged.
-
-It is important to note that VoxelManip is designed for speed, and *not* ease
-of use or flexibility. If your mod requires a map manipulation facility that
-will handle 100% of all edge cases, or the use of high level node placement
-features, perhaps `minetest.set_node()` is better suited for the job.
-
-In addition, VoxelManip might not be faster, or could even be slower, for your
-specific use case. VoxelManip is most effective when setting large areas of map
-at once - for example, if only setting a 3x3x3 node area, a
-`minetest.set_node()` loop may be more optimal. Always profile code using both
-methods of map manipulation to determine which is most appropriate for your
-usage.
-
-A recent simple test of setting cubic areas showed that `minetest.set_node()`
-is faster than a VoxelManip for a 3x3x3 node cube or smaller.
-
-Using VoxelManip
-----------------
-
-A VoxelManip object can be created any time using either:
-`VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
-
-If the optional position parameters are present for either of these routines,
-the specified region will be pre-loaded into the VoxelManip object on creation.
-Otherwise, the area of map you wish to manipulate must first be loaded into the
-VoxelManip object using `VoxelManip:read_from_map()`.
-
-Note that `VoxelManip:read_from_map()` returns two position vectors. The region
-formed by these positions indicate the minimum and maximum (respectively)
-positions of the area actually loaded in the VoxelManip, which may be larger
-than the area requested. For convenience, the loaded area coordinates can also
-be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
-
-Now that the VoxelManip object is populated with map data, your mod can fetch a
-copy of this data using either of two methods. `VoxelManip:get_node_at()`,
-which retrieves an individual node in a MapNode formatted table at the position
-requested is the simplest method to use, but also the slowest.
-
-Nodes in a VoxelManip object may also be read in bulk to a flat array table
-using:
-
-* `VoxelManip:get_data()` for node content (in Content ID form, see section
- [Content IDs]),
-* `VoxelManip:get_light_data()` for node light levels, and
-* `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
-
-See section [Flat array format] for more details.
-
-It is very important to understand that the tables returned by any of the above
-three functions represent a snapshot of the VoxelManip's internal state at the
-time of the call. This copy of the data will not magically update itself if
-another function modifies the internal VoxelManip state.
-Any functions that modify a VoxelManip's contents work on the VoxelManip's
-internal state unless otherwise explicitly stated.
-
-Once the bulk data has been edited to your liking, the internal VoxelManip
-state can be set using:
-
-* `VoxelManip:set_data()` for node content (in Content ID form, see section
- [Content IDs]),
-* `VoxelManip:set_light_data()` for node light levels, and
-* `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
-
-The parameter to each of the above three functions can use any table at all in
-the same flat array format as produced by `get_data()` etc. and is not required
-to be a table retrieved from `get_data()`.
-
-Once the internal VoxelManip state has been modified to your liking, the
-changes can be committed back to the map by calling `VoxelManip:write_to_map()`
-
-### Flat array format
-
-Let
- `Nx = p2.X - p1.X + 1`,
- `Ny = p2.Y - p1.Y + 1`, and
- `Nz = p2.Z - p1.Z + 1`.
-
-Then, for a loaded region of p1..p2, this array ranges from `1` up to and
-including the value of the expression `Nx * Ny * Nz`.
-
-Positions offset from p1 are present in the array with the format of:
-
- [
- (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
- (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
- ...
- (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
- (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
- ...
- (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
- ...
- (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
- ]
-
-and the array index for a position p contained completely in p1..p2 is:
-
-`(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
-
-Note that this is the same "flat 3D array" format as
-`PerlinNoiseMap:get3dMap_flat()`.
-VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
-of the index for a single point in a flat VoxelManip array.
-
-### Content IDs
-
-A Content ID is a unique integer identifier for a specific node type.
-These IDs are used by VoxelManip in place of the node name string for
-`VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
-`minetest.get_content_id()` to look up the Content ID for the specified node
-name, and `minetest.get_name_from_content_id()` to look up the node name string
-for a given Content ID.
-After registration of a node, its Content ID will remain the same throughout
-execution of the mod.
-Note that the node being queried needs to have already been been registered.
-
-The following builtin node types have their Content IDs defined as constants:
-
-* `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
-* `minetest.CONTENT_AIR`: ID for "air" nodes
-* `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
-
-### Mapgen VoxelManip objects
-
-Inside of `on_generated()` callbacks, it is possible to retrieve the same
-VoxelManip object used by the core's Map Generator (commonly abbreviated
-Mapgen). Most of the rules previously described still apply but with a few
-differences:
-
-* The Mapgen VoxelManip object is retrieved using:
- `minetest.get_mapgen_object("voxelmanip")`
-* This VoxelManip object already has the region of map just generated loaded
- into it; it's not necessary to call `VoxelManip:read_from_map()` before using
- a Mapgen VoxelManip.
-* The `on_generated()` callbacks of some mods may place individual nodes in the
- generated area using non-VoxelManip map modification methods. Because the
- same Mapgen VoxelManip object is passed through each `on_generated()`
- callback, it becomes necessary for the Mapgen VoxelManip object to maintain
- consistency with the current map state. For this reason, calling any of the
- following functions:
- `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
- will also update the Mapgen VoxelManip object's internal state active on the
- current thread.
-* After modifying the Mapgen VoxelManip object's internal buffer, it may be
- necessary to update lighting information using either:
- `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
-
-### Other API functions operating on a VoxelManip
-
-If any VoxelManip contents were set to a liquid node,
-`VoxelManip:update_liquids()` must be called for these liquid nodes to begin
-flowing. It is recommended to call this function only after having written all
-buffered data back to the VoxelManip object, save for special situations where
-the modder desires to only have certain liquid nodes begin flowing.
-
-The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
-will generate all registered decorations and ores throughout the full area
-inside of the specified VoxelManip object.
-
-`minetest.place_schematic_on_vmanip()` is otherwise identical to
-`minetest.place_schematic()`, except instead of placing the specified schematic
-directly on the map at the specified position, it will place the schematic
-inside the VoxelManip.
-
-### Notes
-
-* Attempting to read data from a VoxelManip object before map is read will
- result in a zero-length array table for `VoxelManip:get_data()`, and an
- "ignore" node at any position for `VoxelManip:get_node_at()`.
-* If either a region of map has not yet been generated or is out-of-bounds of
- the map, that region is filled with "ignore" nodes.
-* Other mods, or the core itself, could possibly modify the area of map
- currently loaded into a VoxelManip object. With the exception of Mapgen
- VoxelManips (see above section), the internal buffers are not updated. For
- this reason, it is strongly encouraged to complete the usage of a particular
- VoxelManip object in the same callback it had been created.
-* If a VoxelManip object will be used often, such as in an `on_generated()`
- callback, consider passing a file-scoped table as the optional parameter to
- `VoxelManip:get_data()`, which serves as a static buffer the function can use
- to write map data to instead of returning a new table each call. This greatly
- enhances performance by avoiding unnecessary memory allocations.
-
-Methods
--------
-
-* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
- containing the region formed by `p1` and `p2`.
- * returns actual emerged `pmin`, actual emerged `pmax`
-* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
- the map.
- * **important**: data must be set using `VoxelManip:set_data()` before
- calling this.
- * if `light` is true, then lighting is automatically recalculated.
- The default value is true.
- If `light` is false, no light calculations happen, and you should correct
- all modified blocks with `minetest.fix_light()` as soon as possible.
- Keep in mind that modifying the map where light is incorrect can cause
- more lighting bugs.
-* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
- the `VoxelManip` at that position
-* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
- that position.
-* `get_data([buffer])`: Retrieves the node content data loaded into the
- `VoxelManip` object.
- * returns raw node data in the form of an array of node content IDs
- * if the param `buffer` is present, this table will be used to store the
- result instead.
-* `set_data(data)`: Sets the data contents of the `VoxelManip` object
-* `update_map()`: Does nothing, kept for compatibility.
-* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
- a uniform value.
- * `light` is a table, `{day=<0...15>, night=<0...15>}`
- * To be used only by a `VoxelManip` object from
- `minetest.get_mapgen_object`.
- * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
- area if left out.
-* `get_light_data()`: Gets the light data read into the `VoxelManip` object
- * Returns an array (indices 1 to volume) of integers ranging from `0` to
- `255`.
- * Each value is the bitwise combination of day and night light values
- (`0` to `15` each).
- * `light = day + (night * 16)`
-* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
- in the `VoxelManip`.
- * expects lighting data in the same format that `get_light_data()` returns
-* `get_param2_data([buffer])`: Gets the raw `param2` data read into the
- `VoxelManip` object.
- * Returns an array (indices 1 to volume) of integers ranging from `0` to
- `255`.
- * If the param `buffer` is present, this table will be used to store the
- result instead.
-* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
- the `VoxelManip`.
-* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
- `VoxelManip`.
- * To be used only by a `VoxelManip` object from
- `minetest.get_mapgen_object`.
- * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
- area if left out or nil. For almost all uses these should be left out
- or nil to use the default.
- * `propagate_shadow` is an optional boolean deciding whether shadows in a
- generated mapchunk above are propagated down into the mapchunk, defaults
- to `true` if left out.
-* `update_liquids()`: Update liquid flow
-* `was_modified()`: Returns `true` or `false` if the data in the voxel
- manipulator had been modified since the last read from map, due to a call to
- `minetest.set_data()` on the loaded area elsewhere.
-* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
-
-`VoxelArea`
------------
-
-A helper class for voxel areas.
-It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
-The coordinates are *inclusive*, like most other things in Minetest.
-
-### Methods
-
-* `getExtent()`: returns a 3D vector containing the size of the area formed by
- `MinEdge` and `MaxEdge`.
-* `getVolume()`: returns the volume of the area formed by `MinEdge` and
- `MaxEdge`.
-* `index(x, y, z)`: returns the index of an absolute position in a flat array
- starting at `1`.
- * `x`, `y` and `z` must be integers to avoid an incorrect index result.
- * The position (x, y, z) is not checked for being inside the area volume,
- being outside can cause an incorrect index result.
- * Useful for things like `VoxelManip`, raw Schematic specifiers,
- `PerlinNoiseMap:get2d`/`3dMap`, and so on.
-* `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
- * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
- is not checked for being inside the area volume.
-* `position(i)`: returns the absolute position vector corresponding to index
- `i`.
-* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
- `MinEdge` and `MaxEdge`.
-* `containsp(p)`: same as above, except takes a vector
-* `containsi(i)`: same as above, except takes an index `i`
-* `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
- indices.
- * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
- `[z [y [x]]]`.
-* `iterp(minp, maxp)`: same as above, except takes a vector
-
-### Y stride and z stride of a flat array
-
-For a particular position in a voxel area, whose flat array index is known,
-it is often useful to know the index of a neighboring or nearby position.
-The table below shows the changes of index required for 1 node movements along
-the axes in a voxel area:
-
- Movement Change of index
- +x +1
- -x -1
- +y +ystride
- -y -ystride
- +z +zstride
- -z -zstride
-
-If, for example:
-
- local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
-
-The values of `ystride` and `zstride` can be obtained using `area.ystride` and
-`area.zstride`.
-
-
-
-
-Mapgen objects
-==============
-
-A mapgen object is a construct used in map generation. Mapgen objects can be
-used by an `on_generate` callback to speed up operations by avoiding
-unnecessary recalculations, these can be retrieved using the
-`minetest.get_mapgen_object()` function. If the requested Mapgen object is
-unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
-callback, `nil` is returned.
-
-The following Mapgen objects are currently available:
-
-### `voxelmanip`
-
-This returns three values; the `VoxelManip` object to be used, minimum and
-maximum emerged position, in that order. All mapgens support this object.
-
-### `heightmap`
-
-Returns an array containing the y coordinates of the ground levels of nodes in
-the most recently generated chunk by the current mapgen.
-
-### `biomemap`
-
-Returns an array containing the biome IDs of nodes in the most recently
-generated chunk by the current mapgen.
-
-### `heatmap`
-
-Returns an array containing the temperature values of nodes in the most
-recently generated chunk by the current mapgen.
-
-### `humiditymap`
-
-Returns an array containing the humidity values of nodes in the most recently
-generated chunk by the current mapgen.
-
-### `gennotify`
-
-Returns a table mapping requested generation notification types to arrays of
-positions at which the corresponding generated structures are located within
-the current chunk. To set the capture of positions of interest to be recorded
-on generate, use `minetest.set_gen_notify()`.
-For decorations, the returned positions are the ground surface 'place_on'
-nodes, not the decorations themselves. A 'simple' type decoration is often 1
-node above the returned position and possibly displaced by 'place_offset_y'.
-
-Possible fields of the table returned are:
-
-* `dungeon`
-* `temple`
-* `cave_begin`
-* `cave_end`
-* `large_cave_begin`
-* `large_cave_end`
-* `decoration`
-
-Decorations have a key in the format of `"decoration#id"`, where `id` is the
-numeric unique decoration ID as returned by `minetest.get_decoration_id`.
-
-
-
-
-Registered entities
-===================
-
-Functions receive a "luaentity" as `self`:
-
-* It has the member `.name`, which is the registered name `("mod:thing")`
-* It has the member `.object`, which is an `ObjectRef` pointing to the object
-* The original prototype stuff is visible directly via a metatable
-
-Callbacks:
-
-* `on_activate(self, staticdata, dtime_s)`
- * Called when the object is instantiated.
- * `dtime_s` is the time passed since the object was unloaded, which can be
- used for updating the entity state.
-* `on_step(self, dtime)`
- * Called on every server tick, after movement and collision processing.
- `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
- in `minetest.conf`.
-* `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
- * Called when somebody punches the object.
- * Note that you probably want to handle most punches using the automatic
- armor group system.
- * `puncher`: an `ObjectRef` (can be `nil`)
- * `time_from_last_punch`: Meant for disallowing spamming of clicks
- (can be `nil`).
- * `tool_capabilities`: capability table of used tool (can be `nil`)
- * `dir`: unit vector of direction of punch. Always defined. Points from the
- puncher to the punched.
- * `damage`: damage that will be done to entity.
- * Can return `true` to prevent the default damage mechanism.
-* `on_death(self, killer)`
- * Called when the object dies.
- * `killer`: an `ObjectRef` (can be `nil`)
-* `on_rightclick(self, clicker)`
-* `on_attach_child(self, child)`
- * `child`: an `ObjectRef` of the child that attaches
-* `on_detach_child(self, child)`
- * `child`: an `ObjectRef` of the child that detaches
-* `on_detach(self, parent)`
- * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
- * This happens before the parent object is removed from the world
-* `get_staticdata(self)`
- * Should return a string that will be passed to `on_activate` when the
- object is instantiated the next time.
-
-
-
-
-L-system trees
-==============
-
-Tree definition
----------------
-
- treedef={
- axiom, --string initial tree axiom
- rules_a, --string rules set A
- rules_b, --string rules set B
- rules_c, --string rules set C
- rules_d, --string rules set D
- trunk, --string trunk node name
- leaves, --string leaves node name
- leaves2, --string secondary leaves node name
- leaves2_chance,--num chance (0-100) to replace leaves with leaves2
- angle, --num angle in deg
- iterations, --num max # of iterations, usually 2 -5
- random_level, --num factor to lower nr of iterations, usually 0 - 3
- trunk_type, --string single/double/crossed) type of trunk: 1 node,
- -- 2x2 nodes or 3x3 in cross shape
- thin_branches, --boolean true -> use thin (1 node) branches
- fruit, --string fruit node name
- fruit_chance, --num chance (0-100) to replace leaves with fruit node
- seed, --num random seed, if no seed is provided, the engine
- will create one.
- }
-
-Key for special L-System symbols used in axioms
------------------------------------------------
-
-* `G`: move forward one unit with the pen up
-* `F`: move forward one unit with the pen down drawing trunks and branches
-* `f`: move forward one unit with the pen down drawing leaves (100% chance)
-* `T`: move forward one unit with the pen down drawing trunks only
-* `R`: move forward one unit with the pen down placing fruit
-* `A`: replace with rules set A
-* `B`: replace with rules set B
-* `C`: replace with rules set C
-* `D`: replace with rules set D
-* `a`: replace with rules set A, chance 90%
-* `b`: replace with rules set B, chance 80%
-* `c`: replace with rules set C, chance 70%
-* `d`: replace with rules set D, chance 60%
-* `+`: yaw the turtle right by `angle` parameter
-* `-`: yaw the turtle left by `angle` parameter
-* `&`: pitch the turtle down by `angle` parameter
-* `^`: pitch the turtle up by `angle` parameter
-* `/`: roll the turtle to the right by `angle` parameter
-* `*`: roll the turtle to the left by `angle` parameter
-* `[`: save in stack current state info
-* `]`: recover from stack state info
-
-Example
--------
-
-Spawn a small apple tree:
-
- pos = {x=230,y=20,z=4}
- apple_tree={
- axiom="FFFFFAFFBF",
- rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
- rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
- trunk="default:tree",
- leaves="default:leaves",
- angle=30,
- iterations=2,
- random_level=0,
- trunk_type="single",
- thin_branches=true,
- fruit_chance=10,
- fruit="default:apple"
- }
- minetest.spawn_tree(pos,apple_tree)
-
-
-
-
-'minetest' namespace reference
-==============================
-
-Utilities
----------
-
-* `minetest.get_current_modname()`: returns the currently loading mod's name,
- when loading a mod.
-* `minetest.get_modpath(modname)`: returns e.g.
- `"/home/user/.minetest/usermods/modname"`.
- * Useful for loading additional `.lua` modules or static data from mod
-* `minetest.get_modnames()`: returns a list of installed mods
- * Return a list of installed mods, sorted alphabetically
-* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
- * Useful for storing custom data
-* `minetest.is_singleplayer()`
-* `minetest.features`: Table containing API feature flags
-
- {
- glasslike_framed = true, -- 0.4.7
- nodebox_as_selectionbox = true, -- 0.4.7
- get_all_craft_recipes_works = true, -- 0.4.7
- -- The transparency channel of textures can optionally be used on
- -- nodes (0.4.7)
- use_texture_alpha = true,
- -- Tree and grass ABMs are no longer done from C++ (0.4.8)
- no_legacy_abms = true,
- -- Texture grouping is possible using parentheses (0.4.11)
- texture_names_parens = true,
- -- Unique Area ID for AreaStore:insert_area (0.4.14)
- area_store_custom_ids = true,
- -- add_entity supports passing initial staticdata to on_activate
- -- (0.4.16)
- add_entity_with_staticdata = true,
- -- Chat messages are no longer predicted (0.4.16)
- no_chat_message_prediction = true,
- -- The transparency channel of textures can optionally be used on
- -- objects (ie: players and lua entities) (5.0.0)
- object_use_texture_alpha = true,
- -- Object selectionbox is settable independently from collisionbox
- -- (5.0.0)
- object_independent_selectionbox = true,
- -- Specifies whether binary data can be uploaded or downloaded using
- -- the HTTP API (5.1.0)
- httpfetch_binary_data = true,
- -- Whether formspec_version[<version>] may be used (5.1.0)
- formspec_version_element = true,
- -- Whether AreaStore's IDs are kept on save/load (5.1.0)
- area_store_persistent_ids = true,
- -- Whether minetest.find_path is functional (5.2.0)
- pathfinder_works = true,
- }
-
-* `minetest.has_feature(arg)`: returns `boolean, missing_features`
- * `arg`: string or table in format `{foo=true, bar=true}`
- * `missing_features`: `{foo=true, bar=true}`
-* `minetest.get_player_information(player_name)`: Table containing information
- about a player. Example return value:
-
- {
- address = "127.0.0.1", -- IP address of client
- ip_version = 4, -- IPv4 / IPv6
- min_rtt = 0.01, -- minimum round trip time
- max_rtt = 0.2, -- maximum round trip time
- avg_rtt = 0.02, -- average round trip time
- min_jitter = 0.01, -- minimum packet time jitter
- max_jitter = 0.5, -- maximum packet time jitter
- avg_jitter = 0.03, -- average packet time jitter
- connection_uptime = 200, -- seconds since client connected
- protocol_version = 32, -- protocol version used by client
- formspec_version = 2, -- supported formspec version
- -- following information is available on debug build only!!!
