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			11271 lines
		
	
	
		
			458 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
Minetest Lua Modding API Reference
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==================================
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* More information at <http://www.minetest.net/>
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* Developer Wiki: <http://dev.minetest.net/>
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* (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
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Introduction
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------------
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Content and functionality can be added to Minetest using Lua scripting
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in run-time loaded mods.
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A mod is a self-contained bunch of scripts, textures and other related
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things, which is loaded by and interfaces with Minetest.
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Mods are contained and ran solely on the server side. Definitions and media
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files are automatically transferred to the client.
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If you see a deficiency in the API, feel free to attempt to add the
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functionality in the engine and API, and to document it here.
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Programming in Lua
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------------------
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If you have any difficulty in understanding this, please read
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[Programming in Lua](http://www.lua.org/pil/).
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Startup
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-------
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Mods are loaded during server startup from the mod load paths by running
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the `init.lua` scripts in a shared environment.
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Paths
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-----
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Minetest keeps and looks for files mostly in two paths. `path_share` or `path_user`.
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`path_share` contains possibly read-only content for the engine (incl. games and mods).
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`path_user` contains mods or games installed by the user but also the users
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worlds or settings.
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With a local build (`RUN_IN_PLACE=1`) `path_share` and `path_user` both point to
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the build directory. For system-wide builds on Linux the share path is usually at
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`/usr/share/minetest` while the user path resides in `.minetest` in the home directory.
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Paths on other operating systems will differ.
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Games
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=====
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Games are looked up from:
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* `$path_share/games/<gameid>/`
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* `$path_user/games/<gameid>/`
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Where `<gameid>` is unique to each game.
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The game directory can contain the following files:
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* `game.conf`, with the following keys:
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    * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
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    * `name`: (Deprecated) same as title.
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    * `description`: Short description to be shown in the content tab.
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      See [Translating content meta](#translating-content-meta).
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    * `first_mod`: Use this to specify the mod that must be loaded before any other mod.
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    * `last_mod`: Use this to specify the mod that must be loaded after all other mods
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    * `allowed_mapgens = <comma-separated mapgens>`
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      e.g. `allowed_mapgens = v5,v6,flat`
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      Mapgens not in this list are removed from the list of mapgens for the
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      game.
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      If not specified, all mapgens are allowed.
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    * `disallowed_mapgens = <comma-separated mapgens>`
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      e.g. `disallowed_mapgens = v5,v6,flat`
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      These mapgens are removed from the list of mapgens for the game.
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      When both `allowed_mapgens` and `disallowed_mapgens` are
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      specified, `allowed_mapgens` is applied before
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      `disallowed_mapgens`.
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    * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
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      e.g. `disallowed_mapgen_settings = mgv5_spflags`
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      These mapgen settings are hidden for this game in the world creation
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      dialog and game start menu. Add `seed` to hide the seed input field.
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    * `disabled_settings = <comma-separated settings>`
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      e.g. `disabled_settings = enable_damage, creative_mode`
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      These settings are hidden for this game in the "Start game" tab
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      and will be initialized as `false` when the game is started.
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      Prepend a setting name with an exclamation mark to initialize it to `true`
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      (this does not work for `enable_server`).
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      Only these settings are supported:
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          `enable_damage`, `creative_mode`, `enable_server`.
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    * `map_persistent`: Specifies whether newly created worlds should use
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      a persistent map backend. Defaults to `true` (= "sqlite3")
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    * `author`: The author's ContentDB username.
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    * `release`: Ignore this: Should only ever be set by ContentDB, as it is
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                 an internal ID used to track versions.
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    * `textdomain`: Textdomain used to translate description. Defaults to game id.
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      See [Translating content meta](#translating-content-meta).
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* `minetest.conf`:
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  Used to set default settings when running this game.
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* `settingtypes.txt`:
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  In the same format as the one in builtin.
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  This settingtypes.txt will be parsed by the menu and the settings will be
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  displayed in the "Games" category in the advanced settings tab.
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* If the game contains a folder called `textures` the server will load it as a
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  texturepack, overriding mod textures.
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  Any server texturepack will override mod textures and the game texturepack.
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Menu images
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-----------
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Games can provide custom main menu images. They are put inside a `menu`
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directory inside the game directory.
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The images are named `$identifier.png`, where `$identifier` is one of
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`overlay`, `background`, `footer`, `header`.
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If you want to specify multiple images for one identifier, add additional
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images named like `$identifier.$n.png`, with an ascending number $n starting
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with 1, and a random image will be chosen from the provided ones.
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Menu music
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-----------
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Games can provide custom main menu music. They are put inside a `menu`
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directory inside the game directory.
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The music files are named `theme.ogg`.
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If you want to specify multiple music files for one game, add additional
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images named like `theme.$n.ogg`, with an ascending number $n starting
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with 1 (max 10), and a random music file will be chosen from the provided ones.
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Mods
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====
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Mod load path
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-------------
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Paths are relative to the directories listed in the [Paths] section above.
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* `games/<gameid>/mods/`
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* `mods/`
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* `worlds/<worldname>/worldmods/`
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World-specific games
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--------------------
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It is possible to include a game in a world; in this case, no mods or
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games are loaded or checked from anywhere else.
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This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
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directory exists.
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Mods should then be placed in `<worldname>/game/mods/`.
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Modpacks
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--------
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Mods can be put in a subdirectory, if the parent directory, which otherwise
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should be a mod, contains a file named `modpack.conf`.
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The file is a key-value store of modpack details.
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* `name`: The modpack name. Allows Minetest to determine the modpack name even
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          if the folder is wrongly named.
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* `title`: A human-readable title to address the modpack. See [Translating content meta](#translating-content-meta).
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* `description`: Description of mod to be shown in the Mods tab of the main
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                 menu. See [Translating content meta](#translating-content-meta).
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* `author`: The author's ContentDB username.
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* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
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             internal ID used to track versions.
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* `textdomain`: Textdomain used to translate title and description. Defaults to modpack name.
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  See [Translating content meta](#translating-content-meta).
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Note: to support 0.4.x, please also create an empty modpack.txt file.
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Mod directory structure
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-----------------------
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    mods
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    ├── modname
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    │   ├── mod.conf
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    │   ├── screenshot.png
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    │   ├── settingtypes.txt
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    │   ├── init.lua
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    │   ├── models
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    │   ├── textures
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    │   │   ├── modname_stuff.png
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    │   │   ├── modname_stuff_normal.png
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    │   │   ├── modname_something_else.png
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    │   │   ├── subfolder_foo
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    │   │   │   ├── modname_more_stuff.png
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    │   │   │   └── another_subfolder
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    │   │   └── bar_subfolder
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    │   ├── sounds
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    │   ├── media
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    │   ├── locale
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    │   └── <custom data>
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    └── another
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### modname
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The location of this directory can be fetched by using
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`minetest.get_modpath(modname)`.
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### mod.conf
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A `Settings` file that provides meta information about the mod.
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* `name`: The mod name. Allows Minetest to determine the mod name even if the
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          folder is wrongly named.
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* `title`: A human-readable title to address the mod. See [Translating content meta](#translating-content-meta).
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* `description`: Description of mod to be shown in the Mods tab of the main
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                 menu. See [Translating content meta](#translating-content-meta).
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* `depends`: A comma separated list of dependencies. These are mods that must be
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             loaded before this mod.
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* `optional_depends`: A comma separated list of optional dependencies.
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                      Like a dependency, but no error if the mod doesn't exist.
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* `author`: The author's ContentDB username.
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* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
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             internal ID used to track versions.
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* `textdomain`: Textdomain used to translate title and description. Defaults to modname.
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  See [Translating content meta](#translating-content-meta).
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### `screenshot.png`
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A screenshot shown in the mod manager within the main menu. It should
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have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
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### `depends.txt`
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**Deprecated:** you should use mod.conf instead.
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This file is used if there are no dependencies in mod.conf.
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List of mods that have to be loaded before loading this mod.
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A single line contains a single modname.
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Optional dependencies can be defined by appending a question mark
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to a single modname. This means that if the specified mod
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is missing, it does not prevent this mod from being loaded.
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### `description.txt`
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**Deprecated:** you should use mod.conf instead.
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This file is used if there is no description in mod.conf.
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A file containing a description to be shown in the Mods tab of the main menu.
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### `settingtypes.txt`
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The format is documented in `builtin/settingtypes.txt`.
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It is parsed by the main menu settings dialogue to list mod-specific
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settings in the "Mods" category.
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`minetest.settings` can be used to read custom or engine settings.
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See [`Settings`].
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### `init.lua`
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The main Lua script. Running this script should register everything it
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wants to register. Subsequent execution depends on Minetest calling the
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registered callbacks.
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### `textures`, `sounds`, `media`, `models`, `locale`
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Media files (textures, sounds, whatever) that will be transferred to the
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client and will be available for use by the mod and translation files for
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the clients (see [Translations]). Accepted characters for names are:
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    a-zA-Z0-9_.-
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Accepted formats are:
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    images: .png, .jpg, .tga, (deprecated:) .bmp
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    sounds: .ogg vorbis
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    models: .x, .b3d, .obj
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Other formats won't be sent to the client (e.g. you can store .blend files
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in a folder for convenience, without the risk that such files are transferred)
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It is suggested to use the folders for the purpose they are thought for,
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eg. put textures into `textures`, translation files into `locale`,
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models for entities or meshnodes into `models` et cetera.
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These folders and subfolders can contain subfolders.
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Subfolders with names starting with `_` or `.` are ignored.
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If a subfolder contains a media file with the same name as a media file
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in one of its parents, the parent's file is used.
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Although it is discouraged, a mod can overwrite a media file of any mod that it
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depends on by supplying a file with an equal name.
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Naming conventions
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------------------
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Registered names should generally be in this format:
 | 
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    modname:<whatever>
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`<whatever>` can have these characters:
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    a-zA-Z0-9_
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This is to prevent conflicting names from corrupting maps and is
 | 
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enforced by the mod loader.
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Registered names can be overridden by prefixing the name with `:`. This can
 | 
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be used for overriding the registrations of some other mod.
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The `:` prefix can also be used for maintaining backwards compatibility.
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### Example
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In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
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So the name should be `experimental:tnt`.
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Any mod can redefine `experimental:tnt` by using the name
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    :experimental:tnt
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when registering it. For this to work correctly, that mod must have
 | 
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`experimental` as a dependency.
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Aliases
 | 
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=======
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Aliases of itemnames can be added by using
 | 
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`minetest.register_alias(alias, original_name)` or
 | 
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`minetest.register_alias_force(alias, original_name)`.
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This adds an alias `alias` for the item called `original_name`.
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From now on, you can use `alias` to refer to the item `original_name`.
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 | 
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The only difference between `minetest.register_alias` and
 | 
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`minetest.register_alias_force` is that if an item named `alias` already exists,
 | 
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`minetest.register_alias` will do nothing while
 | 
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`minetest.register_alias_force` will unregister it.
 | 
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 | 
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This can be used for maintaining backwards compatibility.
 | 
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 | 
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This can also set quick access names for things, e.g. if
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you have an item called `epiclylongmodname:stuff`, you could do
 | 
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 | 
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    minetest.register_alias("stuff", "epiclylongmodname:stuff")
 | 
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 | 
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and be able to use `/giveme stuff`.
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 | 
						||
Mapgen aliases
 | 
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--------------
 | 
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 | 
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In a game, a certain number of these must be set to tell core mapgens which
 | 
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of the game's nodes are to be used for core mapgen generation. For example:
 | 
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 | 
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    minetest.register_alias("mapgen_stone", "default:stone")
 | 
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 | 
						||
### 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, define cave liquids in biome definitions instead.
 | 
						||
 | 
						||
* `mapgen_cobble`
 | 
						||
 | 
						||
Fallback node used if dungeon nodes are not defined in biome definitions.
 | 
						||
Deprecated, define dungeon nodes in biome definitions instead.
 | 
						||
 | 
						||
### Aliases for Mapgen V6
 | 
						||
 | 
						||
#### Essential
 | 
						||
 | 
						||
* `mapgen_stone`
 | 
						||
* `mapgen_water_source`
 | 
						||
* `mapgen_lava_source`
 | 
						||
* `mapgen_dirt`
 | 
						||
* `mapgen_dirt_with_grass`
 | 
						||
* `mapgen_sand`
 | 
						||
 | 
						||
* `mapgen_tree`
 | 
						||
* `mapgen_leaves`
 | 
						||
* `mapgen_apple`
 | 
						||
 | 
						||
* `mapgen_cobble`
 | 
						||
 | 
						||
#### Optional
 | 
						||
 | 
						||
* `mapgen_gravel` (falls back to stone)
 | 
						||
* `mapgen_desert_stone` (falls back to stone)
 | 
						||
* `mapgen_desert_sand` (falls back to sand)
 | 
						||
* `mapgen_dirt_with_snow` (falls back to dirt_with_grass)
 | 
						||
* `mapgen_snowblock` (falls back to dirt_with_grass)
 | 
						||
* `mapgen_snow` (not placed if missing)
 | 
						||
* `mapgen_ice` (falls back to water_source)
 | 
						||
 | 
						||
* `mapgen_jungletree` (falls back to tree)
 | 
						||
* `mapgen_jungleleaves` (falls back to leaves)
 | 
						||
* `mapgen_junglegrass` (not placed if missing)
 | 
						||
* `mapgen_pine_tree` (falls back to tree)
 | 
						||
* `mapgen_pine_needles` (falls back to leaves)
 | 
						||
 | 
						||
* `mapgen_stair_cobble` (falls back to cobble)
 | 
						||
* `mapgen_mossycobble` (falls back to cobble)
 | 
						||
* `mapgen_stair_desert_stone` (falls back to desert_stone)
 | 
						||
 | 
						||
### Setting the node used in Mapgen Singlenode
 | 
						||
 | 
						||
By default the world is filled with air nodes. To set a different node use e.g.:
 | 
						||
 | 
						||
    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`
 | 
						||
 | 
						||
Supported texture formats are PNG (`.png`), JPEG (`.jpg`), Bitmap (`.bmp`)
 | 
						||
and Targa (`.tga`).
 | 
						||
Since better alternatives exist, the latter two may be removed in the future.
 | 
						||
 | 
						||
Texture modifiers
 | 
						||
-----------------
 | 
						||
 | 
						||
There are various texture modifiers that can be used
 | 
						||
to let the client generate textures on-the-fly.
 | 
						||
The modifiers are applied directly in sRGB colorspace,
 | 
						||
i.e. without gamma-correction.
 | 
						||
 | 
						||
### 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`
 | 
						||
Or as a Lua string: `"cobble.png^[lowpart:50:color.png\\^[mask\\:trans.png"`
 | 
						||
 | 
						||
The lower 50 percent of `color.png^[mask:trans.png` are overlaid
 | 
						||
on top of `cobble.png`.
 | 
						||
 | 
						||
### Advanced texture modifiers
 | 
						||
 | 
						||
#### Crack
 | 
						||
 | 
						||
* `[crack:<n>:<p>`
 | 
						||
* `[cracko:<n>:<p>`
 | 
						||
* `[crack:<t>:<n>:<p>`
 | 
						||
* `[cracko:<t>:<n>:<p>`
 | 
						||
 | 
						||
Parameters:
 | 
						||
 | 
						||
* `<t>`: tile count (in each direction)
 | 
						||
* `<n>`: animation frame count
 | 
						||
* `<p>`: current animation frame
 | 
						||
 | 
						||
Draw a step of the crack animation on the texture.
 | 
						||
`crack` draws it normally, while `cracko` lays it over, keeping transparent
 | 
						||
pixels intact.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_cobble.png^[crack:10:1
 | 
						||
 | 
						||
#### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
 | 
						||
 | 
						||
* `<w>`: width
 | 
						||
* `<h>`: height
 | 
						||
* `<x>`: x position, negative numbers allowed
 | 
						||
* `<y>`: y position, negative numbers allowed
 | 
						||
* `<file>`: texture to combine
 | 
						||
 | 
						||
Creates a texture of size `<w>` times `<h>` and blits the listed files to their
 | 
						||
specified coordinates.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
 | 
						||
 | 
						||
#### `[resize:<w>x<h>`
 | 
						||
 | 
						||
Resizes the texture to the given dimensions.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_sandstone.png^[resize:16x16
 | 
						||
 | 
						||
#### `[opacity:<r>`
 | 
						||
 | 
						||
Makes the base image transparent according to the given ratio.
 | 
						||
 | 
						||
`r` must be between 0 (transparent) and 255 (opaque).
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_sandstone.png^[opacity:127
 | 
						||
 | 
						||
#### `[invert:<mode>`
 | 
						||
 | 
						||
Inverts the given channels of the base image.
 | 
						||
Mode may contain the characters "r", "g", "b", "a".
 | 
						||
Only the channels that are mentioned in the mode string will be inverted.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_apple.png^[invert:rgb
 | 
						||
 | 
						||
#### `[brighten`
 | 
						||
 | 
						||
Brightens the texture.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    tnt_tnt_side.png^[brighten
 | 
						||
 | 
						||
#### `[noalpha`
 | 
						||
 | 
						||
Makes the texture completely opaque.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_leaves.png^[noalpha
 | 
						||
 | 
						||
#### `[makealpha:<r>,<g>,<b>`
 | 
						||
 | 
						||
Convert one color to transparency.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_cobble.png^[makealpha:128,128,128
 | 
						||
 | 
						||
#### `[transform<t>`
 | 
						||
 | 
						||
* `<t>`: transformation(s) to apply
 | 
						||
 | 
						||
Rotates and/or flips the image.
 | 
						||
 | 
						||
`<t>` can be a number (between 0 and 7) or a transform name.
 | 
						||
Rotations are counter-clockwise.
 | 
						||
 | 
						||
    0  I      identity
 | 
						||
    1  R90    rotate by 90 degrees
 | 
						||
    2  R180   rotate by 180 degrees
 | 
						||
    3  R270   rotate by 270 degrees
 | 
						||
    4  FX     flip X
 | 
						||
    5  FXR90  flip X then rotate by 90 degrees
 | 
						||
    6  FY     flip Y
 | 
						||
    7  FYR90  flip Y then rotate by 90 degrees
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_stone.png^[transformFXR90
 | 
						||
 | 
						||
#### `[inventorycube{<top>{<left>{<right>`
 | 
						||
 | 
						||
Escaping does not apply here and `^` is replaced by `&` in texture names
 | 
						||
instead.
 | 
						||
 | 
						||
Create an inventory cube texture using the side textures.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
 | 
						||
 | 
						||
Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
 | 
						||
`dirt.png^grass_side.png` textures
 | 
						||
 | 
						||
#### `[fill:<w>x<h>:<x>,<y>:<color>`
 | 
						||
 | 
						||
* `<w>`: width
 | 
						||
* `<h>`: height
 | 
						||
* `<x>`: x position
 | 
						||
* `<y>`: y position
 | 
						||
* `<color>`: a `ColorString`.
 | 
						||
 | 
						||
Creates a texture of the given size and color, optionally with an `<x>,<y>`
 | 
						||
position. An alpha value may be specified in the `Colorstring`.
 | 
						||
 | 
						||
The optional `<x>,<y>` position is only used if the `[fill` is being overlaid
 | 
						||
onto another texture with '^'.
 | 
						||
 | 
						||
When `[fill` is overlaid onto another texture it will not upscale or change
 | 
						||
the resolution of the texture, the base texture will determine the output
 | 
						||
resolution.
 | 
						||
 | 
						||
Examples:
 | 
						||
 | 
						||
    [fill:16x16:#20F02080
 | 
						||
    texture.png^[fill:8x8:4,4:red
 | 
						||
 | 
						||
#### `[lowpart:<percent>:<file>`
 | 
						||
 | 
						||
Blit the lower `<percent>`% part of `<file>` on the texture.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    base.png^[lowpart:25:overlay.png
 | 
						||
 | 
						||
#### `[verticalframe:<t>:<n>`
 | 
						||
 | 
						||
* `<t>`: animation frame count
 | 
						||
* `<n>`: current animation frame
 | 
						||
 | 
						||
Crops the texture to a frame of a vertical animation.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_torch_animated.png^[verticalframe:16:8
 | 
						||
 | 
						||
#### `[mask:<file>`
 | 
						||
 | 
						||
Apply a mask to the base image.
 | 
						||
 | 
						||
The mask is applied using binary AND.
 | 
						||
 | 
						||
#### `[sheet:<w>x<h>:<x>,<y>`
 | 
						||
 | 
						||
Retrieves a tile at position x, y (in tiles, 0-indexed)
 | 
						||
from the base image, which it assumes to be a tilesheet
 | 
						||
with dimensions w, h (in tiles).
 | 
						||
 | 
						||
#### `[colorize:<color>:<ratio>`
 | 
						||
 | 
						||
Colorize the textures with the given color.
 | 
						||
`<color>` is specified as a `ColorString`.
 | 
						||
`<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
 | 
						||
it is an int, then it specifies how far to interpolate between the
 | 
						||
colors where 0 is only the texture color and 255 is only `<color>`. If
 | 
						||
omitted, the alpha of `<color>` will be used as the ratio.  If it is
 | 
						||
the word "`alpha`", then each texture pixel will contain the RGB of
 | 
						||
`<color>` and the alpha of `<color>` multiplied by the alpha of the
 | 
						||
texture pixel.
 | 
						||
 | 
						||
#### `[colorizehsl:<hue>:<saturation>:<lightness>`
 | 
						||
 | 
						||
Colorize the texture to the given hue. The texture will be converted into a
 | 
						||
greyscale image as seen through a colored glass, like "Colorize" in GIMP.
 | 
						||
Saturation and lightness can optionally be adjusted.
 | 
						||
 | 
						||
`<hue>` should be from -180 to +180. The hue at 0° on an HSL color wheel is
 | 
						||
red, 60° is yellow, 120° is green, and 180° is cyan, while -60° is magenta
 | 
						||
and -120° is blue.
 | 
						||
 | 
						||
`<saturation>` and `<lightness>` are optional adjustments.
 | 
						||
 | 
						||
`<lightness>` is from -100 to +100, with a default of 0
 | 
						||
 | 
						||
`<saturation>` is from 0 to 100, with a default of 50
 | 
						||
 | 
						||
#### `[multiply:<color>`
 | 
						||
 | 
						||
Multiplies texture colors with the given color.
 | 
						||
`<color>` is specified as a `ColorString`.
 | 
						||
Result is more like what you'd expect if you put a color on top of another
 | 
						||
color, meaning white surfaces get a lot of your new color while black parts
 | 
						||
don't change very much.
 | 
						||
 | 
						||
A Multiply blend can be applied between two textures by using the overlay
 | 
						||
modifier with a brightness adjustment:
 | 
						||
 | 
						||
    textureA.png^[contrast:0:-64^[overlay:textureB.png
 | 
						||
 | 
						||
#### `[screen:<color>`
 | 
						||
 | 
						||
Apply a Screen blend with the given color. A Screen blend is the inverse of
 | 
						||
a Multiply blend, lightening images instead of darkening them.
 | 
						||
 | 
						||
`<color>` is specified as a `ColorString`.
 | 
						||
 | 
						||
A Screen blend can be applied between two textures by using the overlay
 | 
						||
modifier with a brightness adjustment:
 | 
						||
 | 
						||
    textureA.png^[contrast:0:64^[overlay:textureB.png
 | 
						||
 | 
						||
#### `[hsl:<hue>:<saturation>:<lightness>`
 | 
						||
 | 
						||
Adjust the hue, saturation, and lightness of the texture. Like
 | 
						||
"Hue-Saturation" in GIMP, but with 0 as the mid-point.
 | 
						||
 | 
						||
`<hue>` should be from -180 to +180
 | 
						||
 | 
						||
`<saturation>` and `<lightness>` are optional, and both percentages.
 | 
						||
 | 
						||
`<lightness>` is from -100 to +100.
 | 
						||
 | 
						||
`<saturation>` goes down to -100 (fully desaturated) but may go above 100,
 | 
						||
allowing for even muted colors to become highly saturated.
 | 
						||
 | 
						||
#### `[contrast:<contrast>:<brightness>`
 | 
						||
 | 
						||
Adjust the brightness and contrast of the texture. Conceptually like
 | 
						||
GIMP's "Brightness-Contrast" feature but allows brightness to be wound
 | 
						||
all the way up to white or down to black.
 | 
						||
 | 
						||
`<contrast>` is a value from -127 to +127.
 | 
						||
 | 
						||
`<brightness>` is an optional value, from -127 to +127.
 | 
						||
 | 
						||
If only a boost in contrast is required, an alternative technique is to
 | 
						||
hardlight blend the texture with itself, this increases contrast in the same
 | 
						||
way as an S-shaped color-curve, which avoids dark colors clipping to black
 | 
						||
and light colors clipping to white:
 | 
						||
 | 
						||
    texture.png^[hardlight:texture.png
 | 
						||
 | 
						||
#### `[overlay:<file>`
 | 
						||
 | 
						||
Applies an Overlay blend with the two textures, like the Overlay layer mode
 | 
						||
in GIMP. Overlay is the same as Hard light but with the role of the two
 | 
						||
textures swapped, see the `[hardlight` modifier description for more detail
 | 
						||
about these blend modes.
 | 
						||
 | 
						||
#### `[hardlight:<file>`
 | 
						||
 | 
						||
Applies a Hard light blend with the two textures, like the Hard light layer
 | 
						||
mode in GIMP.
 | 
						||
 | 
						||
Hard light combines Multiply and Screen blend modes. Light parts of the
 | 
						||
`<file>` texture will lighten (screen) the base texture, and dark parts of the
 | 
						||
`<file>` texture will darken (multiply) the base texture. This can be useful
 | 
						||
for applying embossing or chiselled effects to textures. A Hard light with the
 | 
						||
same texture acts like applying an S-shaped color-curve, and can be used to
 | 
						||
increase contrast without clipping.
 | 
						||
 | 
						||
Hard light is the same as Overlay but with the roles of the two textures
 | 
						||
swapped, i.e. `A.png^[hardlight:B.png` is the same as `B.png^[overlay:A.png`
 | 
						||
 | 
						||
#### `[png:<base64>`
 | 
						||
 | 
						||
Embed a base64 encoded PNG image in the texture string.
 | 
						||
You can produce a valid string for this by calling
 | 
						||
`minetest.encode_base64(minetest.encode_png(tex))`,
 | 
						||
where `tex` is pixel data. Refer to the documentation of these
 | 
						||
functions for details.
 | 
						||
You can use this to send disposable images such as captchas
 | 
						||
to individual clients, or render things that would be too
 | 
						||
expensive to compose with `[combine:`.
 | 
						||
 | 
						||
IMPORTANT: Avoid sending large images this way.
 | 
						||
This is not a replacement for asset files, do not use it to do anything
 | 
						||
that you could instead achieve by just using a file.
 | 
						||
In particular consider `minetest.dynamic_add_media` and test whether
 | 
						||
using other texture modifiers could result in a shorter string than
 | 
						||
embedding a whole image, this may vary by use case.
 | 
						||
 | 
						||
Hardware coloring
 | 
						||
-----------------
 | 
						||
 | 
						||
The goal of hardware coloring is to simplify the creation of
 | 
						||
colorful nodes. If your textures use the same pattern, and they only
 | 
						||
differ in their color (like colored wool blocks), you can use hardware
 | 
						||
coloring instead of creating and managing many texture files.
 | 
						||
All of these methods use color multiplication (so a white-black texture
 | 
						||
with red coloring will result in red-black color).
 | 
						||
 | 
						||
### Static coloring
 | 
						||
 | 
						||
This method is useful if you wish to create nodes/items with
 | 
						||
the same texture, in different colors, each in a new node/item definition.
 | 
						||
 | 
						||
#### Global color
 | 
						||
 | 
						||
When you register an item or node, set its `color` field (which accepts a
 | 
						||
`ColorSpec`) to the desired color.
 | 
						||
 | 
						||
An `ItemStack`'s static color can be overwritten by the `color` metadata
 | 
						||
field. If you set that field to a `ColorString`, that color will be used.
 | 
						||
 | 
						||
#### Tile color
 | 
						||
 | 
						||
Each tile may have an individual static color, which overwrites every
 | 
						||
other coloring method. To disable the coloring of a face,
 | 
						||
set its color to white (because multiplying with white does nothing).
 | 
						||
You can set the `color` property of the tiles in the node's definition
 | 
						||
if the tile is in table format.
 | 
						||
 | 
						||
### Palettes
 | 
						||
 | 
						||
For nodes and items which can have many colors, a palette is more
 | 
						||
suitable. A palette is a texture, which can contain up to 256 pixels.
 | 
						||
Each pixel is one possible color for the node/item.
 | 
						||
You can register one node/item, which can have up to 256 colors.
 | 
						||
 | 
						||
#### Palette indexing
 | 
						||
 | 
						||
When using palettes, you always provide a pixel index for the given
 | 
						||
node or `ItemStack`. The palette is read from left to right and from
 | 
						||
top to bottom. If the palette has less than 256 pixels, then it is
 | 
						||
stretched to contain exactly 256 pixels (after arranging the pixels
 | 
						||
to one line). The indexing starts from 0.
 | 
						||
 | 
						||
Examples:
 | 
						||
 | 
						||
* 16x16 palette, index = 0: the top left corner
 | 
						||
* 16x16 palette, index = 4: the fifth pixel in the first row
 | 
						||
* 16x16 palette, index = 16: the pixel below the top left corner
 | 
						||
* 16x16 palette, index = 255: the bottom right corner
 | 
						||
* 2 (width) x 4 (height) palette, index = 31: the top left corner.
 | 
						||
  The palette has 8 pixels, so each pixel is stretched to 32 pixels,
 | 
						||
  to ensure the total 256 pixels.
 | 
						||
* 2x4 palette, index = 32: the top right corner
 | 
						||
* 2x4 palette, index = 63: the top right corner
 | 
						||
* 2x4 palette, index = 64: the pixel below the top left corner
 | 
						||
 | 
						||
#### Using palettes with items
 | 
						||
 | 
						||
When registering an item, set the item definition's `palette` field to
 | 
						||
a texture. You can also use texture modifiers.
 | 
						||
 | 
						||
The `ItemStack`'s color depends on the `palette_index` field of the
 | 
						||
stack's metadata. `palette_index` is an integer, which specifies the
 | 
						||
index of the pixel to use.
 | 
						||
 | 
						||
#### Linking palettes with nodes
 | 
						||
 | 
						||
When registering a node, set the item definition's `palette` field to
 | 
						||
a texture. You can also use texture modifiers.
 | 
						||
The node's color depends on its `param2`, so you also must set an
 | 
						||
appropriate `paramtype2`:
 | 
						||
 | 
						||
* `paramtype2 = "color"` for nodes which use their full `param2` for
 | 
						||
  palette indexing. These nodes can have 256 different colors.
 | 
						||
  The palette should contain 256 pixels.
 | 
						||
* `paramtype2 = "colorwallmounted"` for nodes which use the first
 | 
						||
  five bits (most significant) of `param2` for palette indexing.
 | 
						||
  The remaining three bits are describing rotation, as in `wallmounted`
 | 
						||
  paramtype2. Division by 8 yields the palette index (without stretching the
 | 
						||
  palette). These nodes can have 32 different colors, and the palette
 | 
						||
  should contain 32 pixels.
 | 
						||
  Examples:
 | 
						||
    * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
 | 
						||
      pixel will be picked from the palette.
 | 
						||
    * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
 | 
						||
      pixel will be picked from the palette.
 | 
						||
* `paramtype2 = "colorfacedir"` for nodes which use the first
 | 
						||
  three bits of `param2` for palette indexing. The remaining
 | 
						||
  five bits are describing rotation, as in `facedir` paramtype2.
 | 
						||
  Division by 32 yields the palette index (without stretching the
 | 
						||
  palette). These nodes can have 8 different colors, and the
 | 
						||
  palette should contain 8 pixels.
 | 
						||
  Examples:
 | 
						||
    * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
 | 
						||
      first (= 0 + 1) pixel will be picked from the palette.
 | 
						||
    * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
 | 
						||
      second (= 1 + 1) pixel will be picked from the palette.
 | 
						||
* `paramtype2 = "color4dir"` for nodes which use the first
 | 
						||
  six bits of `param2` for palette indexing. The remaining
 | 
						||
  two bits are describing rotation, as in `4dir` paramtype2.
 | 
						||
  Division by 4 yields the palette index (without stretching the
 | 
						||
  palette). These nodes can have 64 different colors, and the
 | 
						||
  palette should contain 64 pixels.
 | 
						||
  Examples:
 | 
						||
    * `param2 = 17` is 4 * 4 + 1, so the rotation is 1 and the
 | 
						||
      fifth (= 4 + 1) pixel will be picked from the palette.
 | 
						||
    * `param2 = 35` is 8 * 4 + 3, so the rotation is 3 and the
 | 
						||
      ninth (= 8 + 1) pixel will be picked from the palette.
 | 
						||
 | 
						||
To colorize a node on the map, set its `param2` value (according
 | 
						||
to the node's paramtype2).
 | 
						||
 | 
						||
### Conversion between nodes in the inventory and on the map
 | 
						||
 | 
						||
Static coloring is the same for both cases, there is no need
 | 
						||
for conversion.
 | 
						||
 | 
						||
If the `ItemStack`'s metadata contains the `color` field, it will be
 | 
						||
lost on placement, because nodes on the map can only use palettes.
 | 
						||
 | 
						||
If the `ItemStack`'s metadata contains the `palette_index` field, it is
 | 
						||
automatically transferred between node and item forms by the engine,
 | 
						||
when a player digs or places a colored node.
 | 
						||
You can disable this feature by setting the `drop` field of the node
 | 
						||
to itself (without metadata).
 | 
						||
To transfer the color to a special drop, you need a drop table.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
```lua
 | 
						||
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:
 | 
						||
 | 
						||
```lua
 | 
						||
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):
 | 
						||
 | 
						||
```lua
 | 
						||
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"}},
 | 
						||
    -- Global color, used in inventory
 | 
						||
    color = "green",
 | 
						||
    -- Palette in the world
 | 
						||
    paramtype2 = "color",
 | 
						||
    palette = "default_foilage.png",
 | 
						||
})
 | 
						||
```
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Sounds
 | 
						||
======
 | 
						||
 | 
						||
Only Ogg Vorbis files are supported.
 | 
						||
 | 
						||
For positional playing of sounds, only single-channel (mono) files are
 | 
						||
supported. Otherwise OpenAL will play them non-positionally.
 | 
						||
 | 
						||
Mods should generally prefix their sound files with `modname_`, e.g. given
 | 
						||
the mod name "`foomod`", a sound could be called:
 | 
						||
 | 
						||
    foomod_foosound.ogg
 | 
						||
 | 
						||
Sound group
 | 
						||
-----------
 | 
						||
 | 
						||
A sound group is the set of all sound files, whose filenames are of the following
 | 
						||
format:
 | 
						||
`<sound-group name>[.<single digit>].ogg`
 | 
						||
When a sound-group is played, one the files in the group is chosen at random.
 | 
						||
Sound files can only be referred to by their sound-group name.
 | 
						||
 | 
						||
Example: When playing the sound `foomod_foosound`, the sound is chosen randomly
 | 
						||
from the available ones of the following files:
 | 
						||
 | 
						||
* `foomod_foosound.ogg`
 | 
						||
* `foomod_foosound.0.ogg`
 | 
						||
* `foomod_foosound.1.ogg`
 | 
						||
* (...)
 | 
						||
* `foomod_foosound.9.ogg`
 | 
						||
 | 
						||
`SimpleSoundSpec`
 | 
						||
-----------------
 | 
						||
 | 
						||
Specifies a sound name, gain (=volume), pitch and fade.
 | 
						||
This is either a string or a table.
 | 
						||
 | 
						||
In string form, you just specify the sound name or
 | 
						||
the empty string for no sound.
 | 
						||
 | 
						||
Table form has the following fields:
 | 
						||
 | 
						||
* `name`:
 | 
						||
  Sound-group name.
 | 
						||
  If == `""`, no sound is played.
 | 
						||
* `gain`:
 | 
						||
  Volume (`1.0` = 100%), must be non-negative.
 | 
						||
  At the end, OpenAL clamps sound gain to a maximum of `1.0`. By setting gain for
 | 
						||
  a positional sound higher than `1.0`, one can increase the radius inside which
 | 
						||
  maximal gain is reached.
 | 
						||
  Furthermore, gain of positional sounds doesn't increase inside a 1 node radius.
 | 
						||
  The gain given here describes the gain at a distance of 3 nodes.
 | 
						||
* `pitch`:
 | 
						||
  Applies a pitch-shift to the sound.
 | 
						||
  Each factor of `2.0` results in a pitch-shift of +12 semitones.
 | 
						||
  Must be positive.