- -- DO NOT USE IN MODS
- --ser_vers = 26, -- serialization version used by client
- --major = 0, -- major version number
- --minor = 4, -- minor version number
- --patch = 10, -- patch version number
- --vers_string = "0.4.9-git", -- full version string
- --state = "Active" -- current client state
- }
-
-* `minetest.mkdir(path)`: returns success.
- * Creates a directory specified by `path`, creating parent directories
- if they don't exist.
-* `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
- * is_dir is one of:
- * nil: return all entries,
- * true: return only subdirectory names, or
- * false: return only file names.
-* `minetest.safe_file_write(path, content)`: returns boolean indicating success
- * Replaces contents of file at path with new contents in a safe (atomic)
- way. Use this instead of below code when writing e.g. database files:
- `local f = io.open(path, "wb"); f:write(content); f:close()`
-* `minetest.get_version()`: returns a table containing components of the
- engine version. Components:
- * `project`: Name of the project, eg, "Minetest"
- * `string`: Simple version, eg, "1.2.3-dev"
- * `hash`: Full git version (only set if available),
- eg, "1.2.3-dev-01234567-dirty".
- Use this for informational purposes only. The information in the returned
- table does not represent the capabilities of the engine, nor is it
- reliable or verifiable. Compatible forks will have a different name and
- version entirely. To check for the presence of engine features, test
- whether the functions exported by the wanted features exist. For example:
- `if minetest.check_for_falling then ... end`.
-* `minetest.sha1(data, [raw])`: returns the sha1 hash of data
- * `data`: string of data to hash
- * `raw`: return raw bytes instead of hex digits, default: false
-
-Logging
--------
-
-* `minetest.debug(...)`
- * Equivalent to `minetest.log(table.concat({...}, "\t"))`
-* `minetest.log([level,] text)`
- * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
- `"info"`, or `"verbose"`. Default is `"none"`.
-
-Registration functions
-----------------------
-
-Call these functions only at load time!
-
-### Environment
-
-* `minetest.register_node(name, node definition)`
-* `minetest.register_craftitem(name, item definition)`
-* `minetest.register_tool(name, item definition)`
-* `minetest.override_item(name, redefinition)`
- * Overrides fields of an item registered with register_node/tool/craftitem.
- * Note: Item must already be defined, (opt)depend on the mod defining it.
- * Example: `minetest.override_item("default:mese",
- {light_source=minetest.LIGHT_MAX})`
-* `minetest.unregister_item(name)`
- * Unregisters the item from the engine, and deletes the entry with key
- `name` from `minetest.registered_items` and from the associated item table
- according to its nature: `minetest.registered_nodes`, etc.
-* `minetest.register_entity(name, entity definition)`
-* `minetest.register_abm(abm definition)`
-* `minetest.register_lbm(lbm definition)`
-* `minetest.register_alias(alias, original_name)`
- * Also use this to set the 'mapgen aliases' needed in a game for the core
- mapgens. See [Mapgen aliases] section above.
-* `minetest.register_alias_force(alias, original_name)`
-* `minetest.register_ore(ore definition)`
- * Returns an integer object handle uniquely identifying the registered
- ore on success.
- * The order of ore registrations determines the order of ore generation.
-* `minetest.register_biome(biome definition)`
- * Returns an integer object handle uniquely identifying the registered
- biome on success. To get the biome ID, use `minetest.get_biome_id`.
-* `minetest.unregister_biome(name)`
- * Unregisters the biome from the engine, and deletes the entry with key
- `name` from `minetest.registered_biomes`.
- * Warning: This alters the biome to biome ID correspondences, so any
- decorations or ores using the 'biomes' field must afterwards be cleared
- and re-registered.
-* `minetest.register_decoration(decoration definition)`
- * Returns an integer object handle uniquely identifying the registered
- decoration on success. To get the decoration ID, use
- `minetest.get_decoration_id`.
- * The order of decoration registrations determines the order of decoration
- generation.
-* `minetest.register_schematic(schematic definition)`
- * Returns an integer object handle uniquely identifying the registered
- schematic on success.
- * If the schematic is loaded from a file, the `name` field is set to the
- filename.
- * If the function is called when loading the mod, and `name` is a relative
- path, then the current mod path will be prepended to the schematic
- filename.
-* `minetest.clear_registered_biomes()`
- * Clears all biomes currently registered.
- * Warning: Clearing and re-registering biomes alters the biome to biome ID
- correspondences, so any decorations or ores using the 'biomes' field must
- afterwards be cleared and re-registered.
-* `minetest.clear_registered_decorations()`
- * Clears all decorations currently registered.
-* `minetest.clear_registered_ores()`
- * Clears all ores currently registered.
-* `minetest.clear_registered_schematics()`
- * Clears all schematics currently registered.
-
-### Gameplay
-
-* `minetest.register_craft(recipe)`
- * Check recipe table syntax for different types below.
-* `minetest.clear_craft(recipe)`
- * Will erase existing craft based either on output item or on input recipe.
- * Specify either output or input only. If you specify both, input will be
- ignored. For input use the same recipe table syntax as for
- `minetest.register_craft(recipe)`. For output specify only the item,
- without a quantity.
- * Returns false if no erase candidate could be found, otherwise returns true.
- * **Warning**! The type field ("shaped", "cooking" or any other) will be
- ignored if the recipe contains output. Erasing is then done independently
- from the crafting method.
-* `minetest.register_chatcommand(cmd, chatcommand definition)`
-* `minetest.override_chatcommand(name, redefinition)`
- * Overrides fields of a chatcommand registered with `register_chatcommand`.
-* `minetest.unregister_chatcommand(name)`
- * Unregisters a chatcommands registered with `register_chatcommand`.
-* `minetest.register_privilege(name, definition)`
- * `definition` can be a description or a definition table (see [Privilege
- definition]).
- * If it is a description, the priv will be granted to singleplayer and admin
- by default.
- * To allow players with `basic_privs` to grant, see the `basic_privs`
- minetest.conf setting.
-* `minetest.register_authentication_handler(authentication handler definition)`
- * Registers an auth handler that overrides the builtin one.
- * This function can be called by a single mod once only.
-
-Global callback registration functions
---------------------------------------
-
-Call these functions only at load time!
-
-* `minetest.register_globalstep(function(dtime))`
- * Called every server step, usually interval of 0.1s
-* `minetest.register_on_mods_loaded(function())`
- * Called after mods have finished loading and before the media is cached or the
- aliases handled.
-* `minetest.register_on_shutdown(function())`
- * Called before server shutdown
- * **Warning**: If the server terminates abnormally (i.e. crashes), the
- registered callbacks **will likely not be run**. Data should be saved at
- semi-frequent intervals as well as on server shutdown.
-* `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
- * Called when a node has been placed
- * If return `true` no item is taken from `itemstack`
- * `placer` may be any valid ObjectRef or nil.
- * **Not recommended**; use `on_construct` or `after_place_node` in node
- definition whenever possible.
-* `minetest.register_on_dignode(function(pos, oldnode, digger))`
- * Called when a node has been dug.
- * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
- definition whenever possible.
-* `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
- * Called when a node is punched
-* `minetest.register_on_generated(function(minp, maxp, blockseed))`
- * Called after generating a piece of world. Modifying nodes inside the area
- is a bit faster than usually.
-* `minetest.register_on_newplayer(function(ObjectRef))`
- * Called after a new player has been created
-* `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
- * Called when a player is punched
- * Note: This callback is invoked even if the punched player is dead.
- * `player`: ObjectRef - Player that was punched
- * `hitter`: ObjectRef - Player that hit
- * `time_from_last_punch`: Meant for disallowing spamming of clicks
- (can be nil).
- * `tool_capabilities`: Capability table of used tool (can be nil)
- * `dir`: Unit vector of direction of punch. Always defined. Points from
- the puncher to the punched.
- * `damage`: Number that represents the damage calculated by the engine
- * should return `true` to prevent the default damage mechanism
-* `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
- * Called when the player gets damaged or healed
- * `player`: ObjectRef of the player
- * `hp_change`: the amount of change. Negative when it is damage.
- * `reason`: a PlayerHPChangeReason table.
- * The `type` field will have one of the following values:
- * `set_hp`: A mod or the engine called `set_hp` without
- giving a type - use this for custom damage types.
- * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
- * `fall`
- * `node_damage`: `damage_per_second` from a neighbouring node.
- `reason.node` will hold the node name or nil.
- * `drown`
- * `respawn`
- * Any of the above types may have additional fields from mods.
- * `reason.from` will be `mod` or `engine`.
- * `modifier`: when true, the function should return the actual `hp_change`.
- Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
- Modifiers can return true as a second argument to stop the execution of further functions.
- Non-modifiers receive the final HP change calculated by the modifiers.
-* `minetest.register_on_dieplayer(function(ObjectRef, reason))`
- * Called when a player dies
- * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
-* `minetest.register_on_respawnplayer(function(ObjectRef))`
- * Called when player is to be respawned
- * Called _before_ repositioning of player occurs
- * return true in func to disable regular player placement
-* `minetest.register_on_prejoinplayer(function(name, ip))`
- * Called before a player joins the game
- * If it returns a string, the player is disconnected with that string as
- reason.
-* `minetest.register_on_joinplayer(function(ObjectRef))`
- * Called when a player joins the game
-* `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
- * Called when a player leaves the game
- * `timed_out`: True for timeout, false for other reasons.
-* `minetest.register_on_auth_fail(function(name, ip))`
- * Called when a client attempts to log into an account but supplies the
- wrong password.
- * `ip`: The IP address of the client.
- * `name`: The account the client attempted to log into.
-* `minetest.register_on_cheat(function(ObjectRef, cheat))`
- * Called when a player cheats
- * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
- * `moved_too_fast`
- * `interacted_too_far`
- * `interacted_while_dead`
- * `finished_unknown_dig`
- * `dug_unbreakable`
- * `dug_too_fast`
-* `minetest.register_on_chat_message(function(name, message))`
- * Called always when a player says something
- * Return `true` to mark the message as handled, which means that it will
- not be sent to other players.
-* `minetest.register_on_player_receive_fields(function(player, formname, fields))`
- * Called when the server received input from `player` in a formspec with
- the given `formname`. Specifically, this is called on any of the
- following events:
- * a button was pressed,
- * Enter was pressed while the focus was on a text field
- * a checkbox was toggled,
- * something was selecteed in a drop-down list,
- * a different tab was selected,
- * selection was changed in a textlist or table,
- * an entry was double-clicked in a textlist or table,
- * a scrollbar was moved, or
- * the form was actively closed by the player.
- * Fields are sent for formspec elements which define a field. `fields`
- is a table containing each formspecs element value (as string), with
- the `name` parameter as index for each. The value depends on the
- formspec element type:
- * `animated_image`: Returns the index of the current frame.
- * `button` and variants: If pressed, contains the user-facing button
- text as value. If not pressed, is `nil`
- * `field`, `textarea` and variants: Text in the field
- * `dropdown`: Text of selected item
- * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
- * `checkbox`: `"true"` if checked, `"false"` if unchecked
- * `textlist`: See `minetest.explode_textlist_event`
- * `table`: See `minetest.explode_table_event`
- * `scrollbar`: See `minetest.explode_scrollbar_event`
- * Special case: `["quit"]="true"` is sent when the user actively
- closed the form by mouse click, keypress or through a button_exit[]
- element.
- * Special case: `["key_enter"]="true"` is sent when the user pressed
- the Enter key and the focus was either nowhere (causing the formspec
- to be closed) or on a button. If the focus was on a text field,
- additionally, the index `key_enter_field` contains the name of the
- text field. See also: `field_close_on_enter`.
- * Newest functions are called first
- * If function returns `true`, remaining functions are not called
-* `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
- * Called when `player` crafts something
- * `itemstack` is the output
- * `old_craft_grid` contains the recipe (Note: the one in the inventory is
- cleared).
- * `craft_inv` is the inventory with the crafting grid
- * Return either an `ItemStack`, to replace the output, or `nil`, to not
- modify it.
-* `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
- * The same as before, except that it is called before the player crafts, to
- make craft prediction, and it should not change anything.
-* `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
- * Determinates how much of a stack may be taken, put or moved to a
- player inventory.
- * `player` (type `ObjectRef`) is the player who modified the inventory
- `inventory` (type `InvRef`).
- * List of possible `action` (string) values and their
- `inventory_info` (table) contents:
- * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
- * `put`: `{listname=string, index=number, stack=ItemStack}`
- * `take`: Same as `put`
- * Return a numeric value to limit the amount of items to be taken, put or
- moved. A value of `-1` for `take` will make the source stack infinite.
-* `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
- * Called after a take, put or move event from/to/in a player inventory
- * Function arguments: see `minetest.register_allow_player_inventory_action`
- * Does not accept or handle any return value.
-* `minetest.register_on_protection_violation(function(pos, name))`
- * Called by `builtin` and mods when a player violates protection at a
- position (eg, digs a node or punches a protected entity).
- * The registered functions can be called using
- `minetest.record_protection_violation`.
- * The provided function should check that the position is protected by the
- mod calling this function before it prints a message, if it does, to
- allow for multiple protection mods.
-* `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
- * Called when an item is eaten, by `minetest.item_eat`
- * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
-* `minetest.register_on_priv_grant(function(name, granter, priv))`
- * Called when `granter` grants the priv `priv` to `name`.
- * Note that the callback will be called twice if it's done by a player,
- once with granter being the player name, and again with granter being nil.
-* `minetest.register_on_priv_revoke(function(name, revoker, priv))`
- * Called when `revoker` revokes the priv `priv` from `name`.
- * Note that the callback will be called twice if it's done by a player,
- once with revoker being the player name, and again with revoker being nil.
-* `minetest.register_can_bypass_userlimit(function(name, ip))`
- * Called when `name` user connects with `ip`.
- * Return `true` to by pass the player limit
-* `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
- * Called when an incoming mod channel message is received
- * You should have joined some channels to receive events.
- * If message comes from a server mod, `sender` field is an empty string.
-
-Setting-related
----------------
-
-* `minetest.settings`: Settings object containing all of the settings from the
- main config file (`minetest.conf`).
-* `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
- parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
-
-Authentication
---------------
-
-* `minetest.string_to_privs(str[, delim])`:
- * Converts string representation of privs into table form
- * `delim`: String separating the privs. Defaults to `","`.
- * Returns `{ priv1 = true, ... }`
-* `minetest.privs_to_string(privs[, delim])`:
- * Returns the string representation of `privs`
- * `delim`: String to delimit privs. Defaults to `","`.
-* `minetest.get_player_privs(name) -> {priv1=true,...}`
-* `minetest.check_player_privs(player_or_name, ...)`:
- returns `bool, missing_privs`
- * A quickhand for checking privileges.
- * `player_or_name`: Either a Player object or the name of a player.
- * `...` is either a list of strings, e.g. `"priva", "privb"` or
- a table, e.g. `{ priva = true, privb = true }`.
-
-* `minetest.check_password_entry(name, entry, password)`
- * Returns true if the "password entry" for a player with name matches given
- password, false otherwise.
- * The "password entry" is the password representation generated by the
- engine as returned as part of a `get_auth()` call on the auth handler.
- * Only use this function for making it possible to log in via password from
- external protocols such as IRC, other uses are frowned upon.
-* `minetest.get_password_hash(name, raw_password)`
- * Convert a name-password pair to a password hash that Minetest can use.
- * The returned value alone is not a good basis for password checks based
- on comparing the password hash in the database with the password hash
- from the function, with an externally provided password, as the hash
- in the db might use the new SRP verifier format.
- * For this purpose, use `minetest.check_password_entry` instead.
-* `minetest.get_player_ip(name)`: returns an IP address string for the player
- `name`.
- * The player needs to be online for this to be successful.
-
-* `minetest.get_auth_handler()`: Return the currently active auth handler
- * See the [Authentication handler definition]
- * Use this to e.g. get the authentication data for a player:
- `local auth_data = minetest.get_auth_handler().get_auth(playername)`
-* `minetest.notify_authentication_modified(name)`
- * Must be called by the authentication handler for privilege changes.
- * `name`: string; if omitted, all auth data should be considered modified
-* `minetest.set_player_password(name, password_hash)`: Set password hash of
- player `name`.
-* `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
- `name`.
-* `minetest.auth_reload()`
- * See `reload()` in authentication handler definition
-
-`minetest.set_player_password`, `minetest.set_player_privs`,
-`minetest.get_player_privs` and `minetest.auth_reload` call the authentication
-handler.
-
-Chat
-----
-
-* `minetest.chat_send_all(text)`
-* `minetest.chat_send_player(name, text)`
-* `minetest.format_chat_message(name, message)`
- * Used by the server to format a chat message, based on the setting `chat_message_format`.
- Refer to the documentation of the setting for a list of valid placeholders.
- * Takes player name and message, and returns the formatted string to be sent to players.
- * Can be redefined by mods if required, for things like colored names or messages.
- * **Only** the first occurrence of each placeholder will be replaced.
-
-Environment access
-------------------
-
-* `minetest.set_node(pos, node)`
-* `minetest.add_node(pos, node)`: alias to `minetest.set_node`
- * Set node at position `pos`
- * `node`: table `{name=string, param1=number, param2=number}`
- * If param1 or param2 is omitted, it's set to `0`.
- * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
-* `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
- * Set node on all positions set in the first argument.
- * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
- * For node specification or position syntax see `minetest.set_node` call
- * Faster than set_node due to single call, but still considerably slower
- than Lua Voxel Manipulators (LVM) for large numbers of nodes.
- Unlike LVMs, this will call node callbacks. It also allows setting nodes
- in spread out positions which would cause LVMs to waste memory.
- For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
- times faster.
-* `minetest.swap_node(pos, node)`
- * Set node at position, but don't remove metadata
-* `minetest.remove_node(pos)`
- * By default it does the same as `minetest.set_node(pos, {name="air"})`
-* `minetest.get_node(pos)`
- * Returns the node at the given position as table in the format
- `{name="node_name", param1=0, param2=0}`,
- returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
-* `minetest.get_node_or_nil(pos)`
- * Same as `get_node` but returns `nil` for unloaded areas.
-* `minetest.get_node_light(pos, timeofday)`
- * Gets the light value at the given position. Note that the light value
- "inside" the node at the given position is returned, so you usually want
- to get the light value of a neighbor.
- * `pos`: The position where to measure the light.
- * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
- * Returns a number between `0` and `15` or `nil`
-* `minetest.place_node(pos, node)`
- * Place node with the same effects that a player would cause
-* `minetest.dig_node(pos)`
- * Dig node with the same effects that a player would cause
- * Returns `true` if successful, `false` on failure (e.g. protected location)
-* `minetest.punch_node(pos)`
- * Punch node with the same effects that a player would cause
-* `minetest.spawn_falling_node(pos)`
- * Change node into falling node
- * Returns `true` if successful, `false` on failure
-
-* `minetest.find_nodes_with_meta(pos1, pos2)`
- * Get a table of positions of nodes that have metadata within a region
- {pos1, pos2}.
-* `minetest.get_meta(pos)`
- * Get a `NodeMetaRef` at that position
-* `minetest.get_node_timer(pos)`
- * Get `NodeTimerRef`
-
-* `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
- position.
- * Returns `ObjectRef`, or `nil` if failed
-* `minetest.add_item(pos, item)`: Spawn item
- * Returns `ObjectRef`, or `nil` if failed
-* `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
-* `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
- ObjectRefs.
- * `radius`: using an euclidean metric
-* `minetest.set_timeofday(val)`
- * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
-* `minetest.get_timeofday()`
-* `minetest.get_gametime()`: returns the time, in seconds, since the world was
- created.
-* `minetest.get_day_count()`: returns number days elapsed since world was
- created.
- * accounts for time changes.
-* `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
- pos or `nil`.
- * `radius`: using a maximum metric
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * `search_center` is an optional boolean (default: `false`)
- If true `pos` is also checked for the nodes
-* `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
- positions.
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * First return value: Table with all node positions
- * Second return value: Table with the count of each node with the node name
- as index.
- * Area volume is limited to 4,096,000 nodes
-* `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
- list of positions.
- * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * Return value: Table with all node positions with a node air above
- * Area volume is limited to 4,096,000 nodes
-* `minetest.get_perlin(noiseparams)`
-* `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
- * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
-* `minetest.get_voxel_manip([pos1, pos2])`
- * Return voxel manipulator object.
- * Loads the manipulator from the map if positions are passed.
-* `minetest.set_gen_notify(flags, {deco_ids})`
- * Set the types of on-generate notifications that should be collected.
- * `flags` is a flag field with the available flags:
- * dungeon
- * temple
- * cave_begin
- * cave_end
- * large_cave_begin
- * large_cave_end
- * decoration
- * The second parameter is a list of IDs of decorations which notification
- is requested for.
-* `minetest.get_gen_notify()`
- * Returns a flagstring and a table with the `deco_id`s.
-* `minetest.get_decoration_id(decoration_name)`
- * Returns the decoration ID number for the provided decoration name string,
- or `nil` on failure.
-* `minetest.get_mapgen_object(objectname)`
- * Return requested mapgen object if available (see [Mapgen objects])
-* `minetest.get_heat(pos)`
- * Returns the heat at the position, or `nil` on failure.
-* `minetest.get_humidity(pos)`
- * Returns the humidity at the position, or `nil` on failure.
-* `minetest.get_biome_data(pos)`
- * Returns a table containing:
- * `biome` the biome id of the biome at that position
- * `heat` the heat at the position
- * `humidity` the humidity at the position
- * Or returns `nil` on failure.
-* `minetest.get_biome_id(biome_name)`
- * Returns the biome id, as used in the biomemap Mapgen object and returned
- by `minetest.get_biome_data(pos)`, for a given biome_name string.
-* `minetest.get_biome_name(biome_id)`
- * Returns the biome name string for the provided biome id, or `nil` on
- failure.
- * If no biomes have been registered, such as in mgv6, returns `default`.
-* `minetest.get_mapgen_params()`
- * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
- * Returns a table containing:
- * `mgname`
- * `seed`
- * `chunksize`
- * `water_level`
- * `flags`
-* `minetest.set_mapgen_params(MapgenParams)`
- * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
- instead.
- * Set map generation parameters.
- * Function cannot be called after the registration period; only
- initialization and `on_mapgen_init`.
- * Takes a table as an argument with the fields:
- * `mgname`
- * `seed`
- * `chunksize`
- * `water_level`
- * `flags`
- * Leave field unset to leave that parameter unchanged.
- * `flags` contains a comma-delimited string of flags to set, or if the
- prefix `"no"` is attached, clears instead.
- * `flags` is in the same format and has the same options as `mg_flags` in
- `minetest.conf`.
-* `minetest.get_mapgen_setting(name)`
- * Gets the *active* mapgen setting (or nil if none exists) in string
- format with the following order of precedence:
- 1) Settings loaded from map_meta.txt or overrides set during mod
- execution.
- 2) Settings set by mods without a metafile override
- 3) Settings explicitly set in the user config file, minetest.conf
- 4) Settings set as the user config default
-* `minetest.get_mapgen_setting_noiseparams(name)`
- * Same as above, but returns the value as a NoiseParams table if the
- setting `name` exists and is a valid NoiseParams.
-* `minetest.set_mapgen_setting(name, value, [override_meta])`
- * Sets a mapgen param to `value`, and will take effect if the corresponding
- mapgen setting is not already present in map_meta.txt.
- * `override_meta` is an optional boolean (default: `false`). If this is set
- to true, the setting will become the active setting regardless of the map
- metafile contents.
- * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
-* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
- * Same as above, except value is a NoiseParams table.
-* `minetest.set_noiseparams(name, noiseparams, set_default)`
- * Sets the noiseparams setting of `name` to the noiseparams table specified
- in `noiseparams`.
- * `set_default` is an optional boolean (default: `true`) that specifies
- whether the setting should be applied to the default config or current
- active config.
-* `minetest.get_noiseparams(name)`
- * Returns a table of the noiseparams for name.
-* `minetest.generate_ores(vm, pos1, pos2)`
- * Generate all registered ores within the VoxelManip `vm` and in the area
- from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
-* `minetest.generate_decorations(vm, pos1, pos2)`
- * Generate all registered decorations within the VoxelManip `vm` and in the
- area from `pos1` to `pos2`.
- * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
-* `minetest.clear_objects([options])`
- * Clear all objects in the environment
- * Takes an optional table as an argument with the field `mode`.
- * mode = `"full"` : Load and go through every mapblock, clearing
- objects (default).
- * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
- clear objects in unloaded mapblocks only when the
- mapblocks are next activated.
-* `minetest.load_area(pos1[, pos2])`
- * Load the mapblocks containing the area from `pos1` to `pos2`.
- `pos2` defaults to `pos1` if not specified.
- * This function does not trigger map generation.
-* `minetest.emerge_area(pos1, pos2, [callback], [param])`
- * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
- asynchronously fetched from memory, loaded from disk, or if inexistent,
- generates them.
- * If `callback` is a valid Lua function, this will be called for each block
- emerged.
- * The function signature of callback is:
- `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
- * `blockpos` is the *block* coordinates of the block that had been
- emerged.
- * `action` could be one of the following constant values:
- * `minetest.EMERGE_CANCELLED`
- * `minetest.EMERGE_ERRORED`
- * `minetest.EMERGE_FROM_MEMORY`
- * `minetest.EMERGE_FROM_DISK`
- * `minetest.EMERGE_GENERATED`
- * `calls_remaining` is the number of callbacks to be expected after
- this one.
- * `param` is the user-defined parameter passed to emerge_area (or
- nil if the parameter was absent).
-* `minetest.delete_area(pos1, pos2)`
- * delete all mapblocks in the area from pos1 to pos2, inclusive
-* `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
- * Checks if there is anything other than air between pos1 and pos2.
- * Returns false if something is blocking the sight.
- * Returns the position of the blocking node when `false`
- * `pos1`: First position
- * `pos2`: Second position
-* `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
- * Creates a `Raycast` object.
- * `pos1`: start of the ray
- * `pos2`: end of the ray
- * `objects`: if false, only nodes will be returned. Default is `true`.
- * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
-* `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
- * returns table containing path that can be walked on
- * returns a table of 3D points representing a path from `pos1` to `pos2` or
- `nil` on failure.
- * Reasons for failure:
- * No path exists at all
- * No path exists within `searchdistance` (see below)
- * Start or end pos is buried in land
- * `pos1`: start position
- * `pos2`: end position
- * `searchdistance`: maximum distance from the search positions to search in.
- In detail: Path must be completely inside a cuboid. The minimum
- `searchdistance` of 1 will confine search between `pos1` and `pos2`.
- Larger values will increase the size of this cuboid in all directions
- * `max_jump`: maximum height difference to consider walkable
- * `max_drop`: maximum height difference to consider droppable
- * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
- Difference between `"A*"` and `"A*_noprefetch"` is that
- `"A*"` will pre-calculate the cost-data, the other will calculate it
- on-the-fly
-* `minetest.spawn_tree (pos, {treedef})`
- * spawns L-system tree at given `pos` with definition in `treedef` table
-* `minetest.transforming_liquid_add(pos)`
- * add node to liquid update queue
-* `minetest.get_node_max_level(pos)`
- * get max available level for leveled node
-* `minetest.get_node_level(pos)`
- * get level of leveled node (water, snow)
-* `minetest.set_node_level(pos, level)`
- * set level of leveled node, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`).
-* `minetest.add_node_level(pos, level)`
- * increase level of leveled node by level, default `level` equals `1`
- * if `totallevel > maxlevel`, returns rest (`total-max`)
- * can be negative for decreasing
-* `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
- * resets the light in a cuboid-shaped part of
- the map and removes lighting bugs.
- * Loads the area if it is not loaded.
- * `pos1` is the corner of the cuboid with the least coordinates
- (in node coordinates), inclusive.
- * `pos2` is the opposite corner of the cuboid, inclusive.
- * The actual updated cuboid might be larger than the specified one,
- because only whole map blocks can be updated.
- The actual updated area consists of those map blocks that intersect
- with the given cuboid.
- * However, the neighborhood of the updated area might change
- as well, as light can spread out of the cuboid, also light
- might be removed.
- * returns `false` if the area is not fully generated,
- `true` otherwise
-* `minetest.check_single_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * does not spread these updates to neighbours.
-* `minetest.check_for_falling(pos)`
- * causes an unsupported `group:falling_node` node to fall and causes an
- unattached `group:attached_node` node to fall.
- * spread these updates to neighbours and can cause a cascade
- of nodes to fall.
-* `minetest.get_spawn_level(x, z)`
- * Returns a player spawn y co-ordinate for the provided (x, z)
- co-ordinates, or `nil` for an unsuitable spawn point.
- * For most mapgens a 'suitable spawn point' is one with y between
- `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
- so `nil` will be returned for many (x, z) co-ordinates.
- * The spawn level returned is for a player spawn in unmodified terrain.
- * The spawn level is intentionally above terrain level to cope with
- full-node biome 'dust' nodes.
-
-Mod channels
-------------
-
-You can find mod channels communication scheme in `doc/mod_channels.png`.
-
-* `minetest.mod_channel_join(channel_name)`
- * Server joins channel `channel_name`, and creates it if necessary. You
- should listen for incoming messages with
- `minetest.register_on_modchannel_message`
-
-Inventory
----------
-
-`minetest.get_inventory(location)`: returns an `InvRef`
-
-* `location` = e.g.
- * `{type="player", name="celeron55"}`
- * `{type="node", pos={x=, y=, z=}}`
- * `{type="detached", name="creative"}`
-* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
- an `InvRef`.
- * `callbacks`: See [Detached inventory callbacks]
- * `player_name`: Make detached inventory available to one player
- exclusively, by default they will be sent to every player (even if not
- used).
- Note that this parameter is mostly just a workaround and will be removed
- in future releases.
- * Creates a detached inventory. If it already exists, it is cleared.
-* `minetest.remove_detached_inventory(name)`
- * Returns a `boolean` indicating whether the removal succeeded.
-* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
- returns left over ItemStack.
- * See `minetest.item_eat` and `minetest.register_on_item_eat`
-
-Formspec
---------
-
-* `minetest.show_formspec(playername, formname, formspec)`
- * `playername`: name of player to show formspec
- * `formname`: name passed to `on_player_receive_fields` callbacks.
- It should follow the `"modname:<whatever>"` naming convention
- * `formspec`: formspec to display
-* `minetest.close_formspec(playername, formname)`
- * `playername`: name of player to close formspec
- * `formname`: has to exactly match the one given in `show_formspec`, or the
- formspec will not close.
- * calling `show_formspec(playername, formname, "")` is equal to this
- expression.
- * to close a formspec regardless of the formname, call
- `minetest.close_formspec(playername, "")`.
- **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
-* `minetest.formspec_escape(string)`: returns a string
- * escapes the characters "[", "]", "\", "," and ";", which can not be used
- in formspecs.
-* `minetest.explode_table_event(string)`: returns a table
- * returns e.g. `{type="CHG", row=1, column=2}`
- * `type` is one of:
- * `"INV"`: no row selected
- * `"CHG"`: selected
- * `"DCL"`: double-click
-* `minetest.explode_textlist_event(string)`: returns a table
- * returns e.g. `{type="CHG", index=1}`
- * `type` is one of:
- * `"INV"`: no row selected
- * `"CHG"`: selected
- * `"DCL"`: double-click
-* `minetest.explode_scrollbar_event(string)`: returns a table
- * returns e.g. `{type="CHG", value=500}`
- * `type` is one of:
- * `"INV"`: something failed
- * `"CHG"`: has been changed
- * `"VAL"`: not changed
-
-Item handling
--------------
-
-* `minetest.inventorycube(img1, img2, img3)`
- * Returns a string for making an image of a cube (useful as an item image)
-* `minetest.get_pointed_thing_position(pointed_thing, above)`
- * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
- does not refer to a node or entity.
- * If the optional `above` parameter is true and the `pointed_thing` refers
- to a node, then it will return the `above` position of the `pointed_thing`.
-* `minetest.dir_to_facedir(dir, is6d)`
- * Convert a vector to a facedir value, used in `param2` for
- `paramtype2="facedir"`.
- * passing something non-`nil`/`false` for the optional second parameter
- causes it to take the y component into account.
-* `minetest.facedir_to_dir(facedir)`
- * Convert a facedir back into a vector aimed directly out the "back" of a
- node.
-* `minetest.dir_to_wallmounted(dir)`
- * Convert a vector to a wallmounted value, used for
- `paramtype2="wallmounted"`.
-* `minetest.wallmounted_to_dir(wallmounted)`
- * Convert a wallmounted value back into a vector aimed directly out the
- "back" of a node.
-* `minetest.dir_to_yaw(dir)`
- * Convert a vector into a yaw (angle)
-* `minetest.yaw_to_dir(yaw)`
- * Convert yaw (angle) to a vector
-* `minetest.is_colored_paramtype(ptype)`
- * Returns a boolean. Returns `true` if the given `paramtype2` contains
- color information (`color`, `colorwallmounted` or `colorfacedir`).
-* `minetest.strip_param2_color(param2, paramtype2)`
- * Removes everything but the color information from the
- given `param2` value.
- * Returns `nil` if the given `paramtype2` does not contain color
- information.
-* `minetest.get_node_drops(node, toolname)`
- * Returns list of itemstrings that are dropped by `node` when dug
- with `toolname`.
- * `node`: node as table or node name
- * `toolname`: name of the tool item (can be `nil`)
-* `minetest.get_craft_result(input)`: returns `output, decremented_input`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `input.width` = for example `3`
- * `input.items` = for example
- `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
- * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
- * `output.time` = a number, if unsuccessful: `0`
- * `output.replacements` = List of replacement `ItemStack`s that couldn't be
- placed in `decremented_input.items`. Replacements can be placed in
- `decremented_input` if the stack of the replaced item has a count of 1.
- * `decremented_input` = like `input`
-* `minetest.get_craft_recipe(output)`: returns input
- * returns last registered recipe for output item (node)
- * `output` is a node or item type such as `"default:torch"`
- * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
- * `input.width` = for example `3`
- * `input.items` = for example
- `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
- * `input.items` = `nil` if no recipe found
-* `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
- * returns indexed table with all registered recipes for query item (node)
- or `nil` if no recipe was found.
- * recipe entry table:
- * `method`: 'normal' or 'cooking' or 'fuel'
- * `width`: 0-3, 0 means shapeless recipe
- * `items`: indexed [1-9] table with recipe items
- * `output`: string with item name and quantity
- * Example query for `"default:gold_ingot"` will return table:
-
- {
- [1]={method = "cooking", width = 3, output = "default:gold_ingot",
- items = {1 = "default:gold_lump"}},
- [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
- items = {1 = "default:goldblock"}}
- }
-* `minetest.handle_node_drops(pos, drops, digger)`
- * `drops`: list of itemstrings
- * Handles drops from nodes after digging: Default action is to put them
- into digger's inventory.
- * Can be overridden to get different functionality (e.g. dropping items on
- ground)
-* `minetest.itemstring_with_palette(item, palette_index)`: returns an item
- string.
- * Creates an item string which contains palette index information
- for hardware colorization. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `palette_index`: this index is added to the item stack
-* `minetest.itemstring_with_color(item, colorstring)`: returns an item string
- * Creates an item string which contains static color information
- for hardware colorization. Use this method if you wish to colorize
- an item that does not own a palette. You can use the returned string
- as an output in a craft recipe.
- * `item`: the item stack which becomes colored. Can be in string,
- table and native form.
- * `colorstring`: the new color of the item stack
-
-Rollback
---------
-
-* `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
- returns `{{actor, pos, time, oldnode, newnode}, ...}`
- * Find who has done something to a node, or near a node
- * `actor`: `"player:<name>"`, also `"liquid"`.
-* `minetest.rollback_revert_actions_by(actor, seconds)`: returns
- `boolean, log_messages`.
- * Revert latest actions of someone
- * `actor`: `"player:<name>"`, also `"liquid"`.
-
-Defaults for the `on_place` and `on_drop` item definition functions
--------------------------------------------------------------------
-
-* `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
- * Place item as a node
- * `param2` overrides `facedir` and wallmounted `param2`
- * `prevent_after_place`: if set to `true`, `after_place_node` is not called
- for the newly placed node to prevent a callback and placement loop
- * returns `itemstack, position`
- * `position`: the location the node was placed to. `nil` if nothing was placed.