 | 
						||
* `fade`:
 | 
						||
  If > `0.0`, the sound is faded in, with this value in gain per second, until
 | 
						||
  `gain` is reached.
 | 
						||
 | 
						||
`gain`, `pitch` and `fade` are optional and default to `1.0`, `1.0` and `0.0`.
 | 
						||
 | 
						||
Examples:
 | 
						||
 | 
						||
* `""`: No sound
 | 
						||
* `{}`: No sound
 | 
						||
* `"default_place_node"`: Play e.g. `default_place_node.ogg`
 | 
						||
* `{name = "default_place_node"}`: Same as above
 | 
						||
* `{name = "default_place_node", gain = 0.5}`: 50% volume
 | 
						||
* `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
 | 
						||
 | 
						||
Sound parameter table
 | 
						||
---------------------
 | 
						||
 | 
						||
Table used to specify how a sound is played:
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    gain = 1.0,
 | 
						||
    -- Scales the gain specified in `SimpleSoundSpec`.
 | 
						||
 | 
						||
    pitch = 1.0,
 | 
						||
    -- Overwrites the pitch specified in `SimpleSoundSpec`.
 | 
						||
 | 
						||
    fade = 0.0,
 | 
						||
    -- Overwrites the fade specified in `SimpleSoundSpec`.
 | 
						||
 | 
						||
    start_time = 0.0,
 | 
						||
    -- Start with a time-offset into the sound.
 | 
						||
    -- The behavior is as if the sound was already playing for this many seconds.
 | 
						||
    -- Negative values are relative to the sound's length, so the sound reaches
 | 
						||
    -- its end in `-start_time` seconds.
 | 
						||
    -- It is unspecified what happens if `loop` is false and `start_time` is
 | 
						||
    -- smaller than minus the sound's length.
 | 
						||
 | 
						||
    -- Available since feature `sound_params_start_time`.
 | 
						||
 | 
						||
    loop = false,
 | 
						||
    -- If true, sound is played in a loop.
 | 
						||
 | 
						||
    pos = {x = 1, y = 2, z = 3},
 | 
						||
    -- Play sound at a position.
 | 
						||
    -- Can't be used together with `object`.
 | 
						||
 | 
						||
    object = <an ObjectRef>,
 | 
						||
    -- Attach the sound to an object.
 | 
						||
    -- Can't be used together with `pos`.
 | 
						||
 | 
						||
    -- For backward compatibility, sounds continue playing at the last location
 | 
						||
    -- of the object if an object is removed (for example if an entity dies).
 | 
						||
    -- It is not recommended to rely on this.
 | 
						||
    -- For death sounds, prefer playing a positional sound instead.
 | 
						||
 | 
						||
    -- If you want to stop a sound when an entity dies or is deactivated,
 | 
						||
    -- store the handle and call `minetest.sound_stop` in `on_die` / `on_deactivate`.
 | 
						||
 | 
						||
    -- Ephemeral sounds are entirely unaffected by the object being removed
 | 
						||
    -- or leaving the active object range.
 | 
						||
 | 
						||
    -- Non-ephemeral sounds stop playing on clients if objects leave
 | 
						||
    -- the active object range; they should start playing again if objects
 | 
						||
    --- come back into range (but due to a known bug, they don't yet).
 | 
						||
 | 
						||
    to_player = name,
 | 
						||
    -- Only play for this player.
 | 
						||
    -- Can't be used together with `exclude_player`.
 | 
						||
 | 
						||
    exclude_player = name,
 | 
						||
    -- Don't play sound for this player.
 | 
						||
    -- Can't be used together with `to_player`.
 | 
						||
 | 
						||
    max_hear_distance = 32,
 | 
						||
    -- Only play for players that are at most this far away when the sound
 | 
						||
    -- starts playing.
 | 
						||
    -- Needs `pos` or `object` to be set.
 | 
						||
    -- `32` is the default.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Examples:
 | 
						||
 | 
						||
```lua
 | 
						||
-- Play locationless on all clients
 | 
						||
{
 | 
						||
    gain = 1.0,   -- default
 | 
						||
    fade = 0.0,   -- default
 | 
						||
    pitch = 1.0,  -- default
 | 
						||
}
 | 
						||
-- Play locationless to one player
 | 
						||
{
 | 
						||
    to_player = name,
 | 
						||
    gain = 1.0,   -- default
 | 
						||
    fade = 0.0,   -- default
 | 
						||
    pitch = 1.0,  -- default
 | 
						||
}
 | 
						||
-- Play locationless to one player, looped
 | 
						||
{
 | 
						||
    to_player = name,
 | 
						||
    gain = 1.0,  -- default
 | 
						||
    loop = true,
 | 
						||
}
 | 
						||
-- Play at a location, start the sound at offset 5 seconds
 | 
						||
{
 | 
						||
    pos = {x = 1, y = 2, z = 3},
 | 
						||
    gain = 1.0,  -- default
 | 
						||
    max_hear_distance = 32,  -- default
 | 
						||
    start_time = 5.0,
 | 
						||
}
 | 
						||
-- Play connected to an object, looped
 | 
						||
{
 | 
						||
    object = <an ObjectRef>,
 | 
						||
    gain = 1.0,  -- default
 | 
						||
    max_hear_distance = 32,  -- default
 | 
						||
    loop = true,
 | 
						||
}
 | 
						||
-- Play at a location, heard by anyone *but* the given player
 | 
						||
{
 | 
						||
    pos = {x = 32, y = 0, z = 100},
 | 
						||
    max_hear_distance = 40,
 | 
						||
    exclude_player = name,
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Special sound-groups
 | 
						||
--------------------
 | 
						||
 | 
						||
These sound-groups are played back by the engine if provided.
 | 
						||
 | 
						||
 * `player_damage`: Played when the local player takes damage (gain = 0.5)
 | 
						||
 * `player_falling_damage`: Played when the local player takes
 | 
						||
   damage by falling (gain = 0.5)
 | 
						||
 * `player_jump`: Played when the local player jumps
 | 
						||
 * `default_dig_<groupname>`: Default node digging sound (gain = 0.5)
 | 
						||
   (see node sound definition for details)
 | 
						||
 | 
						||
Registered definitions
 | 
						||
======================
 | 
						||
 | 
						||
Anything added using certain [Registration functions] gets added to one or more
 | 
						||
of the global [Registered definition tables].
 | 
						||
 | 
						||
Note that in some cases you will stumble upon things that are not contained
 | 
						||
in these tables (e.g. when a mod has been removed). Always check for
 | 
						||
existence before trying to access the fields.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
All nodes registered with `minetest.register_node` get added to the table
 | 
						||
`minetest.registered_nodes`.
 | 
						||
 | 
						||
If you want to check the drawtype of a node, you could do it like this:
 | 
						||
 | 
						||
```lua
 | 
						||
local def = minetest.registered_nodes[nodename]
 | 
						||
local drawtype = def and def.drawtype
 | 
						||
```
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Nodes
 | 
						||
=====
 | 
						||
 | 
						||
Nodes are the bulk data of the world: cubes and other things that take the
 | 
						||
space of a cube. Huge amounts of them are handled efficiently, but they
 | 
						||
are quite static.
 | 
						||
 | 
						||
The definition of a node is stored and can be accessed by using
 | 
						||
 | 
						||
```lua
 | 
						||
minetest.registered_nodes[node.name]
 | 
						||
```
 | 
						||
 | 
						||
See [Registered definitions].
 | 
						||
 | 
						||
Nodes are passed by value between Lua and the engine.
 | 
						||
They are represented by a table:
 | 
						||
 | 
						||
```lua
 | 
						||
{name="name", param1=num, param2=num}
 | 
						||
```
 | 
						||
 | 
						||
`param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
 | 
						||
them for certain automated functions. If you don't use these functions, you can
 | 
						||
use them to store arbitrary values.
 | 
						||
 | 
						||
Node paramtypes
 | 
						||
---------------
 | 
						||
 | 
						||
The functions of `param1` and `param2` are determined by certain fields in the
 | 
						||
node definition.
 | 
						||
 | 
						||
The function of `param1` is determined by `paramtype` in node definition.
 | 
						||
`param1` is reserved for the engine when `paramtype != "none"`.
 | 
						||
 | 
						||
* `paramtype = "light"`
 | 
						||
    * The value stores light with and without sun in its lower and upper 4 bits
 | 
						||
      respectively.
 | 
						||
    * Required by a light source node to enable spreading its light.
 | 
						||
    * Required by the following drawtypes as they determine their visual
 | 
						||
      brightness from their internal light value:
 | 
						||
        * torchlike
 | 
						||
        * signlike
 | 
						||
        * firelike
 | 
						||
        * fencelike
 | 
						||
        * raillike
 | 
						||
        * nodebox
 | 
						||
        * mesh
 | 
						||
        * plantlike
 | 
						||
        * plantlike_rooted
 | 
						||
* `paramtype = "none"`
 | 
						||
    * `param1` will not be used by the engine and can be used to store
 | 
						||
      an arbitrary value
 | 
						||
 | 
						||
The function of `param2` is determined by `paramtype2` in node definition.
 | 
						||
`param2` is reserved for the engine when `paramtype2 != "none"`.
 | 
						||
 | 
						||
* `paramtype2 = "flowingliquid"`
 | 
						||
    * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
 | 
						||
    * The liquid level and a flag of the liquid are stored in `param2`
 | 
						||
    * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
 | 
						||
      see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
 | 
						||
      to access/manipulate the content of this field
 | 
						||
    * Bit 3: If set, liquid is flowing downwards (no graphical effect)
 | 
						||
* `paramtype2 = "wallmounted"`
 | 
						||
    * Supported drawtypes: "torchlike", "signlike", "plantlike",
 | 
						||
      "plantlike_rooted", "normal", "nodebox", "mesh"
 | 
						||
    * The rotation of the node is stored in `param2`
 | 
						||
    * Node is 'mounted'/facing towards one of 6 directions
 | 
						||
    * You can make this value by using `minetest.dir_to_wallmounted()`
 | 
						||
    * Values range 0 - 7
 | 
						||
    * The value denotes at which direction the node is "mounted":
 | 
						||
      0 = y+,   1 = y-,   2 = x+,   3 = x-,   4 = z+,   5 = z-
 | 
						||
      6 = y+, but rotated by  90°
 | 
						||
      7 = y-, but rotated by -90°
 | 
						||
    * By default, on placement the param2 is automatically set to the
 | 
						||
      appropriate rotation (0 to 5), depending on which side was
 | 
						||
      pointed at. With the node field `wallmounted_rotate_vertical = true`,
 | 
						||
      the param2 values 6 and 7 might additionally be set
 | 
						||
* `paramtype2 = "facedir"`
 | 
						||
    * Supported drawtypes: "normal", "nodebox", "mesh"
 | 
						||
    * The rotation of the node is stored in `param2`.
 | 
						||
    * Node is rotated around face and axis; 24 rotations in total.
 | 
						||
    * Can be made by using `minetest.dir_to_facedir()`.
 | 
						||
    * Chests and furnaces can be rotated that way, and also 'flipped'
 | 
						||
    * Values range 0 - 23
 | 
						||
    * facedir / 4 = axis direction:
 | 
						||
      0 = y+,   1 = z+,   2 = z-,   3 = x+,   4 = x-,   5 = y-
 | 
						||
    * The node is rotated 90 degrees around the X or Z axis so that its top face
 | 
						||
      points in the desired direction. For the y- direction, it's rotated 180
 | 
						||
      degrees around the Z axis.
 | 
						||
    * facedir modulo 4 = left-handed rotation around the specified axis, in 90° steps.
 | 
						||
    * By default, on placement the param2 is automatically set to the
 | 
						||
      horizontal direction the player was looking at (values 0-3)
 | 
						||
    * Special case: If the node is a connected nodebox, the nodebox
 | 
						||
      will NOT rotate, only the textures will.
 | 
						||
* `paramtype2 = "4dir"`
 | 
						||
    * Supported drawtypes: "normal", "nodebox", "mesh"
 | 
						||
    * The rotation of the node is stored in `param2`.
 | 
						||
    * Allows node to be rotated horizontally, 4 rotations in total
 | 
						||
    * Can be made by using `minetest.dir_to_fourdir()`.
 | 
						||
    * Chests and furnaces can be rotated that way, but not flipped
 | 
						||
    * Values range 0 - 3
 | 
						||
    * 4dir modulo 4 = rotation
 | 
						||
    * Otherwise, behavior is identical to facedir
 | 
						||
* `paramtype2 = "leveled"`
 | 
						||
    * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
 | 
						||
        * Leveled nodebox:
 | 
						||
            * The level of the top face of the nodebox is stored in `param2`.
 | 
						||
            * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
 | 
						||
              nodeboxes.
 | 
						||
            * The nodebox height is (`param2` / 64) nodes.
 | 
						||
            * The maximum accepted value of `param2` is 127.
 | 
						||
        * Rooted plantlike:
 | 
						||
            * The height of the 'plantlike' section is stored in `param2`.
 | 
						||
            * The height is (`param2` / 16) nodes.
 | 
						||
* `paramtype2 = "degrotate"`
 | 
						||
    * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
 | 
						||
      stored in `param2`.
 | 
						||
    * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
 | 
						||
      get the actual rotation in degrees of the node.
 | 
						||
* `paramtype2 = "meshoptions"`
 | 
						||
    * Only valid for "plantlike" drawtype. `param2` encodes the shape and
 | 
						||
      optional modifiers of the "plant". `param2` is a bitfield.
 | 
						||
    * Bits 0 to 2 select the shape.
 | 
						||
      Use only one of the values below:
 | 
						||
        * 0 = an "x" shaped plant (ordinary plant)
 | 
						||
        * 1 = a "+" shaped plant (just rotated 45 degrees)
 | 
						||
        * 2 = a "*" shaped plant with 3 faces instead of 2
 | 
						||
        * 3 = a "#" shaped plant with 4 faces instead of 2
 | 
						||
        * 4 = a "#" shaped plant with 4 faces that lean outwards
 | 
						||
        * 5-7 are unused and reserved for future meshes.
 | 
						||
    * Bits 3 to 7 are used to enable any number of optional modifiers.
 | 
						||
      Just add the corresponding value(s) below to `param2`:
 | 
						||
        * 8  - Makes the plant slightly vary placement horizontally
 | 
						||
        * 16 - Makes the plant mesh 1.4x larger
 | 
						||
        * 32 - Moves each face randomly a small bit down (1/8 max)
 | 
						||
        * values 64 and 128 (bits 6-7) are reserved for future use.
 | 
						||
    * Example: `param2 = 0` selects a normal "x" shaped plant
 | 
						||
    * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
 | 
						||
* `paramtype2 = "color"`
 | 
						||
    * `param2` tells which color is picked from the palette.
 | 
						||
      The palette should have 256 pixels.
 | 
						||
* `paramtype2 = "colorfacedir"`
 | 
						||
    * Same as `facedir`, but with colors.
 | 
						||
    * The first three bits of `param2` tells which color is picked from the
 | 
						||
      palette. The palette should have 8 pixels.
 | 
						||
* `paramtype2 = "color4dir"`
 | 
						||
    * Same as `facedir`, but with colors.
 | 
						||
    * The first six bits of `param2` tells which color is picked from the
 | 
						||
      palette. The palette should have 64 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. "glasslike_framed_optional" nodes are only affected if the
 | 
						||
      "Connected Glass" setting is enabled.
 | 
						||
    * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
 | 
						||
      full.
 | 
						||
    * Bits 6 and 7 modify the appearance of the frame and node faces. One or
 | 
						||
      both of these values may be added to `param2`:
 | 
						||
        * 64  - Makes the node not connect with neighbors above or below it.
 | 
						||
        * 128 - Makes the node not connect with neighbors to its sides.
 | 
						||
    * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
 | 
						||
* `paramtype2 = "colordegrotate"`
 | 
						||
    * Same as `degrotate`, but with colors.
 | 
						||
    * The first (most-significant) three bits of `param2` tells which color
 | 
						||
      is picked from the palette. The palette should have 8 pixels.
 | 
						||
    * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
 | 
						||
* `paramtype2 = "none"`
 | 
						||
    * `param2` will not be used by the engine and can be used to store
 | 
						||
      an arbitrary value
 | 
						||
 | 
						||
Nodes can also contain extra data. See [Node Metadata].
 | 
						||
 | 
						||
Node drawtypes
 | 
						||
--------------
 | 
						||
 | 
						||
There are a bunch of different looking node types.
 | 
						||
 | 
						||
Look for examples in `games/devtest` or `games/minetest_game`.
 | 
						||
 | 
						||
* `normal`
 | 
						||
    * A node-sized cube.
 | 
						||
* `airlike`
 | 
						||
    * Invisible, uses no texture.
 | 
						||
* `liquid`
 | 
						||
    * The cubic source node for a liquid.
 | 
						||
    * Faces bordering to the same node are never rendered.
 | 
						||
    * Connects to node specified in `liquid_alternative_flowing` if specified.
 | 
						||
    * Use `backface_culling = false` for the tiles you want to make
 | 
						||
      visible when inside the node.
 | 
						||
* `flowingliquid`
 | 
						||
    * The flowing version of a liquid, appears with various heights and slopes.
 | 
						||
    * Faces bordering to the same node are never rendered.
 | 
						||
    * Connects to node specified in `liquid_alternative_source`.
 | 
						||
    * You *must* set `liquid_alternative_flowing` to the node's own name.
 | 
						||
    * Node textures are defined with `special_tiles` where the first tile
 | 
						||
      is for the top and bottom faces and the second tile is for the side
 | 
						||
      faces.
 | 
						||
    * `tiles` is used for the item/inventory/wield image rendering.
 | 
						||
    * Use `backface_culling = false` for the special tiles you want to make
 | 
						||
      visible when inside the node
 | 
						||
* `glasslike`
 | 
						||
    * Often used for partially-transparent nodes.
 | 
						||
    * Only external sides of textures are visible.
 | 
						||
* `glasslike_framed`
 | 
						||
    * All face-connected nodes are drawn as one volume within a surrounding
 | 
						||
      frame.
 | 
						||
    * The frame appearance is generated from the edges of the first texture
 | 
						||
      specified in `tiles`. The width of the edges used are 1/16th of texture
 | 
						||
      size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
 | 
						||
    * The glass 'shine' (or other desired detail) on each node face is supplied
 | 
						||
      by the second texture specified in `tiles`.
 | 
						||
* `glasslike_framed_optional`
 | 
						||
    * This switches between the above 2 drawtypes according to the menu setting
 | 
						||
      'Connected Glass'.
 | 
						||
* `allfaces`
 | 
						||
    * Often used for partially-transparent nodes.
 | 
						||
    * External 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 `paramtype2="[color]wallmounted"`:
 | 
						||
        * If placed on top of a node, uses the first texture specified in `tiles`.
 | 
						||
        * If placed against the underside of a node, uses the second texture
 | 
						||
          specified in `tiles`.
 | 
						||
        * If placed on the side of a node, uses the third texture specified in
 | 
						||
          `tiles` and is perpendicular to that node.
 | 
						||
    * If `paramtype2="none"`:
 | 
						||
        * Will be rendered as if placed on top of a node (see
 | 
						||
          above) and only the first texture is used.
 | 
						||
* `signlike`
 | 
						||
    * A single texture parallel to, and mounted against, the top, underside or
 | 
						||
      side of a node.
 | 
						||
    * If `paramtype2="[color]wallmounted"`, it rotates according to `param2`
 | 
						||
    * If `paramtype2="none"`, it will always be on the floor.
 | 
						||
* `plantlike`
 | 
						||
    * Two vertical and diagonal textures at right-angles to each other.
 | 
						||
    * See `paramtype2 = "meshoptions"` above for other options.
 | 
						||
* `firelike`
 | 
						||
    * When above a flat surface, appears as 6 textures, the central 2 as
 | 
						||
      `plantlike` plus 4 more surrounding those.
 | 
						||
    * If not above a surface the central 2 do not appear, but the texture
 | 
						||
      appears against the faces of surrounding nodes if they are present.
 | 
						||
* `fencelike`
 | 
						||
    * A 3D model suitable for a wooden fence.
 | 
						||
    * One placed node appears as a single vertical post.
 | 
						||
    * Adjacently-placed nodes cause horizontal bars to appear between them.
 | 
						||
* `raillike`
 | 
						||
    * Often used for tracks for mining carts.
 | 
						||
    * Requires 4 textures to be specified in `tiles`, in order: Straight,
 | 
						||
      curved, t-junction, crossing.
 | 
						||
    * Each placed node automatically switches to a suitable rotated texture
 | 
						||
      determined by the adjacent `raillike` nodes, in order to create a
 | 
						||
      continuous track network.
 | 
						||
    * Becomes a sloping node if placed against stepped nodes.
 | 
						||
* `nodebox`
 | 
						||
    * Often used for stairs and slabs.
 | 
						||
    * Allows defining nodes consisting of an arbitrary number of boxes.
 | 
						||
    * See [Node boxes] below for more information.
 | 
						||
* `mesh`
 | 
						||
    * Uses models for nodes.
 | 
						||
    * Tiles should hold model materials textures.
 | 
						||
    * Only static meshes are implemented.
 | 
						||
    * For supported model formats see Irrlicht engine documentation.
 | 
						||
* `plantlike_rooted`
 | 
						||
    * Enables underwater `plantlike` without air bubbles around the nodes.
 | 
						||
    * Consists of a base cube at the co-ordinates of the node plus a
 | 
						||
      `plantlike` extension above
 | 
						||
    * If `paramtype2="leveled", the `plantlike` extension has a height
 | 
						||
      of `param2 / 16` nodes, otherwise it's the height of 1 node
 | 
						||
    * If `paramtype2="wallmounted"`, the `plantlike` extension
 | 
						||
      will be at one of the corresponding 6 sides of the base cube.
 | 
						||
      Also, the base cube rotates like a `normal` cube would
 | 
						||
    * The `plantlike` extension visually passes through any nodes above the
 | 
						||
      base cube without affecting them.
 | 
						||
    * The base cube texture tiles are defined as normal, the `plantlike`
 | 
						||
      extension uses the defined special tile, for example:
 | 
						||
      `special_tiles = {{name = "default_papyrus.png"}},`
 | 
						||
 | 
						||
`*_optional` drawtypes need less rendering time if deactivated
 | 
						||
(always client-side).
 | 
						||
 | 
						||
Node boxes
 | 
						||
----------
 | 
						||
 | 
						||
Node selection boxes are defined using "node boxes".
 | 
						||
 | 
						||
A nodebox is defined as any of:
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    -- A normal cube; the default in most things
 | 
						||
    type = "regular"
 | 
						||
}
 | 
						||
{
 | 
						||
    -- A fixed box (or boxes) (facedir param2 is used, if applicable)
 | 
						||
    type = "fixed",
 | 
						||
    fixed = box OR {box1, box2, ...}
 | 
						||
}
 | 
						||
{
 | 
						||
    -- A variable height box (or boxes) with the top face position defined
 | 
						||
    -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
 | 
						||
    -- by param2.
 | 
						||
    -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
 | 
						||
    type = "leveled",
 | 
						||
    fixed = box OR {box1, box2, ...}
 | 
						||
}
 | 
						||
{
 | 
						||
    -- A box like the selection box for torches
 | 
						||
    -- (wallmounted param2 is used, if applicable)
 | 
						||
    type = "wallmounted",
 | 
						||
    wall_top = box,
 | 
						||
    wall_bottom = box,
 | 
						||
    wall_side = box
 | 
						||
}
 | 
						||
{
 | 
						||
    -- A node that has optional boxes depending on neighboring nodes'
 | 
						||
    -- presence and type. See also `connects_to`.
 | 
						||
    type = "connected",
 | 
						||
    fixed = box OR {box1, box2, ...}
 | 
						||
    connect_top = box OR {box1, box2, ...}
 | 
						||
    connect_bottom = box OR {box1, box2, ...}
 | 
						||
    connect_front = box OR {box1, box2, ...}
 | 
						||
    connect_left = box OR {box1, box2, ...}
 | 
						||
    connect_back = box OR {box1, box2, ...}
 | 
						||
    connect_right = box OR {box1, box2, ...}
 | 
						||
    -- The following `disconnected_*` boxes are the opposites of the
 | 
						||
    -- `connect_*` ones above, i.e. when a node has no suitable neighbor
 | 
						||
    -- on the respective side, the corresponding disconnected box is drawn.
 | 
						||
    disconnected_top = box OR {box1, box2, ...}
 | 
						||
    disconnected_bottom = box OR {box1, box2, ...}
 | 
						||
    disconnected_front = box OR {box1, box2, ...}
 | 
						||
    disconnected_left = box OR {box1, box2, ...}
 | 
						||
    disconnected_back = box OR {box1, box2, ...}
 | 
						||
    disconnected_right = box OR {box1, box2, ...}
 | 
						||
    disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
 | 
						||
    disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
 | 
						||
                                                  -- neighbors to the sides
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
A `box` is defined as:
 | 
						||
 | 
						||
```lua
 | 
						||
{x1, y1, z1, x2, y2, z2}
 | 
						||
```
 | 
						||
 | 
						||
A box of a regular node would look like:
 | 
						||
 | 
						||
```lua
 | 
						||
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
 | 
						||
```
 | 
						||
 | 
						||
To avoid collision issues, keep each value within the range of +/- 1.45.
 | 
						||
This also applies to leveled nodeboxes, where the final height shall not
 | 
						||
exceed this soft limit.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Map terminology and coordinates
 | 
						||
===============================
 | 
						||
 | 
						||
Nodes, mapblocks, mapchunks
 | 
						||
---------------------------
 | 
						||
 | 
						||
A 'node' is the fundamental cubic unit of a world and appears to a player as
 | 
						||
roughly 1x1x1 meters in size.
 | 
						||
 | 
						||
A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
 | 
						||
fundamental region of a world that is stored in the world database, sent to
 | 
						||
clients and handled by many parts of the engine.
 | 
						||
'mapblock' is preferred terminology to 'block' to help avoid confusion with
 | 
						||
'node', however 'block' often appears in the API.
 | 
						||
 | 
						||
A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
 | 
						||
(80x80x80 nodes) and is the volume of world generated in one operation by
 | 
						||
the map generator.
 | 
						||
The size in mapblocks has been chosen to optimize map generation.
 | 
						||
 | 
						||
Coordinates
 | 
						||
-----------
 | 
						||
 | 
						||
### Orientation of axes
 | 
						||
 | 
						||
For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
 | 
						||
 | 
						||
### Node coordinates
 | 
						||
 | 
						||
Almost all positions used in the API use node coordinates.
 | 
						||
 | 
						||
### Mapblock coordinates
 | 
						||
 | 
						||
Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
 | 
						||
specify a particular mapblock.
 | 
						||
For example blockpos (0,0,0) specifies the mapblock that extends from
 | 
						||
node position (0,0,0) to node position (15,15,15).
 | 
						||
 | 
						||
#### Converting node position to the containing blockpos
 | 
						||
 | 
						||
To calculate the blockpos of the mapblock that contains the node at 'nodepos',
 | 
						||
for each axis:
 | 
						||
 | 
						||
* blockpos = math.floor(nodepos / 16)
 | 
						||
 | 
						||
#### Converting blockpos to min/max node positions
 | 
						||
 | 
						||
To calculate the min/max node positions contained in the mapblock at 'blockpos',
 | 
						||
for each axis:
 | 
						||
 | 
						||
* Minimum:
 | 
						||
  nodepos = blockpos * 16
 | 
						||
* Maximum:
 | 
						||
  nodepos = blockpos * 16 + 15
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
HUD
 | 
						||
===
 | 
						||
 | 
						||
HUD element types
 | 
						||
-----------------
 | 
						||
 | 
						||
The `position` field is used for all element types.
 | 
						||
To account for differing resolutions, the position coordinates are the
 | 
						||
percentage of the screen, ranging in value from `0` to `1`.
 | 
						||
 | 
						||
The `name` field is not yet used, but should contain a description of what the
 | 
						||
HUD element represents.
 | 
						||
 | 
						||
The `direction` field is the direction in which something is drawn.
 | 
						||
`0` draws from left to right, `1` draws from right to left, `2` draws from
 | 
						||
top to bottom, and `3` draws from bottom to top.
 | 
						||
 | 
						||
The `alignment` field specifies how the item will be aligned. It is a table
 | 
						||
where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
 | 
						||
moved to the left/up, and `1` is to the right/down. Fractional values can be
 | 
						||
used.
 | 
						||
 | 
						||
The `offset` field specifies a pixel offset from the position. Contrary to
 | 
						||
position, the offset is not scaled to screen size. This allows for some
 | 
						||
precisely positioned items in the HUD.
 | 
						||
 | 
						||
**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
 | 
						||
factor!
 | 
						||
 | 
						||
The `z_index` field specifies the order of HUD elements from back to front.
 | 
						||
Lower z-index elements are displayed behind higher z-index elements. Elements
 | 
						||
with same z-index are displayed in an arbitrary order. Default 0.
 | 
						||
Supports negative values. By convention, the following values are recommended:
 | 
						||
 | 
						||
*  -400: Graphical effects, such as vignette
 | 
						||
*  -300: Name tags, waypoints
 | 
						||
*  -200: Wieldhand
 | 
						||
*  -100: Things that block the player's view, e.g. masks
 | 
						||
*     0: Default. For standard in-game HUD elements like crosshair, hotbar,
 | 
						||
         minimap, builtin statbars, etc.
 | 
						||
*   100: Temporary text messages or notification icons
 | 
						||
*  1000: Full-screen effects such as full-black screen or credits.
 | 
						||
         This includes effects that cover the entire screen
 | 
						||
 | 
						||
If your HUD element doesn't fit into any category, pick a number
 | 
						||
between the suggested values
 | 
						||
 | 
						||
Below are the specific uses for fields in each type; fields not listed for that
 | 
						||
type are ignored.
 | 
						||
 | 
						||
### `image`
 | 
						||
 | 
						||
Displays an image on the HUD.
 | 
						||
 | 
						||
* `scale`: The scale of the image, with `{x = 1, y = 1}` being the original texture size.
 | 
						||
  The `x` and `y` fields apply to the respective axes.
 | 
						||
  Positive values scale the source image.
 | 
						||
  Negative values represent percentages relative to screen dimensions.
 | 
						||
  Example: `{x = -20, y = 3}` means the image will be drawn 20% of screen width wide,
 | 
						||
  and 3 times as high as the source image is.
 | 
						||
* `text`: The name of the texture that is displayed.
 | 
						||
* `alignment`: The alignment of the image.
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
 | 
						||
### `text`
 | 
						||
 | 
						||
Displays text on the HUD.
 | 
						||
 | 
						||
* `scale`: Defines the bounding rectangle of the text.
 | 
						||
  A value such as `{x=100, y=100}` should work.
 | 
						||
* `text`: The text to be displayed in the HUD element.
 | 
						||
  Supports `minetest.translate` (always)
 | 
						||
  and `minetest.colorize` (since protocol version 44)
 | 
						||
* `number`: An integer containing the RGB value of the color used to draw the
 | 
						||
  text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
 | 
						||
* `alignment`: The alignment of the text.
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
* `size`: size of the text.
 | 
						||
  The player-set font size is multiplied by size.x (y value isn't used).
 | 
						||
* `style`: determines font style
 | 
						||
  Bitfield with 1 = bold, 2 = italic, 4 = monospace
 | 
						||
 | 
						||
### `statbar`
 | 
						||
 | 
						||
Displays a horizontal bar made up of half-images with an optional background.
 | 
						||
 | 
						||
* `text`: The name of the texture to use.
 | 
						||
* `text2`: Optional texture name to enable a background / "off state"
 | 
						||
  texture (useful to visualize the maximal value). Both textures
 | 
						||
  must have the same size.
 | 
						||
* `number`: The number of half-textures that are displayed.
 | 
						||
  If odd, will end with a vertically center-split texture.
 | 
						||
* `item`: Same as `number` but for the "off state" texture
 | 
						||
* `direction`: To which direction the images will extend to
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
* `size`: If used, will force full-image size to this value (override texture
 | 
						||
  pack image size)
 | 
						||
 | 
						||
### `inventory`
 | 
						||
 | 
						||
* `text`: The name of the inventory list to be displayed.
 | 
						||
* `number`: Number of items in the inventory to be displayed.
 | 
						||
* `item`: Position of item that is selected.
 | 
						||
* `direction`: Direction the list will be displayed in
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
 | 
						||
### `waypoint`
 | 
						||
 | 
						||
Displays distance to selected world position.
 | 
						||
 | 
						||
* `name`: The name of the waypoint.
 | 
						||
* `text`: Distance suffix. Can be blank.
 | 
						||
* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
 | 
						||
  If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
 | 
						||
  When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
 | 
						||
  `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
 | 
						||
  `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
 | 
						||
  `precision = n` will show multiples of `1/n`
 | 
						||
* `number:` An integer containing the RGB value of the color used to draw the
 | 
						||
  text.
 | 
						||
* `world_pos`: World position of the waypoint.
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
* `alignment`: The alignment of the waypoint.
 | 
						||
 | 
						||
### `image_waypoint`
 | 
						||
 | 
						||
Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
 | 
						||
 | 
						||
* `scale`: The scale of the image, with `{x = 1, y = 1}` being the original texture size.
 | 
						||
  The `x` and `y` fields apply to the respective axes.
 | 
						||
  Positive values scale the source image.
 | 
						||
  Negative values represent percentages relative to screen dimensions.
 | 
						||
  Example: `{x = -20, y = 3}` means the image will be drawn 20% of screen width wide,
 | 
						||
  and 3 times as high as the source image is.
 | 
						||
* `text`: The name of the texture that is displayed.
 | 
						||
* `alignment`: The alignment of the image.
 | 
						||
* `world_pos`: World position of the waypoint.
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
 | 
						||
### `compass`
 | 
						||
 | 
						||
Displays an image oriented or translated according to current heading direction.
 | 
						||
 | 
						||
* `size`: The size of this element. Negative values represent percentage
 | 
						||
  of the screen; e.g. `x=-100` means 100% (width).
 | 
						||
* `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
 | 
						||
* `text`: The name of the texture to use.
 | 
						||
* `alignment`: The alignment of the image.
 | 
						||
* `offset`: Offset in pixels from position.
 | 
						||
* `direction`: How the image is rotated/translated:
 | 
						||
  * 0 - Rotate as heading direction
 | 
						||
  * 1 - Rotate in reverse direction
 | 
						||
  * 2 - Translate as landscape direction
 | 
						||
  * 3 - Translate in reverse direction
 | 
						||
 | 
						||
If translation is chosen, texture is repeated horizontally to fill the whole element.
 | 
						||
 | 
						||
### `minimap`
 | 
						||
 | 
						||
Displays a minimap on the HUD.
 | 
						||
 | 
						||
* `size`: Size of the minimap to display. Minimap should be a square to avoid
 | 
						||
  distortion.
 | 
						||
* `alignment`: The alignment of the minimap.
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
 | 
						||
Representations of simple things
 | 
						||
================================
 | 
						||
 | 
						||
Vector (ie. a position)
 | 
						||
-----------------------
 | 
						||
 | 
						||
```lua
 | 
						||
vector.new(x, y, z)
 | 
						||
```
 | 
						||
 | 
						||
See [Spatial Vectors] for details.
 | 
						||
 | 
						||
`pointed_thing`
 | 
						||
---------------
 | 
						||
 | 
						||
* `{type="nothing"}`
 | 
						||
* `{type="node", under=pos, above=pos}`
 | 
						||
    * Indicates a pointed node selection box.
 | 
						||
    * `under` refers to the node position behind the pointed face.
 | 
						||
    * `above` refers to the node position in front of the pointed face.
 | 
						||
* `{type="object", ref=ObjectRef}`
 | 
						||
 | 
						||
Exact pointing location (currently only `Raycast` supports these fields):
 | 
						||
 | 
						||
* `pointed_thing.intersection_point`: The absolute world coordinates of the
 | 
						||
  point on the selection box which is pointed at. May be in the selection box
 | 
						||
  if the pointer is in the box too.
 | 
						||
* `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
 | 
						||
  from 1).
 | 
						||
* `pointed_thing.intersection_normal`: Unit vector, points outwards of the
 | 
						||
  selected selection box. This specifies which face is pointed at.
 | 
						||
  Is a null vector `vector.zero()` when the pointer is inside the selection box.
 | 
						||
  For entities with rotated selection boxes, this will be rotated properly
 | 
						||
  by the entity's rotation - it will always be in absolute world space.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Flag Specifier Format
 | 
						||
=====================
 | 
						||
 | 
						||
Flags using the standardized flag specifier format can be specified in either
 | 
						||
of two ways, by string or table.
 | 
						||
 | 
						||
The string format is a comma-delimited set of flag names; whitespace and
 | 
						||
unrecognized flag fields are ignored. Specifying a flag in the string sets the
 | 
						||
flag, and specifying a flag prefixed by the string `"no"` explicitly
 | 
						||
clears the flag from whatever the default may be.
 | 
						||
 | 
						||
In addition to the standard string flag format, the schematic flags field can
 | 
						||
also be a table of flag names to boolean values representing whether or not the
 | 
						||
flag is set. Additionally, if a field with the flag name prefixed with `"no"`
 | 
						||
is present, mapped to a boolean of any value, the specified flag is unset.
 | 
						||
 | 
						||
E.g. A flag field of value
 | 
						||
 | 
						||
```lua
 | 
						||
{place_center_x = true, place_center_y=false, place_center_z=true}
 | 
						||
```
 | 
						||
 | 
						||
is equivalent to
 | 
						||
 | 
						||
```lua
 | 
						||
{place_center_x = true, noplace_center_y=true, place_center_z=true}
 | 
						||
```
 | 
						||
 | 
						||
which is equivalent to
 | 
						||
 | 
						||
```lua
 | 
						||
"place_center_x, noplace_center_y, place_center_z"
 | 
						||
```
 | 
						||
 | 
						||
or even
 | 
						||
 | 
						||
```lua
 | 
						||
"place_center_x, place_center_z"
 | 
						||
```
 | 
						||
 | 
						||
since, by default, no schematic attributes are set.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Items
 | 
						||
=====
 | 
						||
 | 
						||
Items are things that can be held by players, dropped in the map and
 | 
						||
stored in inventories.
 | 
						||
Items come in the form of item stacks, which are collections of equal
 | 
						||
items that occupy a single inventory slot.
 | 
						||
 | 
						||
Item types
 | 
						||
----------
 | 
						||
 | 
						||
There are three kinds of items: nodes, tools and craftitems.
 | 
						||
 | 
						||
* Node: Placeable item form of a node in the world's voxel grid
 | 
						||
* Tool: Has a changeable wear property but cannot be stacked
 | 
						||
* Craftitem: Has no special properties
 | 
						||
 | 
						||
Every registered node (the voxel in the world) has a corresponding
 | 
						||
item form (the thing in your inventory) that comes along with it.
 | 
						||
This item form can be placed which will create a node in the
 | 
						||
world (by default).
 | 
						||
Both the 'actual' node and its item form share the same identifier.
 | 
						||
For all practical purposes, you can treat the node and its item form
 | 
						||
interchangeably. We usually just say 'node' to the item form of
 | 
						||
the node as well.
 | 
						||
 | 
						||
Note the definition of tools is purely technical. The only really
 | 
						||
unique thing about tools is their wear, and that's basically it.
 | 
						||
Beyond that, you can't make any gameplay-relevant assumptions
 | 
						||
about tools or non-tools. It is perfectly valid to register something
 | 
						||
that acts as tool in a gameplay sense as a craftitem, and vice-versa.
 | 
						||
 | 
						||
Craftitems can be used for items that neither need to be a node
 | 
						||
nor a tool.
 | 
						||
 | 
						||
Amount and wear
 | 
						||
---------------
 | 
						||
 | 
						||
All item stacks have an amount between 0 and 65535. It is 1 by
 | 
						||
default. Tool item stacks cannot have an amount greater than 1.
 | 
						||
 | 
						||
Tools use a wear (damage) value ranging from 0 to 65535. The
 | 
						||
value 0 is the default and is used for unworn tools. The values
 | 
						||
1 to 65535 are used for worn tools, where a higher value stands for
 | 
						||
a higher wear. Non-tools technically also have a wear property,
 | 
						||
but it is always 0. There is also a special 'toolrepair' crafting
 | 
						||
recipe that is only available to tools.
 | 
						||
 | 
						||
Item formats
 | 
						||
------------
 | 
						||
 | 
						||
Items and item stacks can exist in three formats: Serializes, table format
 | 
						||
and `ItemStack`.
 | 
						||
 | 
						||
When an item must be passed to a function, it can usually be in any of
 | 
						||
these formats.
 | 
						||
 | 
						||
### Serialized
 | 
						||
 | 
						||
This is called "stackstring" or "itemstring". It is a simple string with
 | 
						||
1-4 components:
 | 
						||
 | 
						||
1. Full item identifier ("item name")
 | 
						||
2. Optional amount
 | 
						||
3. Optional wear value
 | 
						||
4. Optional item metadata
 | 
						||
 | 
						||
Syntax:
 | 
						||
 | 
						||
    <identifier> [<amount>[ <wear>[ <metadata>]]]
 | 
						||
 | 
						||
Examples:
 | 
						||
 | 
						||
* `"default:apple"`: 1 apple
 | 
						||
* `"default:dirt 5"`: 5 dirt
 | 
						||
* `"default:pick_stone"`: a new stone pickaxe
 | 
						||
* `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
 | 
						||
* `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`:
 | 
						||
  * a wooden pickaxe from the `default` mod,
 | 
						||
  * amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
 | 
						||
  * with the `description` field set to `"My worn out pick"` in its metadata
 | 
						||
* `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`:
 | 
						||
  * analogous to the above example
 | 
						||
  * note how the wear is set to `0` as dirt is not a tool
 | 
						||
 | 
						||
You should ideally use the `ItemStack` format to build complex item strings
 | 
						||
(especially if they use item metadata)
 | 
						||
without relying on the serialization format. Example:
 | 
						||
 | 
						||
    local stack = ItemStack("default:pick_wood")
 | 
						||
    stack:set_wear(21323)
 | 
						||
    stack:get_meta():set_string("description", "My worn out pick")
 | 
						||
    local itemstring = stack:to_string()
 | 
						||
 | 
						||
Additionally the methods `minetest.itemstring_with_palette(item, palette_index)`
 | 
						||
and `minetest.itemstring_with_color(item, colorstring)` may be used to create
 | 
						||
item strings encoding color information in their metadata.
 | 
						||
 | 
						||
### Table format
 | 
						||
 | 
						||
Examples:
 | 
						||
 | 
						||
5 dirt nodes:
 | 
						||
 | 
						||
```lua
 | 
						||
{name="default:dirt", count=5, wear=0, metadata=""}
 | 
						||
```
 | 
						||
 | 
						||
A wooden pick about 1/3 worn out:
 | 
						||
 | 
						||
```lua
 | 
						||
{name="default:pick_wood", count=1, wear=21323, metadata=""}
 | 
						||
```
 | 
						||
 | 
						||
An apple:
 | 
						||
 | 
						||
```lua
 | 
						||
{name="default:apple", count=1, wear=0, metadata=""}
 | 
						||
```
 | 
						||
 | 
						||
### `ItemStack`
 | 
						||
 | 
						||
A native C++ format with many helper methods. Useful for converting
 | 
						||
between formats. See the [Class reference] section for details.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Groups
 | 
						||
======
 | 
						||
 | 
						||
In a number of places, there is a group table. Groups define the
 | 
						||
properties of a thing (item, node, armor of entity, tool capabilities)
 | 
						||
in such a way that the engine and other mods can can interact with
 | 
						||
the thing without actually knowing what the thing is.
 | 
						||
 | 
						||
Usage
 | 
						||
-----
 | 
						||
 | 
						||
Groups are stored in a table, having the group names with keys and the
 | 
						||
group ratings as values. Group ratings are integer values within the
 | 
						||
range [-32767, 32767]. For example:
 | 
						||
 | 
						||
```lua
 | 
						||
-- Default dirt
 | 
						||
groups = {crumbly=3, soil=1}
 | 
						||
 | 
						||
-- A more special dirt-kind of thing
 | 
						||
groups = {crumbly=2, soil=1, level=2, outerspace=1}
 | 
						||
```
 | 
						||
 | 
						||
Groups always have a rating associated with them. If there is no
 | 
						||
useful meaning for a rating for an enabled group, it shall be `1`.
 | 
						||
 | 
						||
When not defined, the rating of a group defaults to `0`. Thus when you
 | 
						||
read groups, you must interpret `nil` and `0` as the same value, `0`.
 | 
						||
 | 
						||
You can read the rating of a group for an item or a node by using
 | 
						||
 | 
						||
```lua
 | 
						||
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 items with this damage group.
 | 
						||
See [Entity damage mechanism].
 | 
						||
 | 
						||
```lua
 | 
						||
object:get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
 | 
						||
object:set_armor_groups({fleshy=30, cracky=80})
 | 
						||
```
 | 
						||
 | 
						||
Groups of tool capabilities
 | 
						||
---------------------------
 | 
						||
 | 
						||
Groups in tool capabilities define which groups of nodes and entities they
 | 
						||
are effective towards.
 | 
						||
 | 
						||
Groups in crafting recipes
 | 
						||
--------------------------
 | 
						||
 | 
						||
In crafting recipes, you can specify a group as an input item.
 | 
						||
This means that any item in that group will be accepted as input.
 | 
						||
 | 
						||
The basic syntax is:
 | 
						||
 | 
						||
```lua
 | 
						||
"group:<group_name>"
 | 
						||
```
 | 
						||
 | 
						||
For example, `"group:meat"` will accept any item in the `meat` group.
 | 
						||
 | 
						||
It is also possible to require an input item to be in
 | 
						||
multiple groups at once. The syntax for that is:
 | 
						||
 | 
						||
```lua
 | 
						||
"group:<group_name_1>,<group_name_2>,(...),<group_name_n>"
 | 
						||
```
 | 
						||
 | 
						||
For example, `"group:leaves,birch,trimmed"` accepts any item which is member
 | 
						||
of *all* the groups `leaves` *and* `birch` *and* `trimmed`.
 | 
						||
 | 
						||
An example recipe: Craft a raw meat soup from any meat, any water and any bowl:
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    output = "food:meat_soup_raw",
 | 
						||
    recipe = {
 | 
						||
        {"group:meat"},
 | 
						||
        {"group:water"},
 | 
						||
        {"group:bowl"},
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Another example: Craft red wool from white wool and red dye
 | 
						||
(here, "red dye" is defined as any item which is member of
 | 
						||
*both* the groups `dye` and `basecolor_red`).
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    type = "shapeless",
 | 
						||
    output = "wool:red",
 | 
						||
    recipe = {"wool:white", "group:dye,basecolor_red"},
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Special groups
 | 
						||
--------------
 | 
						||
 | 
						||
The asterisk `(*)` after a group name describes that there is no engine
 | 
						||
functionality bound to it, and implementation is left up as a suggestion
 | 
						||
to games.
 | 
						||
 | 
						||
### Node and item groups
 | 
						||
 | 
						||
* `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
 | 
						||
  that the item should be hidden in item lists.
 | 
						||
 | 
						||
 | 
						||
### Node-only groups
 | 
						||
 | 
						||
* `attached_node`: the node is 'attached' to a neighboring node. It checks
 | 
						||
                   whether the node it is attached to is walkable. If it
 | 
						||
                   isn't, the node will drop as an item.
 | 
						||
    * `1`: if the node is wallmounted, the node is attached in the wallmounted
 | 
						||
           direction. Otherwise, the node is attached to the node below.
 | 
						||
    * `2`: if the node is facedir or 4dir, the facedir or 4dir direction is checked.
 | 
						||
           No effect for other nodes.
 | 
						||
           Note: The "attaching face" of this node is tile no. 5 (back face).
 | 
						||
    * `3`: the node is always attached to the node below.
 | 
						||
    * `4`: the node is always attached to the node above.
 | 
						||
* `bouncy`: value is bounce speed in percent.
 | 
						||
  If positive, jump/sneak on floor impact will increase/decrease bounce height.
 | 
						||
  Negative value is the same bounciness, but non-controllable.
 | 
						||
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
 | 
						||
  connect to each other
 | 
						||
* `dig_immediate`: Player can always pick up node without reducing tool wear
 | 
						||
    * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
 | 
						||
    * `3`: the node always gets the digging time 0 seconds (torch)
 | 
						||
* `disable_jump`: Player (and possibly other things) cannot jump from node
 | 
						||
  or if their feet are in the node. Note: not supported for `new_move = false`
 | 
						||
* `disable_descend`: Player (and possibly other things) cannot *actively*
 | 
						||
  descend in node using Sneak or Aux1 key (for liquids and climbable nodes
 | 
						||
  only). Note: not supported for `new_move = false`
 | 
						||
* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
 | 
						||
  the top of this node. There's also an armor group with the same name.
 | 
						||
  The final player damage is determined by the following formula:
 | 
						||
    ```lua
 | 
						||
    damage =
 | 
						||
      collision speed
 | 
						||
      * ((node_fall_damage_add_percent   + 100) / 100) -- node group
 | 
						||
      * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
 | 
						||
      - (14)                                           -- constant tolerance
 | 
						||
    ```
 | 
						||
  Negative damage values are discarded as no damage.
 | 
						||
* `falling_node`: if there is no walkable block under the node it will fall
 | 
						||
* `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
 | 
						||
     * A liquid source with `groups = {falling_node = 1, float = 1}`
 | 
						||
       will fall through flowing liquids.
 | 
						||
* `level`: Can be used to give an additional sense of progression in the game.
 | 
						||
     * A larger level will cause e.g. a weapon of a lower level make much less
 | 
						||
       damage, and get worn out much faster, or not be able to get drops
 | 
						||
       from destroyed nodes.
 | 
						||
     * `0` is something that is directly accessible at the start of gameplay
 | 
						||
     * There is no upper limit
 | 
						||
     * See also: `leveldiff` in [Tool Capabilities]
 | 
						||
* `slippery`: Players and items will slide on the node.
 | 
						||
  Slipperiness rises steadily with `slippery` value, starting at 1.
 | 
						||
 | 
						||
 | 
						||
### Tool-only groups
 | 
						||
 | 
						||
* `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
 | 
						||
  `"toolrepair"` crafting recipe
 | 
						||
 | 
						||
 | 
						||
### `ObjectRef` armor groups
 | 
						||
 | 
						||
* `immortal`: Skips all damage and breath handling for an object. This group
 | 
						||
  will also hide the integrated HUD status bars for players. It is
 | 
						||
  automatically set to all players when damage is disabled on the server and
 | 
						||
  cannot be reset (subject to change).
 | 
						||
* `fall_damage_add_percent`: Modifies the fall damage suffered by players
 | 
						||
  when they hit the ground. It is analog to the node group with the same
 | 
						||
  name. See the node group above for the exact calculation.
 | 
						||
* `punch_operable`: For entities; disables the regular damage mechanism for
 | 
						||
  players punching it by hand or a non-tool item, so that it can do something
 | 
						||
  else than take damage.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Known damage and digging time defining groups
 | 
						||
---------------------------------------------
 | 
						||
 | 
						||
* `crumbly`: dirt, sand
 | 
						||
* `cracky`: tough but crackable stuff like stone.
 | 
						||
* `snappy`: something that can be cut using things like scissors, shears,
 | 
						||
  bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
 | 
						||
* `choppy`: something that can be cut using force; e.g. trees, wooden planks
 | 
						||
* `fleshy`: Living things like animals and the player. This could imply
 | 
						||
  some blood effects when hitting.
 | 
						||
* `explody`: Especially prone to explosions
 | 
						||
* `oddly_breakable_by_hand`:
 | 
						||
   Can be added to nodes that shouldn't logically be breakable by the
 | 
						||
   hand but are. Somewhat similar to `dig_immediate`, but times are more
 | 
						||
   like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
 | 
						||
   digging speed of an item if it can dig at a faster speed than this
 | 
						||
   suggests for the hand.
 | 
						||
 | 
						||
Examples of custom groups
 | 
						||
-------------------------
 | 
						||
 | 
						||
Item groups are often used for defining, well, _groups of items_.
 | 
						||
 | 
						||
* `meat`: any meat-kind of a thing (rating might define the size or healing
 | 
						||
  ability or be irrelevant -- it is not defined as of yet)
 | 
						||
* `eatable`: anything that can be eaten. Rating might define HP gain in half
 | 
						||
  hearts.
 | 
						||
* `flammable`: can be set on fire. Rating might define the intensity of the
 | 
						||
  fire, affecting e.g. the speed of the spreading of an open fire.
 | 
						||
* `wool`: any wool (any origin, any color)
 | 
						||
* `metal`: any metal
 | 
						||
* `weapon`: any weapon
 | 
						||
* `heavy`: anything considerably heavy
 | 
						||
 | 
						||
Digging time calculation specifics
 | 
						||
----------------------------------
 | 
						||
 | 
						||
Groups such as `crumbly`, `cracky` and `snappy` are used for this
 | 
						||
purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
 | 
						||
faster digging time.
 | 
						||
 | 
						||
The `level` group is used to limit the toughness of nodes an item capable
 | 
						||
of digging can dig and to scale the digging times / damage to a greater extent.
 | 
						||
 | 
						||
**Please do understand this**, otherwise you cannot use the system to it's
 | 
						||
full potential.
 | 
						||
 | 
						||
Items define their properties by a list of parameters for groups. They
 | 
						||
cannot dig other groups; thus it is important to use a standard bunch of
 | 
						||
groups to enable interaction with items.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Tool Capabilities
 | 
						||
=================
 | 
						||
 | 
						||
'Tool capabilities' is a property of items that defines two things:
 | 
						||
 | 
						||
1) Which nodes it can dig and how fast
 | 
						||
2) Which objects it can hurt by punching and by how much
 | 
						||
 | 
						||
Tool capabilities are available for all items, not just tools.
 | 
						||
But only tools can receive wear from digging and punching.
 | 
						||
 | 
						||
Missing or incomplete tool capabilities will default to the
 | 
						||
player's hand.
 | 
						||
 | 
						||
Tool capabilities definition
 | 
						||
----------------------------
 | 
						||
 | 
						||
Tool capabilities define:
 | 
						||
 | 
						||
* Full punch interval
 | 
						||
* Maximum drop level
 | 
						||
* For an arbitrary list of node groups:
 | 
						||
    * Uses (until the tool breaks)
 | 
						||
    * Maximum level (usually `0`, `1`, `2` or `3`)
 | 
						||
    * Digging times
 | 
						||
* Damage groups
 | 
						||
* Punch attack uses (until the tool breaks)
 | 
						||
 | 
						||
### Full punch interval `full_punch_interval`
 | 
						||
 | 
						||
When used as a weapon, the item will do full damage if this time is spent
 | 
						||
between punches. If e.g. half the time is spent, the item will do half
 | 
						||
damage.
 | 
						||
 | 
						||
### Maximum drop level `max_drop_level`
 | 
						||
 | 
						||
Suggests the maximum level of node, when dug with the item, that will drop
 | 
						||
its useful item. (e.g. iron ore to drop a lump of iron).
 | 
						||
 | 
						||
This value is not used in the engine; it is the responsibility of the game/mod
 | 
						||
code to implement this.
 | 
						||
 | 
						||
### Uses `uses` (tools only)
 | 
						||
 | 
						||
Determines how many uses the tool has when it is used for digging a node,
 | 
						||
of this group, of the maximum level. The maximum supported number of
 | 
						||
uses is 65535. The special number 0 is used for infinite uses.
 | 
						||
For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
 | 
						||
`leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
 | 
						||
node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
 | 
						||
 | 
						||
* `uses=10, leveldiff=0`: actual uses: 10
 | 
						||
* `uses=10, leveldiff=1`: actual uses: 30
 | 
						||
* `uses=10, leveldiff=2`: actual uses: 90
 | 
						||
 | 
						||
For non-tools, this has no effect.
 | 
						||
 | 
						||
### Maximum level `maxlevel`
 | 
						||
 | 
						||
Tells what is the maximum level of a node of this group that the item will
 | 
						||
be able to dig.
 | 
						||
 | 
						||
### Digging times `times`
 | 
						||
 | 
						||
List of digging times for different ratings of the group, for nodes of the
 | 
						||
maximum level.
 | 
						||
 | 
						||
For example, as a Lua table, `times={[2]=2.00, [3]=0.70}`. This would
 | 
						||
result in the item to be able to dig nodes that have a rating of `2` or `3`
 | 
						||
for this group, and unable to dig the rating `1`, which is the toughest.
 | 
						||
Unless there is a matching group that enables digging otherwise.
 | 
						||
 | 
						||
If the result digging time is 0, a delay of 0.15 seconds is added between
 | 
						||
digging nodes. If the player releases LMB after digging, this delay is set to 0,
 | 
						||
i.e. players can more quickly click the nodes away instead of holding LMB.
 | 
						||
 | 
						||
This extra delay is not applied in case of a digging time between 0 and 0.15,
 | 
						||
so a digging time of 0.01 is actually faster than a digging time of 0.
 | 
						||
 | 
						||
### Damage groups
 | 
						||
 | 
						||
List of damage for groups of entities. See [Entity damage mechanism].
 | 
						||
 | 
						||
### Punch attack uses (tools only)
 | 
						||
 | 
						||
Determines how many uses (before breaking) the tool has when dealing damage
 | 
						||
to an object, when the full punch interval (see above) was always
 | 
						||
waited out fully.
 | 
						||
 | 
						||
Wear received by the tool is proportional to the time spent, scaled by
 | 
						||
the full punch interval.
 | 
						||
 | 
						||
For non-tools, this has no effect.
 | 
						||
 | 
						||
Example definition of the capabilities of an item
 | 
						||
-------------------------------------------------
 | 
						||
 | 
						||
```lua
 | 
						||
tool_capabilities = {
 | 
						||
    groupcaps={
 | 
						||
        crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
This makes the item capable of digging nodes that fulfill both of these:
 | 
						||
 | 
						||
* Have the `crumbly` group
 | 
						||
* Have a `level` group less or equal to `2`
 | 
						||
 | 
						||
Table of resulting digging times:
 | 
						||
 | 
						||
    crumbly        0     1     2     3     4  <- level
 | 
						||
         ->  0     -     -     -     -     -
 | 
						||
             1  0.80  1.60  1.60     -     -
 | 
						||
             2  0.60  1.20  1.20     -     -
 | 
						||
             3  0.40  0.80  0.80     -     -
 | 
						||
 | 
						||
    level diff:    2     1     0    -1    -2
 | 
						||
 | 
						||
Table of resulting tool uses:
 | 
						||
 | 
						||
    ->  0     -     -     -     -     -
 | 
						||
        1   180    60    20     -     -
 | 
						||
        2   180    60    20     -     -
 | 
						||
        3   180    60    20     -     -
 | 
						||
 | 
						||
**Notes**:
 | 
						||
 | 
						||
* At `crumbly==0`, the node is not diggable.
 | 
						||
* At `crumbly==3`, the level difference digging time divider kicks in and makes
 | 
						||
  easy nodes to be quickly breakable.
 | 
						||
* At `level > 2`, the node is not diggable, because it's `level > maxlevel`
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Entity damage mechanism
 | 
						||
=======================
 | 
						||
 | 
						||
Damage calculation:
 | 
						||
 | 
						||
    damage = 0
 | 
						||
    foreach group in cap.damage_groups:
 | 
						||
        damage += cap.damage_groups[group]
 | 
						||
            * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
 | 
						||
            * (object.armor_groups[group] / 100.0)
 | 
						||
            -- Where object.armor_groups[group] is 0 for inexistent values
 | 
						||
    return damage
 | 
						||
 | 
						||
Client predicts damage based on damage groups. Because of this, it is able to
 | 
						||
give an immediate response when an entity is damaged or dies; the response is
 | 
						||
pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
 | 
						||
TODO).
 | 
						||
Currently a smoke puff will appear when an entity dies.
 | 
						||
 | 
						||
The group `immortal` completely disables normal damage.
 | 
						||
 | 
						||
Entities can define a special armor group, which is `punch_operable`. This
 | 
						||
group disables the regular damage mechanism for players punching it by hand or
 | 
						||
a non-tool item, so that it can do something else than take damage.
 | 
						||
 | 
						||
On the Lua side, every punch calls:
 | 
						||
 | 
						||
```lua
 | 
						||
entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
 | 
						||
                damage)
 | 
						||
```
 | 
						||
 | 
						||
This should never be called directly, because damage is usually not handled by
 | 
						||
the entity itself.
 | 
						||
 | 
						||
* `puncher` is the object performing the punch. Can be `nil`. Should never be
 | 
						||
  accessed unless absolutely required, to encourage interoperability.
 | 
						||
* `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
 | 
						||
* `tool_capabilities` can be `nil`.
 | 
						||
* `direction` is a unit vector, pointing from the source of the punch to
 | 
						||
   the punched object.
 | 
						||
* `damage` damage that will be done to entity
 | 
						||
Return value of this function will determine if damage is done by this function
 | 
						||
(retval true) or shall be done by engine (retval false)
 | 
						||
 | 
						||
To punch an entity/object in Lua, call:
 | 
						||
 | 
						||
```lua
 | 
						||
object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
 | 
						||
```
 | 
						||
 | 
						||
* Return value is tool wear.
 | 
						||
* Parameters are equal to the above callback.
 | 
						||
* If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
 | 
						||
  will be automatically filled in based on the location of `puncher`.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Metadata
 | 
						||
========
 | 
						||
 | 
						||
Node Metadata
 | 
						||
-------------
 | 
						||
 | 
						||
The instance of a node in the world normally only contains the three values
 | 
						||
mentioned in [Nodes]. However, it is possible to insert extra data into a node.
 | 
						||
It is called "node metadata"; See `NodeMetaRef`.
 | 
						||
 | 
						||
Node metadata contains two things:
 | 
						||
 | 
						||
* A key-value store
 | 
						||
* An inventory
 | 
						||
 | 
						||
Some of the values in the key-value store are handled specially:
 | 
						||
 | 
						||
* `formspec`: Defines an inventory menu that is opened with the
 | 
						||
              'place/use' key. Only works if no `on_rightclick` was
 | 
						||
              defined for the node. See also [Formspec].
 | 
						||
* `infotext`: Text shown on the screen when the node is pointed at.
 | 
						||
              Line-breaks will be applied automatically.
 | 
						||
              If the infotext is very long, it will be truncated.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
```lua
 | 
						||
local meta = minetest.get_meta(pos)
 | 
						||
 | 
						||
-- Set node formspec and infotext
 | 
						||
meta:set_string("formspec",
 | 
						||
        "size[8,9]"..
 | 
						||
        "list[context;main;0,0;8,4;]"..
 | 
						||
        "list[current_player;main;0,5;8,4;]")
 | 
						||
meta:set_string("infotext", "Chest");
 | 
						||
 | 
						||
-- Set inventory list size of `"main"` list to 32
 | 
						||
local inv = meta:get_inventory()
 | 
						||
inv:set_size("main", 32)
 | 
						||
 | 
						||
-- Dump node metadata
 | 
						||
print(dump(meta:to_table()))
 | 
						||
 | 
						||
-- Set node metadata from a metadata table
 | 
						||
meta:from_table({
 | 
						||
    inventory = {
 | 
						||
        -- Set items of inventory in all 32 slots of the `"main"` list
 | 
						||
        main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
 | 
						||
                [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
 | 
						||
                [10] = "", [11] = "", [12] = "", [13] = "",
 | 
						||
                [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
 | 
						||
                [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
 | 
						||
                [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
 | 
						||
                [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
 | 
						||
                [32] = ""}
 | 
						||
    },
 | 
						||
    -- metadata fields
 | 
						||
    fields = {
 | 
						||
        formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
 | 
						||
        infotext = "Chest"
 | 
						||
    }
 | 
						||
})
 | 
						||
```
 | 
						||
 | 
						||
Item Metadata
 | 
						||
-------------
 | 
						||
 | 
						||
Item stacks can store metadata too. See [`ItemStackMetaRef`].
 | 
						||
 | 
						||
Item metadata only contains a key-value store.
 | 
						||
 | 
						||
Some of the values in the key-value store are handled specially:
 | 
						||
 | 
						||
* `description`: Set the item stack's description.
 | 
						||
  See also: `get_description` in [`ItemStack`]
 | 
						||
* `short_description`: Set the item stack's short description.
 | 
						||
  See also: `get_short_description` in [`ItemStack`]
 | 
						||
* `inventory_image`: Override inventory_image
 | 
						||
* `inventory_overlay`: Override inventory_overlay
 | 
						||
* `wield_image`: Override wield_image
 | 
						||
* `wield_overlay`: Override wield_overlay
 | 
						||
* `wield_scale`: Override wield_scale, use vector.to_string
 | 
						||
* `color`: A `ColorString`, which sets the stack's color.
 | 
						||
* `palette_index`: If the item has a palette, this is used to get the
 | 
						||
  current color from the palette.
 | 
						||
* `count_meta`: Replace the displayed count with any string.
 | 
						||
* `count_alignment`: Set the alignment of the displayed count value. This is an
 | 
						||
  int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
 | 
						||
  4th bit specify the alignment in y-direction:
 | 
						||
  0 = default, 1 = left / up, 2 = middle, 3 = right / down
 | 
						||
  The default currently is the same as right/down.
 | 
						||
  Example: 6 = 2 + 1*4 = middle,up
 | 
						||
* `range`: Overrides the pointing range
 | 
						||
  Example: `meta:set_float("range", 4.2)`
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
```lua
 | 
						||
local meta = stack:get_meta()
 | 
						||
meta:set_string("key", "value")
 | 
						||
print(dump(meta:to_table()))
 | 
						||
```
 | 
						||
 | 
						||
Example manipulations of "description" and expected output behaviors:
 | 
						||
 | 
						||
```lua
 | 
						||
print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
 | 
						||
print(ItemStack("foobar"):get_description()) --> Unknown Item
 | 
						||
 | 
						||
local stack = ItemStack("default:stone")
 | 
						||
stack:get_meta():set_string("description", "Custom description\nAnother line")
 | 
						||
print(stack:get_description()) --> Custom description\nAnother line
 | 
						||
print(stack:get_short_description()) --> Custom description
 | 
						||
 | 
						||
stack:get_meta():set_string("short_description", "Short")
 | 
						||
print(stack:get_description()) --> Custom description\nAnother line
 | 
						||
print(stack:get_short_description()) --> Short
 | 
						||
 | 
						||
print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
 | 
						||
```
 | 
						||
 | 
						||
 | 
						||
Formspec
 | 
						||
========
 | 
						||
 | 
						||
Formspec defines a menu. This supports inventories and some of the
 | 
						||
typical widgets like buttons, checkboxes, text input fields, etc.
 | 
						||
It is a string, with a somewhat strange format.
 | 
						||
 | 
						||
A formspec is made out of formspec elements, which includes widgets
 | 
						||
like buttons but also can be used to set stuff like background color.
 | 
						||
 | 
						||
Many formspec elements have a `name`, which is a unique identifier which
 | 
						||
is used when the server receives user input. You must not use the name
 | 
						||
"quit" for formspec elements.
 | 
						||
 | 
						||
Spaces and newlines can be inserted between the blocks, as is used in the
 | 
						||
examples.
 | 
						||
 | 
						||
Position and size units are inventory slots unless the new coordinate system
 | 
						||
is enabled. `X` and `Y` position the formspec element relative to the top left
 | 
						||
of the menu or container. `W` and `H` are its width and height values.
 | 
						||
 | 
						||
If the new system is enabled, all elements have unified coordinates for all
 | 
						||
elements with no padding or spacing in between. This is highly recommended
 | 
						||
for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
 | 
						||
Coordinates`.
 | 
						||
 | 
						||
Inventories with a `player:<name>` inventory location are only sent to the
 | 
						||
player named `<name>`.
 | 
						||
 | 
						||
When displaying text which can contain formspec code, e.g. text set by a player,
 | 
						||
use `minetest.formspec_escape`.
 | 
						||
For colored 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 an 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;]
 | 
						||
 | 
						||
Version History
 | 
						||
---------------
 | 
						||
 | 
						||
* Formspec version 1 (pre-5.1.0):
 | 
						||
  * (too much)
 | 
						||
* Formspec version 2 (5.1.0):
 | 
						||
  * Forced real coordinates
 | 
						||
  * background9[]: 9-slice scaling parameters
 | 
						||
* Formspec version 3 (5.2.0):
 | 
						||
  * Formspec elements are drawn in the order of definition
 | 
						||
  * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
 | 
						||
  * box[] and image[] elements enable clipping by default
 | 
						||
  * new element: scroll_container[]
 | 
						||
* Formspec version 4 (5.4.0):
 | 
						||
  * Allow dropdown indexing events
 | 
						||
* Formspec version 5 (5.5.0):
 | 
						||
  * Added padding[] element
 | 
						||
* Formspec version 6 (5.6.0):
 | 
						||
  * Add nine-slice images, animated_image, and fgimg_middle
 | 
						||
* Formspec version 7 (5.8.0):
 | 
						||
  * style[]: Add focused state for buttons
 | 
						||
  * Add field_enter_after_edit[] (experimental)
 | 
						||
 | 
						||
Elements
 | 
						||
--------
 | 
						||
 | 
						||
### `formspec_version[<version>]`
 | 
						||
 | 
						||
* Set the formspec version to a certain number. If not specified,
 | 
						||
  version 1 is assumed.
 | 
						||
* Must be specified before `size` element.
 | 
						||
* Clients older than this version can neither show newer elements nor display
 | 
						||
  elements with new arguments correctly.
 | 
						||
* Available since feature `formspec_version_element`.
 | 
						||
* See also: [Version History]
 | 
						||
 | 
						||
### `size[<W>,<H>,<fixed_size>]`
 | 
						||
 | 
						||
* Define the size of the menu in inventory slots
 | 
						||
* `fixed_size`: `true`/`false` (optional)
 | 
						||
* deprecated: `invsize[<W>,<H>;]`
 | 
						||
 | 
						||
### `position[<X>,<Y>]`
 | 
						||
 | 
						||
* Must be used after `size` element.
 | 
						||
* Defines the position on the game window of the formspec's `anchor` point.
 | 
						||
* For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
 | 
						||
  for example:
 | 
						||
    * [0.0, 0.0] sets the position to the top left corner of the game window.
 | 
						||
    * [1.0, 1.0] sets the position to the bottom right of the game window.
 | 
						||
* Defaults to the center of the game window [0.5, 0.5].
 | 
						||
 | 
						||
### `anchor[<X>,<Y>]`
 | 
						||
 | 
						||
* Must be used after both `size` and `position` (if present) elements.
 | 
						||
* Defines the location of the anchor point within the formspec.
 | 
						||
* For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
 | 
						||
  for example:
 | 
						||
    * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
 | 
						||
    * [1.0, 0.0] sets the anchor to the top right of the formspec.
 | 
						||
* Defaults to the center of the formspec [0.5, 0.5].
 | 
						||
 | 
						||
* `position` and `anchor` elements need suitable values to avoid a formspec
 | 
						||
  extending off the game window due to particular game window sizes.
 | 
						||
 | 
						||
### `padding[<X>,<Y>]`
 | 
						||
 | 
						||
* Must be used after the `size`, `position`, and `anchor` elements (if present).
 | 
						||
* Defines how much space is padded around the formspec if the formspec tries to
 | 
						||
  increase past the size of the screen and coordinates have to be shrunk.
 | 
						||
* For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
 | 
						||
  screen), and 0.5 represents half the screen (which forces the coordinate size
 | 
						||
  to 0). If negative, the formspec can extend off the edge of the screen.
 | 
						||
* Defaults to [0.05, 0.05].
 | 
						||
 | 
						||
### `no_prepend[]`
 | 
						||
 | 
						||
* Must be used after the `size`, `position`, `anchor`, and `padding` elements
 | 
						||
  (if present).
 | 
						||
* Disables player:set_formspec_prepend() from applying to this formspec.
 | 
						||
 | 
						||
### `real_coordinates[<bool>]`
 | 
						||
 | 
						||
* INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
 | 
						||
* When set to true, all following formspec elements will use the new coordinate system.
 | 
						||
* If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
 | 
						||
  (if present), the form size will use the new coordinate system.
 | 
						||
* **Note**: Formspec prepends are not affected by the coordinates in the main form.
 | 
						||
  They must enable it explicitly.
 | 
						||
* For information on converting forms to the new coordinate system, see `Migrating
 | 
						||
  to Real Coordinates`.
 | 
						||
 | 
						||
### `container[<X>,<Y>]`
 | 
						||
 | 
						||
* Start of a container block, moves all physical elements in the container by
 | 
						||
  (X, Y).
 | 
						||
* Must have matching `container_end`
 | 
						||
* Containers can be nested, in which case the offsets are added
 | 
						||
  (child containers are relative to parent containers)
 | 
						||
 | 
						||
### `container_end[]`
 | 
						||
 | 
						||
* End of a container, following elements are no longer relative to this
 | 
						||
  container.
 | 
						||
 | 
						||
### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
 | 
						||
 | 
						||
* Start of a scroll_container block. All contained elements will ...