-* `minetest.item_place_object(itemstack, placer, pointed_thing)`
- * Place item as-is
- * returns the leftover itemstack
- * **Note**: This function is deprecated and will never be called.
-* `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
- * Wrapper that calls `minetest.item_place_node` if appropriate
- * Calls `on_rightclick` of `pointed_thing.under` if defined instead
- * **Note**: is not called when wielded item overrides `on_place`
- * `param2` overrides facedir and wallmounted `param2`
- * returns `itemstack, position`
- * `position`: the location the node was placed to. `nil` if nothing was placed.
-* `minetest.item_drop(itemstack, dropper, pos)`
- * Drop the item
- * returns the leftover itemstack
-* `minetest.item_eat(hp_change[, replace_with_item])`
- * Returns `function(itemstack, user, pointed_thing)` as a
- function wrapper for `minetest.do_item_eat`.
- * `replace_with_item` is the itemstring which is added to the inventory.
- If the player is eating a stack, then replace_with_item goes to a
- different spot.
-
-Defaults for the `on_punch` and `on_dig` node definition callbacks
-------------------------------------------------------------------
-
-* `minetest.node_punch(pos, node, puncher, pointed_thing)`
- * Calls functions registered by `minetest.register_on_punchnode()`
-* `minetest.node_dig(pos, node, digger)`
- * Checks if node can be dug, puts item into inventory, removes node
- * Calls functions registered by `minetest.registered_on_dignodes()`
-
-Sounds
-------
-
-* `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
- * `spec` is a `SimpleSoundSpec`
- * `parameters` is a sound parameter table
- * `ephemeral` is a boolean (default: false)
- Ephemeral sounds will not return a handle and can't be stopped or faded.
- It is recommend to use this for short sounds that happen in response to
- player actions (e.g. door closing).
-* `minetest.sound_stop(handle)`
- * `handle` is a handle returned by `minetest.sound_play`
-* `minetest.sound_fade(handle, step, gain)`
- * `handle` is a handle returned by `minetest.sound_play`
- * `step` determines how fast a sound will fade.
- Negative step will lower the sound volume, positive step will increase
- the sound volume.
- * `gain` the target gain for the fade.
-
-Timing
-------
-
-* `minetest.after(time, func, ...)`
- * Call the function `func` after `time` seconds, may be fractional
- * Optional: Variable number of arguments that are passed to `func`
-
-Server
-------
-
-* `minetest.request_shutdown([message],[reconnect],[delay])`: request for
- server shutdown. Will display `message` to clients.
- * `reconnect` == true displays a reconnect button
- * `delay` adds an optional delay (in seconds) before shutdown.
- Negative delay cancels the current active shutdown.
- Zero delay triggers an immediate shutdown.
-* `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
-* `minetest.get_server_status(name, joined)`
- * Returns the server status string when a player joins or when the command
- `/status` is called. Returns `nil` or an empty string when the message is
- disabled.
- * `joined`: Boolean value, indicates whether the function was called when
- a player joined.
- * This function may be overwritten by mods to customize the status message.
-* `minetest.get_server_uptime()`: returns the server uptime in seconds
-* `minetest.remove_player(name)`: remove player from database (if they are not
- connected).
- * As auth data is not removed, minetest.player_exists will continue to
- return true. Call the below method as well if you want to remove auth
- data too.
- * Returns a code (0: successful, 1: no such player, 2: player is connected)
-* `minetest.remove_player_auth(name)`: remove player authentication data
- * Returns boolean indicating success (false if player nonexistant)
-
-Bans
-----
-
-* `minetest.get_ban_list()`: returns a list of all bans formatted as string
-* `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
- IP address or name formatted as string
-* `minetest.ban_player(name)`: ban the IP of a currently connected player
- * Returns boolean indicating success
-* `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
- IP address or name
-* `minetest.kick_player(name, [reason])`: disconnect a player with an optional
- reason.
- * Returns boolean indicating success (false if player nonexistant)
-
-Particles
----------
-
-* `minetest.add_particle(particle definition)`
- * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
- expirationtime, size, collisiondetection, texture, playername)`
-
-* `minetest.add_particlespawner(particlespawner definition)`
- * Add a `ParticleSpawner`, an object that spawns an amount of particles
- over `time` seconds.
- * Returns an `id`, and -1 if adding didn't succeed
- * Deprecated: `minetest.add_particlespawner(amount, time,
- minpos, maxpos,
- minvel, maxvel,
- minacc, maxacc,
- minexptime, maxexptime,
- minsize, maxsize,
- collisiondetection, texture, playername)`
-
-* `minetest.delete_particlespawner(id, player)`
- * Delete `ParticleSpawner` with `id` (return value from
- `minetest.add_particlespawner`).
- * If playername is specified, only deletes on the player's client,
- otherwise on all clients.
-
-Schematics
-----------
-
-* `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
- * Create a schematic from the volume of map specified by the box formed by
- p1 and p2.
- * Apply the specified probability and per-node force-place to the specified
- nodes according to the `probability_list`.
- * `probability_list` is an array of tables containing two fields, `pos`
- and `prob`.
- * `pos` is the 3D vector specifying the absolute coordinates of the
- node being modified,
- * `prob` is an integer value from `0` to `255` that encodes
- probability and per-node force-place. Probability has levels
- 0-127, then 128 may be added to encode per-node force-place.
- For probability stated as 0-255, divide by 2 and round down to
- get values 0-127, then add 128 to apply per-node force-place.
- * If there are two or more entries with the same pos value, the
- last entry is used.
- * If `pos` is not inside the box formed by `p1` and `p2`, it is
- ignored.
- * If `probability_list` equals `nil`, no probabilities are applied.
- * Apply the specified probability to the specified horizontal slices
- according to the `slice_prob_list`.
- * `slice_prob_list` is an array of tables containing two fields, `ypos`
- and `prob`.
- * `ypos` indicates the y position of the slice with a probability
- applied, the lowest slice being `ypos = 0`.
- * If slice probability list equals `nil`, no slice probabilities
- are applied.
- * Saves schematic in the Minetest Schematic format to filename.
-
-* `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
- * Place the schematic specified by schematic (see [Schematic specifier]) at
- `pos`.
- * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
- * If the `rotation` parameter is omitted, the schematic is not rotated.
- * `replacements` = `{["old_name"] = "convert_to", ...}`
- * `force_placement` is a boolean indicating whether nodes other than `air`
- and `ignore` are replaced by the schematic.
- * Returns nil if the schematic could not be loaded.
- * **Warning**: Once you have loaded a schematic from a file, it will be
- cached. Future calls will always use the cached version and the
- replacement list defined for it, regardless of whether the file or the
- replacement list parameter have changed. The only way to load the file
- anew is to restart the server.
- * `flags` is a flag field with the available flags:
- * place_center_x
- * place_center_y
- * place_center_z
-
-* `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
- * This function is analogous to minetest.place_schematic, but places a
- schematic onto the specified VoxelManip object `vmanip` instead of the
- map.
- * Returns false if any part of the schematic was cut-off due to the
- VoxelManip not containing the full area required, and true if the whole
- schematic was able to fit.
- * Returns nil if the schematic could not be loaded.
- * After execution, any external copies of the VoxelManip contents are
- invalidated.
- * `flags` is a flag field with the available flags:
- * place_center_x
- * place_center_y
- * place_center_z
-
-* `minetest.serialize_schematic(schematic, format, options)`
- * Return the serialized schematic specified by schematic
- (see [Schematic specifier])
- * in the `format` of either "mts" or "lua".
- * "mts" - a string containing the binary MTS data used in the MTS file
- format.
- * "lua" - a string containing Lua code representing the schematic in table
- format.
- * `options` is a table containing the following optional parameters:
- * If `lua_use_comments` is true and `format` is "lua", the Lua code
- generated will have (X, Z) position comments for every X row
- generated in the schematic data for easier reading.
- * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
- the Lua code generated will use that number of spaces as indentation
- instead of a tab character.
-
-* `minetest.read_schematic(schematic, options)`
- * Returns a Lua table representing the schematic (see: [Schematic specifier])
- * `schematic` is the schematic to read (see: [Schematic specifier])
- * `options` is a table containing the following optional parameters:
- * `write_yslice_prob`: string value:
- * `none`: no `write_yslice_prob` table is inserted,
- * `low`: only probabilities that are not 254 or 255 are written in
- the `write_ylisce_prob` table,
- * `all`: write all probabilities to the `write_yslice_prob` table.
- * The default for this option is `all`.
- * Any invalid value will be interpreted as `all`.
-
-HTTP Requests
--------------
-
-* `minetest.request_http_api()`:
- * returns `HTTPApiTable` containing http functions if the calling mod has
- been granted access by being listed in the `secure.http_mods` or
- `secure.trusted_mods` setting, otherwise returns `nil`.
- * The returned table contains the functions `fetch`, `fetch_async` and
- `fetch_async_get` described below.
- * Only works at init time and must be called from the mod's main scope
- (not from a function).
- * Function only exists if minetest server was built with cURL support.
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
- A LOCAL VARIABLE!**
-* `HTTPApiTable.fetch(HTTPRequest req, callback)`
- * Performs given request asynchronously and calls callback upon completion
- * callback: `function(HTTPRequestResult res)`
- * Use this HTTP function if you are unsure, the others are for advanced use
-* `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
- * Performs given request asynchronously and returns handle for
- `HTTPApiTable.fetch_async_get`
-* `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
- * Return response data for given asynchronous HTTP request
-
-Storage API
------------
-
-* `minetest.get_mod_storage()`:
- * returns reference to mod private `StorageRef`
- * must be called during mod load time
-
-Misc.
------
-
-* `minetest.get_connected_players()`: returns list of `ObjectRefs`
-* `minetest.is_player(obj)`: boolean, whether `obj` is a player
-* `minetest.player_exists(name)`: boolean, whether player exists
- (regardless of online status)
-* `minetest.hud_replace_builtin(name, hud_definition)`
- * Replaces definition of a builtin hud element
- * `name`: `"breath"` or `"health"`
- * `hud_definition`: definition to replace builtin definition
-* `minetest.send_join_message(player_name)`
- * This function can be overridden by mods to change the join message.
-* `minetest.send_leave_message(player_name, timed_out)`
- * This function can be overridden by mods to change the leave message.
-* `minetest.hash_node_position(pos)`: returns an 48-bit integer
- * `pos`: table {x=number, y=number, z=number},
- * Gives a unique hash number for a node position (16+16+16=48bit)
-* `minetest.get_position_from_hash(hash)`: returns a position
- * Inverse transform of `minetest.hash_node_position`
-* `minetest.get_item_group(name, group)`: returns a rating
- * Get rating of a group of an item. (`0` means: not in group)
-* `minetest.get_node_group(name, group)`: returns a rating
- * Deprecated: An alias for the former.
-* `minetest.raillike_group(name)`: returns a rating
- * Returns rating of the connect_to_raillike group corresponding to name
- * If name is not yet the name of a connect_to_raillike group, a new group
- id is created, with that name.
-* `minetest.get_content_id(name)`: returns an integer
- * Gets the internal content ID of `name`
-* `minetest.get_name_from_content_id(content_id)`: returns a string
- * Gets the name of the content with that content ID
-* `minetest.parse_json(string[, nullvalue])`: returns something
- * Convert a string containing JSON data into the Lua equivalent
- * `nullvalue`: returned in place of the JSON null; defaults to `nil`
- * On success returns a table, a string, a number, a boolean or `nullvalue`
- * On failure outputs an error message and returns `nil`
- * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
-* `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
- message.
- * Convert a Lua table into a JSON string
- * styled: Outputs in a human-readable format if this is set, defaults to
- false.
- * Unserializable things like functions and userdata will cause an error.
- * **Warning**: JSON is more strict than the Lua table format.
- 1. You can only use strings and positive integers of at least one as
- keys.
- 2. You can not mix string and integer keys.
- This is due to the fact that JSON has two distinct array and object
- values.
- * Example: `write_json({10, {a = false}})`,
- returns `"[10, {\"a\": false}]"`
-* `minetest.serialize(table)`: returns a string
- * Convert a table containing tables, strings, numbers, booleans and `nil`s
- into string form readable by `minetest.deserialize`
- * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
-* `minetest.deserialize(string[, safe])`: returns a table
- * Convert a string returned by `minetest.serialize` into a table
- * `string` is loaded in an empty sandbox environment.
- * Will load functions if safe is false or omitted. Although these functions
- cannot directly access the global environment, they could bypass this
- restriction with maliciously crafted Lua bytecode if mod security is
- disabled.
- * This function should not be used on untrusted data, regardless of the
- value of `safe`. It is fine to serialize then deserialize user-provided
- data, but directly providing user input to deserialize is always unsafe.
- * Example: `deserialize('return { ["foo"] = "bar" }')`,
- returns `{foo='bar'}`
- * Example: `deserialize('print("foo")')`, returns `nil`
- (function call fails), returns
- `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
-* `minetest.compress(data, method, ...)`: returns `compressed_data`
- * Compress a string of data.
- * `method` is a string identifying the compression method to be used.
- * Supported compression methods:
- * Deflate (zlib): `"deflate"`
- * `...` indicates method-specific arguments. Currently defined arguments
- are:
- * Deflate: `level` - Compression level, `0`-`9` or `nil`.
-* `minetest.decompress(compressed_data, method, ...)`: returns data
- * Decompress a string of data (using ZLib).
- * See documentation on `minetest.compress()` for supported compression
- methods.
- * `...` indicates method-specific arguments. Currently, no methods use this
-* `minetest.rgba(red, green, blue[, alpha])`: returns a string
- * Each argument is a 8 Bit unsigned integer
- * Returns the ColorString from rgb or rgba values
- * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
-* `minetest.encode_base64(string)`: returns string encoded in base64
- * Encodes a string in base64.
-* `minetest.decode_base64(string)`: returns string
- * Decodes a string encoded in base64.
-* `minetest.is_protected(pos, name)`: returns boolean
- * Returning `true` restricts the player `name` from modifying (i.e. digging,
- placing) the node at position `pos`.
- * `name` will be `""` for non-players or unknown players.
- * This function should be overridden by protection mods. It is highly
- recommended to grant access to players with the `protection_bypass` privilege.
- * Cache and call the old version of this function if the position is
- not protected by the mod. This will allow using multiple protection mods.
- * Example:
-
- local old_is_protected = minetest.is_protected
- function minetest.is_protected(pos, name)
- if mymod:position_protected_from(pos, name) then
- return true
- end
- return old_is_protected(pos, name)
- end
-* `minetest.record_protection_violation(pos, name)`
- * This function calls functions registered with
- `minetest.register_on_protection_violation`.
-* `minetest.is_area_protected(pos1, pos2, player_name, interval)`
- * Returns the position of the first node that `player_name` may not modify
- in the specified cuboid between `pos1` and `pos2`.
- * Returns `false` if no protections were found.
- * Applies `is_protected()` to a 3D lattice of points in the defined volume.
- The points are spaced evenly throughout the volume and have a spacing
- similar to, but no larger than, `interval`.
- * All corners and edges of the defined volume are checked.
- * `interval` defaults to 4.
- * `interval` should be carefully chosen and maximised to avoid an excessive
- number of points being checked.
- * Like `minetest.is_protected`, this function may be extended or
- overwritten by mods to provide a faster implementation to check the
- cuboid for intersections.
-* `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
- orient_flags, prevent_after_place])`
- * Attempt to predict the desired orientation of the facedir-capable node
- defined by `itemstack`, and place it accordingly (on-wall, on the floor,
- or hanging from the ceiling).
- * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
- stacks are handled normally.
- * `orient_flags`: Optional table containing extra tweaks to the placement code:
- * `invert_wall`: if `true`, place wall-orientation on the ground and
- ground-orientation on the wall.
- * `force_wall` : if `true`, always place the node in wall orientation.
- * `force_ceiling`: if `true`, always place on the ceiling.
- * `force_floor`: if `true`, always place the node on the floor.
- * `force_facedir`: if `true`, forcefully reset the facedir to north
- when placing on the floor or ceiling.
- * The first four options are mutually-exclusive; the last in the list
- takes precedence over the first.
- * `prevent_after_place` is directly passed to `minetest.item_place_node`
- * Returns the new itemstack after placement
-* `minetest.rotate_node(itemstack, placer, pointed_thing)`
- * calls `rotate_and_place()` with `infinitestacks` set according to the state
- of the creative mode setting, checks for "sneak" to set the `invert_wall`
- parameter and `prevent_after_place` set to `true`.
-
-* `minetest.calculate_knockback(player, hitter, time_from_last_punch,
- tool_capabilities, dir, distance, damage)`
- * Returns the amount of knockback applied on the punched player.
- * Arguments are equivalent to `register_on_punchplayer`, except the following:
- * `distance`: distance between puncher and punched player
- * This function can be overriden by mods that wish to modify this behaviour.
- * You may want to cache and call the old function to allow multiple mods to
- change knockback behaviour.
-
-* `minetest.forceload_block(pos[, transient])`
- * forceloads the position `pos`.
- * returns `true` if area could be forceloaded
- * If `transient` is `false` or absent, the forceload will be persistent
- (saved between server runs). If `true`, the forceload will be transient
- (not saved between server runs).
-
-* `minetest.forceload_free_block(pos[, transient])`
- * stops forceloading the position `pos`
- * If `transient` is `false` or absent, frees a persistent forceload.
- If `true`, frees a transient forceload.
-
-* `minetest.request_insecure_environment()`: returns an environment containing
- insecure functions if the calling mod has been listed as trusted in the
- `secure.trusted_mods` setting or security is disabled, otherwise returns
- `nil`.
- * Only works at init time and must be called from the mod's main scope (not
- from a function).
- * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
- IT IN A LOCAL VARIABLE!**
-
-* `minetest.global_exists(name)`
- * Checks if a global variable has been set, without triggering a warning.
-
-Global objects
---------------
-
-* `minetest.env`: `EnvRef` of the server environment and world.
- * Any function in the minetest namespace can be called using the syntax
- `minetest.env:somefunction(somearguments)`
- instead of `minetest.somefunction(somearguments)`
- * Deprecated, but support is not to be dropped soon
-
-Global tables
--------------
-
-### Registered definition tables
-
-* `minetest.registered_items`
- * Map of registered items, indexed by name
-* `minetest.registered_nodes`
- * Map of registered node definitions, indexed by name
-* `minetest.registered_craftitems`
- * Map of registered craft item definitions, indexed by name
-* `minetest.registered_tools`
- * Map of registered tool definitions, indexed by name
-* `minetest.registered_entities`
- * Map of registered entity prototypes, indexed by name
-* `minetest.object_refs`
- * Map of object references, indexed by active object id
-* `minetest.luaentities`
- * Map of Lua entities, indexed by active object id
-* `minetest.registered_abms`
- * List of ABM definitions
-* `minetest.registered_lbms`
- * List of LBM definitions
-* `minetest.registered_aliases`
- * Map of registered aliases, indexed by name
-* `minetest.registered_ores`
- * Map of registered ore definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_ore`.
-* `minetest.registered_biomes`
- * Map of registered biome definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_biome`.
-* `minetest.registered_decorations`
- * Map of registered decoration definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_decoration`.
-* `minetest.registered_schematics`
- * Map of registered schematic definitions, indexed by the `name` field.
- * If `name` is nil, the key is the object handle returned by
- `minetest.register_schematic`.
-* `minetest.registered_chatcommands`
- * Map of registered chat command definitions, indexed by name
-* `minetest.registered_privileges`
- * Map of registered privilege definitions, indexed by name
-
-### Registered callback tables
-
-All callbacks registered with [Global callback registration functions] are added
-to corresponding `minetest.registered_*` tables.
-
-
-
-
-Class reference
-===============
-
-Sorted alphabetically.
-
-`AreaStore`
------------
-
-A fast access data structure to store areas, and find areas near a given
-position or area.
-Every area has a `data` string attribute to store additional information.
-You can create an empty `AreaStore` by calling `AreaStore()`, or
-`AreaStore(type_name)`. The mod decides where to save and load AreaStore.
-If you chose the parameter-less constructor, a fast implementation will be
-automatically chosen for you.
-
-### Methods
-
-* `get_area(id, include_borders, include_data)`
- * Returns the area information about the specified ID.
- * Returned values are either of these:
-
- nil -- Area not found
- true -- Without `include_borders` and `include_data`
- {
- min = pos, max = pos -- `include_borders == true`
- data = string -- `include_data == true`
- }
-
-* `get_areas_for_pos(pos, include_borders, include_data)`
- * Returns all areas as table, indexed by the area ID.
- * Table values: see `get_area`.
-* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
- * Returns all areas that contain all nodes inside the area specified by `edge1`
- and `edge2` (inclusive).
- * `accept_overlap`: if `true`, areas are returned that have nodes in
- common (intersect) with the specified area.
- * Returns the same values as `get_areas_for_pos`.
-* `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
- * Returns the new area's ID, or nil if the insertion failed.
- * The (inclusive) positions `edge1` and `edge2` describe the area.
- * `data` is a string stored with the area.
- * `id` (optional): will be used as the internal area ID if it is an unique
- number between 0 and 2^32-2.
-* `reserve(count)`: reserves resources for at most `count` many contained
- areas.
- Only needed for efficiency, and only some implementations profit.
-* `remove_area(id)`: removes the area with the given id from the store, returns
- success.
-* `set_cache_params(params)`: sets params for the included prefiltering cache.
- Calling invalidates the cache, so that its elements have to be newly
- generated.
- * `params` is a table with the following fields:
-
- enabled = boolean, -- Whether to enable, default true
- block_radius = int, -- The radius (in nodes) of the areas the cache
- -- generates prefiltered lists for, minimum 16,
- -- default 64
- limit = int, -- The cache size, minimum 20, default 1000
-* `to_string()`: Experimental. Returns area store serialized as a (binary)
- string.
-* `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
- a file.
-* `from_string(str)`: Experimental. Deserializes string and loads it into the
- AreaStore.
- Returns success and, optionally, an error message.
-* `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
- from a file.
-
-`InvRef`
---------
-
-An `InvRef` is a reference to an inventory.
-
-### Methods
-
-* `is_empty(listname)`: return `true` if list is empty
-* `get_size(listname)`: get size of a list
-* `set_size(listname, size)`: set size of a list
- * returns `false` on error (e.g. invalid `listname` or `size`)
-* `get_width(listname)`: get width of a list
-* `set_width(listname, width)`: set width of list; currently used for crafting
-* `get_stack(listname, i)`: get a copy of stack index `i` in list
-* `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
-* `get_list(listname)`: return full list
-* `set_list(listname, list)`: set full list (size will not change)
-* `get_lists()`: returns list of inventory lists
-* `set_lists(lists)`: sets inventory lists (size will not change)
-* `add_item(listname, stack)`: add item somewhere in list, returns leftover
- `ItemStack`.
-* `room_for_item(listname, stack):` returns `true` if the stack of items
- can be fully added to the list
-* `contains_item(listname, stack, [match_meta])`: returns `true` if
- the stack of items can be fully taken from the list.
- If `match_meta` is false, only the items' names are compared
- (default: `false`).
-* `remove_item(listname, stack)`: take as many items as specified from the
- list, returns the items that were actually removed (as an `ItemStack`)
- -- note that any item metadata is ignored, so attempting to remove a specific
- unique item this way will likely remove the wrong one -- to do that use
- `set_stack` with an empty `ItemStack`.
-* `get_location()`: returns a location compatible to
- `minetest.get_inventory(location)`.
- * returns `{type="undefined"}` in case location is not known
-
-`ItemStack`
------------
-
-An `ItemStack` is a stack of items.
-
-It can be created via `ItemStack(x)`, where x is an `ItemStack`,
-an itemstring, a table or `nil`.
-
-### Methods
-
-* `is_empty()`: returns `true` if stack is empty.
-* `get_name()`: returns item name (e.g. `"default:stone"`).
-* `set_name(item_name)`: returns a boolean indicating whether the item was
- cleared.
-* `get_count()`: Returns number of items on the stack.
-* `set_count(count)`: returns a boolean indicating whether the item was cleared
- * `count`: number, unsigned 16 bit integer
-* `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
-* `set_wear(wear)`: returns boolean indicating whether item was cleared
- * `wear`: number, unsigned 16 bit integer
-* `get_meta()`: returns ItemStackMetaRef. See section for more details
-* `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
- stack).
-* `set_metadata(metadata)`: (DEPRECATED) Returns true.
-* `get_description()`: returns the description shown in inventory list tooltips.
-* `clear()`: removes all items from the stack, making it empty.
-* `replace(item)`: replace the contents of this stack.
- * `item` can also be an itemstring or table.
-* `to_string()`: returns the stack in itemstring form.
-* `to_table()`: returns the stack in Lua table form.
-* `get_stack_max()`: returns the maximum size of the stack (depends on the
- item).
-* `get_free_space()`: returns `get_stack_max() - get_count()`.
-* `is_known()`: returns `true` if the item name refers to a defined item type.
-* `get_definition()`: returns the item definition table.
-* `get_tool_capabilities()`: returns the digging properties of the item,
- or those of the hand if none are defined for this item type
-* `add_wear(amount)`
- * Increases wear by `amount` if the item is a tool
- * `amount`: number, integer
-* `add_item(item)`: returns leftover `ItemStack`
- * Put some item or stack onto this stack
-* `item_fits(item)`: returns `true` if item or stack can be fully added to
- this one.
-* `take_item(n)`: returns taken `ItemStack`
- * Take (and remove) up to `n` items from this stack
- * `n`: number, default: `1`
-* `peek_item(n)`: returns taken `ItemStack`
- * Copy (don't remove) up to `n` items from this stack
- * `n`: number, default: `1`
-
-`ItemStackMetaRef`
-------------------
-
-ItemStack metadata: reference extra data and functionality stored in a stack.
-Can be obtained via `item:get_meta()`.
-
-### Methods
-
-* All methods in MetaDataRef
-* `set_tool_capabilities([tool_capabilities])`
- * Overrides the item's tool capabilities
- * A nil value will clear the override data and restore the original
- behavior.
-
-`MetaDataRef`
--------------
-
-Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
-and [`PlayerMetaRef`].
-
-### Methods
-
-* `contains(key)`: Returns true if key present, otherwise false.
- * Returns `nil` when the MetaData is inexistent.
-* `get(key)`: Returns `nil` if key not present, else the stored string.
-* `set_string(key, value)`: Value of `""` will delete the key.
-* `get_string(key)`: Returns `""` if key not present.
-* `set_int(key, value)`
-* `get_int(key)`: Returns `0` if key not present.
-* `set_float(key, value)`
-* `get_float(key)`: Returns `0` if key not present.
-* `to_table()`: returns `nil` or a table with keys:
- * `fields`: key-value storage
- * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
-* `from_table(nil or {})`
- * Any non-table value will clear the metadata
- * See [Node Metadata] for an example
- * returns `true` on success
-* `equals(other)`
- * returns `true` if this metadata has the same key-value pairs as `other`
-
-`ModChannel`
-------------
-
-An interface to use mod channels on client and server
-
-### Methods
-
-* `leave()`: leave the mod channel.
- * Server leaves channel `channel_name`.
- * No more incoming or outgoing messages can be sent to this channel from
- server mods.
- * This invalidate all future object usage.
- * Ensure you set mod_channel to nil after that to free Lua resources.
-* `is_writeable()`: returns true if channel is writeable and mod can send over
- it.
-* `send_all(message)`: Send `message` though the mod channel.
- * If mod channel is not writeable or invalid, message will be dropped.
- * Message size is limited to 65535 characters by protocol.
-
-`NodeMetaRef`
--------------
-
-Node metadata: reference extra data and functionality stored in a node.
-Can be obtained via `minetest.get_meta(pos)`.
-
-### Methods
-
-* All methods in MetaDataRef
-* `get_inventory()`: returns `InvRef`
-* `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
- This will prevent them from being sent to the client. Note that the "private"
- status will only be remembered if an associated key-value pair exists,
- meaning it's best to call this when initializing all other meta (e.g.
- `on_construct`).
-
-`NodeTimerRef`
---------------
-
-Node Timers: a high resolution persistent per-node timer.
-Can be gotten via `minetest.get_node_timer(pos)`.
-
-### Methods
-
-* `set(timeout,elapsed)`
- * set a timer's state
- * `timeout` is in seconds, and supports fractional values (0.1 etc)
- * `elapsed` is in seconds, and supports fractional values (0.1 etc)
- * will trigger the node's `on_timer` function after `(timeout - elapsed)`
- seconds.
-* `start(timeout)`
- * start a timer
- * equivalent to `set(timeout,0)`
-* `stop()`
- * stops the timer
-* `get_timeout()`: returns current timeout in seconds
- * if `timeout` equals `0`, timer is inactive
-* `get_elapsed()`: returns current elapsed time in seconds
- * the node's `on_timer` function will be called after `(timeout - elapsed)`
- seconds.
-* `is_started()`: returns boolean state of timer
- * returns `true` if timer is started, otherwise `false`
-
-`ObjectRef`
------------
-
-Moving things in the game are generally these.
-This is basically a reference to a C++ `ServerActiveObject`.
-
-### Advice on handling `ObjectRefs`
-
-When you receive an `ObjectRef` as a callback argument or from another API
-function, it is possible to store the reference somewhere and keep it around.
-It will keep functioning until the object is unloaded or removed.
-
-However, doing this is **NOT** recommended as there is (intentionally) no method
-to test if a previously acquired `ObjectRef` is still valid.
-Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
-Lua back to the engine.
-Doing so is much less error-prone and you will never need to wonder if the
-object you are working with still exists.
-
-
-### Methods
-
-* `get_pos()`: returns `{x=num, y=num, z=num}`
-* `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
-* `move_to(pos, continuous=false)`
- * Does an interpolated move for Lua entities for visually smooth transitions.
- * If `continuous` is true, the Lua entity will not be moved to the current
- position before starting the interpolated move.
- * For players this does the same as `set_pos`,`continuous` is ignored.
-* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
- * `puncher` = another `ObjectRef`,
- * `time_from_last_punch` = time since last punch action of the puncher
- * `direction`: can be `nil`
-* `right_click(clicker)`; `clicker` is another `ObjectRef`
-* `get_hp()`: returns number of hitpoints (2 * number of hearts)
-* `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
- * See reason in register_on_player_hpchange
- * Is limited to the range of 0 ... 65535 (2^16 - 1)
- * For players: HP are also limited by `hp_max` specified in the player's
- object properties
-* `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
-* `get_wield_list()`: returns the name of the inventory list the wielded item
- is in.
-* `get_wield_index()`: returns the index of the wielded item
-* `get_wielded_item()`: returns an `ItemStack`
-* `set_wielded_item(item)`: replaces the wielded item, returns `true` if
- successful.
-* `set_armor_groups({group1=rating, group2=rating, ...})`
-* `get_armor_groups()`: returns a table with the armor group ratings
-* `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
- * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
- * `frame_speed`: number, default: `15.0`
- * `frame_blend`: number, default: `0.0`
- * `frame_loop`: boolean, default: `true`
-* `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
- `frame_loop`.
-* `set_animation_frame_speed(frame_speed)`
- * `frame_speed`: number, default: `15.0`
-* `set_attach(parent, bone, position, rotation)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
-* `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
- attached.
-* `set_detach()`
-* `set_bone_position(bone, position, rotation)`
- * `bone`: string
- * `position`: `{x=num, y=num, z=num}` (relative)
- * `rotation`: `{x=num, y=num, z=num}`
-* `get_bone_position(bone)`: returns position and rotation of the bone
-* `set_properties(object property table)`
-* `get_properties()`: returns object property table
-* `is_player()`: returns true for players, false otherwise
-* `get_nametag_attributes()`
- * returns a table with the attributes of the nametag of an object
- * {
- color = {a=0..255, r=0..255, g=0..255, b=0..255},
- text = "",
- }
-* `set_nametag_attributes(attributes)`
- * sets the attributes of the nametag of an object
- * `attributes`:
- {
- color = ColorSpec,
- text = "My Nametag",
- }
-
-#### Lua entity only (no-op for other objects)
-
-* `remove()`: remove object
- * The object is removed after returning from Lua. However the `ObjectRef`
- itself instantly becomes unusable with all further method calls having
- no effect and returning `nil`.
-* `set_velocity(vel)`
- * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
-* `add_velocity(vel)`
- * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
- * In comparison to using get_velocity, adding the velocity and then using
- set_velocity, add_velocity is supposed to avoid synchronization problems.
-* `get_velocity()`: returns the velocity, a vector
-* `set_acceleration(acc)`
- * `acc` is a vector
-* `get_acceleration()`: returns the acceleration, a vector
-* `set_rotation(rot)`
- * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
- and Z is roll (bank).
-* `get_rotation()`: returns the rotation, a vector (radians)
-* `set_yaw(radians)`: sets the yaw (heading).
-* `get_yaw()`: returns number in radians
-* `set_texture_mod(mod)`
-* `get_texture_mod()` returns current texture modifier
-* `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
- * Select sprite from spritesheet with optional animation and Dungeon Master
- style texture selection based on yaw relative to camera
- * `p`: {x=number, y=number}, the coordinate of the first frame
- (x: column, y: row), default: `{x=0, y=0}`
- * `num_frames`: number, default: `1`
- * `framelength`: number, default: `0.2`
- * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
- Master mob, default: `false`
-* `get_entity_name()` (**Deprecated**: Will be removed in a future version)
-* `get_luaentity()`
-
-#### Player only (no-op for other objects)
-
-* `get_player_name()`: returns `""` if is not a player
-* `get_player_velocity()`: returns `nil` if is not a player, otherwise a
- table {x, y, z} representing the player's instantaneous velocity in nodes/s
-* `add_player_velocity(vel)`
- * Adds to player velocity, this happens client-side and only once.
- * Does not apply during free_move.
- * Note that since the player speed is normalized at each move step,
- increasing e.g. Y velocity beyond what would usually be achieved
- (see: physics overrides) will cause existing X/Z velocity to be reduced.
- * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
- pressing the jump key (assuming default settings)
-* `get_look_dir()`: get camera direction as a unit vector
-* `get_look_vertical()`: pitch in radians
- * Angle ranges between -pi/2 and pi/2, which are straight up and down
- respectively.
-* `get_look_horizontal()`: yaw in radians
- * Angle is counter-clockwise from the +z direction.
-* `set_look_vertical(radians)`: sets look pitch
- * radians: Angle from looking forward, where positive is downwards.
-* `set_look_horizontal(radians)`: sets look yaw
- * radians: Angle from the +z direction, where positive is counter-clockwise.
-* `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
- `get_look_vertical`.
- * Angle ranges between -pi/2 and pi/2, which are straight down and up
- respectively.
-* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
- `get_look_horizontal`.
- * Angle is counter-clockwise from the +x direction.
-* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
- `set_look_vertical`.
-* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
- `set_look_horizontal`.
-* `get_breath()`: returns player's breath
-* `set_breath(value)`: sets player's breath
- * values:
- * `0`: player is drowning
- * max: bubbles bar is not shown
- * See [Object properties] for more information
- * Is limited to range 0 ... 65535 (2^16 - 1)
-* `set_fov(fov, is_multiplier)`: Sets player's FOV
- * `fov`: FOV value.
- * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
- Defaults to `false`.
- * Set to 0 to clear FOV override.
-* `get_fov()`:
- * Returns player's FOV override in degrees, and a boolean depending on whether
- the value is a multiplier.
- * Returns 0 as first value if player's FOV hasn't been overridden.
-* `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
- * Sets an extra attribute with value on player.
- * `value` must be a string, or a number which will be converted to a
- string.
- * If `value` is `nil`, remove attribute from player.
-* `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
- * Returns value (a string) for extra attribute.
- * Returns `nil` if no attribute found.
-* `get_meta()`: Returns a PlayerMetaRef.
-* `set_inventory_formspec(formspec)`
- * Redefine player's inventory form
- * Should usually be called in `on_joinplayer`
-* `get_inventory_formspec()`: returns a formspec string
-* `set_formspec_prepend(formspec)`:
- * the formspec string will be added to every formspec shown to the user,
- except for those with a no_prepend[] tag.
- * This should be used to set style elements such as background[] and
- bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
- * Only affects formspecs shown after this is called.
-* `get_formspec_prepend(formspec)`: returns a formspec string.
-* `get_player_control()`: returns table with player pressed keys
- * The table consists of fields with boolean value representing the pressed
- keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
- * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
- sneak=true, aux1=false, down=false, up=false}`
-* `get_player_control_bits()`: returns integer with bit packed player pressed
- keys.
- * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
- 7/LMB, 8/RMB
-* `set_physics_override(override_table)`
- * `override_table` is a table with the following fields:
- * `speed`: multiplier to default walking speed value (default: `1`)
- * `jump`: multiplier to default jump value (default: `1`)
- * `gravity`: multiplier to default gravity value (default: `1`)
- * `sneak`: whether player can sneak (default: `true`)
- * `sneak_glitch`: whether player can use the new move code replications
- of the old sneak side-effects: sneak ladders and 2 node sneak jump
- (default: `false`)
- * `new_move`: use new move/sneak code. When `false` the exact old code
- is used for the specific old sneak behaviour (default: `true`)
-* `get_physics_override()`: returns the table given to `set_physics_override`
-* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
- number on success
-* `hud_remove(id)`: remove the HUD element of the specified id
-* `hud_change(id, stat, value)`: change a value of a previously added HUD
- element.
- * element `stat` values:
- `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
-* `hud_get(id)`: gets the HUD element definition structure of the specified ID
-* `hud_set_flags(flags)`: sets specified HUD flags of player.