 | 
						||
  * take the scroll_container coordinate as position origin,
 | 
						||
  * be additionally moved by the current value of the scrollbar with the name
 | 
						||
    `scrollbar name` times `scroll factor` along the orientation `orientation` and
 | 
						||
  * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
 | 
						||
* `orientation`: possible values are `vertical` and `horizontal`.
 | 
						||
* `scroll factor`: optional, defaults to `0.1`.
 | 
						||
* Nesting is possible.
 | 
						||
* Some elements might work a little different if they are in a scroll_container.
 | 
						||
* Note: If you want the scroll_container to actually work, you also need to add a
 | 
						||
  scrollbar element with the specified name. Furthermore, it is highly recommended
 | 
						||
  to use a scrollbaroptions element on this scrollbar.
 | 
						||
 | 
						||
### `scroll_container_end[]`
 | 
						||
 | 
						||
* End of a scroll_container, following elements are no longer bound to this
 | 
						||
  container.
 | 
						||
 | 
						||
### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
 | 
						||
 | 
						||
* Show an inventory list if it has been sent to the client.
 | 
						||
* If the inventory list changes (eg. it didn't exist before, it's resized, or its items
 | 
						||
  are moved) while the formspec is open, the formspec element may (but is not guaranteed
 | 
						||
  to) adapt to the new inventory list.
 | 
						||
* Item slots are drawn in a grid from left to right, then up to down, ordered
 | 
						||
  according to the slot index.
 | 
						||
* `W` and `H` are in inventory slots, not in coordinates.
 | 
						||
* `starting item index` (Optional): The index of the first (upper-left) item to draw.
 | 
						||
  Indices start at `0`. Default is `0`.
 | 
						||
* The number of shown slots is the minimum of `W*H` and the inventory list's size minus
 | 
						||
  `starting item index`.
 | 
						||
* **Note**: With the new coordinate system, the spacing between inventory
 | 
						||
  slots is one-fourth the size of an inventory slot by default. Also see
 | 
						||
  [Styling Formspecs] for changing the size of slots and spacing.
 | 
						||
 | 
						||
### `listring[<inventory location>;<list name>]`
 | 
						||
 | 
						||
* Appends to an internal ring of inventory lists.
 | 
						||
* Shift-clicking on items in one element of the ring
 | 
						||
  will send them to the next inventory list inside the ring
 | 
						||
* The first occurrence of an element inside the ring will
 | 
						||
  determine the inventory where items will be sent to
 | 
						||
 | 
						||
### `listring[]`
 | 
						||
 | 
						||
* Shorthand for doing `listring[<inventory location>;<list name>]`
 | 
						||
  for the last two inventory lists added by list[...]
 | 
						||
 | 
						||
### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
 | 
						||
 | 
						||
* Sets background color of slots as `ColorString`
 | 
						||
* Sets background color of slots on mouse hovering
 | 
						||
 | 
						||
### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
 | 
						||
 | 
						||
* Sets background color of slots as `ColorString`
 | 
						||
* Sets background color of slots on mouse hovering
 | 
						||
* Sets color of slots border
 | 
						||
 | 
						||
### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
 | 
						||
 | 
						||
* Sets background color of slots as `ColorString`
 | 
						||
* Sets background color of slots on mouse hovering
 | 
						||
* Sets color of slots border
 | 
						||
* Sets default background color of tooltips
 | 
						||
* Sets default font color of tooltips
 | 
						||
 | 
						||
### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
 | 
						||
 | 
						||
* Adds tooltip for an element
 | 
						||
* `bgcolor` tooltip background color as `ColorString` (optional)
 | 
						||
* `fontcolor` tooltip font color as `ColorString` (optional)
 | 
						||
 | 
						||
### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
 | 
						||
 | 
						||
* Adds tooltip for an area. Other tooltips will take priority when present.
 | 
						||
* `bgcolor` tooltip background color as `ColorString` (optional)
 | 
						||
* `fontcolor` tooltip font color as `ColorString` (optional)
 | 
						||
 | 
						||
### `image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]`
 | 
						||
 | 
						||
* Show an image.
 | 
						||
* `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
 | 
						||
    * Requires formspec version >= 6.
 | 
						||
    * See `background9[]` documentation for more information.
 | 
						||
 | 
						||
### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]`
 | 
						||
 | 
						||
* Show an animated image. The image is drawn like a "vertical_frames" tile
 | 
						||
  animation (See [Tile animation definition]), but uses a frame count/duration for simplicity
 | 
						||
* `name`: Element name to send when an event occurs. The event value is the index of the current frame.
 | 
						||
* `texture name`: The image to use.
 | 
						||
* `frame count`: The number of frames animating the image.
 | 
						||
* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
 | 
						||
* `frame start` (optional): The index of the frame to start on. Default `1`.
 | 
						||
* `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
 | 
						||
    * Requires formspec version >= 6.
 | 
						||
    * See `background9[]` documentation for more information.
 | 
						||
 | 
						||
### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
 | 
						||
 | 
						||
* Show a mesh model.
 | 
						||
* `name`: Element name that can be used for styling
 | 
						||
* `mesh`: The mesh model to use.
 | 
						||
* `textures`: The mesh textures to use according to the mesh materials.
 | 
						||
   Texture names must be separated by commas.
 | 
						||
* `rotation {X,Y}` (Optional): Initial rotation of the camera.
 | 
						||
  The axes are euler angles in degrees.
 | 
						||
* `continuous` (Optional): Whether the rotation is continuous. Default `false`.
 | 
						||
* `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
 | 
						||
* `frame loop range` (Optional): Range of the animation frames.
 | 
						||
    * Defaults to the full range of all available frames.
 | 
						||
    * Syntax: `<begin>,<end>`
 | 
						||
* `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
 | 
						||
 | 
						||
### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
 | 
						||
 | 
						||
* Show an inventory image of registered item/node
 | 
						||
 | 
						||
### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
 | 
						||
 | 
						||
* Sets background color of formspec.
 | 
						||
* `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
 | 
						||
  of the non-fullscreen and the fullscreen background.
 | 
						||
* `fullscreen` (optional) can be one of the following:
 | 
						||
  * `false`: Only the non-fullscreen background color is drawn. (default)
 | 
						||
  * `true`: Only the fullscreen background color is drawn.
 | 
						||
  * `both`: The non-fullscreen and the fullscreen background color are drawn.
 | 
						||
  * `neither`: No background color is drawn.
 | 
						||
* Note: Leave a parameter empty to not modify the value.
 | 
						||
* Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
 | 
						||
  are not bools are only available since formspec version 3.
 | 
						||
 | 
						||
### `background[<X>,<Y>;<W>,<H>;<texture name>]`
 | 
						||
 | 
						||
* Example for formspec 8x4 in 16x resolution: image shall be sized
 | 
						||
  8 times 16px  times  4 times 16px.
 | 
						||
 | 
						||
### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
 | 
						||
 | 
						||
* Example for formspec 8x4 in 16x resolution:
 | 
						||
  image shall be sized 8 times 16px  times  4 times 16px
 | 
						||
* If `auto_clip` is `true`, the background is clipped to the formspec size
 | 
						||
  (`x` and `y` are used as offset values, `w` and `h` are ignored)
 | 
						||
 | 
						||
### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
 | 
						||
 | 
						||
* 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
 | 
						||
* Middle is a rect which defines the middle of the 9-slice.
 | 
						||
    * `x` - The middle will be x pixels from all sides.
 | 
						||
    * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
 | 
						||
    * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
 | 
						||
        will be added to the width and height of the texture, allowing it to be used as the
 | 
						||
        distance from the far end.
 | 
						||
    * All numbers in middle are integers.
 | 
						||
* If `auto_clip` is `true`, the background is clipped to the formspec size
 | 
						||
  (`x` and `y` are used as offset values, `w` and `h` are ignored)
 | 
						||
* Available since formspec version 2
 | 
						||
 | 
						||
### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
 | 
						||
 | 
						||
* Textual password style field; will be sent to server when a button is clicked
 | 
						||
* When enter is pressed in field, `fields.key_enter_field` will be sent with the
 | 
						||
  name of this field.
 | 
						||
* With the old coordinate system, fields are a set height, but will be vertically
 | 
						||
  centered on `H`. With the new coordinate system, `H` will modify the height.
 | 
						||
* `name` is the name of the field as returned in fields to `on_receive_fields`
 | 
						||
* `label`, if not blank, will be text printed on the top left above the field
 | 
						||
* See `field_close_on_enter` to stop enter closing the formspec
 | 
						||
 | 
						||
### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
 | 
						||
 | 
						||
* Textual field; will be sent to server when a button is clicked
 | 
						||
* When enter is pressed in field, `fields.key_enter_field` will be sent with
 | 
						||
  the name of this field.
 | 
						||
* With the old coordinate system, fields are a set height, but will be vertically
 | 
						||
  centered on `H`. With the new coordinate system, `H` will modify the height.
 | 
						||
* `name` is the name of the field as returned in fields to `on_receive_fields`
 | 
						||
* `label`, if not blank, will be text printed on the top left above the field
 | 
						||
* `default` is the default value of the field
 | 
						||
    * `default` may contain variable references such as `${text}` which
 | 
						||
      will fill the value from the metadata value `text`
 | 
						||
    * **Note**: no extra text or more than a single variable is supported ATM.
 | 
						||
* See `field_close_on_enter` to stop enter closing the formspec
 | 
						||
 | 
						||
### `field[<name>;<label>;<default>]`
 | 
						||
 | 
						||
* As above, but without position/size units
 | 
						||
* When enter is pressed in field, `fields.key_enter_field` will be sent with
 | 
						||
  the name of this field.
 | 
						||
* Special field for creating simple forms, such as sign text input
 | 
						||
* Must be used without a `size[]` element
 | 
						||
* A "Proceed" button will be added automatically
 | 
						||
* See `field_close_on_enter` to stop enter closing the formspec
 | 
						||
 | 
						||
### `field_enter_after_edit[<name>;<enter_after_edit>]`
 | 
						||
 | 
						||
* Experimental, may be subject to change or removal at any time.
 | 
						||
* Only affects Android clients.
 | 
						||
* `<name>` is the name of the field.
 | 
						||
* If `<enter_after_edit>` is true, pressing the "Done" button in the Android
 | 
						||
  text input dialog will simulate an <kbd>Enter</kbd> keypress.
 | 
						||
* Defaults to false when not specified (i.e. no tag for a field).
 | 
						||
 | 
						||
### `field_close_on_enter[<name>;<close_on_enter>]`
 | 
						||
 | 
						||
* `<name>` is the name of the field.
 | 
						||
* If `<close_on_enter>` is false, pressing <kbd>Enter</kbd> in the field will
 | 
						||
  submit the form but not close it.
 | 
						||
* Defaults to true when not specified (i.e. no tag for a field).
 | 
						||
 | 
						||
### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
 | 
						||
 | 
						||
* Same as fields above, but with multi-line input
 | 
						||
* If the text overflows, a vertical scrollbar is added.
 | 
						||
* If the name is empty, the textarea is read-only and
 | 
						||
  the background is not shown, which corresponds to a multi-line label.
 | 
						||
 | 
						||
### `label[<X>,<Y>;<label>]`
 | 
						||
 | 
						||
* The label formspec element displays the text set in `label`
 | 
						||
  at the specified position.
 | 
						||
* **Note**: If the new coordinate system is enabled, labels are
 | 
						||
  positioned from the center of the text, not the top.
 | 
						||
* The text is displayed directly without automatic line breaking,
 | 
						||
  so label should not be used for big text chunks.  Newlines can be
 | 
						||
  used to make labels multiline.
 | 
						||
* **Note**: With the new coordinate system, newlines are spaced with
 | 
						||
  half a coordinate.  With the old system, newlines are spaced 2/5 of
 | 
						||
  an inventory slot.
 | 
						||
 | 
						||
### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
 | 
						||
* Displays a static formatted text with hyperlinks.
 | 
						||
* **Note**: This element is currently unstable and subject to change.
 | 
						||
* `x`, `y`, `w` and `h` work as per field
 | 
						||
* `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
 | 
						||
* `text` is the formatted text using `Markup Language` described below.
 | 
						||
 | 
						||
### `vertlabel[<X>,<Y>;<label>]`
 | 
						||
* Textual label drawn vertically
 | 
						||
* `label` is the text on the label
 | 
						||
* **Note**: If the new coordinate system is enabled, vertlabels are
 | 
						||
  positioned from the center of the text, not the left.
 | 
						||
 | 
						||
### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
 | 
						||
 | 
						||
* Clickable button. When clicked, fields will be sent.
 | 
						||
* With the old coordinate system, buttons are a set height, but will be vertically
 | 
						||
  centered on `H`. With the new coordinate system, `H` will modify the height.
 | 
						||
* `label` is the text on the button
 | 
						||
 | 
						||
### `button_url[<X>,<Y>;<W>,<H>;<name>;<label>;<url>]`
 | 
						||
 | 
						||
* Clickable button. When clicked, fields will be sent and the user will be given the
 | 
						||
  option to open the URL in a browser.
 | 
						||
* With the old coordinate system, buttons are a set height, but will be vertically
 | 
						||
  centered on `H`. With the new coordinate system, `H` will modify the height.
 | 
						||
* To make this into an `image_button`, you can use formspec styling.
 | 
						||
* `label` is the text on the button.
 | 
						||
* `url` must be a valid web URL, starting with `http://` or `https://`.
 | 
						||
 | 
						||
### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
 | 
						||
 | 
						||
* `texture name` is the filename of an image
 | 
						||
* **Note**: Height is supported on both the old and new coordinate systems
 | 
						||
  for image_buttons.
 | 
						||
 | 
						||
### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
 | 
						||
 | 
						||
* `texture name` is the filename of an image
 | 
						||
* `noclip=true` means the image button doesn't need to be within specified
 | 
						||
  formsize.
 | 
						||
* `drawborder`: draw button border or not
 | 
						||
* `pressed texture name` is the filename of an image on pressed state
 | 
						||
 | 
						||
### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
 | 
						||
 | 
						||
* `item name` is the registered name of an item/node
 | 
						||
* `name` is non-optional and must be unique, or else tooltips are broken.
 | 
						||
* The item description will be used as the tooltip. This can be overridden with
 | 
						||
  a tooltip element.
 | 
						||
 | 
						||
### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
 | 
						||
 | 
						||
* When clicked, fields will be sent and the form will quit.
 | 
						||
* Same as `button` in all other respects.
 | 
						||
 | 
						||
### `button_url_exit[<X>,<Y>;<W>,<H>;<name>;<label>;<url>]`
 | 
						||
 | 
						||
* When clicked, fields will be sent and the form will quit.
 | 
						||
* Same as `button_url` in all other respects.
 | 
						||
 | 
						||
### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
 | 
						||
 | 
						||
* When clicked, fields will be sent and the form will quit.
 | 
						||
* Same as `image_button` in all other respects.
 | 
						||
 | 
						||
### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
 | 
						||
 | 
						||
* Scrollable item list showing arbitrary text elements
 | 
						||
* `name` fieldname sent to server on 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): if true, tabs are semi-transparent
 | 
						||
* `draw_border` (optional): if true, draw a thin line at tab base
 | 
						||
 | 
						||
### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
 | 
						||
 | 
						||
* Show a tab**header** at specific position (ignores formsize)
 | 
						||
* **Important note**: This syntax for tabheaders can only be used with the
 | 
						||
  new coordinate system.
 | 
						||
* `X` and `Y`: position of the tabheader
 | 
						||
* `H`: height of the tabheader. Width is automatically determined with this syntax.
 | 
						||
* `name` fieldname data is transferred to Lua
 | 
						||
* `caption 1`...: name shown on top of tab
 | 
						||
* `current_tab`: index of selected tab 1...
 | 
						||
* `transparent` (optional): show transparent
 | 
						||
* `draw_border` (optional): draw border
 | 
						||
 | 
						||
### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
 | 
						||
 | 
						||
* Show a tab**header** at specific position (ignores formsize)
 | 
						||
* **Important note**: This syntax for tabheaders can only be used with the
 | 
						||
  new coordinate system.
 | 
						||
* `X` and `Y`: position of the tabheader
 | 
						||
* `W` and `H`: width and height of the tabheader
 | 
						||
* `name` fieldname data is transferred to Lua
 | 
						||
* `caption 1`...: name shown on top of tab
 | 
						||
* `current_tab`: index of selected tab 1...
 | 
						||
* `transparent` (optional): show transparent
 | 
						||
* `draw_border` (optional): draw border
 | 
						||
 | 
						||
### `box[<X>,<Y>;<W>,<H>;<color>]`
 | 
						||
 | 
						||
* Simple colored box
 | 
						||
* `color` is color specified as a `ColorString`.
 | 
						||
  If the alpha component is left blank, the box will be semitransparent.
 | 
						||
  If the color is not specified, the box will use the options specified by
 | 
						||
  its style. If the color is specified, all styling options will be ignored.
 | 
						||
 | 
						||
### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
 | 
						||
 | 
						||
* Show a dropdown field
 | 
						||
* **Important note**: There are two different operation modes:
 | 
						||
    1. handle directly on change (only changed dropdown is submitted)
 | 
						||
    2. read the value on pressing a button (all dropdown values are available)
 | 
						||
* `X` and `Y`: position of the dropdown
 | 
						||
* `W`: width of the dropdown. Height is automatically chosen with this syntax.
 | 
						||
* Fieldname data is transferred to Lua
 | 
						||
* Items to be shown in dropdown
 | 
						||
* Index of currently selected dropdown item
 | 
						||
* `index event` (optional, allowed parameter since formspec version 4): Specifies the
 | 
						||
  event field value for selected items.
 | 
						||
    * `true`: Selected item index
 | 
						||
    * `false` (default): Selected item value
 | 
						||
 | 
						||
### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
 | 
						||
 | 
						||
* Show a dropdown field
 | 
						||
* **Important note**: This syntax for dropdowns can only be used with the
 | 
						||
  new coordinate system.
 | 
						||
* **Important note**: There are two different operation modes:
 | 
						||
    1. handle directly on change (only changed dropdown is submitted)
 | 
						||
    2. read the value on pressing a button (all dropdown values are available)
 | 
						||
* `X` and `Y`: position of the dropdown
 | 
						||
* `W` and `H`: width and height of the dropdown
 | 
						||
* Fieldname data is transferred to Lua
 | 
						||
* Items to be shown in dropdown
 | 
						||
* Index of currently selected dropdown item
 | 
						||
* `index event` (optional, allowed parameter since formspec version 4): Specifies the
 | 
						||
  event field value for selected items.
 | 
						||
    * `true`: Selected item index
 | 
						||
    * `false` (default): Selected item value
 | 
						||
 | 
						||
### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
 | 
						||
 | 
						||
* Show a checkbox
 | 
						||
* `name` fieldname data is transferred to Lua
 | 
						||
* `label` to be shown left of checkbox
 | 
						||
* `selected` (optional): `true`/`false`
 | 
						||
* **Note**: If the new coordinate system is enabled, checkboxes are
 | 
						||
  positioned from the center of the checkbox, not the top.
 | 
						||
 | 
						||
### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
 | 
						||
 | 
						||
* Show a scrollbar using options defined by the previous `scrollbaroptions[]`
 | 
						||
* There are two ways to use it:
 | 
						||
    1. handle the changed event (only changed scrollbar is available)
 | 
						||
    2. read the value on pressing a button (all scrollbars are available)
 | 
						||
* `orientation`: `vertical`/`horizontal`. Default horizontal.
 | 
						||
* Fieldname data is transferred to Lua
 | 
						||
* Value of this trackbar is set to (`0`-`1000`) by default
 | 
						||
* See also `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. images are scaled down to fit the row height if necessary.
 | 
						||
    * `color`:  cell contents are a ColorString and define color of following
 | 
						||
                cell.
 | 
						||
    * `indent`: cell contents are a number and define indentation of following
 | 
						||
                cell.
 | 
						||
    * `tree`:   same as indent, but user can open and close subtrees
 | 
						||
                (treeview-like).
 | 
						||
* Column options:
 | 
						||
    * `align=<value>`
 | 
						||
        * for `text` and `image`: content alignment within cells.
 | 
						||
          Available values: `left` (default), `center`, `right`, `inline`
 | 
						||
    * `width=<value>`
 | 
						||
        * for `text` and `image`: minimum width in em (default: `0`)
 | 
						||
        * for `indent` and `tree`: indent width in em (default: `1.5`)
 | 
						||
    * `padding=<value>`: padding left of the column, in em (default `0.5`).
 | 
						||
      Exception: defaults to 0 for indent columns
 | 
						||
    * `tooltip=<value>`: tooltip text (default: empty)
 | 
						||
    * `image` column options:
 | 
						||
        * `0=<value>` sets image for image index 0
 | 
						||
        * `1=<value>` sets image for image index 1
 | 
						||
        * `2=<value>` sets image for image index 2
 | 
						||
        * and so on; defined indices need not be contiguous. empty or
 | 
						||
          non-numeric cells are treated as `0`.
 | 
						||
    * `color` column options:
 | 
						||
        * `span=<value>`: number of following columns to affect
 | 
						||
          (default: infinite).
 | 
						||
 | 
						||
### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
 | 
						||
 | 
						||
* Set the style for the element(s) matching `selector` by name.
 | 
						||
* `selector` can be one of:
 | 
						||
    * `<name>` - An element name. Includes `*`, which represents every element.
 | 
						||
    * `<name>:<state>` - An element name, a colon, and one or more states.
 | 
						||
* `state` is a list of states separated by the `+` character.
 | 
						||
    * If a state is provided, the style will only take effect when the element is in that state.
 | 
						||
    * All provided states must be active for the style to apply.
 | 
						||
* Note: this **must** be before the element is defined.
 | 
						||
* See [Styling Formspecs].
 | 
						||
 | 
						||
 | 
						||
### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
 | 
						||
 | 
						||
* Set the style for the element(s) matching `selector` by type.
 | 
						||
* `selector` can be one of:
 | 
						||
    * `<type>` - An element type. Includes `*`, which represents every element.
 | 
						||
    * `<type>:<state>` - An element type, a colon, and one or more states.
 | 
						||
* `state` is a list of states separated by the `+` character.
 | 
						||
    * If a state is provided, the style will only take effect when the element is in that state.
 | 
						||
    * All provided states must be active for the style to apply.
 | 
						||
* See [Styling Formspecs].
 | 
						||
 | 
						||
### `set_focus[<name>;<force>]`
 | 
						||
 | 
						||
* Sets the focus to the element with the same `name` parameter.
 | 
						||
* **Note**: This element must be placed before the element it focuses.
 | 
						||
* `force` (optional, default `false`): By default, focus is not applied for
 | 
						||
  re-sent formspecs with the same name so that player-set focus is kept.
 | 
						||
  `true` sets the focus to the specified element for every sent formspec.
 | 
						||
* The following elements have the ability to be focused:
 | 
						||
    * checkbox
 | 
						||
    * button
 | 
						||
    * button_exit
 | 
						||
    * image_button
 | 
						||
    * image_button_exit
 | 
						||
    * item_image_button
 | 
						||
    * table
 | 
						||
    * textlist
 | 
						||
    * dropdown
 | 
						||
    * field
 | 
						||
    * pwdfield
 | 
						||
    * textarea
 | 
						||
    * scrollbar
 | 
						||
 | 
						||
Migrating to Real Coordinates
 | 
						||
-----------------------------
 | 
						||
 | 
						||
In the old system, positions included padding and spacing. Padding is a gap between
 | 
						||
the formspec window edges and content, and spacing is the gaps between items. For
 | 
						||
example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
 | 
						||
and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
 | 
						||
in the new coordinate system from scratch.
 | 
						||
 | 
						||
To recreate an old layout with padding, you'll need to pass the positions and sizes
 | 
						||
through the following formula to re-introduce padding:
 | 
						||
 | 
						||
```
 | 
						||
pos = (oldpos + 1)*spacing + padding
 | 
						||
where
 | 
						||
    padding = 3/8
 | 
						||
    spacing = 5/4
 | 
						||
```
 | 
						||
 | 
						||
You'll need to change the `size[]` tag like this:
 | 
						||
 | 
						||
```
 | 
						||
size = (oldsize-1)*spacing + padding*2 + 1
 | 
						||
```
 | 
						||
 | 
						||
A few elements had random offsets in the old system. Here is a table which shows these
 | 
						||
offsets when migrating:
 | 
						||
 | 
						||
| Element |  Position  |  Size   | Notes
 | 
						||
|---------|------------|---------|-------
 | 
						||
| box     | +0.3, +0.1 | 0, -0.4 |
 | 
						||
| button  |            |         | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
 | 
						||
| list    |            |         | Spacing is now 0.25 for both directions, meaning lists will be taller in height
 | 
						||
| label   | 0, +0.3    |         | The first line of text is now positioned centered exactly at the position specified
 | 
						||
 | 
						||
Styling Formspecs
 | 
						||
-----------------
 | 
						||
 | 
						||
Formspec elements can be themed using the style elements:
 | 
						||
 | 
						||
    style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
 | 
						||
    style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
 | 
						||
    style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
 | 
						||
    style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
 | 
						||
 | 
						||
Where a prop is:
 | 
						||
 | 
						||
    property_name=property_value
 | 
						||
 | 
						||
For example:
 | 
						||
 | 
						||
    style_type[button;bgcolor=#006699]
 | 
						||
    style[world_delete;bgcolor=red;textcolor=yellow]
 | 
						||
    button[4,3.95;2.6,1;world_delete;Delete]
 | 
						||
 | 
						||
A name/type can optionally be a comma separated list of names/types, like so:
 | 
						||
 | 
						||
    world_delete,world_create,world_configure
 | 
						||
    button,image_button
 | 
						||
 | 
						||
A `*` type can be used to select every element in the formspec.
 | 
						||
 | 
						||
Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
 | 
						||
 | 
						||
    world_delete:hovered+pressed
 | 
						||
    button:pressed
 | 
						||
 | 
						||
States allow you to apply styles in response to changes in the element, instead of applying at all times.
 | 
						||
 | 
						||
Setting a property to nothing will reset it to the default value. For example:
 | 
						||
 | 
						||
    style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
 | 
						||
    style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
 | 
						||
 | 
						||
 | 
						||
### Supported Element Types
 | 
						||
 | 
						||
Some types may inherit styles from parent types.
 | 
						||
 | 
						||
* animated_image, inherits from image
 | 
						||
* box
 | 
						||
* button
 | 
						||
* button_exit, inherits from button
 | 
						||
* checkbox
 | 
						||
* dropdown
 | 
						||
* field
 | 
						||
* image
 | 
						||
* image_button
 | 
						||
* item_image_button
 | 
						||
* label
 | 
						||
* list
 | 
						||
* model
 | 
						||
* pwdfield, inherits from field
 | 
						||
* scrollbar
 | 
						||
* tabheader
 | 
						||
* table
 | 
						||
* textarea
 | 
						||
* textlist
 | 
						||
* vertlabel, inherits from label
 | 
						||
 | 
						||
 | 
						||
### Valid Properties
 | 
						||
 | 
						||
* animated_image
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
* box
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
        * Defaults to false in formspec_version version 3 or higher
 | 
						||
    * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
 | 
						||
        * Single value (e.g. `#FF0`): All corners/borders.
 | 
						||
        * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
 | 
						||
          top and bottom,left and right.
 | 
						||
        * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
 | 
						||
        * These work similarly to CSS borders.
 | 
						||
    * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
 | 
						||
    * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
 | 
						||
    * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
 | 
						||
      negative, the border will extend inside the box, whereas positive extends outside
 | 
						||
      the box. A width of zero results in no border; this is default.
 | 
						||
* button, button_exit, image_button, item_image_button
 | 
						||
    * alpha - boolean, whether to draw alpha in bgimg. Default true.
 | 
						||
    * bgcolor - color, sets button tint.
 | 
						||
    * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
 | 
						||
        * This is deprecated, use states instead.
 | 
						||
    * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
 | 
						||
        * This is deprecated, use states instead.
 | 
						||
    * bgimg - standard background image. Defaults to none.
 | 
						||
    * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
 | 
						||
        * This is deprecated, use states instead.
 | 
						||
    * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
 | 
						||
                     See background9[] documentation for more details. This property also pads the
 | 
						||
                     button's content when set.
 | 
						||
    * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
 | 
						||
        * This is deprecated, use states instead.
 | 
						||
    * font - Sets font type. This is a comma separated list of options. Valid options:
 | 
						||
      * Main font type options. These cannot be combined with each other:
 | 
						||
        * `normal`: Default font
 | 
						||
        * `mono`: Monospaced font
 | 
						||
      * Font modification options. If used without a main font type, `normal` is used:
 | 
						||
        * `bold`: Makes font bold.
 | 
						||
        * `italic`: Makes font italic.
 | 
						||
      Default `normal`.
 | 
						||
    * font_size - Sets font size. Default is user-set. Can have multiple values:
 | 
						||
      * `<number>`: Sets absolute font size to `number`.
 | 
						||
      * `+<number>`/`-<number>`: Offsets default font size by `number` points.
 | 
						||
      * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
 | 
						||
    * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
 | 
						||
    * content_offset - 2d vector, shifts the position of the button's content without resizing it.
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
    * padding - rect, adds space between the edges of the button and the content. This value is
 | 
						||
                relative to bgimg_middle.
 | 
						||
    * sound - a sound to be played when triggered.
 | 
						||
    * textcolor - color, default white.
 | 
						||
* checkbox
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
    * sound - a sound to be played when triggered.
 | 
						||
* dropdown
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
    * sound - a sound to be played when the entry is changed.
 | 
						||
* field, pwdfield, textarea
 | 
						||
    * border - set to false to hide the textbox background and border. Default true.
 | 
						||
    * font - Sets font type. See button `font` property for more information.
 | 
						||
    * font_size - Sets font size. See button `font_size` property for more information.
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
    * textcolor - color. Default white.
 | 
						||
* model
 | 
						||
    * bgcolor - color, sets background color.
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
        * Default to false in formspec_version version 3 or higher
 | 
						||
* image
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
        * Default to false in formspec_version version 3 or higher
 | 
						||
* item_image
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
 | 
						||
* label, vertlabel
 | 
						||
    * font - Sets font type. See button `font` property for more information.
 | 
						||
    * font_size - Sets font size. See button `font_size` property for more information.
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
* list
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
    * size - 2d vector, sets the size of inventory slots in coordinates.
 | 
						||
    * spacing - 2d vector, sets the space between inventory slots in coordinates.
 | 
						||
* image_button (additional properties)
 | 
						||
    * fgimg - standard image. Defaults to none.
 | 
						||
    * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
 | 
						||
        * This is deprecated, use states instead.
 | 
						||
    * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
 | 
						||
        * This is deprecated, use states instead.
 | 
						||
    * fgimg_middle - Makes the fgimg textures render in 9-sliced mode and defines the middle rect.
 | 
						||
                     See background9[] documentation for more details.
 | 
						||
    * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
 | 
						||
    * sound - a sound to be played when triggered.
 | 
						||
* scrollbar
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
* tabheader
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
    * sound - a sound to be played when a different tab is selected.
 | 
						||
    * textcolor - color. Default white.
 | 
						||
* table, textlist
 | 
						||
    * font - Sets font type. See button `font` property for more information.
 | 
						||
    * font_size - Sets font size. See button `font_size` property for more information.
 | 
						||
    * noclip - boolean, set to true to allow the element to exceed formspec bounds.
 | 
						||
 | 
						||
### Valid States
 | 
						||
 | 
						||
* *all elements*
 | 
						||
    * default - Equivalent to providing no states
 | 
						||
* button, button_exit, image_button, item_image_button
 | 
						||
    * focused - Active when button has focus
 | 
						||
    * hovered - Active when the mouse is hovering over the element
 | 
						||
    * pressed - Active when the button is pressed
 | 
						||
 | 
						||
Markup Language
 | 
						||
---------------
 | 
						||
 | 
						||
Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
 | 
						||
The markup language is currently unstable and subject to change. Use with caution.
 | 
						||
Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
 | 
						||
Tags can have attributes, in that case, attributes are in the opening tag in
 | 
						||
form of a key/value separated with equal signs.
 | 
						||
Attribute values should be quoted using either " or '.
 | 
						||
 | 
						||
If you want to insert a literal greater-than, less-than, or a backslash into the text,
 | 
						||
you must escape it by preceding it with a backslash. In a quoted attribute value, you
 | 
						||
can insert a literal quote mark by preceding it with a backslash.
 | 
						||
 | 
						||
These are the technically basic tags but see below for usual tags. Base tags are:
 | 
						||
 | 
						||
`<style color=... font=... size=...>...</style>`
 | 
						||
 | 
						||
Changes the style of the text.
 | 
						||
 | 
						||
* `color`: Text color. Given color is a `colorspec`.
 | 
						||
* `size`: Text size.
 | 
						||
* `font`: Text font (`mono` or `normal`).
 | 
						||
 | 
						||
`<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
 | 
						||
 | 
						||
Sets global style.
 | 
						||
 | 
						||
Global only styles:
 | 
						||
 | 
						||
* `background`: Text background, a `colorspec` or `none`.
 | 
						||
* `margin`: Page margins in pixel.
 | 
						||
* `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
 | 
						||
 | 
						||
Inheriting styles (affects child elements):
 | 
						||
 | 
						||
* `color`: Default text color. Given color is a `colorspec`.
 | 
						||
* `hovercolor`: Color of <action> tags when mouse is over.
 | 
						||
* `size`: Default text size.
 | 
						||
* `font`: Default text font (`mono` or `normal`).
 | 
						||
* `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
 | 
						||
 | 
						||
This tag needs to be placed only once as it changes the global settings of the
 | 
						||
text. Anyway, if several tags are placed, each changed will be made in the order
 | 
						||
tags appear.
 | 
						||
 | 
						||
`<tag name=... color=... hovercolor=... font=... size=...>`
 | 
						||
 | 
						||
Defines or redefines tag style. This can be used to define new tags.
 | 
						||
 | 
						||
* `name`: Name of the tag to define or change.
 | 
						||
* `color`: Text color. Given color is a `colorspec`.
 | 
						||
* `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
 | 
						||
* `size`: Text size.
 | 
						||
* `font`: Text font (`mono` or `normal`).
 | 
						||
 | 
						||
Following tags are the usual tags for text layout. They are defined by default.
 | 
						||
Other tags can be added using `<tag ...>` tag.
 | 
						||
 | 
						||
`<normal>...</normal>`: Normal size text
 | 
						||
 | 
						||
`<big>...</big>`: Big text
 | 
						||
 | 
						||
`<bigger>...</bigger>`: Bigger text
 | 
						||
 | 
						||
`<center>...</center>`: Centered text
 | 
						||
 | 
						||
`<left>...</left>`: Left-aligned text
 | 
						||
 | 
						||
`<right>...</right>`: Right-aligned text
 | 
						||
 | 
						||
`<justify>...</justify>`: Justified text
 | 
						||
 | 
						||
`<mono>...</mono>`: Monospaced font
 | 
						||
 | 
						||
`<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
 | 
						||
 | 
						||
`<action name=...>...</action>`
 | 
						||
 | 
						||
Make that text a clickable text triggering an action.
 | 
						||
 | 
						||
* `name`: Name of the action (mandatory).
 | 
						||
* `url`: URL to open when the action is triggered (optional).
 | 
						||
 | 
						||
When clicked, the formspec is send to the server. The value of the text field
 | 
						||
sent to `on_player_receive_fields` will be "action:" concatenated to the action
 | 
						||
name.
 | 
						||
 | 
						||
`<img name=... float=... width=... height=...>`
 | 
						||
 | 
						||
Draws an image which is present in the client media cache.
 | 
						||
 | 
						||
* `name`: Name of the texture (mandatory).
 | 
						||
* `float`: If present, makes the image floating (`left` or `right`).
 | 
						||
* `width`: Force image width instead of taking texture width.
 | 
						||
* `height`: Force image height instead of taking texture height.
 | 
						||
 | 
						||
If only width or height given, texture aspect is kept.
 | 
						||
 | 
						||
`<item name=... float=... width=... height=... rotate=...>`
 | 
						||
 | 
						||
Draws an item image.
 | 
						||
 | 
						||
* `name`: Item string of the item to draw (mandatory).
 | 
						||
* `float`: If present, makes the image floating (`left` or `right`).
 | 
						||
* `width`: Item image width.
 | 
						||
* `height`: Item image height.
 | 
						||
* `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
 | 
						||
rotation speeds in percent of standard speed (-1000 to 1000). Works only if
 | 
						||
`inventory_items_animations` is set to true.
 | 
						||
* `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
 | 
						||
X, Y and Z being angles around each three axes. Works only if
 | 
						||
`inventory_items_animations` is set to true.