- * `flags`: A table with the following fields set to boolean values
- * hotbar
- * healthbar
- * crosshair
- * wielditem
- * breathbar
- * minimap
- * minimap_radar
- * If a flag equals `nil`, the flag is not modified
- * `minimap`: Modifies the client's permission to view the minimap.
- The client may locally elect to not view the minimap.
- * `minimap_radar` is only usable when `minimap` is true
-* `hud_get_flags()`: returns a table of player HUD flags with boolean values.
- * See `hud_set_flags` for a list of flags that can be toggled.
-* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
- * `count`: number of items, must be between `1` and `32`
-* `hud_get_hotbar_itemcount`: returns number of visible items
-* `hud_set_hotbar_image(texturename)`
- * sets background image for hotbar
-* `hud_get_hotbar_image`: returns texturename
-* `hud_set_hotbar_selected_image(texturename)`
- * sets image for selected item of hotbar
-* `hud_get_hotbar_selected_image`: returns texturename
-* `set_sky(parameters)`
- * `parameters` is a table with the following optional fields:
- * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
- * `type`: Available types:
- * `"regular"`: Uses 0 textures, `base_color` ignored
- * `"skybox"`: Uses 6 textures, `base_color` used as fog.
- * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
- * `textures`: A table containing up to six textures in the following
- order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
- * `clouds`: Boolean for whether clouds appear. (default: `true`)
- * `sky_color`: A table containing the following values, alpha is ignored:
- * `day_sky`: ColorSpec, for the top half of the `"regular"`
- skybox during the day. (default: `#8cbafa`)
- * `day_horizon`: ColorSpec, for the bottom half of the
- `"regular"` skybox during the day. (default: `#9bc1f0`)
- * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
- skybox during dawn/sunset. (default: `#b4bafa`)
- * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
- skybox during dawn/sunset. (default: `#bac1f0`)
- * `night_sky`: ColorSpec, for the top half of the `"regular"`
- skybox during the night. (default: `#006aff`)
- * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
- skybox during the night. (default: `#4090ff`)
- * `indoors`: ColorSpec, for when you're either indoors or
- underground. Only applies to the `"regular"` skybox.
- (default: `#646464`)
- * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
- at sunrise and sunset.
- * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
- at sunrise and sunset.
- * `fog_tint_type`: string, changes which mode the directional fog
- abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
- `"default"` uses the classic Minetest sun and moon tinting.
- Will use tonemaps, if set to `"default"`. (default: `"default"`)
-* `get_sky()`: returns base_color, type, table of textures, clouds.
-* `get_sky_color()`: returns a table with the `sky_color` parameters as in
- `set_sky`.
-* `set_sun(parameters)`:
- * `parameters` is a table with the following optional fields:
- * `visible`: Boolean for whether the sun is visible.
- (default: `true`)
- * `texture`: A regular texture for the sun. Setting to `""`
- will re-enable the mesh sun. (default: `"sun.png"`)
- * `tonemap`: A 512x1 texture containing the tonemap for the sun
- (default: `"sun_tonemap.png"`)
- * `sunrise`: A regular texture for the sunrise texture.
- (default: `"sunrisebg.png"`)
- * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
- (default: `true`)
- * `scale`: Float controlling the overall size of the sun. (default: `1`)
-* `get_sun()`: returns a table with the current sun parameters as in
- `set_sun`.
-* `set_moon(parameters)`:
- * `parameters` is a table with the following optional fields:
- * `visible`: Boolean for whether the moon is visible.
- (default: `true`)
- * `texture`: A regular texture for the moon. Setting to `""`
- will re-enable the mesh moon. (default: `"moon.png"`)
- * `tonemap`: A 512x1 texture containing the tonemap for the moon
- (default: `"moon_tonemap.png"`)
- * `scale`: Float controlling the overall size of the moon (default: `1`)
-* `get_moon()`: returns a table with the current moon parameters as in
- `set_moon`.
-* `set_stars(parameters)`:
- * `parameters` is a table with the following optional fields:
- * `visible`: Boolean for whether the stars are visible.
- (default: `true`)
- * `count`: Integer number to set the number of stars in
- the skybox. Only applies to `"skybox"` and `"regular"` skyboxes.
- (default: `1000`)
- * `star_color`: ColorSpec, sets the colors of the stars,
- alpha channel is used to set overall star brightness.
- (default: `#ebebff69`)
- * `scale`: Float controlling the overall size of the stars (default: `1`)
-* `get_stars()`: returns a table with the current stars parameters as in
- `set_stars`.
-* `set_clouds(parameters)`: set cloud parameters
- * `parameters` is a table with the following optional fields:
- * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
- * `color`: basic cloud color with alpha channel, ColorSpec
- (default `#fff0f0e5`).
- * `ambient`: cloud color lower bound, use for a "glow at night" effect.
- ColorSpec (alpha ignored, default `#000000`)
- * `height`: cloud height, i.e. y of cloud base (default per conf,
- usually `120`)
- * `thickness`: cloud thickness in nodes (default `16`)
- * `speed`: 2D cloud speed + direction in nodes per second
- (default `{x=0, z=-2}`).
-* `get_clouds()`: returns a table with the current cloud parameters as in
- `set_clouds`.
-* `override_day_night_ratio(ratio or nil)`
- * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
- amount.
- * `nil`: Disables override, defaulting to sunlight based on day-night cycle
-* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
-* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
- set animation for player model in third person view
-
- set_local_animation({x=0, y=79}, -- stand/idle animation key frames
- {x=168, y=187}, -- walk animation key frames
- {x=189, y=198}, -- dig animation key frames
- {x=200, y=219}, -- walk+dig animation key frames
- frame_speed=30) -- animation frame speed
-* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
- `frame_speed`.
-* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
- camera per player.
- * in first person view
- * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
-* `get_eye_offset()`: returns `offset_first` and `offset_third`
-* `send_mapblock(blockpos)`:
- * Sends a server-side loaded mapblock to the player.
- * Returns `false` if failed.
- * Resource intensive - use sparsely
- * To get blockpos, integer divide pos by 16
-
-`PcgRandom`
------------
-
-A 32-bit pseudorandom number generator.
-Uses PCG32, an algorithm of the permuted congruential generator family,
-offering very strong randomness.
-
-It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
-
-### Methods
-
-* `next()`: return next integer random number [`-2147483648`...`2147483647`]
-* `next(min, max)`: return next integer random number [`min`...`max`]
-* `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
- random number [`min`...`max`].
- * This is only a rough approximation of a normal distribution with:
- * `mean = (max - min) / 2`, and
- * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
- * Increasing `num_trials` improves accuracy of the approximation
-
-`PerlinNoise`
--------------
-
-A perlin noise generator.
-It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
-or `PerlinNoise(noiseparams)`.
-Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
-or `minetest.get_perlin(noiseparams)`.
-
-### Methods
-
-* `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
-* `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
-
-`PerlinNoiseMap`
-----------------
-
-A fast, bulk perlin noise generator.
-
-It can be created via `PerlinNoiseMap(noiseparams, size)` or
-`minetest.get_perlin_map(noiseparams, size)`.
-
-Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
-for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
-`nil` is returned).
-
-For each of the functions with an optional `buffer` parameter: If `buffer` is
-not nil, this table will be used to store the result instead of creating a new
-table.
-
-### Methods
-
-* `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
- with values starting at `pos={x=,y=}`
-* `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
- 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
-* `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
- array of 2D noise with values starting at `pos={x=,y=}`
-* `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
-* `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
- is stored internally.
-* `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
- is stored internally.
-* `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
- returns a slice of the most recently computed noise results. The result slice
- begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
- E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
- offset y = 20:
- `noisevals = noise:get_map_slice({y=20}, {y=2})`
- It is important to note that `slice_offset` offset coordinates begin at 1,
- and are relative to the starting position of the most recently calculated
- noise.
- To grab a single vertical column of noise starting at map coordinates
- x = 1023, y=1000, z = 1000:
- `noise:calc_3d_map({x=1000, y=1000, z=1000})`
- `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
-
-`PlayerMetaRef`
----------------
-
-Player metadata.
-Uses the same method of storage as the deprecated player attribute API, so
-data there will also be in player meta.
-Can be obtained using `player:get_meta()`.
-
-### Methods
-
-* All methods in MetaDataRef
-
-`PseudoRandom`
---------------
-
-A 16-bit pseudorandom number generator.
-Uses a well-known LCG algorithm introduced by K&R.
-
-It can be created via `PseudoRandom(seed)`.
-
-### Methods
-
-* `next()`: return next integer random number [`0`...`32767`]
-* `next(min, max)`: return next integer random number [`min`...`max`]
- * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
- due to the simple implementation making bad distribution otherwise.
-
-`Raycast`
----------
-
-A raycast on the map. It works with selection boxes.
-Can be used as an iterator in a for loop as:
-
- local ray = Raycast(...)
- for pointed_thing in ray do
- ...
- end
-
-The map is loaded as the ray advances. If the map is modified after the
-`Raycast` is created, the changes may or may not have an effect on the object.
-
-It can be created via `Raycast(pos1, pos2, objects, liquids)` or
-`minetest.raycast(pos1, pos2, objects, liquids)` where:
-
-* `pos1`: start of the ray
-* `pos2`: end of the ray
-* `objects`: if false, only nodes will be returned. Default is true.
-* `liquids`: if false, liquid nodes won't be returned. Default is false.
-
-### Methods
-
-* `next()`: returns a `pointed_thing` with exact pointing location
- * Returns the next thing pointed by the ray or nil.
-
-`SecureRandom`
---------------
-
-Interface for the operating system's crypto-secure PRNG.
-
-It can be created via `SecureRandom()`. The constructor returns nil if a
-secure random device cannot be found on the system.
-
-### Methods
-
-* `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
- random bytes, as a string.
-
-`Settings`
-----------
-
-An interface to read config files in the format of `minetest.conf`.
-
-It can be created via `Settings(filename)`.
-
-### Methods
-
-* `get(key)`: returns a value
-* `get_bool(key, [default])`: returns a boolean
- * `default` is the value returned if `key` is not found.
- * Returns `nil` if `key` is not found and `default` not specified.
-* `get_np_group(key)`: returns a NoiseParams table
-* `get_flags(key)`:
- * Returns `{flag = true/false, ...}` according to the set flags.
- * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
- flags like `mgv5_spflags`.
-* `set(key, value)`
- * Setting names can't contain whitespace or any of `="{}#`.
- * Setting values can't contain the sequence `\n"""`.
- * Setting names starting with "secure." can't be set on the main settings
- object (`minetest.settings`).
-* `set_bool(key, value)`
- * See documentation for set() above.
-* `set_np_group(key, value)`
- * `value` is a NoiseParams table.
- * Also, see documentation for set() above.
-* `remove(key)`: returns a boolean (`true` for success)
-* `get_names()`: returns `{key1,...}`
-* `write()`: returns a boolean (`true` for success)
- * Writes changes to file.
-* `to_table()`: returns `{[key1]=value1,...}`
-
-### Format
-
-The settings have the format `key = value`. Example:
-
- foo = example text
- bar = """
- Multiline
- value
- """
-
-
-`StorageRef`
-------------
-
-Mod metadata: per mod metadata, saved automatically.
-Can be obtained via `minetest.get_mod_storage()` during load time.
-
-WARNING: This storage backend is incaptable to save raw binary data due
-to restrictions of JSON.
-
-### Methods
-
-* All methods in MetaDataRef
-
-
-
-
-Definition tables
-=================
-
-Object properties
------------------
-
-Used by `ObjectRef` methods. Part of an Entity definition.
-These properties are not persistent, but are applied automatically to the
-corresponding Lua entity using the given registration fields.
-Player properties need to be saved manually.
-
- {
- hp_max = 1,
- -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
-
- breath_max = 0,
- -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
-
- zoom_fov = 0.0,
- -- For players only. Zoom FOV in degrees.
- -- Note that zoom loads and/or generates world beyond the server's
- -- maximum send and generate distances, so acts like a telescope.
- -- Smaller zoom_fov values increase the distance loaded/generated.
- -- Defaults to 15 in creative mode, 0 in survival mode.
- -- zoom_fov = 0 disables zooming for the player.
-
- eye_height = 1.625,
- -- For players only. Camera height above feet position in nodes.
- -- Defaults to 1.625.
-
- physical = true,
- -- Collide with `walkable` nodes.
-
- collide_with_objects = true,
- -- Collide with other objects if physical = true
-
- collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
- selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
- -- Selection box uses collision box dimensions when not set.
- -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
- -- object position.
-
- pointable = true,
- -- Overrides selection box when false
-
- visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
- -- "cube" is a node-sized cube.
- -- "sprite" is a flat texture always facing the player.
- -- "upright_sprite" is a vertical flat texture.
- -- "mesh" uses the defined mesh model.
- -- "wielditem" is used for dropped items.
- -- (see builtin/game/item_entity.lua).
- -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
- -- If the item has a 'wield_image' the object will be an extrusion of
- -- that, otherwise:
- -- If 'itemname' is a cubic node or nodebox the object will appear
- -- identical to 'itemname'.
- -- If 'itemname' is a plantlike node the object will be an extrusion
- -- of its texture.
- -- Otherwise for non-node items, the object will be an extrusion of
- -- 'inventory_image'.
- -- If 'itemname' contains a ColorString or palette index (e.g. from
- -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
- -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
-
- visual_size = {x = 1, y = 1, z = 1},
- -- Multipliers for the visual size. If `z` is not specified, `x` will be used
- -- to scale the entity along both horizontal axes.
-
- mesh = "model.obj",
- -- File name of mesh when using "mesh" visual
-
- textures = {},
- -- Number of required textures depends on visual.
- -- "cube" uses 6 textures just like a node, but all 6 must be defined.
- -- "sprite" uses 1 texture.
- -- "upright_sprite" uses 2 textures: {front, back}.
- -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
-
- colors = {},
- -- Number of required colors depends on visual
-
- use_texture_alpha = false,
- -- Use texture's alpha channel.
- -- Excludes "upright_sprite" and "wielditem".
- -- Note: currently causes visual issues when viewed through other
- -- semi-transparent materials such as water.
-
- spritediv = {x = 1, y = 1},
- -- Used with spritesheet textures for animation and/or frame selection
- -- according to position relative to player.
- -- Defines the number of columns and rows in the spritesheet:
- -- {columns, rows}.
-
- initial_sprite_basepos = {x = 0, y = 0},
- -- Used with spritesheet textures.
- -- Defines the {column, row} position of the initially used frame in the
- -- spritesheet.
-
- is_visible = true,
- -- If false, object is invisible and can't be pointed.
-
- makes_footstep_sound = false,
- -- If true, is able to make footstep sounds of nodes
- -- (see node sound definition for details).
-
- automatic_rotate = 0,
- -- Set constant rotation in radians per second, positive or negative.
- -- Set to 0 to disable constant rotation.
-
- stepheight = 0,
- -- If positive number, object will climb upwards when it moves
- -- horizontally against a `walkable` node, if the height difference
- -- is within `stepheight`.
-
- automatic_face_movement_dir = 0.0,
- -- Automatically set yaw to movement direction, offset in degrees.
- -- 'false' to disable.
-
- automatic_face_movement_max_rotation_per_sec = -1,
- -- Limit automatic rotation to this value in degrees per second.
- -- No limit if value <= 0.
-
- backface_culling = true,
- -- Set to false to disable backface_culling for model
-
- glow = 0,
- -- Add this much extra lighting when calculating texture color.
- -- Value < 0 disables light's effect on texture color.
- -- For faking self-lighting, UI style entities, or programmatic coloring
- -- in mods.
-
- nametag = "",
- -- By default empty, for players their name is shown if empty
-
- nametag_color = <ColorSpec>,
- -- Sets color of nametag
-
- infotext = "",
- -- By default empty, text to be shown when pointed at object
-
- static_save = true,
- -- If false, never save this object statically. It will simply be
- -- deleted when the block gets unloaded.
- -- The get_staticdata() callback is never called then.
- -- Defaults to 'true'.
- }
-
-Entity definition
------------------
-
-Used by `minetest.register_entity`.
-
- {
- initial_properties = {
- visual = "mesh",
- mesh = "boats_boat.obj",
- ...,
- },
- -- A table of object properties, see the `Object properties` section.
- -- Object properties being read directly from the entity definition
- -- table is deprecated. Define object properties in this
- -- `initial_properties` table instead.
-
- on_activate = function(self, staticdata, dtime_s),
-
- on_step = function(self, dtime),
-
- on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
-
- on_rightclick = function(self, clicker),
-
- get_staticdata = function(self),
- -- Called sometimes; the string returned is passed to on_activate when
- -- the entity is re-activated from static state
-
- _custom_field = whatever,
- -- You can define arbitrary member variables here (see Item definition
- -- for more info) by using a '_' prefix
- }
-
-ABM (ActiveBlockModifier) definition
-------------------------------------
-
-Used by `minetest.register_abm`.
-
- {
- label = "Lava cooling",
- -- Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
-
- nodenames = {"default:lava_source"},
- -- Apply `action` function to these nodes.
- -- `group:groupname` can also be used here.
-
- neighbors = {"default:water_source", "default:water_flowing"},
- -- Only apply `action` to nodes that have one of, or any
- -- combination of, these neighbors.
- -- If left out or empty, any neighbor will do.
- -- `group:groupname` can also be used here.
-
- interval = 1.0,
- -- Operation interval in seconds
-
- chance = 1,
- -- Chance of triggering `action` per-node per-interval is 1.0 / this
- -- value
-
- catch_up = true,
- -- If true, catch-up behaviour is enabled: The `chance` value is
- -- temporarily reduced when returning to an area to simulate time lost
- -- by the area being unattended. Note that the `chance` value can often
- -- be reduced to 1.
-
- action = function(pos, node, active_object_count, active_object_count_wider),
- -- Function triggered for each qualifying node.
- -- `active_object_count` is number of active objects in the node's
- -- mapblock.
- -- `active_object_count_wider` is number of active objects in the node's
- -- mapblock plus all 26 neighboring mapblocks. If any neighboring
- -- mapblocks are unloaded an estmate is calculated for them based on
- -- loaded mapblocks.
- }
-
-LBM (LoadingBlockModifier) definition
--------------------------------------
-
-Used by `minetest.register_lbm`.
-
-A loading block modifier (LBM) is used to define a function that is called for
-specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
-gets loaded.
-
- {
- label = "Upgrade legacy doors",
- -- Descriptive label for profiling purposes (optional).
- -- Definitions with identical labels will be listed as one.
-
- name = "modname:replace_legacy_door",
-
- nodenames = {"default:lava_source"},
- -- List of node names to trigger the LBM on.
- -- Also non-registered nodes will work.
- -- Groups (as of group:groupname) will work as well.
-
- run_at_every_load = false,
- -- Whether to run the LBM's action every time a block gets loaded,
- -- and not only the first time the block gets loaded after the LBM
- -- was introduced.