 | 
						||
 | 
						||
Inventory
 | 
						||
=========
 | 
						||
 | 
						||
Inventory locations
 | 
						||
-------------------
 | 
						||
 | 
						||
* `"context"`: Selected node metadata (deprecated: `"current_name"`)
 | 
						||
* `"current_player"`: Player to whom the menu is shown
 | 
						||
* `"player:<name>"`: Any player
 | 
						||
* `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
 | 
						||
* `"detached:<name>"`: A detached inventory
 | 
						||
 | 
						||
Player Inventory lists
 | 
						||
----------------------
 | 
						||
 | 
						||
* `main`: list containing the default inventory
 | 
						||
* `craft`: list containing the craft input
 | 
						||
* `craftpreview`: list containing the craft prediction
 | 
						||
* `craftresult`: list containing the crafted output
 | 
						||
* `hand`: list containing an override for the empty hand
 | 
						||
    * Is not created automatically, use `InvRef:set_size`
 | 
						||
    * Is only used to enhance the empty hand's tool capabilities
 | 
						||
 | 
						||
ItemStack transaction order
 | 
						||
---------------------------
 | 
						||
 | 
						||
This list describes the situation for non-empty ItemStacks in both slots
 | 
						||
that cannot be stacked at all, hence triggering an ItemStack swap operation.
 | 
						||
Put/take callbacks on empty ItemStack are not executed.
 | 
						||
 | 
						||
1. The "allow take" and "allow put" callbacks are each run once for the source
 | 
						||
   and destination inventory.
 | 
						||
2. The allowed ItemStacks are exchanged.
 | 
						||
3. The "on take" callbacks are run for the source and destination inventories
 | 
						||
4. The "on put" callbacks are run for the source and destination inventories
 | 
						||
 | 
						||
Colors
 | 
						||
======
 | 
						||
 | 
						||
`ColorString`
 | 
						||
-------------
 | 
						||
 | 
						||
`#RGB` defines a color in hexadecimal format.
 | 
						||
 | 
						||
`#RGBA` defines a color in hexadecimal format and alpha channel.
 | 
						||
 | 
						||
`#RRGGBB` defines a color in hexadecimal format.
 | 
						||
 | 
						||
`#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
 | 
						||
 | 
						||
Named colors are also supported and are equivalent to
 | 
						||
[CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
 | 
						||
To specify the value of the alpha channel, append `#A` or `#AA` to the end of
 | 
						||
the color name (e.g. `colorname#08`).
 | 
						||
 | 
						||
`ColorSpec`
 | 
						||
-----------
 | 
						||
 | 
						||
A ColorSpec specifies a 32-bit color. It can be written in any of the following
 | 
						||
forms:
 | 
						||
 | 
						||
* table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
 | 
						||
    * `colorspec = {a=255, r=0, g=255, b=0}`
 | 
						||
* numerical form: The raw integer value of an ARGB8 quad:
 | 
						||
    * `colorspec = 0xFF00FF00`
 | 
						||
* string form: A ColorString (defined above):
 | 
						||
    * `colorspec = "green"`
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Escape sequences
 | 
						||
================
 | 
						||
 | 
						||
Most text can contain escape sequences, that can for example color the text.
 | 
						||
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
 | 
						||
The following functions provide escape sequences:
 | 
						||
 | 
						||
* `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
 | 
						||
===============
 | 
						||
 | 
						||
Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
 | 
						||
and has a class to represent them (`vector.*`), which this chapter is about.
 | 
						||
For details on what a spatial vectors is, please refer to Wikipedia:
 | 
						||
https://en.wikipedia.org/wiki/Euclidean_vector.
 | 
						||
 | 
						||
Spatial vectors are used for various things, including, but not limited to:
 | 
						||
 | 
						||
* any 3D spatial vector (x/y/z-directions)
 | 
						||
* Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
 | 
						||
  meaning here. Therefore, most vector operations make no sense in this use case.)
 | 
						||
 | 
						||
Note that they are *not* used for:
 | 
						||
 | 
						||
* n-dimensional vectors where n is not 3 (ie. n=2)
 | 
						||
* arrays of the form `{num, num, num}`
 | 
						||
 | 
						||
The API documentation may refer to spatial vectors, as produced by `vector.new`,
 | 
						||
by any of the following notations:
 | 
						||
 | 
						||
* `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
 | 
						||
* `vector.new(x, y, z)`
 | 
						||
* `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
 | 
						||
 | 
						||
Compatibility notes
 | 
						||
-------------------
 | 
						||
 | 
						||
Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
 | 
						||
Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
 | 
						||
Note: Those old-style vectors can still be found in old mod code. Hence, mod and
 | 
						||
engine APIs still need to be able to cope with them in many places.
 | 
						||
 | 
						||
Manually constructed tables are deprecated and highly discouraged. This interface
 | 
						||
should be used to ensure seamless compatibility between mods and the Minetest API.
 | 
						||
This is especially important to callback function parameters and functions overwritten
 | 
						||
by mods.
 | 
						||
Also, though not likely, the internal implementation of a vector might change in
 | 
						||
the future.
 | 
						||
In your own code, or if you define your own API, you can, of course, still use
 | 
						||
other representations of vectors.
 | 
						||
 | 
						||
Vectors provided by API functions will provide an instance of this class if not
 | 
						||
stated otherwise. Mods should adapt this for convenience reasons.
 | 
						||
 | 
						||
Special properties of the class
 | 
						||
-------------------------------
 | 
						||
 | 
						||
Vectors can be indexed with numbers and allow method and operator syntax.
 | 
						||
 | 
						||
All these forms of addressing a vector `v` are valid:
 | 
						||
`v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
 | 
						||
Note: Prefer letter over number indexing for performance and compatibility reasons.
 | 
						||
 | 
						||
Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
 | 
						||
the same as `vector.foo(v, ...)`, apart from deprecated functionality.
 | 
						||
 | 
						||
`tostring` is defined for vectors, see `vector.to_string`.
 | 
						||
 | 
						||
The metatable that is used for vectors can be accessed via `vector.metatable`.
 | 
						||
Do not modify it!
 | 
						||
 | 
						||
All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
 | 
						||
Returned vectors always have a metatable set.
 | 
						||
 | 
						||
Common functions and methods
 | 
						||
----------------------------
 | 
						||
 | 
						||
For the following functions (and subchapters),
 | 
						||
`v`, `v1`, `v2` are vectors,
 | 
						||
`p1`, `p2` are position vectors,
 | 
						||
`s` is a scalar (a number),
 | 
						||
vectors are written like this: `(x, y, z)`:
 | 
						||
 | 
						||
* `vector.new([a[, b, c]])`:
 | 
						||
    * Returns a new vector `(a, b, c)`.
 | 
						||
    * Deprecated: `vector.new()` does the same as `vector.zero()` and
 | 
						||
      `vector.new(v)` does the same as `vector.copy(v)`
 | 
						||
* `vector.zero()`:
 | 
						||
    * Returns a new vector `(0, 0, 0)`.
 | 
						||
* `vector.copy(v)`:
 | 
						||
    * Returns a copy of the vector `v`.
 | 
						||
* `vector.from_string(s[, init])`:
 | 
						||
    * Returns `v, np`, where `v` is a vector read from the given string `s` and
 | 
						||
      `np` is the next position in the string after the vector.
 | 
						||
    * Returns `nil` on failure.
 | 
						||
    * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
 | 
						||
           spaces, leaving away commas and adding an additional comma to the end
 | 
						||
           is allowed.
 | 
						||
    * `init`: If given starts looking for the vector at this string index.
 | 
						||
* `vector.to_string(v)`:
 | 
						||
    * Returns a string of the form `"(x, y, z)"`.
 | 
						||
    *  `tostring(v)` does the same.
 | 
						||
* `vector.direction(p1, p2)`:
 | 
						||
    * Returns a vector of length 1 with direction `p1` to `p2`.
 | 
						||
    * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
 | 
						||
* `vector.distance(p1, p2)`:
 | 
						||
    * Returns zero or a positive number, the distance between `p1` and `p2`.
 | 
						||
* `vector.length(v)`:
 | 
						||
    * Returns zero or a positive number, the length of vector `v`.
 | 
						||
* `vector.normalize(v)`:
 | 
						||
    * Returns a vector of length 1 with direction of vector `v`.
 | 
						||
    * If `v` has zero length, returns `(0, 0, 0)`.
 | 
						||
* `vector.floor(v)`:
 | 
						||
    * Returns a vector, each dimension rounded down.
 | 
						||
* `vector.round(v)`:
 | 
						||
    * Returns a vector, each dimension rounded to nearest integer.
 | 
						||
    * At a multiple of 0.5, rounds away from zero.
 | 
						||
* `vector.apply(v, func)`:
 | 
						||
    * Returns a vector where the function `func` has been applied to each
 | 
						||
      component.
 | 
						||
* `vector.combine(v, w, func)`:
 | 
						||
	* Returns a vector where the function `func` has combined both components of `v` and `w`
 | 
						||
	  for each component
 | 
						||
* `vector.equals(v1, v2)`:
 | 
						||
    * Returns a boolean, `true` if the vectors are identical.
 | 
						||
* `vector.sort(v1, v2)`:
 | 
						||
    * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
 | 
						||
* `vector.angle(v1, v2)`:
 | 
						||
    * Returns the angle between `v1` and `v2` in radians.
 | 
						||
* `vector.dot(v1, v2)`:
 | 
						||
    * Returns the dot product of `v1` and `v2`.
 | 
						||
* `vector.cross(v1, v2)`:
 | 
						||
    * Returns the cross product of `v1` and `v2`.
 | 
						||
* `vector.offset(v, x, y, z)`:
 | 
						||
    * Returns the sum of the vectors `v` and `(x, y, z)`.
 | 
						||
* `vector.check(v)`:
 | 
						||
    * Returns a boolean value indicating whether `v` is a real vector, eg. created
 | 
						||
      by a `vector.*` function.
 | 
						||
    * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
 | 
						||
* `vector.in_area(pos, min, max)`:
 | 
						||
	* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
 | 
						||
	* `min` and `max` are inclusive.
 | 
						||
	* If `min` is bigger than `max` on some axis, function always returns false.
 | 
						||
	* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
 | 
						||
 | 
						||
For the following functions `x` can be either a vector or a number:
 | 
						||
 | 
						||
* `vector.add(v, x)`:
 | 
						||
    * Returns a vector.
 | 
						||
    * If `x` is a vector: Returns the sum of `v` and `x`.
 | 
						||
    * If `x` is a number: Adds `x` to each component of `v`.
 | 
						||
* `vector.subtract(v, x)`:
 | 
						||
    * Returns a vector.
 | 
						||
    * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
 | 
						||
    * If `x` is a number: Subtracts `x` from each component of `v`.
 | 
						||
* `vector.multiply(v, s)`:
 | 
						||
    * Returns a scaled vector.
 | 
						||
    * Deprecated: If `s` is a vector: Returns the Schur product.
 | 
						||
* `vector.divide(v, s)`:
 | 
						||
    * Returns a scaled vector.
 | 
						||
    * Deprecated: If `s` is a vector: Returns the Schur quotient.
 | 
						||
 | 
						||
Operators
 | 
						||
---------
 | 
						||
 | 
						||
Operators can be used if all of the involved vectors have metatables:
 | 
						||
 | 
						||
* `v1 == v2`:
 | 
						||
    * Returns whether `v1` and `v2` are identical.
 | 
						||
* `-v`:
 | 
						||
    * Returns the additive inverse of v.
 | 
						||
* `v1 + v2`:
 | 
						||
    * Returns the sum of both vectors.
 | 
						||
    * Note: `+` cannot be used together with scalars.
 | 
						||
* `v1 - v2`:
 | 
						||
    * Returns the difference of `v1` subtracted by `v2`.
 | 
						||
    * Note: `-` cannot be used together with scalars.
 | 
						||
* `v * s` or `s * v`:
 | 
						||
    * Returns `v` scaled by `s`.
 | 
						||
* `v / s`:
 | 
						||
    * Returns `v` scaled by `1 / s`.
 | 
						||
 | 
						||
Rotation-related functions
 | 
						||
--------------------------
 | 
						||
 | 
						||
For the following functions `a` is an angle in radians and `r` is a rotation
 | 
						||
vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
 | 
						||
angles in radians.
 | 
						||
 | 
						||
* `vector.rotate(v, r)`:
 | 
						||
    * Applies the rotation `r` to `v` and returns the result.
 | 
						||
    * `vector.rotate(vector.new(0, 0, 1), r)` and
 | 
						||
      `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
 | 
						||
      forward and up relative to an entity's rotation `r`.
 | 
						||
* `vector.rotate_around_axis(v1, v2, a)`:
 | 
						||
    * Returns `v1` rotated around axis `v2` by `a` radians according to
 | 
						||
      the right hand rule.
 | 
						||
* `vector.dir_to_rotation(direction[, up])`:
 | 
						||
    * Returns a rotation vector for `direction` pointing forward using `up`
 | 
						||
      as the up vector.
 | 
						||
    * If `up` is omitted, the roll of the returned vector defaults to zero.
 | 
						||
    * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
 | 
						||
 | 
						||
Further helpers
 | 
						||
---------------
 | 
						||
 | 
						||
There are more helper functions involving vectors, but they are listed elsewhere
 | 
						||
because they only work on specific sorts of vectors or involve things that are not
 | 
						||
vectors.
 | 
						||
 | 
						||
For example:
 | 
						||
 | 
						||
* `minetest.hash_node_position` (Only works on node positions.)
 | 
						||
* `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Helper functions
 | 
						||
================
 | 
						||
 | 
						||
* `dump2(obj, name, dumped)`: returns a string which makes `obj`
 | 
						||
  human-readable, handles reference loops.
 | 
						||
    * `obj`: arbitrary variable
 | 
						||
    * `name`: string, default: `"_"`
 | 
						||
    * `dumped`: table, default: `{}`
 | 
						||
* `dump(obj, dumped)`: returns a string which makes `obj` human-readable
 | 
						||
    * `obj`: arbitrary variable
 | 
						||
    * `dumped`: table, default: `{}`
 | 
						||
* `math.hypot(x, y)`
 | 
						||
    * Get the hypotenuse of a triangle with legs x and y.
 | 
						||
      Useful for distance calculation.
 | 
						||
* `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
 | 
						||
    * Get the sign of a number.
 | 
						||
    * tolerance: number, default: `0.0`
 | 
						||
    * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
 | 
						||
      `0` is returned.
 | 
						||
* `math.factorial(x)`: returns the factorial of `x`
 | 
						||
* `math.round(x)`: Returns `x` rounded to the nearest integer.
 | 
						||
    * At a multiple of 0.5, rounds away from zero.
 | 
						||
* `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
 | 
						||
    * `separator`: string, cannot be empty, default: `","`
 | 
						||
    * `include_empty`: boolean, default: `false`
 | 
						||
    * `max_splits`: number, if it's negative, splits aren't limited,
 | 
						||
      default: `-1`
 | 
						||
    * `sep_is_pattern`: boolean, it specifies whether separator is a plain
 | 
						||
      string or a pattern (regex), default: `false`
 | 
						||
    * e.g. `"a,b":split","` returns `{"a","b"}`
 | 
						||
* `string:trim()`: returns the string without whitespace pre- and suffixes
 | 
						||
    * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
 | 
						||
* `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)", relative_to)`:
 | 
						||
    * returns two positions
 | 
						||
    * Converts a string representing an area box into two positions
 | 
						||
    * X1, Y1, ... Z2 are coordinates
 | 
						||
    * `relative_to`: Optional. If set to a position, each coordinate
 | 
						||
      can use the tilde notation for relative positions
 | 
						||
    * Tilde notation
 | 
						||
      * `"~"`: Relative coordinate
 | 
						||
      * `"~<number>"`: Relative coordinate plus `<number>`
 | 
						||
    * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
 | 
						||
      returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
 | 
						||
* `minetest.formspec_escape(string)`: returns a string
 | 
						||
    * escapes the characters "[", "]", "\", "," and ";", which cannot 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, it is unspecified which
 | 
						||
      value maps to that key.
 | 
						||
* `table.shuffle(table, [from], [to], [random_func])`:
 | 
						||
    * Shuffles elements `from` to `to` in `table` in place
 | 
						||
    * `from` defaults to `1`
 | 
						||
    * `to` defaults to `#table`
 | 
						||
    * `random_func` defaults to `math.random`. This function receives two
 | 
						||
      integers as arguments and should return a random integer inclusively
 | 
						||
      between them.
 | 
						||
* `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_tool_wear_after_use(uses [, initial_wear])`
 | 
						||
    * Simulates a tool being used once and returns the added wear,
 | 
						||
      such that, if only this function is used to calculate wear,
 | 
						||
      the tool will break exactly after `uses` times of uses
 | 
						||
    * `uses`: Number of times the tool can be used
 | 
						||
    * `initial_wear`: The initial wear the tool starts with (default: 0)
 | 
						||
* `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
 | 
						||
    Simulates an item that digs a node.
 | 
						||
    Returns a table with the following fields:
 | 
						||
    * `diggable`: `true` if node can be dug, `false` otherwise.
 | 
						||
    * `time`: Time it would take to dig the node.
 | 
						||
    * `wear`: How much wear would be added to the tool (ignored for non-tools).
 | 
						||
    `time` and `wear` are meaningless if node's not diggable
 | 
						||
    Parameters:
 | 
						||
    * `groups`: Table of the node groups of the node that would be dug
 | 
						||
    * `tool_capabilities`: Tool capabilities table of the item
 | 
						||
    * `wear`: Amount of wear the tool starts with (default: 0)
 | 
						||
* `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
 | 
						||
    Simulates an item that punches an object.
 | 
						||
    Returns a table with the following fields:
 | 
						||
    * `hp`: How much damage the punch would cause (between -65535 and 65535).
 | 
						||
    * `wear`: How much wear would be added to the tool (ignored for non-tools).
 | 
						||
    Parameters:
 | 
						||
    * `groups`: Damage groups of the object
 | 
						||
    * `tool_capabilities`: Tool capabilities table of the item
 | 
						||
    * `time_from_last_punch`: time in seconds since last punch action
 | 
						||
    * `wear`: Amount of wear the item starts with (default: 0)
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Translations
 | 
						||
============
 | 
						||
 | 
						||
Texts can be translated client-side with the help of `minetest.translate` and
 | 
						||
translation files.
 | 
						||
 | 
						||
Consider using the script `util/mod_translation_updater.py` in the Minetest
 | 
						||
repository to generate and update translation files automatically from the Lua
 | 
						||
sources. See `util/README_mod_translation_updater.md` for an explanation.
 | 
						||
 | 
						||
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`:
 | 
						||
 | 
						||
  ```lua
 | 
						||
  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.
 | 
						||
 | 
						||
For instance, suppose we want to greet players when they join. We can do the
 | 
						||
following:
 | 
						||
 | 
						||
```lua
 | 
						||
local S = minetest.get_translator("hello")
 | 
						||
minetest.register_on_joinplayer(function(player)
 | 
						||
    local name = player:get_player_name()
 | 
						||
    minetest.chat_send_player(name, S("Hello @1, how are you today?", name))
 | 
						||
end)
 | 
						||
```
 | 
						||
 | 
						||
When someone called "CoolGuy" joins the game with an old client or a client
 | 
						||
that does not have localization enabled, they will see `Hello CoolGuy, how are
 | 
						||
you today?`
 | 
						||
 | 
						||
However, if we have for instance a translation file named `hello.de.tr`
 | 
						||
containing the following:
 | 
						||
 | 
						||
    # textdomain: hello
 | 
						||
    Hello @1, how are you today?=Hallo @1, wie geht es dir heute?
 | 
						||
 | 
						||
and CoolGuy has set a German locale, they will see `Hallo CoolGuy, wie geht es
 | 
						||
dir heute?`
 | 
						||
 | 
						||
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.
 | 
						||
 | 
						||
Server side translations
 | 
						||
------------------------
 | 
						||
 | 
						||
On some specific cases, server translation could be useful. For example, filter
 | 
						||
a list on labels and send results to client. A method is supplied to achieve
 | 
						||
that:
 | 
						||
 | 
						||
`minetest.get_translated_string(lang_code, string)`: resolves translations in
 | 
						||
the given string just like the client would, using the translation files for
 | 
						||
`lang_code`. For this to have any effect, the string needs to contain translation
 | 
						||
markup, e.g. `minetest.get_translated_string("fr", S("Hello"))`.
 | 
						||
 | 
						||
The `lang_code` to use for a given player can be retrieved from
 | 
						||
the table returned by `minetest.get_player_information(name)`.
 | 
						||
 | 
						||
IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
 | 
						||
You do not need to use this to get translated strings to show up on the client.
 | 
						||
 | 
						||
Translating content meta
 | 
						||
------------------------
 | 
						||
 | 
						||
You can translate content meta, such as `title` and `description`, by placing
 | 
						||
translations in a `locale/DOMAIN.LANG.tr` file. The textdomain defaults to the
 | 
						||
content name, but can be customised using `textdomain` in the content's .conf.
 | 
						||
 | 
						||
### Mods and Texture Packs
 | 
						||
 | 
						||
Say you have a mod called `mymod` with a short description in mod.conf:
 | 
						||
 | 
						||
```
 | 
						||
description = This is the short description
 | 
						||
```
 | 
						||
 | 
						||
Minetest will look for translations in the `mymod` textdomain as there's no
 | 
						||
textdomain specified in mod.conf. For example, `mymod/locale/mymod.fr.tr`:
 | 
						||
 | 
						||
```
 | 
						||
# textdomain:mymod
 | 
						||
This is the short description=Voici la description succincte
 | 
						||
```
 | 
						||
 | 
						||
### Games and Modpacks
 | 
						||
 | 
						||
For games and modpacks, Minetest will look for the textdomain in all mods.
 | 
						||
 | 
						||
Say you have a game called `mygame` with the following game.conf:
 | 
						||
 | 
						||
```
 | 
						||
description = This is the game's short description
 | 
						||
textdomain = mygame
 | 
						||
```
 | 
						||
 | 
						||
Minetest will then look for the textdomain `mygame` in all mods, for example,
 | 
						||
`mygame/mods/anymod/locale/mygame.fr.tr`. Note that it is still recommended that your
 | 
						||
textdomain match the mod name, but this isn't required.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Perlin noise
 | 
						||
============
 | 
						||
 | 
						||
Perlin noise creates a continuously-varying value depending on the input values.
 | 
						||
Usually in 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.
 | 
						||
 | 
						||
In some noise APIs the world seed is added to the seed specified in noise
 | 
						||
parameters. This is done to make the resulting noise pattern vary in different
 | 
						||
worlds, and be 'world-specific'.
 | 
						||
 | 
						||
### `octaves`
 | 
						||
 | 
						||
The number of simple noise generators that are combined.
 | 
						||
A whole number, 1 or more.
 | 
						||
Each additional octave adds finer detail to the noise but also increases the
 | 
						||
noise calculation load.
 | 
						||
3 is a typical minimum for a high quality, complex and natural-looking noise
 | 
						||
variation. 1 octave has a slight 'gridlike' appearance.
 | 
						||
 | 
						||
Choose the number of octaves according to the `spread` and `lacunarity`, and the
 | 
						||
size of the finest detail you require. For example:
 | 
						||
if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
 | 
						||
nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
 | 
						||
512, 256, 128, 64, 32, 16 nodes.
 | 
						||
Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
 | 
						||
 | 
						||
### `persistence`
 | 
						||
 | 
						||
Each additional octave has an amplitude that is the amplitude of the previous
 | 
						||
octave multiplied by `persistence`, to reduce the amplitude of finer details,
 | 
						||
as is often helpful and natural to do so.
 | 
						||
Since this controls the balance of fine detail to large-scale detail
 | 
						||
`persistence` can be thought of as the 'roughness' of the noise.
 | 
						||
 | 
						||
A positive or negative non-zero number, often between 0.3 and 1.0.
 | 
						||
A common medium value is 0.5, such that each octave has half the amplitude of
 | 
						||
the previous octave.
 | 
						||
This may need to be tuned when altering `lacunarity`; when doing so consider
 | 
						||
that a common medium value is 1 / lacunarity.
 | 
						||
 | 
						||
Instead of `persistence`, the key `persist` may be used to the same effect.
 | 
						||
 | 
						||
### `lacunarity`
 | 
						||
 | 
						||
Each additional octave has a 'wavelength' that is the 'wavelength' of the
 | 
						||
previous octave multiplied by 1 / lacunarity, to create finer detail.
 | 
						||
'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
 | 
						||
 | 
						||
A positive number no smaller than 1.0.
 | 
						||
Values below 2.0 create higher quality noise at the expense of requiring more
 | 
						||
octaves to cover a particular range of 'wavelengths'.
 | 
						||
 | 
						||
### `flags`
 | 
						||
 | 
						||
Leave this field unset for no special handling.
 | 
						||
Currently supported are `defaults`, `eased` and `absvalue`:
 | 
						||
 | 
						||
#### `defaults`
 | 
						||
 | 
						||
Specify this if you would like to keep auto-selection of eased/not-eased while
 | 
						||
specifying some other flags.
 | 
						||
 | 
						||
#### `eased`
 | 
						||
 | 
						||
Maps noise gradient values onto a quintic S-curve before performing
 | 
						||
interpolation. This results in smooth, rolling noise.
 | 
						||
Disable this (`noeased`) for sharp-looking noise with a slightly gridded
 | 
						||
appearance.
 | 
						||
If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
 | 
						||
not eased.
 | 
						||
Easing a 3D noise significantly increases the noise calculation load, so use
 | 
						||
with restraint.
 | 
						||
 | 
						||
#### `absvalue`
 | 
						||
 | 
						||
The absolute value of each octave's noise variation is used when combining the
 | 
						||
octaves. The final perlin noise variation is created as follows:
 | 
						||
 | 
						||
noise = offset + scale * (abs(octave1) +
 | 
						||
                          abs(octave2) * persistence +
 | 
						||
                          abs(octave3) * persistence ^ 2 +
 | 
						||
                          abs(octave4) * persistence ^ 3 +
 | 
						||
                          ...)
 | 
						||
 | 
						||
### Format example
 | 
						||
 | 
						||
For 2D or 3D perlin noise or perlin noise maps:
 | 
						||
 | 
						||
```lua
 | 
						||
np_terrain = {
 | 
						||
    offset = 0,
 | 
						||
    scale = 1,
 | 
						||
    spread = {x = 500, y = 500, z = 500},
 | 
						||
    seed = 571347,
 | 
						||
    octaves = 5,
 | 
						||
    persistence = 0.63,
 | 
						||
    lacunarity = 2.0,
 | 
						||
    flags = "defaults, absvalue",
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
For 2D noise the Z component of `spread` is still defined but is ignored.
 | 
						||
A single noise parameter table can be used for 2D or 3D noise.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Ores
 | 
						||
====
 | 
						||
 | 
						||
Ore types
 | 
						||
---------
 | 
						||
 | 
						||
These tell in what manner the ore is generated.
 | 
						||
 | 
						||
All default ores are of the uniformly-distributed scatter type.
 | 
						||
 | 
						||
### `scatter`
 | 
						||
 | 
						||
Randomly chooses a location and generates a cluster of ore.
 | 
						||
 | 
						||
If `noise_params` is specified, the ore will be placed if the 3D perlin noise
 | 
						||
at that point is greater than the `noise_threshold`, giving the ability to
 | 
						||
create a non-equal distribution of ore.
 | 
						||
 | 
						||
### `sheet`
 | 
						||
 | 
						||
Creates a sheet of ore in a blob shape according to the 2D perlin noise
 | 
						||
described by `noise_params` and `noise_threshold`. This is essentially an
 | 
						||
improved version of the so-called "stratus" ore seen in some unofficial mods.
 | 
						||
 | 
						||
This sheet consists of vertical columns of uniform randomly distributed height,
 | 
						||
varying between the inclusive range `column_height_min` and `column_height_max`.
 | 
						||
If `column_height_min` is not specified, this parameter defaults to 1.
 | 
						||
If `column_height_max` is not specified, this parameter defaults to `clust_size`
 | 
						||
for reverse compatibility. New code should prefer `column_height_max`.
 | 
						||
 | 
						||
The `column_midpoint_factor` parameter controls the position of the column at
 | 
						||
which ore emanates from.
 | 
						||
If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
 | 
						||
equally starting from each direction.
 | 
						||
`column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
 | 
						||
this parameter is not specified, the default is 0.5.
 | 
						||
 | 
						||
The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
 | 
						||
ore type.
 | 
						||
 | 
						||
### `puff`
 | 
						||
 | 
						||
Creates a sheet of ore in a cloud-like puff shape.
 | 
						||
 | 
						||
As with the `sheet` ore type, the size and shape of puffs are described by
 | 
						||
`noise_params` and `noise_threshold` and are placed at random vertical
 | 
						||
positions within the currently generated chunk.
 | 
						||
 | 
						||
The vertical top and bottom displacement of each puff are determined by the
 | 
						||
noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
 | 
						||
 | 
						||
### `blob`
 | 
						||
 | 
						||
Creates a deformed sphere of ore according to 3d perlin noise described by
 | 
						||
`noise_params`. The maximum size of the blob is `clust_size`, and
 | 
						||
`clust_scarcity` has the same meaning as with the `scatter` type.
 | 
						||
 | 
						||
### `vein`
 | 
						||
 | 
						||
Creates veins of ore varying in density by according to the intersection of two
 | 
						||
instances of 3d perlin noise with different seeds, both described by
 | 
						||
`noise_params`.
 | 
						||
 | 
						||
`random_factor` varies the influence random chance has on placement of an ore
 | 
						||
inside the vein, which is `1` by default. Note that modifying this parameter
 | 
						||
may require adjusting `noise_threshold`.
 | 
						||
 | 
						||
The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
 | 
						||
by this ore type.
 | 
						||
 | 
						||
This ore type is difficult to control since it is sensitive to small changes.
 | 
						||
The following is a decent set of parameters to work from:
 | 
						||
 | 
						||
```lua
 | 
						||
noise_params = {
 | 
						||
    offset  = 0,
 | 
						||
    scale   = 3,
 | 
						||
    spread  = {x=200, y=200, z=200},
 | 
						||
    seed    = 5390,
 | 
						||
    octaves = 4,
 | 
						||
    persistence = 0.5,
 | 
						||
    lacunarity = 2.0,
 | 
						||
    flags = "eased",
 | 
						||
},
 | 
						||
noise_threshold = 1.6
 | 
						||
```
 | 
						||
 | 
						||
**WARNING**: Use this ore type *very* sparingly since it is ~200x more
 | 
						||
computationally expensive than any other ore.
 | 
						||
 | 
						||
### `stratum`
 | 
						||
 | 
						||
Creates a single undulating ore stratum that is continuous across mapchunk
 | 
						||
borders and horizontally spans the world.
 | 
						||
 | 
						||
The 2D perlin noise described by `noise_params` defines the Y 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.
 | 
						||
 | 
						||
`lsystem`
 | 
						||
-----------
 | 
						||
 | 
						||
Generates a L-system tree at the position where the decoration is placed.
 | 
						||
Uses the same L-system as `minetest.spawn_tree`, but is faster than using it manually.
 | 
						||
The `treedef` field in the decoration definition is used for the tree definition.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Schematics
 | 
						||
==========
 | 
						||
 | 
						||
Schematic specifier
 | 
						||
--------------------
 | 
						||
 | 
						||
A schematic specifier identifies a schematic by either a filename to a
 | 
						||
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()`.
 | 
						||
  Note that the region of map it has loaded is NOT THE SAME as the `minp`, `maxp`
 | 
						||
  parameters of `on_generated()`. Refer to `minetest.get_mapgen_object` docs.
 | 
						||
  Once you're done you still need to call `VoxelManip:write_to_map()`
 | 
						||
 | 
						||
* The `on_generated()` callbacks of some mods may place individual nodes in the
 | 
						||
  generated area using non-VoxelManip map modification methods. Because the
 | 
						||
  same Mapgen VoxelManip object is passed through each `on_generated()`
 | 
						||
  callback, it becomes necessary for the Mapgen VoxelManip object to maintain
 | 
						||
  consistency with the current map state. For this reason, calling any of
 | 
						||
  `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 (`liquidtype ~= "none"`),
 | 
						||
`VoxelManip:update_liquids()` must be called for these liquid nodes to begin
 | 
						||
flowing. It is recommended to call this function only after having written all
 | 
						||
buffered data back to the VoxelManip object, save for special situations where
 | 
						||
the modder desires to only have certain liquid nodes begin flowing.
 | 
						||
 | 
						||
The functions `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 you attempt to use a VoxelManip to read a region of the map that has
 | 
						||
  already been generated, but is not currently loaded, that region will be
 | 
						||
  loaded from disk. This means that reading a region of the map with a
 | 
						||
  VoxelManip has a similar effect as calling `minetest.load_area` on that
 | 
						||
  region.
 | 
						||
 | 
						||
* If a region of the map has either not yet been generated or is outside the
 | 
						||
  map boundaries, it is filled with "ignore" nodes. Writing to regions of the
 | 
						||
  map that are not yet generated may result in unexpected behavior. You
 | 
						||
  can use `minetest.emerge_area` to make sure that the area you want to
 | 
						||
  read/write is already generated.
 | 
						||
 | 
						||
* Other mods, or the core itself, could possibly modify the area of the map
 | 
						||
  currently loaded into a VoxelManip object. With the exception of Mapgen
 | 
						||
  VoxelManips (see above section), the internal buffers are not updated. For
 | 
						||
  this reason, it is strongly encouraged to complete the usage of a particular
 | 
						||
  VoxelManip object in the same callback it had been created.
 | 
						||
 | 
						||
* If a VoxelManip object will be used often, such as in an `on_generated()`
 | 
						||
  callback, consider passing a file-scoped table as the optional parameter to
 | 
						||
  `VoxelManip:get_data()`, which serves as a static buffer the function can use
 | 
						||
  to write map data to instead of returning a new table each call. This greatly
 | 
						||
  enhances performance by avoiding unnecessary memory allocations.
 | 
						||
 | 
						||
Methods
 | 
						||
-------
 | 
						||
 | 
						||
* `read_from_map(p1, p2)`:  Loads a chunk of map into the VoxelManip object
 | 
						||
  containing the region formed by `p1` and `p2`.
 | 
						||
    * returns actual emerged `pmin`, actual emerged `pmax`
 | 
						||
* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
 | 
						||
  the map.
 | 
						||
    * **important**: data must be set using `VoxelManip:set_data()` before
 | 
						||
      calling this.
 | 
						||
    * if `light` is true, then lighting is automatically recalculated.
 | 
						||
      The default value is true.
 | 
						||
      If `light` is false, no light calculations happen, and you should correct
 | 
						||
      all modified blocks with `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([buffer])`: Gets the light data read into the
 | 
						||
  `VoxelManip` object
 | 
						||
    * Returns an array (indices 1 to volume) of integers ranging from `0` to
 | 
						||
      `255`.
 | 
						||
    * Each value is the bitwise combination of day and night light values
 | 
						||
      (`0` to `15` each).
 | 
						||
    * `light = day + (night * 16)`
 | 
						||
    * If the param `buffer` is present, this table will be used to store the
 | 
						||
      result instead.
 | 
						||
* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
 | 
						||
  in the `VoxelManip`.
 | 
						||
    * expects lighting data in the same format that `get_light_data()` returns
 | 
						||
* `get_param2_data([buffer])`: Gets the raw `param2` data read into the
 | 
						||
  `VoxelManip` object.
 | 
						||
    * Returns an array (indices 1 to volume) of integers ranging from `0` to
 | 
						||
      `255`.
 | 
						||
    * If the param `buffer` is present, this table will be used to store the
 | 
						||
      result instead.
 | 
						||
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
 | 
						||
  the `VoxelManip`.
 | 
						||
* `calc_lighting([p1, p2], [propagate_shadow])`:  Calculate lighting within the
 | 
						||
  `VoxelManip`.
 | 
						||
    * To be used only 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(pmin, pmax)` or
 | 
						||
`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(emin, emax)
 | 
						||
 | 
						||
The values of `ystride` and `zstride` can be obtained using `area.ystride` and
 | 
						||
`area.zstride`.
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Mapgen objects
 | 
						||
==============
 | 
						||
 | 
						||
A mapgen object is a construct used in map generation. Mapgen objects can be
 | 
						||
used by an `on_generated` callback to speed up operations by avoiding
 | 
						||
unnecessary recalculations, these can be retrieved using the
 | 
						||
`minetest.get_mapgen_object()` function. If the requested Mapgen object is
 | 
						||
unavailable, or `get_mapgen_object()` was called outside of an `on_generated`
 | 
						||
callback, `nil` is returned.
 | 
						||
 | 
						||
The following Mapgen objects are currently available:
 | 
						||
 | 
						||
### `voxelmanip`
 | 
						||
 | 
						||
This returns three values; the `VoxelManip` object to be used, minimum and
 | 
						||
maximum emerged position, in that order. All mapgens support this object.
 | 
						||
 | 
						||
### `heightmap`
 | 
						||
 | 
						||
Returns an array containing the y coordinates of the ground levels of nodes in
 | 
						||
the most recently generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `biomemap`
 | 
						||
 | 
						||
Returns an array containing the biome IDs of nodes in the most recently
 | 
						||
generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `heatmap`
 | 
						||
 | 
						||
Returns an array containing the temperature values of nodes in the most
 | 
						||
recently generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `humiditymap`
 | 
						||
 | 
						||
Returns an array containing the humidity values of nodes in the most recently
 | 
						||
generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `gennotify`
 | 
						||
 | 
						||
Returns a table. You need to announce your interest in a specific
 | 
						||
field by calling `minetest.set_gen_notify()` *before* map generation happens.
 | 
						||
 | 
						||
* key = string: generation notification type
 | 
						||
* value = list of positions (usually)
 | 
						||
   * Exceptions are denoted in the listing below.
 | 
						||
 | 
						||
Available generation notification types:
 | 
						||
 | 
						||
* `dungeon`: bottom center position of dungeon rooms
 | 
						||
* `temple`: as above but for desert temples (mgv6 only)
 | 
						||
* `cave_begin`
 | 
						||
* `cave_end`
 | 
						||
* `large_cave_begin`
 | 
						||
* `large_cave_end`
 | 
						||
* `custom`: data originating from [Mapgen environment] (Lua API)
 | 
						||
   * This is a table.
 | 
						||
   * key = user-defined ID (string)
 | 
						||
   * value = arbitrary Lua value
 | 
						||
* `decoration#id`: decorations
 | 
						||
  * (see below)
 | 
						||
 | 
						||
Decorations have a key in the format of `"decoration#id"`, where `id` is the
 | 
						||
numeric unique decoration ID as returned by `minetest.get_decoration_id()`.
 | 
						||
For example, `decoration#123`.
 | 
						||
 | 
						||
The returned positions are the ground surface 'place_on' nodes,
 | 
						||
not the decorations themselves. A 'simple' type decoration is often 1
 | 
						||
node above the returned position and possibly displaced by 'place_offset_y'.
 | 
						||
 | 
						||
 | 
						||
Registered entities
 | 
						||
===================
 | 
						||
 | 
						||
Functions receive a "luaentity" table as `self`:
 | 
						||
 | 
						||
* It has the member `name`, which is the registered name `("mod:thing")`
 | 
						||
* It has the member `object`, which is an `ObjectRef` pointing to the object
 | 
						||
* The original prototype is visible directly via a metatable
 | 
						||
 | 
						||
Callbacks:
 | 
						||
 | 
						||
* `on_activate(self, staticdata, dtime_s)`
 | 
						||
    * Called when the object is instantiated.
 | 
						||
    * `dtime_s` is the time passed since the object was unloaded, which can be
 | 
						||
      used for updating the entity state.
 | 
						||
* `on_deactivate(self, removal)`
 | 
						||
    * Called when the object is about to get removed or unloaded.
 | 
						||
	* `removal`: boolean indicating whether the object is about to get removed.
 | 
						||
	  Calling `object:remove()` on an active object will call this with `removal=true`.
 | 
						||
	  The mapblock the entity resides in being unloaded will call this with `removal=false`.
 | 
						||
	* Note that this won't be called if the object hasn't been activated in the first place.
 | 
						||
	  In particular, `minetest.clear_objects({mode = "full"})` won't call this,
 | 
						||
	  whereas `minetest.clear_objects({mode = "quick"})` might call this.
 | 
						||
* `on_step(self, dtime, moveresult)`
 | 
						||
    * Called on every server tick, after movement and collision processing.
 | 
						||
    * `dtime`: elapsed time since last call
 | 
						||
    * `moveresult`: table with collision info (only available if physical=true)
 | 
						||
* `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
 | 
						||
    * Called when somebody punches the object.
 | 
						||
    * Note that you probably want to handle most punches using the automatic
 | 
						||
      armor group system.
 | 
						||
    * `puncher`: an `ObjectRef` (can be `nil`)
 | 
						||
    * `time_from_last_punch`: Meant for disallowing spamming of clicks
 | 
						||
      (can be `nil`).
 | 
						||
    * `tool_capabilities`: capability table of used item (can be `nil`)
 | 
						||
    * `dir`: unit vector of direction of punch. Always defined. Points from the
 | 
						||
      puncher to the punched.
 | 
						||
    * `damage`: damage that will be done to entity.
 | 
						||
    * Can return `true` to prevent the default damage mechanism.
 | 
						||
* `on_death(self, killer)`
 | 
						||
    * Called when the object dies.
 | 
						||
    * `killer`: an `ObjectRef` (can be `nil`)
 | 
						||
* `on_rightclick(self, clicker)`
 | 
						||
    * Called when `clicker` pressed the 'place/use' key while pointing
 | 
						||
      to the object (not necessarily an actual rightclick)
 | 
						||
    * `clicker`: an `ObjectRef` (may or may not be a player)
 | 
						||
* `on_attach_child(self, child)`
 | 
						||
    * `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.
 | 
						||
 | 
						||
Collision info passed to `on_step` (`moveresult` argument):
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    touching_ground = boolean,
 | 
						||
    -- Note that touching_ground is only true if the entity was moving and
 | 
						||
    -- collided with ground.
 | 
						||
 | 
						||
    collides = boolean,
 | 
						||
    standing_on_object = boolean,
 | 
						||
 | 
						||
    collisions = {
 | 
						||
        {
 | 
						||
            type = string, -- "node" or "object",
 | 
						||
            axis = string, -- "x", "y" or "z"
 | 
						||
            node_pos = vector, -- if type is "node"
 | 
						||
            object = ObjectRef, -- if type is "object"
 | 
						||
            -- The position of the entity when the collision occurred.
 | 
						||
            -- Available since feature "moveresult_new_pos".
 | 
						||
            new_pos = vector,
 | 
						||
            old_velocity = vector,
 | 
						||
            new_velocity = vector,
 | 
						||
        },
 | 
						||
        ...
 | 
						||
    }
 | 
						||
    -- `collisions` does not contain data of unloaded mapblock collisions
 | 
						||
    -- or when the velocity changes are negligibly small
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
 | 
						||
 | 
						||
L-system trees
 | 
						||
==============
 | 
						||
 | 
						||
Tree definition
 | 
						||
---------------
 | 
						||
 | 
						||
```lua
 | 
						||
treedef={
 | 
						||
    axiom,         --string  initial tree axiom
 | 
						||
    rules_a,       --string  rules set A
 | 
						||
    rules_b,       --string  rules set B
 | 
						||
    rules_c,       --string  rules set C
 | 
						||
    rules_d,       --string  rules set D
 | 
						||
    trunk,         --string  trunk node name
 | 
						||
    leaves,        --string  leaves node name
 | 
						||
    leaves2,       --string  secondary leaves node name
 | 
						||
    leaves2_chance,--num     chance (0-100) to replace leaves with leaves2
 | 
						||
    angle,         --num     angle in deg
 | 
						||
    iterations,    --num     max # of iterations, usually 2 -5
 | 
						||
    random_level,  --num     factor to lower number of iterations, usually 0 - 3
 | 
						||
    trunk_type,    --string  single/double/crossed) type of trunk: 1 node,
 | 
						||
                    --        2x2 nodes or 3x3 in cross shape
 | 
						||
    thin_branches, --boolean true -> use thin (1 node) branches
 | 
						||
    fruit,         --string  fruit node name
 | 
						||
    fruit_chance,  --num     chance (0-100) to replace leaves with fruit node
 | 
						||
    seed,          --num     random seed, if no seed is provided, the engine will create one.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Key for special L-System symbols used in axioms
 | 
						||
-----------------------------------------------
 | 
						||
 | 
						||
* `G`: move forward one unit with the pen up
 | 
						||
* `F`: move forward one unit with the pen down drawing trunks and branches
 | 
						||
* `f`: move forward one unit with the pen down drawing leaves (100% chance)
 | 
						||
* `T`: move forward one unit with the pen down drawing trunks only
 | 
						||
* `R`: move forward one unit with the pen down placing fruit
 | 
						||
* `A`: replace with rules set A
 | 
						||
* `B`: replace with rules set B
 | 
						||
* `C`: replace with rules set C
 | 
						||
* `D`: replace with rules set D
 | 
						||
* `a`: replace with rules set A, chance 90%
 | 
						||
* `b`: replace with rules set B, chance 80%
 | 
						||
* `c`: replace with rules set C, chance 70%
 | 
						||
* `d`: replace with rules set D, chance 60%
 | 
						||
* `+`: yaw the turtle right by `angle` parameter
 | 
						||
* `-`: yaw the turtle left by `angle` parameter
 | 
						||
* `&`: pitch the turtle down by `angle` parameter
 | 
						||
* `^`: pitch the turtle up by `angle` parameter
 | 
						||
* `/`: roll the turtle to the right by `angle` parameter
 | 
						||
* `*`: roll the turtle to the left by `angle` parameter
 | 
						||
* `[`: save in stack current state info
 | 
						||
* `]`: recover from stack state info
 | 
						||
 | 
						||
Example
 | 
						||
-------
 | 
						||
 | 
						||
Spawn a small apple tree:
 | 
						||
 | 
						||
```lua
 | 
						||
pos = {x=230,y=20,z=4}
 | 
						||
apple_tree={
 | 
						||
    axiom="FFFFFAFFBF",
 | 
						||
    rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
 | 
						||
    rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
 | 
						||
    trunk="default:tree",
 | 
						||
    leaves="default:leaves",
 | 
						||
    angle=30,
 | 
						||
    iterations=2,
 | 
						||
    random_level=0,
 | 
						||
    trunk_type="single",
 | 
						||
    thin_branches=true,
 | 
						||
    fruit_chance=10,
 | 
						||
    fruit="default:apple"
 | 
						||
}
 | 
						||
minetest.spawn_tree(pos,apple_tree)
 | 
						||
```
 | 
						||
 | 
						||
Privileges
 | 
						||
==========
 | 
						||
 | 
						||
Privileges provide a means for server administrators to give certain players
 | 
						||
access to special abilities in the engine, games or mods.
 | 
						||
For example, game moderators may need to travel instantly to any place in the world,
 | 
						||
this ability is implemented in `/teleport` command which requires `teleport` privilege.
 | 
						||
 | 
						||
Registering privileges
 | 
						||
----------------------
 | 
						||
 | 
						||
A mod can register a custom privilege using `minetest.register_privilege` function
 | 
						||
to give server administrators fine-grained access control over mod functionality.
 | 
						||
 | 
						||
For consistency and practical reasons, privileges should strictly increase the abilities of the user.
 | 
						||
Do not register custom privileges that e.g. restrict the player from certain in-game actions.
 | 
						||
 | 
						||
Checking privileges
 | 
						||
-------------------
 | 
						||
 | 
						||
A mod can call `minetest.check_player_privs` to test whether a player has privileges
 | 
						||
to perform an operation.
 | 
						||
Also, when registering a chat command with `minetest.register_chatcommand` a mod can
 | 
						||
declare privileges that the command requires using the `privs` field of the command
 | 
						||
definition.
 | 
						||
 | 
						||
Managing player privileges
 | 
						||
--------------------------
 | 
						||
 | 
						||
A mod can update player privileges using `minetest.set_player_privs` function.
 | 
						||
Players holding the `privs` privilege can see and manage privileges for all
 | 
						||
players on the server.
 | 
						||
 | 
						||
A mod can subscribe to changes in player privileges using `minetest.register_on_priv_grant`
 | 
						||
and `minetest.register_on_priv_revoke` functions.
 | 
						||
 | 
						||
Built-in privileges
 | 
						||
-------------------
 | 
						||
 | 
						||
Minetest includes a set of built-in privileges that control capabilities
 | 
						||
provided by the Minetest engine and can be used by mods:
 | 
						||
 | 
						||
  * Basic privileges are normally granted to all players:
 | 
						||
      * `shout`: can communicate using the in-game chat.
 | 
						||
      * `interact`: can modify the world by digging, building and interacting
 | 
						||
        with the nodes, entities and other players. Players without the `interact`
 | 
						||
        privilege can only travel and observe the world.
 | 
						||
 | 
						||
  * Advanced privileges allow bypassing certain aspects of the gameplay:
 | 
						||
      * `fast`: can use "fast mode" to move with maximum speed.
 | 
						||
      * `fly`: can use "fly mode" to move freely above the ground without falling.
 | 
						||
      * `noclip`: can use "noclip mode" to fly through solid nodes (e.g. walls).
 | 
						||
      * `teleport`: can use `/teleport` command to move to any point in the world.
 | 
						||
      * `creative`: can access creative inventory.
 | 
						||
      * `bring`: can teleport other players to oneself.
 | 
						||
      * `give`: can use `/give` and `/giveme` commands to give any item
 | 
						||
        in the game to oneself or others.
 | 
						||
      * `settime`: can use `/time` command to change current in-game time.
 | 
						||
      * `debug`: can enable wireframe rendering mode.
 | 
						||
 | 
						||
  * Security-related privileges:
 | 
						||
      * `privs`: can modify privileges of the players using `/grant[me]` and
 | 
						||
        `/revoke[me]` commands.
 | 
						||
      * `basic_privs`: can grant and revoke basic privileges as defined by
 | 
						||
        the `basic_privs` setting.
 | 
						||
      * `kick`: can kick other players from the server using `/kick` command.
 | 
						||
      * `ban`: can ban other players using `/ban` command.
 | 
						||
      * `password`: can use `/setpassword` and `/clearpassword` commands
 | 
						||
        to manage players' passwords.
 | 
						||
      * `protection_bypass`: can bypass node protection. Note that the engine does not act upon this privilege,
 | 
						||
        it is only an implementation suggestion for games.
 | 
						||
 | 
						||
  * Administrative privileges:
 | 
						||
      * `server`: can use `/fixlight`, `/deleteblocks` and `/deleteobjects`
 | 
						||
        commands. Can clear inventory of other players using `/clearinv` command.
 | 
						||
      * `rollback`: can use `/rollback_check` and `/rollback` commands.
 | 
						||
 | 
						||
Related settings
 | 
						||
----------------
 | 
						||
 | 
						||
Minetest includes the following settings to control behavior of privileges:
 | 
						||
 | 
						||
   * `default_privs`: defines privileges granted to new players.
 | 
						||
   * `basic_privs`: defines privileges that can be granted/revoked by players having
 | 
						||
    the `basic_privs` privilege. This can be used, for example, to give
 | 
						||
    limited moderation powers to selected users.
 | 
						||
 | 
						||
'minetest' namespace reference
 | 
						||
==============================
 | 
						||
 | 
						||
Utilities
 | 
						||
---------
 | 
						||
 | 
						||
* `minetest.get_current_modname()`: returns the currently loading mod's name,
 | 
						||
  when loading a mod.
 | 
						||
* `minetest.get_modpath(modname)`: returns the directory path for a mod,
 | 
						||
  e.g. `"/home/user/.minetest/usermods/modname"`.
 | 
						||
    * Returns nil if the mod is not enabled or does not exist (not installed).
 | 
						||
    * Works regardless of whether the mod has been loaded yet.
 | 
						||
    * Useful for loading additional `.lua` modules or static data from a mod,
 | 
						||
  or checking if a mod is enabled.
 | 
						||
* `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
 | 
						||
    * Does not include disabled mods, even if they are installed.
 | 
						||
* `minetest.get_game_info()`: returns a table containing information about the
 | 
						||
  current game. Note that other meta information (e.g. version/release number)
 | 
						||
  can be manually read from `game.conf` in the game's root directory.
 | 
						||
 | 
						||
  ```lua
 | 
						||
  {
 | 
						||
      id = string,
 | 
						||
      title = string,
 | 
						||
      author = string,
 | 
						||
      -- The root directory of the game
 | 
						||
      path = string,
 | 
						||
  }
 | 
						||
  ```
 | 
						||
 | 
						||
* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
 | 
						||
    * Useful for storing custom data
 | 
						||
* `minetest.get_mod_data_path()`: returns e.g. `"/home/user/.minetest/mod_data/mymod"`
 | 
						||
    * Useful for storing custom data *independently of worlds*.
 | 
						||
    * Must be called during mod load time.
 | 
						||
    * Can read or write to this directory at any time.
 | 
						||
    * It's possible that multiple Minetest instances are running at the same
 | 
						||
      time, which may lead to corruption if you are not careful.
 | 
						||
* `minetest.is_singleplayer()`
 | 
						||
* `minetest.features`: Table containing API feature flags
 | 
						||
 | 
						||
  ```lua
 | 
						||
  {
 | 
						||
      glasslike_framed = true,  -- 0.4.7
 | 
						||
      nodebox_as_selectionbox = true,  -- 0.4.7
 | 
						||
      get_all_craft_recipes_works = true,  -- 0.4.7
 | 
						||
      -- The transparency channel of textures can optionally be used on
 | 
						||
      -- nodes (0.4.7)
 | 
						||
      use_texture_alpha = true,
 | 
						||
      -- Tree and grass ABMs are no longer done from C++ (0.4.8)
 | 
						||
      no_legacy_abms = true,
 | 
						||
      -- Texture grouping is possible using parentheses (0.4.11)
 | 
						||
      texture_names_parens = true,
 | 
						||
      -- Unique Area ID for AreaStore:insert_area (0.4.14)
 | 
						||
      area_store_custom_ids = true,
 | 
						||
      -- add_entity supports passing initial staticdata to on_activate
 | 
						||
      -- (0.4.16)
 | 
						||
      add_entity_with_staticdata = true,
 | 
						||
      -- Chat messages are no longer predicted (0.4.16)
 | 
						||
      no_chat_message_prediction = true,
 | 
						||
      -- The transparency channel of textures can optionally be used on
 | 
						||
      -- objects (ie: players and lua entities) (5.0.0)
 | 
						||
      object_use_texture_alpha = true,
 | 
						||
      -- Object selectionbox is settable independently from collisionbox
 | 
						||
      -- (5.0.0)
 | 
						||
      object_independent_selectionbox = true,
 | 
						||
      -- Specifies whether binary data can be uploaded or downloaded using
 | 
						||
      -- the HTTP API (5.1.0)
 | 
						||
      httpfetch_binary_data = true,
 | 
						||
      -- Whether formspec_version[<version>] may be used (5.1.0)
 | 
						||
      formspec_version_element = true,
 | 
						||
      -- Whether AreaStore's IDs are kept on save/load (5.1.0)
 | 
						||
      area_store_persistent_ids = true,
 | 
						||
      -- Whether minetest.find_path is functional (5.2.0)
 | 
						||
      pathfinder_works = true,
 | 
						||
      -- Whether Collision info is available to an objects' on_step (5.3.0)
 | 
						||
      object_step_has_moveresult = true,
 | 
						||
      -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
 | 
						||
      direct_velocity_on_players = true,
 | 
						||
      -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
 | 
						||
      use_texture_alpha_string_modes = true,
 | 
						||
      -- degrotate param2 rotates in units of 1.5° instead of 2°
 | 
						||
      -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
 | 
						||
      degrotate_240_steps = true,
 | 
						||
      -- ABM supports min_y and max_y fields in definition (5.5.0)
 | 
						||
      abm_min_max_y = true,
 | 
						||
      -- dynamic_add_media supports passing a table with options (5.5.0)
 | 
						||
      dynamic_add_media_table = true,
 | 
						||
      -- particlespawners support texpools and animation of properties,
 | 
						||
      -- particle textures support smooth fade and scale animations, and
 | 
						||
      -- sprite-sheet particle animations can by synced to the lifetime
 | 
						||
      -- of individual particles (5.6.0)
 | 
						||
      particlespawner_tweenable = true,
 | 
						||
      -- allows get_sky to return a table instead of separate values (5.6.0)
 | 
						||
      get_sky_as_table = true,
 | 
						||
      -- VoxelManip:get_light_data accepts an optional buffer argument (5.7.0)
 | 
						||
      get_light_data_buffer = true,
 | 
						||
      -- When using a mod storage backend that is not "files" or "dummy",
 | 
						||
      -- the amount of data in mod storage is not constrained by
 | 
						||
      -- the amount of RAM available. (5.7.0)
 | 
						||
      mod_storage_on_disk = true,
 | 
						||
      -- "zstd" method for compress/decompress (5.7.0)
 | 
						||
      compress_zstd = true,
 | 
						||
      -- Sound parameter tables support start_time (5.8.0)
 | 
						||
      sound_params_start_time = true,
 | 
						||
      -- New fields for set_physics_override: speed_climb, speed_crouch,
 | 
						||
      -- liquid_fluidity, liquid_fluidity_smooth, liquid_sink,
 | 
						||
      -- acceleration_default, acceleration_air (5.8.0)
 | 
						||
      physics_overrides_v2 = true,
 | 
						||
      -- In HUD definitions the field `type` is used and `hud_elem_type` is deprecated (5.9.0)
 | 
						||
      hud_def_type_field = true,
 | 
						||
      -- PseudoRandom and PcgRandom state is restorable
 | 
						||
      -- PseudoRandom has get_state method
 | 
						||
      -- PcgRandom has get_state and set_state methods (5.9.0)
 | 
						||
      random_state_restore = true,
 | 
						||
      -- minetest.after guarantees that coexisting jobs are executed primarily
 | 
						||
      -- in order of expiry and secondarily in order of registration (5.9.0)
 | 
						||
      after_order_expiry_registration = true,
 | 
						||
      -- wallmounted nodes mounted at floor or ceiling may additionally
 | 
						||
      -- be rotated by 90° with special param2 values (5.9.0)
 | 
						||
      wallmounted_rotate = true,
 | 
						||
      -- Availability of the `pointabilities` property in the item definition (5.9.0)
 | 
						||
      item_specific_pointabilities = true,
 | 
						||
      -- Nodes `pointable` property can be `"blocking"` (5.9.0)
 | 
						||
      blocking_pointability_type = true,
 | 
						||
      -- dynamic_add_media can be called at startup when leaving callback as `nil` (5.9.0)
 | 
						||
      dynamic_add_media_startup = true,
 | 
						||
      -- dynamic_add_media supports `filename` and `filedata` parameters (5.9.0)
 | 
						||
      dynamic_add_media_filepath = true,
 | 
						||
       -- L-system decoration type (5.9.0)
 | 
						||
      lsystem_decoration_type = true,
 | 
						||
      -- Overrideable pointing range using the itemstack meta key `"range"` (5.9.0)
 | 
						||
      item_meta_range = true,
 | 
						||
      -- Allow passing an optional "actor" ObjectRef to the following functions:
 | 
						||
      -- minetest.place_node, minetest.dig_node, minetest.punch_node (5.9.0)
 | 
						||
      node_interaction_actor = true,
 | 
						||
      -- "new_pos" field in entity moveresult (5.9.0)
 | 
						||
      moveresult_new_pos = true,
 | 
						||
      -- Allow removing definition fields in `minetest.override_item`
 | 
						||
      override_item_remove_fields = 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:
 | 
						||
 | 
						||
  ```lua
 | 
						||
  {
 | 
						||
      address = "127.0.0.1",     -- IP address of client
 | 
						||
      ip_version = 4,            -- IPv4 / IPv6
 | 
						||
      connection_uptime = 200,   -- seconds since client connected
 | 
						||
      protocol_version = 32,     -- protocol version used by client
 | 
						||
      formspec_version = 2,      -- supported formspec version
 | 
						||
      lang_code = "fr",          -- Language code used for translation
 | 
						||
 | 
						||
      -- the following keys can be missing if no stats have been collected yet
 | 
						||
      min_rtt = 0.01,            -- minimum round trip time
 | 
						||
      max_rtt = 0.2,             -- maximum round trip time
 | 
						||
      avg_rtt = 0.02,            -- average round trip time
 | 
						||
      min_jitter = 0.01,         -- minimum packet time jitter
 | 
						||
      max_jitter = 0.5,          -- maximum packet time jitter
 | 
						||
      avg_jitter = 0.03,         -- average packet time jitter
 | 
						||
      -- the following information is available in a debug build only!!!
 | 
						||
      -- DO NOT USE IN MODS
 | 
						||
      --ser_vers = 26,             -- serialization version used by client
 | 
						||
      --major = 0,                 -- major version number
 | 
						||
      --minor = 4,                 -- minor version number
 | 
						||
      --patch = 10,                -- patch version number
 | 
						||
      --vers_string = "0.4.9-git", -- full version string
 | 
						||
      --state = "Active"           -- current client state
 | 
						||
  }
 | 
						||
  ```
 | 
						||
 | 
						||
* `minetest.get_player_window_information(player_name)`:
 | 
						||
 | 
						||
  ```lua
 | 
						||
  -- Will only be present if the client sent this information (requires v5.7+)
 | 
						||
  --
 | 
						||
  -- Note that none of these things are constant, they are likely to change during a client
 | 
						||
  -- connection as the player resizes the window and moves it between monitors
 | 
						||
  --
 | 
						||
  -- real_gui_scaling and real_hud_scaling can be used instead of DPI.
 | 
						||
  -- OSes don't necessarily give the physical DPI, as they may allow user configuration.
 | 
						||
  -- real_*_scaling is just OS DPI / 96 but with another level of user configuration.
 | 
						||
  {
 | 
						||
      -- Current size of the in-game render target (pixels).
 | 
						||
      --
 | 
						||
      -- This is usually the window size, but may be smaller in certain situations,
 | 
						||
      -- such as side-by-side mode.
 | 
						||
      size = {
 | 
						||
          x = 1308,
 | 
						||
          y = 577,
 | 
						||
      },
 | 
						||
 | 
						||
      -- Estimated maximum formspec size before Minetest will start shrinking the
 | 
						||
      -- formspec to fit. For a fullscreen formspec, use a size 10-20% larger than
 | 
						||
      -- this and `padding[-0.01,-0.01]`.
 | 
						||
      max_formspec_size = {
 | 
						||
          x = 20,
 | 
						||
          y = 11.25
 | 
						||
      },
 | 
						||
 | 
						||
      -- GUI Scaling multiplier
 | 
						||
      -- Equal to the setting `gui_scaling` multiplied by `dpi / 96`
 | 
						||
      real_gui_scaling = 1,
 | 
						||
 | 
						||
      -- HUD Scaling multiplier
 | 
						||
      -- Equal to the setting `hud_scaling` multiplied by `dpi / 96`
 | 
						||
      real_hud_scaling = 1,
 | 
						||
 | 
						||
      -- Whether the touchscreen controls are enabled.
 | 
						||
      -- Usually (but not always) `true` on Android.
 | 
						||
      -- Requires at least Minetest 5.9.0 on the client. For older clients, it
 | 
						||
      -- is always set to `false`.
 | 
						||
      touch_controls = false,
 | 
						||
  }
 | 
						||
  ```
 | 
						||
 | 
						||
* `minetest.mkdir(path)`: returns success.
 | 
						||
    * Creates a directory specified by `path`, creating parent directories
 | 
						||
      if they don't exist.
 | 
						||
* `minetest.rmdir(path, recursive)`: returns success.
 | 
						||
    * Removes a directory specified by `path`.
 | 
						||
    * If `recursive` is set to `true`, the directory is recursively removed.
 | 
						||
      Otherwise, the directory will only be removed if it is empty.
 | 
						||
    * Returns true on success, false on failure.
 | 
						||
* `minetest.cpdir(source, destination)`: returns success.
 | 
						||
    * Copies a directory specified by `path` to `destination`
 | 
						||
    * Any files in `destination` will be overwritten if they already exist.
 | 
						||
    * Returns true on success, false on failure.
 | 
						||
* `minetest.mvdir(source, destination)`: returns success.
 | 
						||
    * Moves a directory specified by `path` to `destination`.
 | 
						||
    * If the `destination` is a non-empty directory, then the move will fail.
 | 
						||
    * Returns true on success, false on failure.
 | 
						||
* `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"
 | 
						||
    * `proto_min`: The minimum supported protocol version
 | 
						||
    * `proto_max`: The maximum supported protocol version
 | 
						||
    * `hash`: Full git version (only set if available),
 | 
						||
      eg, "1.2.3-dev-01234567-dirty".
 | 
						||
    * `is_dev`: Boolean value indicating whether it's a development build
 | 
						||
  Use this for informational purposes only. The information in the returned
 | 
						||
  table does not represent the capabilities of the engine, nor is it
 | 
						||
  reliable or verifiable. Compatible forks will have a different name and
 | 
						||
  version entirely. To check for the presence of engine features, test
 | 
						||
  whether the functions exported by the wanted features exist. For example:
 | 
						||
  `if 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
 | 
						||
* `minetest.sha256(data, [raw])`: returns the sha256 hash of data
 | 
						||
    * `data`: string of data to hash
 | 
						||
    * `raw`: return raw bytes instead of hex digits, default: false
 | 
						||
* `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
 | 
						||
  ColorString. If the ColorSpec is invalid, returns `nil`.
 | 
						||
    * `colorspec`: The ColorSpec to convert
 | 
						||
* `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
 | 
						||
  string of four bytes in an RGBA layout, returned as a string.
 | 
						||
  * `colorspec`: The ColorSpec to convert
 | 
						||
* `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
 | 
						||
  image and return it in string form.
 | 
						||
    * `width`: Width of the image
 | 
						||
    * `height`: Height of the image
 | 
						||
    * `data`: Image data, one of:
 | 
						||
        * array table of ColorSpec, length must be width*height
 | 
						||
        * string with raw RGBA pixels, length must be width*height*4
 | 
						||
    * `compression`: Optional zlib compression level, number in range 0 to 9.
 | 
						||
  The data is one-dimensional, starting in the upper left corner of the image
 | 
						||
  and laid out in scanlines going from left to right, then top to bottom.
 | 
						||
  You can use `colorspec_to_bytes` to generate raw RGBA values.
 | 
						||
  Palettes are not supported at the moment.
 | 
						||
  You may use this to procedurally generate textures during server init.
 | 
						||
* `minetest.urlencode(str)`: Encodes reserved URI characters by a
 | 
						||
  percent sign followed by two hex digits. See
 | 
						||
  [RFC 3986, section 2.3](https://datatracker.ietf.org/doc/html/rfc3986#section-2.3).
 | 
						||
 | 
						||
Logging
 | 
						||
-------
 | 
						||
 | 
						||
* `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, del_fields)`
 | 
						||
    * `redefinition` is a table of fields `[name] = new_value`,
 | 
						||
      overwriting fields of or adding fields to the existing definition.
 | 
						||
    * `del_fields` is a list of field names to be set
 | 
						||
      to `nil` ("deleted from") the original definition.
 | 
						||
    * Overrides fields of an item registered with register_node/tool/craftitem.
 | 
						||
    * Note: Item must already be defined, (opt)depend on the mod defining it.
 | 
						||
    * Example: `minetest.override_item("default:mese",
 | 
						||
      {light_source=minetest.LIGHT_MAX}, {"sounds"})`:
 | 
						||
      Overwrites the `light_source` field,
 | 
						||
      removes the sounds from the definition of the mese block.
 | 
						||
* `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.
 | 
						||
	* `dtime` is the time since last execution in seconds.
 | 
						||
* `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
 | 
						||
    * Players that were kicked by the shutdown procedure are still fully accessible
 | 
						||
     in `minetest.get_connected_players()`.
 | 
						||
    * **Warning**: If the server terminates abnormally (i.e. crashes), the
 | 
						||
      registered callbacks **will likely not be run**. Data should be saved at
 | 
						||
      semi-frequent intervals as well as on server shutdown.
 | 
						||
* `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 between `minp` and `maxp`.
 | 
						||
    * **Avoid using this** whenever possible. As with other callbacks this blocks
 | 
						||
      the main thread and introduces noticable latency.
 | 
						||
      Consider [Mapgen environment] for an alternative.
 | 
						||
* `minetest.register_on_newplayer(function(ObjectRef))`
 | 
						||
    * Called when a new player enters the world for the first time
 | 
						||
* `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. Can be nil.
 | 
						||
    * `time_from_last_punch`: Meant for disallowing spamming of clicks
 | 
						||
      (can be nil).
 | 
						||
    * `tool_capabilities`: Capability table of used item (can be nil)
 | 
						||
    * `dir`: Unit vector of direction of punch. Always defined. Points from
 | 
						||
      the puncher to the punched.
 | 
						||
    * `damage`: Number that represents the damage calculated by the engine
 | 
						||
    * should return `true` to prevent the default damage mechanism
 | 
						||
* `minetest.register_on_rightclickplayer(function(player, clicker))`
 | 
						||
    * Called when the 'place/use' key was used while pointing a player
 | 
						||
      (not necessarily an actual rightclick)
 | 
						||
    * `player`: ObjectRef - Player that is acted upon
 | 
						||
    * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
 | 
						||
* `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 neighboring node.
 | 
						||
                             `reason.node` will hold the node name or nil.
 | 
						||
                             `reason.node_pos` will hold the position of the node
 | 
						||
            * `drown`
 | 
						||
            * `respawn`
 | 
						||
        * Any of the above types may have additional fields from mods.
 | 
						||
        * `reason.from` will be `mod` or `engine`.
 | 
						||
    * `modifier`: when true, the function should return the actual `hp_change`.
 | 
						||
       Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
 | 
						||
       Modifiers can return true as a second argument to stop the execution of further functions.
 | 
						||
       Non-modifiers receive the final HP change calculated by the modifiers.
 | 
						||
* `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 when a client connects to the server, prior to authentication
 | 
						||
    * If it returns a string, the client is disconnected with that string as
 | 
						||
      reason.
 | 
						||
* `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
 | 
						||
    * Called when a player joins the game
 | 
						||
    * `last_login`: The timestamp of the previous login, or nil if player is new
 | 
						||
* `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
 | 
						||
    * Called when a player leaves the game
 | 
						||
    * Does not get executed for connected players on shutdown.
 | 
						||
    * `timed_out`: True for timeout, false for other reasons.
 | 
						||
* `minetest.register_on_authplayer(function(name, ip, is_success))`
 | 
						||
    * Called when a client attempts to log into an account.
 | 
						||
    * `name`: The name of the account being authenticated.
 | 
						||
    * `ip`: The IP address of the client
 | 
						||
    * `is_success`: Whether the client was successfully authenticated
 | 
						||
    * For newly registered accounts, `is_success` will always be true
 | 
						||
* `minetest.register_on_auth_fail(function(name, ip))`
 | 
						||
    * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
 | 
						||
* `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_with_self`
 | 
						||
        * `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_chatcommand(function(name, command, params))`
 | 
						||
    * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
 | 
						||
      is checked to see if the command exists, but after the input is parsed.
 | 
						||
    * Return `true` to mark the command as handled, which means that the default
 | 
						||
      handlers will be prevented.
 | 
						||
* `minetest.register_on_player_receive_fields(function(player, formname, fields))`
 | 
						||
    * Called when the server received input from `player`.
 | 
						||
      Specifically, this is called on any of the
 | 
						||
      following events:
 | 
						||
          * a button was pressed,
 | 
						||
          * Enter was pressed while the focus was on a text field
 | 
						||
          * a checkbox was toggled,
 | 
						||
          * something was selected in a dropdown list,
 | 
						||
          * a different tab was selected,
 | 
						||
          * selection was changed in a textlist or table,
 | 
						||
          * an entry was double-clicked in a textlist or table,
 | 
						||
          * a scrollbar was moved, or
 | 
						||
          * the form was actively closed by the player.
 | 
						||
    * `formname` is the name passed to `minetest.show_formspec`.
 | 
						||
      Special case: The empty string refers to the player inventory
 | 
						||
      (the formspec set by the `set_inventory_formspec` player method).
 | 
						||
    * Fields are sent for formspec elements which define a field. `fields`
 | 
						||
      is a table containing each formspecs element value (as string), with
 | 
						||
      the `name` parameter as index for each. The value depends on the
 | 
						||
      formspec element type:
 | 
						||
        * `animated_image`: Returns the index of the current frame.
 | 
						||
        * `button` and variants: If pressed, contains the user-facing button
 | 
						||
          text as value. If not pressed, is `nil`
 | 
						||
        * `field`, `textarea` and variants: Text in the field
 | 
						||
        * `dropdown`: Either the index or value, depending on the `index event`
 | 
						||
          dropdown argument.
 | 
						||
        * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
 | 
						||
        * `checkbox`: `"true"` if checked, `"false"` if unchecked
 | 
						||
        * `textlist`: See `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))`
 | 
						||
    * Determines how much of a stack may be taken, put or moved to a
 | 
						||
      player inventory.
 | 
						||
    * Function arguments: see `minetest.register_on_player_inventory_action`
 | 
						||
    * Return a numeric value to limit the amount of items to be taken, put or
 | 
						||
      moved. A value of `-1` for `take` will make the source stack infinite.