-
- action = function(pos, node),
- }
-
-Tile definition
----------------
-
-* `"image.png"`
-* `{name="image.png", animation={Tile Animation definition}}`
-* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
- tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
- * backface culling enabled by default for most nodes
- * tileable flags are info for shaders, how they should treat texture
- when displacement mapping is used.
- Directions are from the point of view of the tile texture,
- not the node it's on.
- * align style determines whether the texture will be rotated with the node
- or kept aligned with its surroundings. "user" means that client
- setting will be used, similar to `glasslike_framed_optional`.
- Note: supported by solid nodes and nodeboxes only.
- * scale is used to make texture span several (exactly `scale`) nodes,
- instead of just one, in each direction. Works for world-aligned
- textures only.
- Note that as the effect is applied on per-mapblock basis, `16` should
- be equally divisible by `scale` or you may get wrong results.
-* `{name="image.png", color=ColorSpec}`
- * the texture's color will be multiplied with this color.
- * the tile's color overrides the owning node's color in all cases.
-* deprecated, yet still supported field names:
- * `image` (name)
-
-Tile animation definition
--------------------------
-
- {
- type = "vertical_frames",
-
- aspect_w = 16,
- -- Width of a frame in pixels
-
- aspect_h = 16,
- -- Height of a frame in pixels
-
- length = 3.0,
- -- Full loop length
- }
-
- {
- type = "sheet_2d",
-
- frames_w = 5,
- -- Width in number of frames
-
- frames_h = 3,
- -- Height in number of frames
-
- frame_length = 0.5,
- -- Length of a single frame
- }
-
-Item definition
----------------
-
-Used by `minetest.register_node`, `minetest.register_craftitem`, and
-`minetest.register_tool`.
-
- {
- description = "Steel Axe",
-
- groups = {},
- -- key = name, value = rating; rating = 1..3.
- -- If rating not applicable, use 1.
- -- e.g. {wool = 1, fluffy = 3}
- -- {soil = 2, outerspace = 1, crumbly = 1}
- -- {bendy = 2, snappy = 1},
- -- {hard = 1, metal = 1, spikes = 1}
-
- inventory_image = "default_tool_steelaxe.png",
-
- inventory_overlay = "overlay.png",
- -- An overlay which does not get colorized
-
- wield_image = "",
-
- wield_overlay = "",
-
- palette = "",
- -- An image file containing the palette of a node.
- -- You can set the currently used color as the "palette_index" field of
- -- the item stack metadata.
- -- The palette is always stretched to fit indices between 0 and 255, to
- -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
-
- color = "0xFFFFFFFF",
- -- The color of the item. The palette overrides this.
-
- wield_scale = {x = 1, y = 1, z = 1},
-
- stack_max = 99,
-
- range = 4.0,
-
- liquids_pointable = false,
-
- -- See "Tools" section for an example including explanation
- tool_capabilities = {
- full_punch_interval = 1.0,
- max_drop_level = 0,
- groupcaps = {
- -- For example:
- choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
- uses = 20, maxlevel = 2},
- },
- damage_groups = {groupname = damage},
- -- Damage values must be between -32768 and 32767 (2^15)
-
- punch_attack_uses = nil,
- -- Amount of uses this tool has for attacking players and entities
- -- by punching them (0 = infinite uses).
- -- For compatibility, this is automatically set from the first
- -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
- -- It is recommend to set this explicitly instead of relying on the
- -- fallback behavior.
- },
-
- node_placement_prediction = nil,
- -- If nil and item is node, prediction is made automatically.
- -- If nil and item is not a node, no prediction is made.
- -- If "" and item is anything, no prediction is made.
- -- Otherwise should be name of node which the client immediately places
- -- on ground when the player places the item. Server will always update
- -- actual result to client in a short moment.
-
- node_dig_prediction = "air",
- -- if "", no prediction is made.
- -- if "air", node is removed.
- -- Otherwise should be name of node which the client immediately places
- -- upon digging. Server will always update actual result shortly.
-
- sound = {
- -- Definition of items sounds to be played at various events.
- -- All fields in this table are optional.
-
- breaks = <SimpleSoundSpec>,
- -- When tool breaks due to wear. Ignored for non-tools
-
- eat = <SimpleSoundSpec>,
- -- When item is eaten with `minetest.do_item_eat`
- },
-
- on_place = function(itemstack, placer, pointed_thing),
- -- Shall place item and return the leftover itemstack.
- -- The placer may be any ObjectRef or nil.
- -- default: minetest.item_place
-
- on_secondary_use = function(itemstack, user, pointed_thing),
- -- Same as on_place but called when not pointing at a node.
- -- The user may be any ObjectRef or nil.
- -- default: nil
-
- on_drop = function(itemstack, dropper, pos),
- -- Shall drop item and return the leftover itemstack.
- -- The dropper may be any ObjectRef or nil.
- -- default: minetest.item_drop
-
- on_use = function(itemstack, user, pointed_thing),
- -- default: nil
- -- Function must return either nil if no item shall be removed from
- -- inventory, or an itemstack to replace the original itemstack.
- -- e.g. itemstack:take_item(); return itemstack
- -- Otherwise, the function is free to do what it wants.
- -- The user may be any ObjectRef or nil.
- -- The default functions handle regular use cases.
-
- after_use = function(itemstack, user, node, digparams),
- -- default: nil
- -- If defined, should return an itemstack and will be called instead of
- -- wearing out the tool. If returns nil, does nothing.
- -- If after_use doesn't exist, it is the same as:
- -- function(itemstack, user, node, digparams)
- -- itemstack:add_wear(digparams.wear)
- -- return itemstack
- -- end
- -- The user may be any ObjectRef or nil.
-
- _custom_field = whatever,
- -- Add your own custom fields. By convention, all custom field names
- -- should start with `_` to avoid naming collisions with future engine
- -- usage.
- }
-
-Node definition
----------------
-
-Used by `minetest.register_node`.
-
- {
- -- <all fields allowed in item definitions>,
-
- drawtype = "normal", -- See "Node drawtypes"
-
- visual_scale = 1.0,
- -- Supported for drawtypes "plantlike", "signlike", "torchlike",
- -- "firelike", "mesh".
- -- For plantlike and firelike, the image will start at the bottom of the
- -- node. For torchlike, the image will start at the surface to which the
- -- node "attaches". For the other drawtypes the image will be centered
- -- on the node.
-
- tiles = {tile definition 1, def2, def3, def4, def5, def6},
- -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
- -- Old field name was 'tile_images'.
- -- List can be shortened to needed length.
-
- overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
- -- Same as `tiles`, but these textures are drawn on top of the base
- -- tiles. You can use this to colorize only specific parts of your
- -- texture. If the texture name is an empty string, that overlay is not
- -- drawn. Since such tiles are drawn twice, it is not recommended to use
- -- overlays on very common nodes.
-
- special_tiles = {tile definition 1, Tile definition 2},
- -- Special textures of node; used rarely.
- -- Old field name was 'special_materials'.
- -- List can be shortened to needed length.
-
- color = ColorSpec,
- -- The node's original color will be multiplied with this color.
- -- If the node has a palette, then this setting only has an effect in
- -- the inventory and on the wield item.
-
- use_texture_alpha = false,
- -- Use texture's alpha channel
-
- palette = "palette.png",
- -- The node's `param2` is used to select a pixel from the image.
- -- Pixels are arranged from left to right and from top to bottom.
- -- The node's color will be multiplied with the selected pixel's color.
- -- Tiles can override this behavior.
- -- Only when `paramtype2` supports palettes.
-
- post_effect_color = "green#0F",
- -- Screen tint if player is inside node, see "ColorSpec"
-
- paramtype = "none", -- See "Nodes"
-
- paramtype2 = "none", -- See "Nodes"
-
- place_param2 = nil, -- Force value for param2 when player places node
-
- is_ground_content = true,
- -- If false, the cave generator and dungeon generator will not carve
- -- through this node.
- -- Specifically, this stops mod-added nodes being removed by caves and
- -- dungeons when those generate in a neighbor mapchunk and extend out
- -- beyond the edge of that mapchunk.
-
- sunlight_propagates = false,
- -- If true, sunlight will go infinitely through this node
-
- walkable = true, -- If true, objects collide with node
-
- pointable = true, -- If true, can be pointed at
-
- diggable = true, -- If false, can never be dug
-
- climbable = false, -- If true, can be climbed on (ladder)
-
- buildable_to = false, -- If true, placed nodes can replace this node
-
- floodable = false,
- -- If true, liquids flow into and replace this node.
- -- Warning: making a liquid node 'floodable' will cause problems.
-
- liquidtype = "none", -- "none" / "source" / "flowing"
-
- liquid_alternative_flowing = "", -- Flowing version of source liquid
-
- liquid_alternative_source = "", -- Source version of flowing liquid
-
- liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
-
- liquid_renewable = true,
- -- If true, a new liquid source can be created by placing two or more
- -- sources nearby
-
- leveled = 16,
- -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
- -- Allows defining the nodebox height without using param2.
- -- The nodebox height is 'leveled' / 64 nodes.
- -- The maximum value of 'leveled' is 127.
-
- liquid_range = 8, -- Number of flowing nodes around source (max. 8)
-
- drowning = 0,
- -- Player will take this amount of damage if no bubbles are left
-
- light_source = 0,
- -- Amount of light emitted by node.
- -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
- -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
- -- behavior.
-
- damage_per_second = 0,
- -- If player is inside node, this damage is caused
-
- node_box = {type="regular"}, -- See "Node boxes"
-
- connects_to = nodenames,
- -- Used for nodebox nodes with the type == "connected".
- -- Specifies to what neighboring nodes connections will be drawn.
- -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
-
- connect_sides = { "top", "bottom", "front", "left", "back", "right" },
- -- Tells connected nodebox nodes to connect only to these sides of this
- -- node
-
- mesh = "model.obj",
- -- File name of mesh when using "mesh" drawtype
-
- selection_box = {
- type = "fixed",
- fixed = {
- {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
- },
- },
- -- Custom selection box definition. Multiple boxes can be defined.
- -- If "nodebox" drawtype is used and selection_box is nil, then node_box
- -- definition is used for the selection box.
-
- collision_box = {
- type = "fixed",
- fixed = {
- {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
- },
- },
- -- Custom collision box definition. Multiple boxes can be defined.
- -- If "nodebox" drawtype is used and collision_box is nil, then node_box
- -- definition is used for the collision box.
- -- Both of the boxes above are defined as:
- -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
-
- -- Support maps made in and before January 2012
- legacy_facedir_simple = false,
- legacy_wallmounted = false,
-
- waving = 0,
- -- Valid for drawtypes:
- -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
- -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
- -- 2 - wave node like leaves (whole node moves side-to-side)
- -- 3 - wave node like liquids (whole node moves up and down)
- -- Not all models will properly wave.
- -- plantlike drawtype can only wave like plants.
- -- allfaces_optional drawtype can only wave like leaves.
- -- liquid, flowingliquid drawtypes can only wave like liquids.
-
- sounds = {
- -- Definition of node sounds to be played at various events.
- -- All fields in this table are optional.
-
- footstep = <SimpleSoundSpec>,
- -- If walkable, played when object walks on it. If node is
- -- climbable or a liquid, played when object moves through it
-
- dig = <SimpleSoundSpec> or "__group",
- -- While digging node.
- -- If `"__group"`, then the sound will be
- -- `default_dig_<groupname>`, where `<groupname>` is the
- -- name of the tool's digging group with the fastest digging time.
- -- In case of a tie, one of the sounds will be played (but we
- -- cannot predict which one)
- -- Default value: `"__group"`
-
- dug = <SimpleSoundSpec>,
- -- Node was dug
-
- place = <SimpleSoundSpec>,
- -- Node was placed. Also played after falling
-
- place_failed = <SimpleSoundSpec>,
- -- When node placement failed
-
- fall = <SimpleSoundSpec>,
- -- When node starts to fall
- },
-
- drop = "",
- -- Name of dropped item when dug.
- -- Default dropped item is the node itself.
- -- Using a table allows multiple items, drop chances and tool filtering.
- -- Tool filtering was undocumented until recently, tool filtering by string
- -- matching is deprecated.
- drop = {
- max_items = 1,
- -- Maximum number of item lists to drop.
- -- The entries in 'items' are processed in order. For each:
- -- Tool filtering is applied, chance of drop is applied, if both are
- -- successful the entire item list is dropped.
- -- Entry processing continues until the number of dropped item lists
- -- equals 'max_items'.
- -- Therefore, entries should progress from low to high drop chance.
- items = {
- -- Entry examples.
- {
- -- 1 in 1000 chance of dropping a diamond.
- -- Default rarity is '1'.
- rarity = 1000,
- items = {"default:diamond"},
- },
- {
- -- Only drop if using a tool whose name is identical to one
- -- of these.
- tools = {"default:shovel_mese", "default:shovel_diamond"},
- rarity = 5,
- items = {"default:dirt"},
- -- Whether all items in the dropped item list inherit the
- -- hardware coloring palette color from the dug node.
- -- Default is 'false'.
- inherit_color = true,
- },
- {
- -- Only drop if using a tool whose name contains
- -- "default:shovel_" (this tool filtering by string matching
- -- is deprecated).
- tools = {"~default:shovel_"},
- rarity = 2,
- -- The item list dropped.
- items = {"default:sand", "default:desert_sand"},
- },
- },
- },
-
- on_construct = function(pos),
- -- Node constructor; called after adding node.
- -- Can set up metadata and stuff like that.
- -- Not called for bulk node placement (i.e. schematics and VoxelManip).
- -- default: nil
-
- on_destruct = function(pos),
- -- Node destructor; called before removing node.
- -- Not called for bulk node placement.
- -- default: nil
-
- after_destruct = function(pos, oldnode),
- -- Node destructor; called after removing node.
- -- Not called for bulk node placement.
- -- default: nil
-
- on_flood = function(pos, oldnode, newnode),
- -- Called when a liquid (newnode) is about to flood oldnode, if it has
- -- `floodable = true` in the nodedef. Not called for bulk node placement
- -- (i.e. schematics and VoxelManip) or air nodes. If return true the
- -- node is not flooded, but on_flood callback will most likely be called
- -- over and over again every liquid update interval.
- -- Default: nil
- -- Warning: making a liquid node 'floodable' will cause problems.
-
- preserve_metadata = function(pos, oldnode, oldmeta, drops),
- -- Called when oldnode is about be converted to an item, but before the
- -- node is deleted from the world or the drops are added. This is
- -- generally the result of either the node being dug or an attached node
- -- becoming detached.
- -- drops is a table of ItemStacks, so any metadata to be preserved can
- -- be added directly to one or more of the dropped items. See
- -- "ItemStackMetaRef".
- -- default: nil
-
- after_place_node = function(pos, placer, itemstack, pointed_thing),
- -- Called after constructing node when node was placed using
- -- minetest.item_place_node / minetest.place_node.
- -- If return true no item is taken from itemstack.
- -- `placer` may be any valid ObjectRef or nil.
- -- default: nil
-
- after_dig_node = function(pos, oldnode, oldmetadata, digger),
- -- oldmetadata is in table format.
- -- Called after destructing node when node was dug using
- -- minetest.node_dig / minetest.dig_node.
- -- default: nil
-
- can_dig = function(pos, [player]),
- -- Returns true if node can be dug, or false if not.
- -- default: nil
-
- on_punch = function(pos, node, puncher, pointed_thing),
- -- default: minetest.node_punch
- -- By default calls minetest.register_on_punchnode callbacks.
-
- on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
- -- default: nil
- -- itemstack will hold clicker's wielded item.
- -- Shall return the leftover itemstack.
- -- Note: pointed_thing can be nil, if a mod calls this function.
- -- This function does not get triggered by clients <=0.4.16 if the
- -- "formspec" node metadata field is set.
-
- on_dig = function(pos, node, digger),
- -- default: minetest.node_dig
- -- By default checks privileges, wears out tool and removes node.
-
- on_timer = function(pos, elapsed),
- -- default: nil
- -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
- -- elapsed is the total time passed since the timer was started.
- -- return true to run the timer for another cycle with the same timeout
- -- value.
-
- on_receive_fields = function(pos, formname, fields, sender),
- -- fields = {name1 = value1, name2 = value2, ...}
- -- Called when an UI form (e.g. sign text input) returns data.
- -- See minetest.register_on_player_receive_fields for more info.
- -- default: nil
-
- allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
- -- Called when a player wants to move items inside the inventory.
- -- Return value: number of items allowed to move.
-
- allow_metadata_inventory_put = function(pos, listname, index, stack, player),
- -- Called when a player wants to put something into the inventory.
- -- Return value: number of items allowed to put.
- -- Return value -1: Allow and don't modify item count in inventory.
-
- allow_metadata_inventory_take = function(pos, listname, index, stack, player),
- -- Called when a player wants to take something out of the inventory.
- -- Return value: number of items allowed to take.
- -- Return value -1: Allow and don't modify item count in inventory.
-
- on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
- on_metadata_inventory_put = function(pos, listname, index, stack, player),
- on_metadata_inventory_take = function(pos, listname, index, stack, player),
- -- Called after the actual action has happened, according to what was
- -- allowed.
- -- No return value.
-
- on_blast = function(pos, intensity),
- -- intensity: 1.0 = mid range of regular TNT.
- -- If defined, called when an explosion touches the node, instead of
- -- removing the node.
- }
-
-Crafting recipes
-----------------
-
-Used by `minetest.register_craft`.
-
-### Shaped
-
- {
- output = 'default:pick_stone',
- recipe = {
- {'default:cobble', 'default:cobble', 'default:cobble'},
- {'', 'default:stick', ''},
- {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
- },
- replacements = <list of item pairs>,
- -- replacements: replace one input item with another item on crafting
- -- (optional).
- }
-
-### Shapeless
-
- {
- type = "shapeless",
- output = 'mushrooms:mushroom_stew',
- recipe = {
- "mushrooms:bowl",
- "mushrooms:mushroom_brown",
- "mushrooms:mushroom_red",
- },
- replacements = <list of item pairs>,
- }
-
-### Tool repair
-
- {
- type = "toolrepair",
- additional_wear = -0.02,
- }
-
-Note: Tools with group `disable_repair=1` will not repairable by this recipe.
-
-### Cooking
-
- {
- type = "cooking",
- output = "default:glass",
- recipe = "default:sand",
- cooktime = 3,
- }
-
-### Furnace fuel
-
- {
- type = "fuel",
- recipe = "bucket:bucket_lava",
- burntime = 60,
- replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
- }
-
-Ore definition
---------------
-
-Used by `minetest.register_ore`.
-
-See [Ores] section above for essential information.
-
- {
- ore_type = "scatter",
-
- ore = "default:stone_with_coal",
-
- ore_param2 = 3,
- -- Facedir rotation. Default is 0 (unchanged rotation)
-
- wherein = "default:stone",
- -- A list of nodenames is supported too
-
- clust_scarcity = 8 * 8 * 8,
- -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
- -- If the desired average distance between ores is 'd', set this to
- -- d * d * d.