 | 
						||
* `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
 | 
						||
    * Called after an item take, put or move event from/to/in a player inventory
 | 
						||
    * These inventory actions are recognized:
 | 
						||
        * move: Item was moved within the player inventory
 | 
						||
        * put: Item was put into player inventory from another inventory
 | 
						||
        * take: Item was taken from player inventory and put into another inventory
 | 
						||
    * `player` (type `ObjectRef`) is the player who modified the inventory
 | 
						||
      `inventory` (type `InvRef`).
 | 
						||
    * List of possible `action` (string) values and their
 | 
						||
      `inventory_info` (table) contents:
 | 
						||
        * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
 | 
						||
        * `put`:  `{listname=string, index=number, stack=ItemStack}`
 | 
						||
        * `take`: Same as `put`
 | 
						||
    * Does not accept or handle any return value.
 | 
						||
* `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_item_pickup(function(itemstack, picker, pointed_thing, time_from_last_punch,  ...))`
 | 
						||
    * Called by `minetest.item_pickup` before an item is picked up.
 | 
						||
    * Function is added to `minetest.registered_on_item_pickups`.
 | 
						||
    * Oldest functions are called first.
 | 
						||
    * Parameters are the same as in the `on_pickup` callback.
 | 
						||
    * Return an itemstack to cancel the default item pick-up response (i.e.: adding
 | 
						||
      the item into inventory).
 | 
						||
* `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.
 | 
						||
* `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
 | 
						||
    * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
 | 
						||
      engine's liquid transformation process.
 | 
						||
    * `pos_list` is an array of all modified positions.
 | 
						||
    * `node_list` is an array of the old node that was previously at the position
 | 
						||
      with the corresponding index in pos_list.
 | 
						||
* `minetest.register_on_mapblocks_changed(function(modified_blocks, modified_block_count))`
 | 
						||
    * Called soon after any nodes or node metadata have been modified. No
 | 
						||
      modifications will be missed, but there may be false positives.
 | 
						||
    * Will never be called more than once per server step.
 | 
						||
    * `modified_blocks` is the set of modified mapblock position hashes. These
 | 
						||
      are in the same format as those produced by `minetest.hash_node_position`,
 | 
						||
      and can be converted to positions with `minetest.get_position_from_hash`.
 | 
						||
      The set is a table where the keys are hashes and the values are `true`.
 | 
						||
    * `modified_block_count` is the number of entries in the set.
 | 
						||
    * Note: callbacks must be registered at mod load time.
 | 
						||
 | 
						||
Setting-related
 | 
						||
---------------
 | 
						||
 | 
						||
* `minetest.settings`: Settings object containing all of the settings from the
 | 
						||
  main config file (`minetest.conf`). See [`Settings`].
 | 
						||
* `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
 | 
						||
    * Must be called *after* load time, to ensure that any custom auth handler was
 | 
						||
      already registered.
 | 
						||
    * See the [Authentication handler definition]
 | 
						||
    * Use this to e.g. get the authentication data for a player:
 | 
						||
      `local auth_data = 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, privs)`: Set privileges of player `name`.
 | 
						||
    * `privs` is a **set** of privileges:
 | 
						||
      A table where the keys are names of privileges and the values are `true`.
 | 
						||
    * Example: `minetest.set_player_privs("singleplayer", {interact = true, fly = true})`.
 | 
						||
      This **sets** the player privileges to `interact` and `fly`;
 | 
						||
      `singleplayer` will only have these two privileges afterwards.
 | 
						||
* `minetest.change_player_privs(name, changes)`: Helper to grant or revoke privileges.
 | 
						||
    * `changes`: Table of changes to make.
 | 
						||
      A field `[privname] = true` grants a privilege,
 | 
						||
      whereas `[privname] = false` revokes a privilege.
 | 
						||
    * Example: `minetest.change_player_privs("singleplayer", {interact = true, fly = false})`
 | 
						||
      will grant singleplayer the `interact` privilege
 | 
						||
      and revoke singleplayer's `fly` privilege.
 | 
						||
      All other privileges will remain unchanged.
 | 
						||
* `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)`: send chat message to all players
 | 
						||
* `minetest.chat_send_player(name, text)`: send chat message to specific player
 | 
						||
    * `name`: Name of the player
 | 
						||
* `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)`
 | 
						||
    * Set node at position `pos`.
 | 
						||
    * Any existing metadata is deleted.
 | 
						||
    * `node`: table `{name=string, param1=number, param2=number}`
 | 
						||
      If param1 or param2 is omitted, it's set to `0`.
 | 
						||
    * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
 | 
						||
* `minetest.add_node(pos, node)`: alias to `minetest.set_node`
 | 
						||
* `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
 | 
						||
    * Set the same node at all positions 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)`
 | 
						||
    * Swap node at position with another.
 | 
						||
    * This keeps the metadata intact and will not run con-/destructor callbacks.
 | 
						||
* `minetest.remove_node(pos)`: Remove a node
 | 
						||
    * Equivalent to `minetest.set_node(pos, {name="air"})`, but a bit faster.
 | 
						||
* `minetest.get_node(pos)`
 | 
						||
    * Returns the node at the given position as table in the same format as `set_node`.
 | 
						||
    * This function never returns `nil` and instead returns
 | 
						||
      `{name="ignore", param1=0, param2=0}` for unloaded areas.
 | 
						||
* `minetest.get_node_or_nil(pos)`
 | 
						||
    * Same as `get_node` but returns `nil` for unloaded areas.
 | 
						||
    * Note that even loaded areas can contain "ignore" nodes.
 | 
						||
* `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`
 | 
						||
    * `nil` is returned e.g. when the map isn't loaded at `pos`
 | 
						||
* `minetest.get_natural_light(pos[, timeofday])`
 | 
						||
    * Figures out the sunlight (or moonlight) value at pos at the given time of
 | 
						||
      day.
 | 
						||
    * `pos`: The position of the node
 | 
						||
    * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
 | 
						||
    * Returns a number between `0` and `15` or `nil`
 | 
						||
    * This function tests 203 nodes in the worst case, which happens very
 | 
						||
      unlikely
 | 
						||
* `minetest.get_artificial_light(param1)`
 | 
						||
    * Calculates the artificial light (light from e.g. torches) value from the
 | 
						||
      `param1` value.
 | 
						||
    * `param1`: The param1 value of a `paramtype = "light"` node.
 | 
						||
    * Returns a number between `0` and `15`
 | 
						||
    * Currently it's the same as `math.floor(param1 / 16)`, except that it
 | 
						||
      ensures compatibility.
 | 
						||
* `minetest.place_node(pos, node[, placer])`
 | 
						||
    * Place node with the same effects that a player would cause
 | 
						||
    * `placer`: The ObjectRef that places the node (optional)
 | 
						||
* `minetest.dig_node(pos[, digger])`
 | 
						||
    * Dig node with the same effects that a player would cause
 | 
						||
    * `digger`: The ObjectRef that digs the node (optional)
 | 
						||
    * Returns `true` if successful, `false` on failure (e.g. protected location)
 | 
						||
* `minetest.punch_node(pos[, puncher])`
 | 
						||
    * Punch node with the same effects that a player would cause
 | 
						||
    * `puncher`: The ObjectRef that punches the node (optional)
 | 
						||
* `minetest.spawn_falling_node(pos)`
 | 
						||
    * Change node into falling node
 | 
						||
    * Returns `true` and the ObjectRef of the spawned entity 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
 | 
						||
    * Entities with `static_save = true` can be added also
 | 
						||
      to unloaded and non-generated blocks.
 | 
						||
* `minetest.add_item(pos, item)`: Spawn item
 | 
						||
    * Returns `ObjectRef`, or `nil` if failed
 | 
						||
    * Items can be added also to unloaded and non-generated blocks.
 | 
						||
* `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
 | 
						||
    * Returns nothing in case of error (player offline, doesn't exist, ...).
 | 
						||
* `minetest.get_objects_inside_radius(center, radius)`
 | 
						||
    * returns a list of ObjectRefs
 | 
						||
    * `radius`: using a Euclidean metric
 | 
						||
    * **Warning**: Any kind of interaction with the environment or other APIs
 | 
						||
      can cause later objects in the list to become invalid while you're iterating it.
 | 
						||
      (e.g. punching an entity removes its children)
 | 
						||
      It is recommended to use `minetest.objects_inside_radius` instead, which
 | 
						||
      transparently takes care of this possibility.
 | 
						||
* `minetest.objects_inside_radius(center, radius)`
 | 
						||
    * returns an iterator of valid objects
 | 
						||
    * example: `for obj in minetest.objects_inside_radius(center, radius) do obj:punch(...) end`
 | 
						||
* `minetest.get_objects_in_area(min_pos, max_pos)`
 | 
						||
    * returns a list of ObjectRefs
 | 
						||
    * `min_pos` and `max_pos` are the min and max positions of the area to search
 | 
						||
    * **Warning**: The same warning as for `minetest.get_objects_inside_radius` applies.
 | 
						||
      Use `minetest.objects_in_area` instead to iterate only valid objects.
 | 
						||
* `minetest.objects_in_area(min_pos, max_pos)`
 | 
						||
	* returns an iterator of valid objects
 | 
						||
* `minetest.set_timeofday(val)`: set time of day
 | 
						||
    * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
 | 
						||
* `minetest.get_timeofday()`: get time of day
 | 
						||
* `minetest.get_gametime()`: returns the time, in seconds, since the world was
 | 
						||
  created. The time is not available (`nil`) before the first server step.
 | 
						||
* `minetest.get_day_count()`: returns number days elapsed since world was
 | 
						||
  created.
 | 
						||
    * Time changes are accounted for.
 | 
						||
* `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, [grouped])`
 | 
						||
    * `pos1` and `pos2` are the min and max positions of the area to search.
 | 
						||
    * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | 
						||
    * If `grouped` is true the return value is a table indexed by node name
 | 
						||
      which contains lists of positions.
 | 
						||
    * If `grouped` is false or absent the return values are as follows:
 | 
						||
      first value: Table with all node positions
 | 
						||
      second value: Table with the count of each node with the node name
 | 
						||
      as index
 | 
						||
    * Area volume is limited to 4,096,000 nodes
 | 
						||
* `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)`
 | 
						||
    * Return world-specific perlin noise.
 | 
						||
    * The actual seed used is the noiseparams seed plus the world seed.
 | 
						||
* `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
 | 
						||
    * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
 | 
						||
    * Return world-specific perlin noise.
 | 
						||
* `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], [custom_ids])`
 | 
						||
    * Set the types of on-generate notifications that should be collected.
 | 
						||
    * `flags`: flag field, see [`gennotify`] for available generation notification types.
 | 
						||
    * The following parameters are optional:
 | 
						||
    * `deco_ids` is a list of IDs of decorations which notification
 | 
						||
      is requested for.
 | 
						||
    * `custom_ids` is a list of user-defined IDs (strings) which are
 | 
						||
      requested. By convention these should be the mod name with an optional
 | 
						||
      colon and specifier added, e.g. `"default"` or `"default:dungeon_loot"`
 | 
						||
* `minetest.get_gen_notify()`
 | 
						||
    * Returns a flagstring, a table with the `deco_id`s and a table with
 | 
						||
      user-defined IDs.
 | 
						||
* `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.
 | 
						||
    * 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_edges([mapgen_limit[, chunksize]])`
 | 
						||
    * Returns the minimum and maximum possible generated node positions
 | 
						||
      in that order.
 | 
						||
    * `mapgen_limit` is an optional number. If it is absent, its value is that
 | 
						||
      of the *active* mapgen setting `"mapgen_limit"`.
 | 
						||
    * `chunksize` is an optional number. If it is absent, its value is that
 | 
						||
      of the *active* mapgen setting `"chunksize"`.
 | 
						||
* `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, pointabilities)`: returns `Raycast`
 | 
						||
    * Creates a `Raycast` object.
 | 
						||
    * `pos1`: start of the ray
 | 
						||
    * `pos2`: end of the ray
 | 
						||
    * `objects`: if false, only nodes will be returned. Default is `true`.
 | 
						||
    * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
 | 
						||
                 returned. Default is `false`.
 | 
						||
    * `pointabilities`: Allows overriding the `pointable` property of
 | 
						||
      nodes and objects. Uses the same format as the `pointabilities` property
 | 
						||
      of item definitions. Default is `nil`.
 | 
						||
* `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 flow 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`)
 | 
						||
    * `level` must be between -127 and 127
 | 
						||
* `minetest.get_node_boxes(box_type, pos, [node])`
 | 
						||
    * `box_type` must be `"node_box"`, `"collision_box"` or `"selection_box"`.
 | 
						||
    * `pos` must be a node position.
 | 
						||
    * `node` can be a table in the form `{name=string, param1=number, param2=number}`.
 | 
						||
      If `node` is `nil`, the actual node at `pos` is used instead.
 | 
						||
    * Resolves any facedir-rotated boxes, connected boxes and the like into
 | 
						||
      actual boxes.
 | 
						||
    * Returns a list of boxes in the form
 | 
						||
      `{{x1, y1, z1, x2, y2, z2}, {x1, y1, z1, x2, y2, z2}, ...}`. Coordinates
 | 
						||
      are relative to `pos`.
 | 
						||
    * See also: [Node boxes](#node-boxes)
 | 
						||
* `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 neighbors.
 | 
						||
* `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 neighbors 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 leftover ItemStack or nil to indicate no inventory change
 | 
						||
    * 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.
 | 
						||
      `formname` must not be empty.
 | 
						||
    * `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 cannot 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_fourdir(dir)`
 | 
						||
    * Convert a vector to a 4dir value, used in `param2` for
 | 
						||
      `paramtype2="4dir"`.
 | 
						||
* `minetest.fourdir_to_dir(fourdir)`
 | 
						||
    * Convert a 4dir 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`, `colorfacedir`, etc.).
 | 
						||
* `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 the item `toolname` (not limited to tools).
 | 
						||
    * `node`: node as table or node name
 | 
						||
    * `toolname`: name of the item used to dig (can be `nil`)
 | 
						||
* `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 result for `"default:gold_ingot"` with two recipes:
 | 
						||
      ```lua
 | 
						||
      {
 | 
						||
          {
 | 
						||
              method = "cooking", width = 3,
 | 
						||
              output = "default:gold_ingot", items = {"default:gold_lump"}
 | 
						||
          },
 | 
						||
          {
 | 
						||
              method = "normal", width = 1,
 | 
						||
              output = "default:gold_ingot 9", items = {"default:goldblock"}
 | 
						||
          }
 | 
						||
      }
 | 
						||
      ```
 | 
						||
 | 
						||
* `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_pickup(itemstack, picker, pointed_thing, time_from_last_punch, ...)`
 | 
						||
    * Runs callbacks registered by `minetest.register_on_item_pickup` and adds
 | 
						||
      the item to the picker's `"main"` inventory list.
 | 
						||
    * Parameters are the same as in `on_pickup`.
 | 
						||
    * Returns the leftover itemstack.
 | 
						||
* `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 and `replace_with_item` doesn't fit onto
 | 
						||
      the eaten stack, then the remainings go to a different spot, or are dropped.
 | 
						||
 | 
						||
Defaults for the `on_punch` and `on_dig` node definition callbacks
 | 
						||
------------------------------------------------------------------
 | 
						||
 | 
						||
* `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.
 | 
						||
      The gain will change by this much per second,
 | 
						||
      until it reaches the target gain.
 | 
						||
      Note: Older versions used a signed step. This is deprecated, but old
 | 
						||
      code will still work. (the client uses abs(step) to correct it)
 | 
						||
    * `gain` the target gain for the fade.
 | 
						||
      Fading to zero will delete the sound.
 | 
						||
 | 
						||
Timing
 | 
						||
------
 | 
						||
 | 
						||
* `minetest.after(time, func, ...)`: returns job table to use as below.
 | 
						||
    * Call the function `func` after `time` seconds, may be fractional
 | 
						||
    * Optional: Variable number of arguments that are passed to `func`
 | 
						||
    * Jobs set for earlier times are executed earlier. If multiple jobs expire
 | 
						||
      at exactly the same time, then they are executed in registration order.
 | 
						||
 | 
						||
* `job:cancel()`
 | 
						||
    * Cancels the job function from being called
 | 
						||
 | 
						||
Async environment
 | 
						||
-----------------
 | 
						||
 | 
						||
The engine allows you to submit jobs to be ran in an isolated environment
 | 
						||
concurrently with normal server operation.
 | 
						||
A job consists of a function to be ran in the async environment, any amount of
 | 
						||
arguments (will be serialized) and a callback that will be called with the return
 | 
						||
value of the job function once it is finished.
 | 
						||
 | 
						||
The async environment does *not* have access to the map, entities, players or any
 | 
						||
globals defined in the 'usual' environment. Consequently, functions like
 | 
						||
`minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
 | 
						||
 | 
						||
Arguments and return values passed through this can contain certain userdata
 | 
						||
objects that will be seamlessly copied (not shared) to the async environment.
 | 
						||
This allows you easy interoperability for delegating work to jobs.
 | 
						||
 | 
						||
* `minetest.handle_async(func, callback, ...)`:
 | 
						||
    * Queue the function `func` to be ran in an async environment.
 | 
						||
      Note that there are multiple persistent workers and any of them may
 | 
						||
      end up running a given job. The engine will scale the amount of
 | 
						||
      worker threads automatically.
 | 
						||
    * When `func` returns the callback is called (in the normal environment)
 | 
						||
      with all of the return values as arguments.
 | 
						||
    * Optional: Variable number of arguments that are passed to `func`
 | 
						||
* `minetest.register_async_dofile(path)`:
 | 
						||
    * Register a path to a Lua file to be imported when an async environment
 | 
						||
      is initialized. You can use this to preload code which you can then call
 | 
						||
      later using `minetest.handle_async()`.
 | 
						||
* `minetest.register_async_metatable(name, mt)`:
 | 
						||
    * Register a metatable that should be preserved when data is transferred
 | 
						||
    between the main thread and the async environment.
 | 
						||
    * `name` is a string that identifies the metatable. It is recommended to
 | 
						||
      follow the `modname:name` convention for this identifier.
 | 
						||
    * `mt` is the metatable to register.
 | 
						||
    * Note that it is allowed to register the same metatable under multiple
 | 
						||
      names, but it is not allowed to register multiple metatables under the
 | 
						||
      same name.
 | 
						||
    * You must register the metatable in both the main environment
 | 
						||
      and the async environment for this mechanism to work.
 | 
						||
 | 
						||
 | 
						||
### List of APIs available in an async environment
 | 
						||
 | 
						||
Classes:
 | 
						||
 | 
						||
* `AreaStore`
 | 
						||
* `ItemStack`
 | 
						||
* `PerlinNoise`
 | 
						||
* `PerlinNoiseMap`
 | 
						||
* `PseudoRandom`
 | 
						||
* `PcgRandom`
 | 
						||
* `SecureRandom`
 | 
						||
* `VoxelArea`
 | 
						||
* `VoxelManip`
 | 
						||
    * only if transferred into environment; can't read/write to map
 | 
						||
* `Settings`
 | 
						||
 | 
						||
Class instances that can be transferred between environments:
 | 
						||
 | 
						||
* `ItemStack`
 | 
						||
* `PerlinNoise`
 | 
						||
* `PerlinNoiseMap`
 | 
						||
* `VoxelManip`
 | 
						||
 | 
						||
Functions:
 | 
						||
 | 
						||
* Standalone helpers such as logging, filesystem, encoding,
 | 
						||
  hashing or compression APIs
 | 
						||
* `minetest.register_async_metatable` (see above)
 | 
						||
 | 
						||
Variables:
 | 
						||
 | 
						||
* `minetest.settings`
 | 
						||
* `minetest.registered_items`, `registered_nodes`, `registered_tools`,
 | 
						||
  `registered_craftitems` and `registered_aliases`
 | 
						||
    * with all functions and userdata values replaced by `true`, calling any
 | 
						||
      callbacks here is obviously not possible
 | 
						||
 | 
						||
Mapgen environment
 | 
						||
------------------
 | 
						||
 | 
						||
The engine runs the map generator on separate threads, each of these also has
 | 
						||
a Lua environment. Its primary purpose is to allow mods to operate on newly
 | 
						||
generated parts of the map to e.g. generate custom structures.
 | 
						||
Internally it is referred to as "emerge environment".
 | 
						||
 | 
						||
Refer to [Async environment] for the usual disclaimer on what environment isolation entails.
 | 
						||
 | 
						||
The map generator threads, which also contain the above mentioned Lua environment,
 | 
						||
are initialized after all mods have been loaded by the server. After that the
 | 
						||
registered scripts (not all mods!) - see below - are run during initialization of
 | 
						||
the mapgen environment. After that only callbacks happen. The mapgen env
 | 
						||
does not have a global step or timer.
 | 
						||
 | 
						||
* `minetest.register_mapgen_script(path)`:
 | 
						||
    * Register a path to a Lua file to be imported when a mapgen environment
 | 
						||
      is initialized. Run in order of registration.
 | 
						||
 | 
						||
### List of APIs exclusive to the mapgen env
 | 
						||
 | 
						||
* `minetest.register_on_generated(function(vmanip, minp, maxp, blockseed))`
 | 
						||
    * Called after the engine mapgen finishes a chunk but before it is written to
 | 
						||
      the map.
 | 
						||
    * Chunk data resides in `vmanip`. Other parts of the map are not accessible.
 | 
						||
      The area of the chunk if comprised of `minp` and `maxp`, note that is smaller
 | 
						||
      than the emerged area of the VoxelManip.
 | 
						||
      Note: calling `read_from_map()` or `write_to_map()` on the VoxelManipulator object
 | 
						||
      is not necessary and is disallowed.
 | 
						||
    * `blockseed`: 64-bit seed number used for this chunk
 | 
						||
* `minetest.save_gen_notify(id, data)`
 | 
						||
    * Saves data for retrieval using the gennotify mechanism (see [Mapgen objects]).
 | 
						||
    * Data is bound to the chunk that is currently being processed, so this function
 | 
						||
      only makes sense inside the `on_generated` callback.
 | 
						||
    * `id`: user-defined ID (a string)
 | 
						||
      By convention these should be the mod name with an optional
 | 
						||
      colon and specifier added, e.g. `"default"` or `"default:dungeon_loot"`
 | 
						||
    * `data`: any Lua object (will be serialized, no userdata allowed)
 | 
						||
    * returns `true` if the data was remembered. That is if `minetest.set_gen_notify`
 | 
						||
      was called with the same user-defined ID before.
 | 
						||
 | 
						||
### List of APIs available in the mapgen env
 | 
						||
 | 
						||
Classes:
 | 
						||
 | 
						||
* `AreaStore`
 | 
						||
* `ItemStack`
 | 
						||
* `PerlinNoise`
 | 
						||
* `PerlinNoiseMap`
 | 
						||
* `PseudoRandom`
 | 
						||
* `PcgRandom`
 | 
						||
* `SecureRandom`
 | 
						||
* `VoxelArea`
 | 
						||
* `VoxelManip`
 | 
						||
    * only given by callbacks; cannot access rest of map
 | 
						||
* `Settings`
 | 
						||
 | 
						||
Functions:
 | 
						||
 | 
						||
* Standalone helpers such as logging, filesystem, encoding,
 | 
						||
  hashing or compression APIs
 | 
						||
* `minetest.get_biome_id`, `get_biome_name`, `get_heat`, `get_humidity`,
 | 
						||
  `get_biome_data`, `get_mapgen_object`, `get_mapgen_params`, `get_mapgen_edges`,
 | 
						||
  `get_mapgen_setting`, `get_noiseparams`, `get_decoration_id` and more
 | 
						||
* `minetest.get_node`, `set_node`, `find_node_near`, `find_nodes_in_area`,
 | 
						||
  `spawn_tree` and similar
 | 
						||
    * these only operate on the current chunk (if inside a callback)
 | 
						||
 | 
						||
Variables:
 | 
						||
 | 
						||
* `minetest.settings`
 | 
						||
* `minetest.registered_items`, `registered_nodes`, `registered_tools`,
 | 
						||
  `registered_craftitems` and `registered_aliases`
 | 
						||
    * with all functions and userdata values replaced by `true`, calling any
 | 
						||
      callbacks here is obviously not possible
 | 
						||
* `minetest.registered_biomes`, `registered_ores`, `registered_decorations`
 | 
						||
 | 
						||
Note that node metadata does not exist in the mapgen env, we suggest deferring
 | 
						||
setting any metadata you need to the `on_generated` callback in the regular env.
 | 
						||
You can use the gennotify mechanism to transfer this information.
 | 
						||
 | 
						||
Server
 | 
						||
------
 | 
						||
 | 
						||
* `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.get_server_max_lag()`: returns the current maximum lag
 | 
						||
  of the server in seconds or nil if server is not fully loaded yet
 | 
						||
* `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 nonexistent)
 | 
						||
* `minetest.dynamic_add_media(options, callback)`
 | 
						||
    * `options`: table containing the following parameters
 | 
						||
        * `filename`: name the media file will be usable as
 | 
						||
                      (optional if `filepath` present)
 | 
						||
        * `filepath`: path to the file on the filesystem [*]
 | 
						||
        * `filedata`: the data of the file to be sent [*]
 | 
						||
        * `to_player`: name of the player the media should be sent to instead of
 | 
						||
                       all players (optional)
 | 
						||
        * `ephemeral`: boolean that marks the media as ephemeral,
 | 
						||
                       it will not be cached on the client (optional, default false)
 | 
						||
        * Exactly one of the paramters marked [*] must be specified.
 | 
						||
    * `callback`: function with arguments `name`, which is a player name
 | 
						||
    * Pushes the specified media file to client(s). (details below)
 | 
						||
      The file must be a supported image, sound or model format.
 | 
						||
      Dynamically added media is not persisted between server restarts.
 | 
						||
    * Returns false on error, true if the request was accepted
 | 
						||
    * The given callback will be called for every player as soon as the
 | 
						||
      media is available on the client.
 | 
						||
    * Details/Notes:
 | 
						||
      * If `ephemeral`=false and `to_player` is unset the file is added to the media
 | 
						||
        sent to clients on startup, this means the media will appear even on
 | 
						||
        old clients if they rejoin the server.
 | 
						||
      * If `ephemeral`=false the file must not be modified, deleted, moved or
 | 
						||
        renamed after calling this function.
 | 
						||
      * Regardless of any use of `ephemeral`, adding media files with the same
 | 
						||
        name twice is not possible/guaranteed to work. An exception to this is the
 | 
						||
        use of `to_player` to send the same, already existent file to multiple
 | 
						||
        chosen players.
 | 
						||
      * You can also call this at startup time. In that case `callback` MUST
 | 
						||
        be `nil` and you cannot use `ephemeral` or `to_player`, as these logically
 | 
						||
        do not make sense.
 | 
						||
    * Clients will attempt to fetch files added this way via remote media,
 | 
						||
      this can make transfer of bigger files painless (if set up). Nevertheless
 | 
						||
      it is advised not to use dynamic media for big media files.
 | 
						||
 | 
						||
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 nonexistent)
 | 
						||
* `minetest.disconnect_player(name, [reason])`: disconnect a player with an
 | 
						||
  optional reason, this will not prefix with 'Kicked: ' like kick_player.
 | 
						||
  If no reason is given, it will default to 'Disconnected.'
 | 
						||
    * Returns boolean indicating success (false if player nonexistent)
 | 
						||
 | 
						||
Particles
 | 
						||
---------
 | 
						||
 | 
						||
* `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"`, `"health"` or `"minimap"`
 | 
						||
    * `hud_definition`: definition to replace builtin definition
 | 
						||
* `minetest.parse_relative_number(arg, relative_to)`: returns number or nil
 | 
						||
    * Helper function for chat commands.
 | 
						||
    * For parsing an optionally relative number of a chat command
 | 
						||
      parameter, using the chat command tilde notation.
 | 
						||
    * `arg`: String snippet containing the number; possible values:
 | 
						||
        * `"<number>"`: return as number
 | 
						||
        * `"~<number>"`: return `relative_to + <number>`
 | 
						||
        * `"~"`: return `relative_to`
 | 
						||
        * Anything else will return `nil`
 | 
						||
    * `relative_to`: Number to which the `arg` number might be relative to
 | 
						||
    * Examples:
 | 
						||
        * `minetest.parse_relative_number("5", 10)` returns 5
 | 
						||
        * `minetest.parse_relative_number("~5", 10)` returns 15
 | 
						||
        * `minetest.parse_relative_number("~", 10)` returns 10
 | 
						||
* `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 a 48-bit integer
 | 
						||
    * `pos`: table {x=number, y=number, z=number},
 | 
						||
    * Gives a unique hash number for a node position (16+16+16=48bit)
 | 
						||
* `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 cannot mix string and integer keys.
 | 
						||
           This is due to the fact that JSON has two distinct array and object
 | 
						||
           values.
 | 
						||
    * Example: `write_json({10, {a = false}})`,
 | 
						||
      returns `'[10, {"a": false}]'`
 | 
						||
* `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"`
 | 
						||
        * Zstandard: `"zstd"`
 | 
						||
    * `...` indicates method-specific arguments. Currently defined arguments
 | 
						||
      are:
 | 
						||
        * Deflate: `level` - Compression level, `0`-`9` or `nil`.
 | 
						||
        * Zstandard: `level` - Compression level. Integer or `nil`. Default `3`.
 | 
						||
        Note any supported Zstandard compression level could be used here,
 | 
						||
        but these are subject to change between Zstandard versions.
 | 
						||
* `minetest.decompress(compressed_data, method, ...)`: returns data
 | 
						||
    * Decompress a string of data using the algorithm specified by `method`.
 | 
						||
    * 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 an 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 or nil on failure
 | 
						||
    * Padding characters are only supported starting at version 5.4.0, where
 | 
						||
      5.5.0 and newer perform proper checks.
 | 
						||
    * Decodes a string encoded in base64.
 | 
						||
* `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:
 | 
						||
      ```lua
 | 
						||
      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_creative_enabled(name)`: returns boolean
 | 
						||
    * Returning `true` means that Creative Mode is enabled for player `name`.
 | 
						||
    * `name` will be `""` for non-players or if the player is unknown.
 | 
						||
    * This function should be overridden by Creative Mode-related mods to
 | 
						||
      implement a per-player Creative Mode.
 | 
						||
    * By default, this function returns `true` if the setting
 | 
						||
      `creative_mode` is `true` and `false` otherwise.
 | 
						||
* `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 maximized 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 overridden by mods that wish to modify this behavior.
 | 
						||
    * You may want to cache and call the old function to allow multiple mods to
 | 
						||
      change knockback behavior.
 | 
						||
 | 
						||
* `minetest.forceload_block(pos[, transient[, limit]])`
 | 
						||
    * forceloads the position `pos`.
 | 
						||
    * returns `true` if area could be forceloaded
 | 
						||
    * If `transient` is `false` or absent, the forceload will be persistent
 | 
						||
      (saved between server runs). If `true`, the forceload will be transient
 | 
						||
      (not saved between server runs).
 | 
						||
    * `limit` is an optional limit on the number of blocks that can be
 | 
						||
      forceloaded at once. If `limit` is negative, there is no limit. If it is
 | 
						||
      absent, the limit is the value of the setting `"max_forceloaded_blocks"`.
 | 
						||
      If the call would put the number of blocks over the limit, the call fails.
 | 
						||
 | 
						||
* `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.compare_block_status(pos, condition)`
 | 
						||
    * Checks whether the mapblock at position `pos` is in the wanted condition.
 | 
						||
    * `condition` may be one of the following values:
 | 
						||
        * `"unknown"`: not in memory
 | 
						||
        * `"emerging"`: in the queue for loading from disk or generating
 | 
						||
        * `"loaded"`: in memory but inactive (no ABMs are executed)
 | 
						||
        * `"active"`: in memory and active
 | 
						||
        * Other values are reserved for future functionality extensions
 | 
						||
    * Return value, the comparison status:
 | 
						||
        * `false`: Mapblock does not fulfill the wanted condition
 | 
						||
        * `true`: Mapblock meets the requirement
 | 
						||
        * `nil`: Unsupported `condition` value
 | 
						||
 | 
						||
* `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
 | 
						||
      (ie: the init.lua of the mod, not from another Lua file or within a function).
 | 
						||
    * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
 | 
						||
      IT IN A LOCAL VARIABLE!**
 | 
						||
 | 
						||
* `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
 | 
						||
    * Values in this table may be modified directly.
 | 
						||
      Note: changes to initial properties will only affect entities spawned afterwards,
 | 
						||
      as they are only read when spawning.
 | 
						||
* `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_chatcommands`
 | 
						||
    * Map of registered chat command definitions, indexed by name
 | 
						||
* `minetest.registered_privileges`
 | 
						||
    * Map of registered privilege definitions, indexed by name
 | 
						||
    * Registered privileges can be modified directly in this table.
 | 
						||
 | 
						||
### Registered callback tables
 | 
						||
 | 
						||
All callbacks registered with [Global callback registration functions] are added
 | 
						||
to corresponding `minetest.registered_*` tables.
 | 
						||
 | 
						||
For historical reasons, the use of an -s suffix in these names is inconsistent.
 | 
						||
 | 
						||
* `minetest.registered_on_chat_messages`
 | 
						||
* `minetest.registered_on_chatcommands`
 | 
						||
* `minetest.registered_globalsteps`
 | 
						||
* `minetest.registered_on_punchnodes`
 | 
						||
* `minetest.registered_on_placenodes`
 | 
						||
* `minetest.registered_on_dignodes`
 | 
						||
* `minetest.registered_on_generateds`
 | 
						||
* `minetest.registered_on_newplayers`
 | 
						||
* `minetest.registered_on_dieplayers`
 | 
						||
* `minetest.registered_on_respawnplayers`
 | 
						||
* `minetest.registered_on_prejoinplayers`
 | 
						||
* `minetest.registered_on_joinplayers`
 | 
						||
* `minetest.registered_on_leaveplayers`
 | 
						||
* `minetest.registered_on_player_receive_fields`
 | 
						||
* `minetest.registered_on_cheats`
 | 
						||
* `minetest.registered_on_crafts`
 | 
						||
* `minetest.registered_craft_predicts`
 | 
						||
* `minetest.registered_on_item_eats`
 | 
						||
* `minetest.registered_on_item_pickups`
 | 
						||
* `minetest.registered_on_punchplayers`
 | 
						||
* `minetest.registered_on_authplayers`
 | 
						||
* `minetest.registered_on_player_inventory_actions`
 | 
						||
* `minetest.registered_allow_player_inventory_actions`
 | 
						||
* `minetest.registered_on_rightclickplayers`
 | 
						||
* `minetest.registered_on_mods_loaded`
 | 
						||
* `minetest.registered_on_shutdown`
 | 
						||
* `minetest.registered_on_protection_violation`
 | 
						||
* `minetest.registered_on_priv_grant`
 | 
						||
* `minetest.registered_on_priv_revoke`
 | 
						||
* `minetest.registered_can_bypass_userlimit`
 | 
						||
* `minetest.registered_on_modchannel_message`
 | 
						||
* `minetest.registered_on_liquid_transformed`
 | 
						||
* `minetest.registered_on_mapblocks_changed`
 | 
						||
 | 
						||
Class reference
 | 
						||
===============
 | 
						||
 | 
						||
Sorted alphabetically.
 | 
						||
 | 
						||
`AreaStore`
 | 
						||
-----------
 | 
						||
 | 
						||
AreaStore is a data structure to calculate intersections of 3D cuboid volumes
 | 
						||
and points. The `data` field (string) may be used to store and retrieve any
 | 
						||
mod-relevant information to the specified area.
 | 
						||
 | 
						||
Despite its name, mods must take care of persisting AreaStore data. They may
 | 
						||
use the provided load and write functions for this.
 | 
						||
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `AreaStore(type_name)`
 | 
						||
    * Returns a new AreaStore instance
 | 
						||
    * `type_name`: optional, forces the internally used API.
 | 
						||
        * Possible values: `"LibSpatial"` (default).
 | 
						||
        * When other values are specified, or SpatialIndex is not available,
 | 
						||
          the custom Minetest functions are used.
 | 
						||
* `get_area(id, include_corners, include_data)`
 | 
						||
    * Returns the area information about the specified ID.
 | 
						||
    * Returned values are either of these:
 | 
						||
      ```lua
 | 
						||
      nil  -- Area not found
 | 
						||
      true -- Without `include_corners` and `include_data`
 | 
						||
      {
 | 
						||
          min = pos, max = pos -- `include_corners == true`
 | 
						||
          data = string        -- `include_data == true`
 | 
						||
      }
 | 
						||
      ```
 | 
						||
 | 
						||
* `get_areas_for_pos(pos, include_corners, include_data)`
 | 
						||
    * Returns all areas as table, indexed by the area ID.