-
- clust_num_ores = 8,
- -- Number of ores in a cluster
-
- clust_size = 3,
- -- Size of the bounding box of the cluster.
- -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
- -- nodes are coal ore.
-
- y_min = -31000,
- y_max = 64,
- -- Lower and upper limits for ore
-
- flags = "",
- -- Attributes for the ore generation, see 'Ore attributes' section above
-
- noise_threshold = 0.5,
- -- If noise is above this threshold, ore is placed. Not needed for a
- -- uniform distribution.
-
- noise_params = {
- offset = 0,
- scale = 1,
- spread = {x = 100, y = 100, z = 100},
- seed = 23,
- octaves = 3,
- persist = 0.7
- },
- -- NoiseParams structure describing one of the perlin noises used for
- -- ore distribution.
- -- Needed by "sheet", "puff", "blob" and "vein" ores.
- -- Omit from "scatter" ore for a uniform ore distribution.
- -- Omit from "stratum" ore for a simple horizontal strata from y_min to
- -- y_max.
-
- biomes = {"desert", "rainforest"},
- -- List of biomes in which this ore occurs.
- -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
- -- being used does not support biomes.
- -- Can be a list of (or a single) biome names, IDs, or definitions.
-
- -- Type-specific parameters
-
- -- sheet
- column_height_min = 1,
- column_height_max = 16,
- column_midpoint_factor = 0.5,
-
- -- puff
- np_puff_top = {
- offset = 4,
- scale = 2,
- spread = {x = 100, y = 100, z = 100},
- seed = 47,
- octaves = 3,
- persist = 0.7
- },
- np_puff_bottom = {
- offset = 4,
- scale = 2,
- spread = {x = 100, y = 100, z = 100},
- seed = 11,
- octaves = 3,
- persist = 0.7
- },
-
- -- vein
- random_factor = 1.0,
-
- -- stratum
- np_stratum_thickness = {
- offset = 8,
- scale = 4,
- spread = {x = 100, y = 100, z = 100},
- seed = 17,
- octaves = 3,
- persist = 0.7
- },
- stratum_thickness = 8,
- }
-
-Biome definition
-----------------
-
-Used by `minetest.register_biome`.
-
- {
- name = "tundra",
-
- node_dust = "default:snow",
- -- Node dropped onto upper surface after all else is generated
-
- node_top = "default:dirt_with_snow",
- depth_top = 1,
- -- Node forming surface layer of biome and thickness of this layer
-
- node_filler = "default:permafrost",
- depth_filler = 3,
- -- Node forming lower layer of biome and thickness of this layer
-
- node_stone = "default:bluestone",
- -- Node that replaces all stone nodes between roughly y_min and y_max.
-
- node_water_top = "default:ice",
- depth_water_top = 10,
- -- Node forming a surface layer in seawater with the defined thickness
-
- node_water = "",
- -- Node that replaces all seawater nodes not in the surface layer
-
- node_river_water = "default:ice",
- -- Node that replaces river water in mapgens that use
- -- default:river_water
-
- node_riverbed = "default:gravel",
- depth_riverbed = 2,
- -- Node placed under river water and thickness of this layer
-
- node_cave_liquid = "default:lava_source",
- node_cave_liquid = {"default:water_source", "default:lava_source"},
- -- Nodes placed inside 50% of the medium size caves.
- -- Multiple nodes can be specified, each cave will use a randomly
- -- chosen node from the list.
- -- If this field is left out or 'nil', cave liquids fall back to
- -- classic behaviour of lava and water distributed using 3D noise.
- -- For no cave liquid, specify "air".
-
- node_dungeon = "default:cobble",
- -- Node used for primary dungeon structure.
- -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
- -- alias, if that is also absent, dungeon nodes fall back to the biome
- -- 'node_stone'.
- -- If present, the following two nodes are also used.
-
- node_dungeon_alt = "default:mossycobble",
- -- Node used for randomly-distributed alternative structure nodes.
- -- If alternative structure nodes are not wanted leave this absent for
- -- performance reasons.
-
- node_dungeon_stair = "stairs:stair_cobble",
- -- Node used for dungeon stairs.
- -- If absent, stairs fall back to 'node_dungeon'.
-
- y_max = 31000,
- y_min = 1,
- -- Upper and lower limits for biome.
- -- Alternatively you can use xyz limits as shown below.
-
- max_pos = {x = 31000, y = 128, z = 31000},
- min_pos = {x = -31000, y = 9, z = -31000},
- -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
- -- Biome is limited to a cuboid defined by these positions.
- -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
- -- 31000 in 'max_pos'.
-
- vertical_blend = 8,
- -- Vertical distance in nodes above 'y_max' over which the biome will
- -- blend with the biome above.
- -- Set to 0 for no vertical blend. Defaults to 0.
-
- heat_point = 0,
- humidity_point = 50,
- -- Characteristic temperature and humidity for the biome.
- -- These values create 'biome points' on a voronoi diagram with heat and
- -- humidity as axes. The resulting voronoi cells determine the
- -- distribution of the biomes.
- -- Heat and humidity have average values of 50, vary mostly between
- -- 0 and 100 but can exceed these values.
- }
-
-Decoration definition
----------------------
-
-See [Decoration types]. Used by `minetest.register_decoration`.
-
- {
- deco_type = "simple",
-
- place_on = "default:dirt_with_grass",
- -- Node (or list of nodes) that the decoration can be placed on
-
- sidelen = 8,
- -- Size of the square divisions of the mapchunk being generated.
- -- Determines the resolution of noise variation if used.
- -- If the chunk size is not evenly divisible by sidelen, sidelen is made
- -- equal to the chunk size.
-
- fill_ratio = 0.02,
- -- The value determines 'decorations per surface node'.
- -- Used only if noise_params is not specified.
- -- If >= 10.0 complete coverage is enabled and decoration placement uses
- -- a different and much faster method.
-
- noise_params = {
- offset = 0,
- scale = 0.45,
- spread = {x = 100, y = 100, z = 100},
- seed = 354,
- octaves = 3,
- persist = 0.7,
- lacunarity = 2.0,
- flags = "absvalue"
- },
- -- NoiseParams structure describing the perlin noise used for decoration
- -- distribution.
- -- A noise value is calculated for each square division and determines
- -- 'decorations per surface node' within each division.
- -- If the noise value >= 10.0 complete coverage is enabled and
- -- decoration placement uses a different and much faster method.
-
- biomes = {"Oceanside", "Hills", "Plains"},
- -- List of biomes in which this decoration occurs. Occurs in all biomes
- -- if this is omitted, and ignored if the Mapgen being used does not
- -- support biomes.
- -- Can be a list of (or a single) biome names, IDs, or definitions.
-
- y_min = -31000,
- y_max = 31000,
- -- Lower and upper limits for decoration.
- -- These parameters refer to the Y co-ordinate of the 'place_on' node.
-
- spawn_by = "default:water",
- -- Node (or list of nodes) that the decoration only spawns next to.
- -- Checks two horizontal planes of 8 neighbouring nodes (including
- -- diagonal neighbours), one plane level with the 'place_on' node and a
- -- plane one node above that.
-
- num_spawn_by = 1,
- -- Number of spawn_by nodes that must be surrounding the decoration
- -- position to occur.
- -- If absent or -1, decorations occur next to any nodes.
-
- flags = "liquid_surface, force_placement, all_floors, all_ceilings",
- -- Flags for all decoration types.
- -- "liquid_surface": Instead of placement on the highest solid surface
- -- in a mapchunk column, placement is on the highest liquid surface.
- -- Placement is disabled if solid nodes are found above the liquid
- -- surface.
- -- "force_placement": Nodes other than "air" and "ignore" are replaced
- -- by the decoration.
- -- "all_floors", "all_ceilings": Instead of placement on the highest
- -- surface in a mapchunk the decoration is placed on all floor and/or
- -- ceiling surfaces, for example in caves and dungeons.
- -- Ceiling decorations act as an inversion of floor decorations so the
- -- effect of 'place_offset_y' is inverted.
- -- Y-slice probabilities do not function correctly for ceiling
- -- schematic decorations as the behaviour is unchanged.
- -- If a single decoration registration has both flags the floor and
- -- ceiling decorations will be aligned vertically.
-
- ----- Simple-type parameters
-
- decoration = "default:grass",
- -- The node name used as the decoration.
- -- If instead a list of strings, a randomly selected node from the list
- -- is placed as the decoration.
-
- height = 1,
- -- Decoration height in nodes.
- -- If height_max is not 0, this is the lower limit of a randomly
- -- selected height.
-
- height_max = 0,
- -- Upper limit of the randomly selected height.
- -- If absent, the parameter 'height' is used as a constant.
-
- param2 = 0,
- -- Param2 value of decoration nodes.
- -- If param2_max is not 0, this is the lower limit of a randomly
- -- selected param2.
-
- param2_max = 0,
- -- Upper limit of the randomly selected param2.
- -- If absent, the parameter 'param2' is used as a constant.
-
- place_offset_y = 0,
- -- Y offset of the decoration base node relative to the standard base
- -- node position.
- -- Can be positive or negative. Default is 0.
- -- Effect is inverted for "all_ceilings" decorations.
- -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
- -- to the 'place_on' node.
-
- ----- Schematic-type parameters
-
- schematic = "foobar.mts",
- -- If schematic is a string, it is the filepath relative to the current
- -- working directory of the specified Minetest schematic file.
- -- Could also be the ID of a previously registered schematic.
-
- schematic = {
- size = {x = 4, y = 6, z = 4},
- data = {
- {name = "default:cobble", param1 = 255, param2 = 0},
- {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
- {name = "air", param1 = 255, param2 = 0},
- ...
- },
- yslice_prob = {
- {ypos = 2, prob = 128},
- {ypos = 5, prob = 64},
- ...
- },
- },
- -- Alternative schematic specification by supplying a table. The fields
- -- size and data are mandatory whereas yslice_prob is optional.
- -- See 'Schematic specifier' for details.
-
- replacements = {["oldname"] = "convert_to", ...},
-
- flags = "place_center_x, place_center_y, place_center_z",
- -- Flags for schematic decorations. See 'Schematic attributes'.
-
- rotation = "90",
- -- Rotation can be "0", "90", "180", "270", or "random"
-
- place_offset_y = 0,
- -- If the flag 'place_center_y' is set this parameter is ignored.
- -- Y offset of the schematic base node layer relative to the 'place_on'
- -- node.
- -- Can be positive or negative. Default is 0.
- -- Effect is inverted for "all_ceilings" decorations.
- -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
- -- to the 'place_on' node.
- }
-
-Chat command definition
------------------------
-
-Used by `minetest.register_chatcommand`.
-
- {
- params = "<name> <privilege>", -- Short parameter description
-
- description = "Remove privilege from player", -- Full description
-
- privs = {privs=true}, -- Require the "privs" privilege to run
-
- func = function(name, param),
- -- Called when command is run. Returns boolean success and text output.
- }
-
-Note that in params, use of symbols is as follows:
-
-* `<>` signifies a placeholder to be replaced when the command is used. For
- example, when a player name is needed: `<name>`
-* `[]` signifies param is optional and not required when the command is used.
- For example, if you require param1 but param2 is optional:
- `<param1> [<param2>]`
-* `|` signifies exclusive or. The command requires one param from the options
- provided. For example: `<param1> | <param2>`
-* `()` signifies grouping. For example, when param1 and param2 are both
- required, or only param3 is required: `(<param1> <param2>) | <param3>`
-
-Privilege definition
---------------------
-
-Used by `minetest.register_privilege`.
-
- {
- description = "",
- -- Privilege description
-
- give_to_singleplayer = true,
- -- Whether to grant the privilege to singleplayer.
-
- give_to_admin = true,
- -- Whether to grant the privilege to the server admin.
- -- Uses value of 'give_to_singleplayer' by default.
-
- on_grant = function(name, granter_name),
- -- Called when given to player 'name' by 'granter_name'.
- -- 'granter_name' will be nil if the priv was granted by a mod.
-
- on_revoke = function(name, revoker_name),
- -- Called when taken from player 'name' by 'revoker_name'.
- -- 'revoker_name' will be nil if the priv was revoked by a mod.
-
- -- Note that the above two callbacks will be called twice if a player is
- -- responsible, once with the player name, and then with a nil player
- -- name.
- -- Return true in the above callbacks to stop register_on_priv_grant or
- -- revoke being called.
- }
-
-Detached inventory callbacks
-----------------------------
-
-Used by `minetest.create_detached_inventory`.
-
- {
- allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
- -- Called when a player wants to move items inside the inventory.
- -- Return value: number of items allowed to move.
-
- allow_put = function(inv, listname, index, stack, player),
- -- Called when a player wants to put something into the inventory.
- -- Return value: number of items allowed to put.
- -- Return value -1: Allow and don't modify item count in inventory.
-
- allow_take = function(inv, listname, index, stack, player),
- -- Called when a player wants to take something out of the inventory.
- -- Return value: number of items allowed to take.
- -- Return value -1: Allow and don't modify item count in inventory.
-
- on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
- on_put = function(inv, listname, index, stack, player),
- on_take = function(inv, listname, index, stack, player),
- -- Called after the actual action has happened, according to what was
- -- allowed.
- -- No return value.
- }
-
-HUD Definition
---------------
-
-See [HUD] section.
-
-Used by `Player:hud_add`. Returned by `Player:hud_get`.
-
- {
- hud_elem_type = "image", -- See HUD element types
- -- Type of element, can be "image", "text", "statbar", or "inventory"
-
- position = {x=0.5, y=0.5},
- -- Left corner position of element
-
- name = "<name>",
-
- scale = {x = 2, y = 2},
-
- text = "<text>",
-
- number = 2,
-
- item = 3,
- -- Selected item in inventory. 0 for no item selected.
-
- direction = 0,
- -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
-
- alignment = {x=0, y=0},
-
- offset = {x=0, y=0},
-
- size = { x=100, y=100 },
- -- Size of element in pixels
-
- z_index = 0,
- -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
- }
-
-Particle definition
--------------------
-
-Used by `minetest.add_particle`.
-
- {
- pos = {x=0, y=0, z=0},
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- -- Spawn particle at pos with velocity and acceleration
-
- expirationtime = 1,
- -- Disappears after expirationtime seconds
-
- size = 1,
- -- Scales the visual size of the particle texture.
-
- collisiondetection = false,
- -- If true collides with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
-
- collision_removal = false,
- -- If true particle is removed when it collides.
- -- Requires collisiondetection = true to have any effect.
-
- object_collision = false,
- -- If true particle collides with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
-
- vertical = false,
- -- If true faces player using y axis only
-
- texture = "image.png",
-
- playername = "singleplayer",
- -- Optional, if specified spawns particle only on the player's client
-
- animation = {Tile Animation definition},
- -- Optional, specifies how to animate the particle texture
-
- glow = 0
- -- Optional, specify particle self-luminescence in darkness.
- -- Values 0-14.
- }
-
-
-`ParticleSpawner` definition
-----------------------------
-
-Used by `minetest.add_particlespawner`.
-
- {
- amount = 1,
- -- Number of particles spawned over the time period `time`.
-
- time = 1,
- -- Lifespan of spawner in seconds.
- -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
- -- a per-second basis.
-
- minpos = {x=0, y=0, z=0},
- maxpos = {x=0, y=0, z=0},
- minvel = {x=0, y=0, z=0},
- maxvel = {x=0, y=0, z=0},
- minacc = {x=0, y=0, z=0},
- maxacc = {x=0, y=0, z=0},
- minexptime = 1,
- maxexptime = 1,
- minsize = 1,
- maxsize = 1,
- -- The particles' properties are random values between the min and max
- -- values.
- -- pos, velocity, acceleration, expirationtime, size
-
- collisiondetection = false,
- -- If true collide with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
-
- collision_removal = false,
- -- If true particles are removed when they collide.
- -- Requires collisiondetection = true to have any effect.
-
- object_collision = false,
- -- If true particles collide with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
-
- attached = ObjectRef,
- -- If defined, particle positions, velocities and accelerations are
- -- relative to this object's position and yaw
-
- vertical = false,
- -- If true face player using y axis only
-
- texture = "image.png",
-
- playername = "singleplayer",
- -- Optional, if specified spawns particles only on the player's client
-
- animation = {Tile Animation definition},
- -- Optional, specifies how to animate the particles' texture
-
- glow = 0
- -- Optional, specify particle self-luminescence in darkness.
- -- Values 0-14.
- }
-
-`HTTPRequest` definition
-------------------------
-
-Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
-
- {
- url = "http://example.org",
-
- timeout = 10,
- -- Timeout for connection in seconds. Default is 3 seconds.
-
- post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
- -- Optional, if specified a POST request with post_data is performed.
- -- Accepts both a string and a table. If a table is specified, encodes
- -- table as x-www-form-urlencoded key-value pairs.
- -- If post_data is not specified, a GET request is performed instead.
-
- user_agent = "ExampleUserAgent",
- -- Optional, if specified replaces the default minetest user agent with
- -- given string
-
- extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
- -- Optional, if specified adds additional headers to the HTTP request.
- -- You must make sure that the header strings follow HTTP specification
- -- ("Key: Value").
-
- multipart = boolean
- -- Optional, if true performs a multipart HTTP request.
- -- Default is false.
- }
-
-`HTTPRequestResult` definition
-------------------------------
-
-Passed to `HTTPApiTable.fetch` callback. Returned by
-`HTTPApiTable.fetch_async_get`.
-
- {
- completed = true,
- -- If true, the request has finished (either succeeded, failed or timed
- -- out)
-
- succeeded = true,
- -- If true, the request was successful
-
- timeout = false,
- -- If true, the request timed out
-
- code = 200,
- -- HTTP status code
-
- data = "response"
- }
-
-Authentication handler definition
----------------------------------
-
-Used by `minetest.register_authentication_handler`.
-
- {
- get_auth = function(name),
- -- Get authentication data for existing player `name` (`nil` if player
- -- doesn't exist).
- -- Returns following structure:
- -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
-
- create_auth = function(name, password),
- -- Create new auth data for player `name`.
- -- Note that `password` is not plain-text but an arbitrary
- -- representation decided by the engine.
-
- delete_auth = function(name),
- -- Delete auth data of player `name`.
- -- Returns boolean indicating success (false if player is nonexistent).
-
- set_password = function(name, password),
- -- Set password of player `name` to `password`.
- -- Auth data should be created if not present.
-
- set_privileges = function(name, privileges),
- -- Set privileges of player `name`.
- -- `privileges` is in table form, auth data should be created if not
- -- present.
-
- reload = function(),
- -- Reload authentication data from the storage location.
- -- Returns boolean indicating success.
-
- record_login = function(name),
- -- Called when player joins, used for keeping track of last_login
-
- iterate = function(),
- -- Returns an iterator (use with `for` loops) for all player names
- -- currently in the auth database
- }