 | 
						||
    * Table values: see `get_area`.
 | 
						||
* `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
 | 
						||
    * Returns all areas that contain all nodes inside the area specified by`
 | 
						||
      `corner1 and `corner2` (inclusive).
 | 
						||
    * `accept_overlap`: if `true`, areas are returned that have nodes in
 | 
						||
      common (intersect) with the specified area.
 | 
						||
    * Returns the same values as `get_areas_for_pos`.
 | 
						||
* `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
 | 
						||
    * Returns the new area's ID, or nil if the insertion failed.
 | 
						||
    * The (inclusive) positions `corner1` and `corner2` describe the area.
 | 
						||
    * `data` is a string stored with the area.
 | 
						||
    * `id` (optional): will be used as the internal area ID if it is a unique
 | 
						||
      number between 0 and 2^32-2.
 | 
						||
* `reserve(count)`
 | 
						||
    * Requires SpatialIndex, no-op function otherwise.
 | 
						||
    * Reserves resources for `count` many contained areas to improve
 | 
						||
      efficiency when working with many area entries. Additional areas can still
 | 
						||
      be inserted afterwards at the usual complexity.
 | 
						||
* `remove_area(id)`: removes the area with the given id from the store, returns
 | 
						||
  success.
 | 
						||
* `set_cache_params(params)`: sets params for the included prefiltering cache.
 | 
						||
  Calling invalidates the cache, so that its elements have to be newly
 | 
						||
  generated.
 | 
						||
    * `params` is a table with the following fields:
 | 
						||
      ```lua
 | 
						||
      {
 | 
						||
          enabled = boolean,   -- Whether to enable, default true
 | 
						||
          block_radius = int,  -- The radius (in nodes) of the areas the cache
 | 
						||
                               -- generates prefiltered lists for, minimum 16,
 | 
						||
                               -- default 64
 | 
						||
          limit = int,         -- The cache size, minimum 20, default 1000
 | 
						||
      }
 | 
						||
      ```
 | 
						||
* `to_string()`: Experimental. Returns area store serialized as a (binary)
 | 
						||
  string.
 | 
						||
* `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
 | 
						||
  a file.
 | 
						||
* `from_string(str)`: Experimental. Deserializes string and loads it into the
 | 
						||
  AreaStore.
 | 
						||
  Returns success and, optionally, an error message.
 | 
						||
* `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
 | 
						||
  from a file.
 | 
						||
 | 
						||
`InvRef`
 | 
						||
--------
 | 
						||
 | 
						||
An `InvRef` is a reference to an inventory.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `is_empty(listname)`: return `true` if list is empty
 | 
						||
* `get_size(listname)`: get size of a list
 | 
						||
* `set_size(listname, size)`: set size of a list
 | 
						||
    * returns `false` on error (e.g. invalid `listname` or `size`)
 | 
						||
* `get_width(listname)`: get width of a list
 | 
						||
* `set_width(listname, width)`: set width of list; currently used for crafting
 | 
						||
    * returns `false` on error (e.g. invalid `listname` or `width`)
 | 
						||
* `get_stack(listname, i)`: get a copy of stack index `i` in list
 | 
						||
* `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
 | 
						||
* `get_list(listname)`: returns full list (list of `ItemStack`s)
 | 
						||
                        or `nil` if list doesn't exist (size 0)
 | 
						||
* `set_list(listname, list)`: set full list (size will not change)
 | 
						||
* `get_lists()`: returns table that maps listnames to inventory lists
 | 
						||
* `set_lists(lists)`: sets inventory lists (size will not change)
 | 
						||
* `add_item(listname, stack)`: add item somewhere in list, returns leftover
 | 
						||
  `ItemStack`.
 | 
						||
* `room_for_item(listname, stack):` returns `true` if the stack of items
 | 
						||
  can be fully added to the list
 | 
						||
* `contains_item(listname, stack, [match_meta])`: returns `true` if
 | 
						||
  the stack of items can be fully taken from the list.
 | 
						||
  If `match_meta` is false, only the items' names are compared
 | 
						||
  (default: `false`).
 | 
						||
* `remove_item(listname, stack)`: take as many items as specified from the
 | 
						||
  list, returns the items that were actually removed (as an `ItemStack`)
 | 
						||
  -- note that any item metadata is ignored, so attempting to remove a specific
 | 
						||
  unique item this way will likely remove the wrong one -- to do that use
 | 
						||
  `set_stack` with an empty `ItemStack`.
 | 
						||
* `get_location()`: returns a location compatible to
 | 
						||
  `minetest.get_inventory(location)`.
 | 
						||
    * returns `{type="undefined"}` in case location is not known
 | 
						||
 | 
						||
### Callbacks
 | 
						||
 | 
						||
Detached & nodemeta inventories provide the following callbacks for move actions:
 | 
						||
 | 
						||
#### Before
 | 
						||
 | 
						||
The `allow_*` callbacks return how many items can be moved.
 | 
						||
 | 
						||
* `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
 | 
						||
* `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
 | 
						||
* `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
 | 
						||
 | 
						||
#### After
 | 
						||
 | 
						||
The `on_*` callbacks are called after the items have been placed in the inventories.
 | 
						||
 | 
						||
* `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
 | 
						||
* `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
 | 
						||
* `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
 | 
						||
 | 
						||
#### Swapping
 | 
						||
 | 
						||
When a player tries to put an item to a place where another item is, the items are *swapped*.
 | 
						||
This means that all callbacks will be called twice (once for each action).
 | 
						||
 | 
						||
`ItemStack`
 | 
						||
-----------
 | 
						||
 | 
						||
An `ItemStack` is a stack of items.
 | 
						||
 | 
						||
It can be created via `ItemStack(x)`, where x is an `ItemStack`,
 | 
						||
an itemstring, a table or `nil`.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `is_empty()`: returns `true` if stack is empty.
 | 
						||
* `get_name()`: returns item name (e.g. `"default:stone"`).
 | 
						||
* `set_name(item_name)`: returns a boolean indicating whether the item was
 | 
						||
  cleared.
 | 
						||
* `get_count()`: Returns number of items on the stack.
 | 
						||
* `set_count(count)`: returns a boolean indicating whether the item was cleared
 | 
						||
    * `count`: number, unsigned 16 bit integer
 | 
						||
* `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
 | 
						||
* `set_wear(wear)`: returns boolean indicating whether item was cleared
 | 
						||
    * `wear`: number, unsigned 16 bit integer
 | 
						||
* `get_meta()`: returns ItemStackMetaRef. See section for more details
 | 
						||
* `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
 | 
						||
  stack).
 | 
						||
* `set_metadata(metadata)`: (DEPRECATED) Returns true.
 | 
						||
* `get_description()`: returns the description shown in inventory list tooltips.
 | 
						||
    * The engine uses this when showing item descriptions in tooltips.
 | 
						||
    * Fields for finding the description, in order:
 | 
						||
        * `description` in item metadata (See [Item Metadata].)
 | 
						||
        * `description` in item definition
 | 
						||
        * item name
 | 
						||
* `get_short_description()`: returns the short description or nil.
 | 
						||
    * Unlike the description, this does not include new lines.
 | 
						||
    * Fields for finding the short description, in order:
 | 
						||
        * `short_description` in item metadata (See [Item Metadata].)
 | 
						||
        * `short_description` in item definition
 | 
						||
        * first line of the description (From item meta or def, see `get_description()`.)
 | 
						||
        * Returns nil if none of the above are set
 | 
						||
* `clear()`: removes all items from the stack, making it empty.
 | 
						||
* `replace(item)`: replace the contents of this stack.
 | 
						||
    * `item` can also be an itemstring or table.
 | 
						||
* `to_string()`: returns the stack in itemstring form.
 | 
						||
* `to_table()`: returns the stack in Lua table form.
 | 
						||
* `get_stack_max()`: returns the maximum size of the stack (depends on the
 | 
						||
  item).
 | 
						||
* `get_free_space()`: returns `get_stack_max() - get_count()`.
 | 
						||
* `is_known()`: returns `true` if the item name refers to a defined item type.
 | 
						||
* `get_definition()`: returns the item definition table.
 | 
						||
* `get_tool_capabilities()`: returns the digging properties of the item,
 | 
						||
  or those of the hand if none are defined for this item type
 | 
						||
* `add_wear(amount)`
 | 
						||
    * Increases wear by `amount` if the item is a tool, otherwise does nothing
 | 
						||
    * Valid `amount` range is [0,65536]
 | 
						||
    * `amount`: number, integer
 | 
						||
* `add_wear_by_uses(max_uses)`
 | 
						||
    * Increases wear in such a way that, if only this function is called,
 | 
						||
      the item breaks after `max_uses` times
 | 
						||
    * Valid `max_uses` range is [0,65536]
 | 
						||
    * Does nothing if item is not a tool or if `max_uses` is 0
 | 
						||
* `get_wear_bar_params()`: returns the wear bar parameters of the item,
 | 
						||
  or nil if none are defined for this item type or in the stack's meta
 | 
						||
* `add_item(item)`: returns leftover `ItemStack`
 | 
						||
    * Put some item or stack onto this stack
 | 
						||
* `item_fits(item)`: returns `true` if item or stack can be fully added to
 | 
						||
  this one.
 | 
						||
* `take_item(n)`: returns taken `ItemStack`
 | 
						||
    * Take (and remove) up to `n` items from this stack
 | 
						||
    * `n`: number, default: `1`
 | 
						||
* `peek_item(n)`: returns taken `ItemStack`
 | 
						||
    * Copy (don't remove) up to `n` items from this stack
 | 
						||
    * `n`: number, default: `1`
 | 
						||
* `equals(other)`:
 | 
						||
    * returns `true` if this stack is identical to `other`.
 | 
						||
    * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
 | 
						||
      as stack metadata can be serialized in arbitrary order.
 | 
						||
    * Note: if `other` is an itemstring or table representation of an
 | 
						||
      ItemStack, this will always return false, even if it is
 | 
						||
      "equivalent".
 | 
						||
 | 
						||
### Operators
 | 
						||
 | 
						||
* `stack1 == stack2`:
 | 
						||
    * Returns whether `stack1` and `stack2` are identical.
 | 
						||
    * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
 | 
						||
      as stack metadata can be serialized in arbitrary order.
 | 
						||
    * Note: if `stack2` is an itemstring or table representation of an
 | 
						||
      ItemStack, this will always return false, even if it is
 | 
						||
      "equivalent".
 | 
						||
 | 
						||
`ItemStackMetaRef`
 | 
						||
------------------
 | 
						||
 | 
						||
ItemStack metadata: reference extra data and functionality stored in a stack.
 | 
						||
Can be obtained via `item:get_meta()`.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* All methods in MetaDataRef
 | 
						||
* `set_tool_capabilities([tool_capabilities])`
 | 
						||
    * Overrides the item's tool capabilities
 | 
						||
    * A nil value will clear the override data and restore the original
 | 
						||
      behavior.
 | 
						||
* `set_wear_bar_params([wear_bar_params])`
 | 
						||
    * Overrides the item's wear bar parameters (see "Wear Bar Color" section)
 | 
						||
    * A nil value will clear the override data and restore the original
 | 
						||
      behavior.
 | 
						||
 | 
						||
`MetaDataRef`
 | 
						||
-------------
 | 
						||
 | 
						||
Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
 | 
						||
and [`PlayerMetaRef`].
 | 
						||
 | 
						||
Note: If a metadata value is in the format `${k}`, an attempt to get the value
 | 
						||
will return the value associated with key `k`. There is a low recursion limit.
 | 
						||
This behavior is **deprecated** and will be removed in a future version. Usage
 | 
						||
of the `${k}` syntax in formspecs is not deprecated.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `contains(key)`: Returns true if key present, otherwise false.
 | 
						||
    * Returns `nil` when the MetaData is inexistent.
 | 
						||
* `get(key)`: Returns `nil` if key not present, else the stored string.
 | 
						||
* `set_string(key, value)`: Value of `""` will delete the key.
 | 
						||
* `get_string(key)`: Returns `""` if key not present.
 | 
						||
* `set_int(key, value)`
 | 
						||
    * The range for the value is system-dependent (usually 32 bits).
 | 
						||
      The value will be converted into a string when stored.
 | 
						||
* `get_int(key)`: Returns `0` if key not present.
 | 
						||
* `set_float(key, value)`
 | 
						||
    * The range for the value is system-dependent (usually 32 bits).
 | 
						||
      The value will be converted into a string when stored.
 | 
						||
* `get_float(key)`: Returns `0` if key not present.
 | 
						||
* `get_keys()`: returns a list of all keys in the metadata.
 | 
						||
* `to_table()`:
 | 
						||
    * Returns a metadata table (see below) or `nil` on failure.
 | 
						||
* `from_table(data)`
 | 
						||
    * Imports metadata from a metadata table
 | 
						||
    * If `data` is a metadata table (see below), the metadata it represents
 | 
						||
      will replace all metadata of this MetaDataRef object
 | 
						||
    * Any non-table value for `data` will clear all metadata
 | 
						||
    * Item table values the `inventory` field may also be itemstrings
 | 
						||
    * Returns `true` on success
 | 
						||
* `equals(other)`
 | 
						||
    * returns `true` if this metadata has the same key-value pairs as `other`
 | 
						||
 | 
						||
### Metadata tables
 | 
						||
 | 
						||
Metadata tables represent MetaDataRef in a Lua table form (see `from_table`/`to_table`).
 | 
						||
 | 
						||
A metadata table is a table that has the following keys:
 | 
						||
 | 
						||
* `fields`: key-value storage of metadata fields
 | 
						||
    * all values are stored as strings
 | 
						||
    * numbers must be converted to strings first
 | 
						||
* `inventory` (for NodeMetaRef only): A node inventory in table form
 | 
						||
    * inventory table keys are inventory list names
 | 
						||
    * inventory table values are item tables
 | 
						||
    * item table keys are slot IDs (starting with 1)
 | 
						||
    * item table values are ItemStacks
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
```lua
 | 
						||
metadata_table = {
 | 
						||
    -- metadata fields (key/value store)
 | 
						||
    fields = {
 | 
						||
        infotext = "Container",
 | 
						||
        anoter_key = "Another Value",
 | 
						||
    },
 | 
						||
 | 
						||
    -- inventory data (for nodes)
 | 
						||
    inventory = {
 | 
						||
        -- inventory list "main" with 4 slots
 | 
						||
        main = {
 | 
						||
            -- list of all item slots
 | 
						||
            [1] = "example:dirt",
 | 
						||
            [2] = "example:stone 25",
 | 
						||
            [3] = "", -- empty slot
 | 
						||
            [4] = "example:pickaxe",
 | 
						||
        },
 | 
						||
        -- inventory list "hidden" with 1 slot
 | 
						||
        hidden = {
 | 
						||
            [1] = "example:diamond",
 | 
						||
        },
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
`ModChannel`
 | 
						||
------------
 | 
						||
 | 
						||
An interface to use mod channels on client and server
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `leave()`: leave the mod channel.
 | 
						||
    * Server leaves channel `channel_name`.
 | 
						||
    * No more incoming or outgoing messages can be sent to this channel from
 | 
						||
      server mods.
 | 
						||
    * This invalidate all future object usage.
 | 
						||
    * Ensure you set mod_channel to nil after that to free Lua resources.
 | 
						||
* `is_writeable()`: returns true if channel is writeable and mod can send over
 | 
						||
  it.
 | 
						||
* `send_all(message)`: Send `message` though the mod channel.
 | 
						||
    * If mod channel is not writeable or invalid, message will be dropped.
 | 
						||
    * Message size is limited to 65535 characters by protocol.
 | 
						||
 | 
						||
`NodeMetaRef`
 | 
						||
-------------
 | 
						||
 | 
						||
Node metadata: reference extra data and functionality stored in a node.
 | 
						||
Can be obtained via `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 - `ObjectRefs` should be "let go"
 | 
						||
of as soon as control is returned from Lua back to the engine.
 | 
						||
 | 
						||
Doing so is much less error-prone and you will never need to wonder if the
 | 
						||
object you are working with still exists.
 | 
						||
 | 
						||
If this is not feasible, you can test whether an `ObjectRef` is still valid
 | 
						||
via `object:is_valid()`.
 | 
						||
 | 
						||
Getters may be called for invalid objects and will return nothing then.
 | 
						||
All other methods should not be called on invalid objects.
 | 
						||
 | 
						||
### Attachments
 | 
						||
 | 
						||
It is possible to attach objects to other objects (`set_attach` method).
 | 
						||
 | 
						||
When an object is attached, it is positioned relative to the parent's position
 | 
						||
and rotation. `get_pos` and `get_rotation` will always return the parent's
 | 
						||
values and changes via their setter counterparts are ignored.
 | 
						||
 | 
						||
To change position or rotation call `set_attach` again with the new values.
 | 
						||
 | 
						||
**Note**: Just like model dimensions, the relative position in `set_attach`
 | 
						||
must be multiplied by 10 compared to world positions.
 | 
						||
 | 
						||
It is also possible to attach to a bone of the parent object. In that case the
 | 
						||
child will follow movement and rotation of that bone.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `is_valid()`: returns whether the object is valid.
 | 
						||
   * See "Advice on handling `ObjectRefs`" above.
 | 
						||
* `get_pos()`: returns position as vector `{x=num, y=num, z=num}`
 | 
						||
* `set_pos(pos)`:
 | 
						||
    * Sets the position of the object.
 | 
						||
    * No-op if object is attached.
 | 
						||
    * `pos` is a vector `{x=num, y=num, z=num}`
 | 
						||
* `add_pos(pos)`:
 | 
						||
    * Changes position by adding to the current position.
 | 
						||
    * No-op if object is attached.
 | 
						||
    * `pos` is a vector `{x=num, y=num, z=num}`.
 | 
						||
    * In comparison to using `set_pos`, `add_pos` will avoid synchronization problems.
 | 
						||
* `get_velocity()`: returns the velocity, a vector.
 | 
						||
* `add_velocity(vel)`
 | 
						||
    * Changes velocity by adding to the current velocity.
 | 
						||
    * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
 | 
						||
    * In comparison to using `get_velocity`, adding the velocity and then using
 | 
						||
      `set_velocity`, `add_velocity` is supposed to avoid synchronization problems.
 | 
						||
      Additionally, players also do not support `set_velocity`.
 | 
						||
    * If object is a player:
 | 
						||
        * Does not apply during `free_move`.
 | 
						||
        * Note that since the player speed is normalized at each move step,
 | 
						||
          increasing e.g. Y velocity beyond what would usually be achieved
 | 
						||
          (see: physics overrides) will cause existing X/Z velocity to be reduced.
 | 
						||
        * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
 | 
						||
          pressing the jump key (assuming default settings)
 | 
						||
* `move_to(pos, continuous=false)`
 | 
						||
    * Does an interpolated move for Lua entities for visually smooth transitions.
 | 
						||
    * If `continuous` is true, the Lua entity will not be moved to the current
 | 
						||
      position before starting the interpolated move.
 | 
						||
    * For players this does the same as `set_pos`,`continuous` is ignored.
 | 
						||
    * no-op if object is attached
 | 
						||
* `punch(puncher, time_from_last_punch, tool_capabilities, dir)`
 | 
						||
    * punches the object, triggering all consequences a normal punch would have
 | 
						||
    * `puncher`: another `ObjectRef` which punched the object or `nil`
 | 
						||
    * `dir`: direction vector of punch
 | 
						||
    * Other arguments: See `on_punch` for entities
 | 
						||
    * Arguments `time_from_last_punch`, `tool_capabilities`, and `dir`
 | 
						||
      will be replaced with a default value when the caller sets them to `nil`.
 | 
						||
* `right_click(clicker)`:
 | 
						||
    * simulates using the 'place/use' key on the object
 | 
						||
    * triggers all consequences as if a real player had done this
 | 
						||
    * `clicker` is another `ObjectRef` which has clicked
 | 
						||
    * note: this is called `right_click` for historical reasons only
 | 
						||
* `get_hp()`: returns number of health points
 | 
						||
* `set_hp(hp, reason)`: set number of health points
 | 
						||
    * See reason in register_on_player_hpchange
 | 
						||
    * Is limited to the range of 0 ... 65535 (2^16 - 1)
 | 
						||
    * For players: HP are also limited by `hp_max` specified in object properties
 | 
						||
* `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
 | 
						||
* `get_wield_list()`: returns the name of the inventory list the wielded item
 | 
						||
   is in.
 | 
						||
* `get_wield_index()`: returns the wield list index of the wielded item (starting with 1)
 | 
						||
* `get_wielded_item()`: returns a copy of the wielded item as an `ItemStack`
 | 
						||
* `set_wielded_item(item)`: replaces the wielded item, returns `true` if
 | 
						||
  successful.
 | 
						||
* `get_armor_groups()`:
 | 
						||
    * returns a table with all of the object's armor group ratings
 | 
						||
    * syntax: the table keys are the armor group names,
 | 
						||
      the table values are the corresponding group ratings
 | 
						||
    * see section '`ObjectRef` armor groups' for details
 | 
						||
* `set_armor_groups({group1=rating, group2=rating, ...})`
 | 
						||
    * sets the object's full list of armor groups
 | 
						||
    * same table syntax as for `get_armor_groups`
 | 
						||
    * note: all armor groups not in the table will be removed
 | 
						||
* `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
 | 
						||
    * Sets the object animation parameters and (re)starts the animation
 | 
						||
    * Animations only work with a `"mesh"` visual
 | 
						||
    * `frame_range`: Beginning and end frame (as specified in the mesh file).
 | 
						||
       * Syntax: `{x=start_frame, y=end_frame}`
 | 
						||
       * Animation interpolates towards the end frame but stops when it is reached
 | 
						||
       * If looped, there is no interpolation back to the start frame
 | 
						||
       * If looped, the model should look identical at start and end
 | 
						||
       * Only integer numbers are supported
 | 
						||
       * default: `{x=1, y=1}`
 | 
						||
    * `frame_speed`: How fast the animation plays, in frames per second (number)
 | 
						||
       * default: `15.0`
 | 
						||
    * `frame_blend`: number, default: `0.0`
 | 
						||
    * `frame_loop`: If `true`, animation will loop. If false, it will play once
 | 
						||
       * default: `true`
 | 
						||
* `get_animation()`: returns current animation parameters set by `set_animation`:
 | 
						||
    * `frame_range`, `frame_speed`, `frame_blend`, `frame_loop`.
 | 
						||
* `set_animation_frame_speed(frame_speed)`
 | 
						||
    * Sets the frame speed of the object's animation
 | 
						||
    * Unlike `set_animation`, this will not restart the animation
 | 
						||
    * `frame_speed`: See `set_animation`
 | 
						||
* `set_attach(parent[, bone, position, rotation, forced_visible])`
 | 
						||
    * Attaches object to `parent`
 | 
						||
    * See 'Attachments' section for details
 | 
						||
    * `parent`: `ObjectRef` to attach to
 | 
						||
    * `bone`: Bone to attach to. Default is `""` (the root bone)
 | 
						||
    * `position`: relative position, default `{x=0, y=0, z=0}`
 | 
						||
    * `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
 | 
						||
    * `forced_visible`: Boolean to control whether the attached entity
 | 
						||
       should appear in first person, default `false`.
 | 
						||
    * This command may fail silently (do nothing) when it would result
 | 
						||
      in circular attachments.
 | 
						||
* `get_attach()`:
 | 
						||
    * returns current attachment parameters or nil if it isn't attached
 | 
						||
    * If attached, returns `parent`, `bone`, `position`, `rotation`, `forced_visible`
 | 
						||
* `get_children()`: returns a list of ObjectRefs that are attached to the
 | 
						||
    object.
 | 
						||
* `set_detach()`: Detaches object. No-op if object was not attached.
 | 
						||
* `set_bone_position([bone, position, rotation])`
 | 
						||
	* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
 | 
						||
	* **Note:** Rotation is in degrees, not radians.
 | 
						||
	* **Deprecated:** Use `set_bone_override` instead.
 | 
						||
* `get_bone_position(bone)`: returns the previously set position and rotation of the bone
 | 
						||
	* Shorthand for `get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)`.
 | 
						||
	* **Note:** Returned rotation is in degrees, not radians.
 | 
						||
	* **Deprecated:** Use `get_bone_override` instead.
 | 
						||
* `set_bone_override(bone, override)`
 | 
						||
    * `bone`: string
 | 
						||
    * `override`: `{ position = property, rotation = property, scale = property }` or `nil`
 | 
						||
        * `property`: `{ vec = vector, interpolation = 0, absolute = false}` or `nil`;
 | 
						||
            * `vec` is in the same coordinate system as the model, and in degrees for rotation
 | 
						||
        * `property = nil` is equivalent to no override on that property
 | 
						||
        * `absolute`: If set to `false`, the override will be relative to the animated property:
 | 
						||
            * Transposition in the case of `position`;
 | 
						||
            * Composition in the case of `rotation`;
 | 
						||
            * Multiplication in the case of `scale`
 | 
						||
        * `interpolation`: Old and new values are interpolated over this timeframe (in seconds)
 | 
						||
    * `override = nil` (including omission) is shorthand for `override = {}` which clears the override
 | 
						||
    * **Note:** Unlike `set_bone_position`, the rotation is in radians, not degrees.
 | 
						||
    * Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation.
 | 
						||
      All values are treated as absolute and are set immediately (no interpolation).
 | 
						||
* `get_bone_override(bone)`: returns `override` in the above format
 | 
						||
	* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
 | 
						||
* `get_bone_overrides()`: returns all bone overrides as table `{[bonename] = override, ...}`
 | 
						||
* `set_properties(object property table)`
 | 
						||
* `get_properties()`: returns a table of all object properties
 | 
						||
* `is_player()`: returns true for players, false otherwise
 | 
						||
* `get_nametag_attributes()`
 | 
						||
    * returns a table with the attributes of the nametag of an object
 | 
						||
    * a nametag is a HUD text rendered above the object
 | 
						||
    * ```lua
 | 
						||
      {
 | 
						||
          text = "",
 | 
						||
          color = {a=0..255, r=0..255, g=0..255, b=0..255},
 | 
						||
          bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
 | 
						||
      }
 | 
						||
      ```
 | 
						||
* `set_nametag_attributes(attributes)`
 | 
						||
    * sets the attributes of the nametag of an object
 | 
						||
    * `attributes`:
 | 
						||
      ```lua
 | 
						||
      {
 | 
						||
          text = "My Nametag",
 | 
						||
          color = ColorSpec,
 | 
						||
          -- ^ Text color
 | 
						||
          bgcolor = ColorSpec or false,
 | 
						||
          -- ^ Sets background color of nametag
 | 
						||
          -- `false` will cause the background to be set automatically based on user settings
 | 
						||
          -- Default: false
 | 
						||
      }
 | 
						||
      ```
 | 
						||
 | 
						||
#### Lua entity only (no-op for other objects)
 | 
						||
 | 
						||
* `remove()`: remove object
 | 
						||
    * The object is removed after returning from Lua. However the `ObjectRef`
 | 
						||
      itself instantly becomes unusable with all further method calls having
 | 
						||
      no effect and returning `nil`.
 | 
						||
* `set_velocity(vel)`
 | 
						||
    * Sets the velocity
 | 
						||
    * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
 | 
						||
* `set_acceleration(acc)`
 | 
						||
    * Sets the acceleration
 | 
						||
    * `acc` is a vector
 | 
						||
* `get_acceleration()`: returns the acceleration, a vector
 | 
						||
* `set_rotation(rot)`
 | 
						||
    * Sets the rotation
 | 
						||
    * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
 | 
						||
      and Z is roll (bank).
 | 
						||
    * Does not reset rotation incurred through `automatic_rotate`.
 | 
						||
      Remove & readd your objects to force a certain rotation.
 | 
						||
* `get_rotation()`: returns the rotation, a vector (radians)
 | 
						||
* `set_yaw(yaw)`: sets the yaw in radians (heading).
 | 
						||
* `get_yaw()`: returns number in radians
 | 
						||
* `set_texture_mod(mod)`
 | 
						||
    * Set a texture modifier to the base texture, for sprites and meshes.
 | 
						||
    * When calling `set_texture_mod` again, the previous one is discarded.
 | 
						||
    * `mod` the texture modifier. See [Texture modifiers].
 | 
						||
* `get_texture_mod()` returns current texture modifier
 | 
						||
* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
 | 
						||
    * Specifies and starts a sprite animation
 | 
						||
    * Only used by `sprite` and `upright_sprite` visuals
 | 
						||
    * Animations iterate along the frame `y` position.
 | 
						||
    * `start_frame`: {x=column number, y=row number}, the coordinate of the
 | 
						||
      first frame, default: `{x=0, y=0}`
 | 
						||
    * `num_frames`: Total frames in the texture, default: `1`
 | 
						||
    * `framelength`: Time per animated frame in seconds, default: `0.2`
 | 
						||
    * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
 | 
						||
      position according to the view direction. default: `false`.
 | 
						||
        * First column:  subject facing the camera
 | 
						||
        * Second column: subject looking to the left
 | 
						||
        * Third column:  subject backing the camera
 | 
						||
        * Fourth column: subject looking to the right
 | 
						||
        * Fifth column:  subject viewed from above
 | 
						||
        * Sixth column:  subject viewed from below
 | 
						||
* `get_luaentity()`:
 | 
						||
	* Returns the object's associated luaentity table, if there is one
 | 
						||
	* Otherwise returns `nil` (e.g. for players)
 | 
						||
* `get_entity_name()`:
 | 
						||
    * **Deprecated**: Will be removed in a future version,
 | 
						||
      use `:get_luaentity().name` instead.
 | 
						||
 | 
						||
#### Player only (no-op for other objects)
 | 
						||
 | 
						||
* `get_player_name()`: Returns player name or `""` if is not a player
 | 
						||
* `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
 | 
						||
  table {x, y, z} representing the player's instantaneous velocity in nodes/s
 | 
						||
* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
 | 
						||
* `get_look_dir()`: get camera direction as a unit vector
 | 
						||
* `get_look_vertical()`: pitch in radians
 | 
						||
    * Angle ranges between -pi/2 and pi/2, which are straight up and down
 | 
						||
      respectively.
 | 
						||
* `get_look_horizontal()`: yaw in radians
 | 
						||
    * Angle is counter-clockwise from the +z direction.
 | 
						||
* `set_look_vertical(radians)`: sets look pitch
 | 
						||
    * radians: Angle from looking forward, where positive is downwards.
 | 
						||
* `set_look_horizontal(radians)`: sets look yaw
 | 
						||
    * radians: Angle from the +z direction, where positive is counter-clockwise.
 | 
						||
* `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
 | 
						||
  `get_look_vertical`.
 | 
						||
    * Angle ranges between -pi/2 and pi/2, which are straight down and up
 | 
						||
      respectively.
 | 
						||
* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
 | 
						||
  `get_look_horizontal`.
 | 
						||
    * Angle is counter-clockwise from the +x direction.
 | 
						||
* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
 | 
						||
  `set_look_vertical`.
 | 
						||
* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
 | 
						||
  `set_look_horizontal`.
 | 
						||
* `get_breath()`: returns player's breath
 | 
						||
* `set_breath(value)`: sets player's breath
 | 
						||
    * values:
 | 
						||
        * `0`: player is drowning
 | 
						||
        * max: bubbles bar is not shown
 | 
						||
        * See [Object properties] for more information
 | 
						||
    * Is limited to range 0 ... 65535 (2^16 - 1)
 | 
						||
* `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
 | 
						||
    * `fov`: Field of View (FOV) value.
 | 
						||
    * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
 | 
						||
      Defaults to `false`.
 | 
						||
    * `transition_time`: If defined, enables smooth FOV transition.
 | 
						||
      Interpreted as the time (in seconds) to reach target FOV.
 | 
						||
      If set to 0, FOV change is instantaneous. Defaults to 0.
 | 
						||
    * Set `fov` to 0 to clear FOV override.
 | 
						||
* `get_fov()`: Returns the following:
 | 
						||
    * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
 | 
						||
    * Boolean indicating whether the FOV value is a multiplier.
 | 
						||
    * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
 | 
						||
* `set_attribute(attribute, value)`:  DEPRECATED, use get_meta() instead
 | 
						||
    * Sets an extra attribute with value on player.
 | 
						||
    * `value` must be a string, or a number which will be converted to a
 | 
						||
      string.
 | 
						||
    * If `value` is `nil`, remove attribute from player.
 | 
						||
* `get_attribute(attribute)`:  DEPRECATED, use get_meta() instead
 | 
						||
    * Returns value (a string) for extra attribute.
 | 
						||
    * Returns `nil` if no attribute found.
 | 
						||
* `get_meta()`: Returns metadata associated with the player (a PlayerMetaRef).
 | 
						||
* `set_inventory_formspec(formspec)`
 | 
						||
    * Redefine player's inventory form
 | 
						||
    * Should usually be called in `on_joinplayer`
 | 
						||
    * If `formspec` is `""`, the player's inventory is disabled.
 | 
						||
* `get_inventory_formspec()`: returns a formspec string
 | 
						||
* `set_formspec_prepend(formspec)`:
 | 
						||
    * the formspec string will be added to every formspec shown to the user,
 | 
						||
      except for those with a no_prepend[] tag.
 | 
						||
    * This should be used to set style elements such as background[] and
 | 
						||
      bgcolor[], any non-style elements (eg: label) may result in weird behavior.
 | 
						||
    * Only affects formspecs shown after this is called.
 | 
						||
* `get_formspec_prepend()`: returns a formspec string.
 | 
						||
* `get_player_control()`: returns table with player pressed keys
 | 
						||
    * The table consists of fields with the following boolean values
 | 
						||
      representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
 | 
						||
      `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
 | 
						||
    * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
 | 
						||
      and exist only to preserve backwards compatibility.
 | 
						||
    * Returns an empty table `{}` if the object is not a player.
 | 
						||
* `get_player_control_bits()`: returns integer with bit packed player pressed
 | 
						||
  keys.
 | 
						||
    * Bits:
 | 
						||
        * 0 - up
 | 
						||
        * 1 - down
 | 
						||
        * 2 - left
 | 
						||
        * 3 - right
 | 
						||
        * 4 - jump
 | 
						||
        * 5 - aux1
 | 
						||
        * 6 - sneak
 | 
						||
        * 7 - dig
 | 
						||
        * 8 - place
 | 
						||
        * 9 - zoom
 | 
						||
    * Returns `0` (no bits set) if the object is not a player.
 | 
						||
* `set_physics_override(override_table)`
 | 
						||
    * Overrides the physics attributes of the player
 | 
						||
    * `override_table` is a table with the following fields:
 | 
						||
        * `speed`: multiplier to *all* movement speed (`speed_*`) and
 | 
						||
                   acceleration (`acceleration_*`) values (default: `1`)
 | 
						||
        * `speed_walk`: multiplier to default walk speed value (default: `1`)
 | 
						||
            * Note: The actual walk speed is the product of `speed` and `speed_walk`
 | 
						||
        * `speed_climb`: multiplier to default climb speed value (default: `1`)
 | 
						||
            * Note: The actual climb speed is the product of `speed` and `speed_climb`
 | 
						||
        * `speed_crouch`: multiplier to default sneak speed value (default: `1`)
 | 
						||
            * Note: The actual sneak speed is the product of `speed` and `speed_crouch`
 | 
						||
        * `speed_fast`: multiplier to default speed value in Fast Mode (default: `1`)
 | 
						||
            * Note: The actual fast speed is the product of `speed` and `speed_fast`
 | 
						||
        * `jump`: multiplier to default jump value (default: `1`)
 | 
						||
        * `gravity`: multiplier to default gravity value (default: `1`)
 | 
						||
        * `liquid_fluidity`: multiplier to liquid movement resistance value
 | 
						||
          (for nodes with `liquid_move_physics`); the higher this value, the lower the
 | 
						||
          resistance to movement. At `math.huge`, the resistance is zero and you can
 | 
						||
          move through any liquid like air. (default: `1`)
 | 
						||
            * Warning: Values below 1 are currently unsupported.
 | 
						||
        * `liquid_fluidity_smooth`: multiplier to default maximum liquid resistance value
 | 
						||
          (for nodes with `liquid_move_physics`); controls deceleration when entering
 | 
						||
          node at high speed. At higher values you come to a halt more quickly
 | 
						||
          (default: `1`)
 | 
						||
        * `liquid_sink`: multiplier to default liquid sinking speed value;
 | 
						||
          (for nodes with `liquid_move_physics`) (default: `1`)
 | 
						||
        * `acceleration_default`: multiplier to horizontal and vertical acceleration
 | 
						||
          on ground or when climbing (default: `1`)
 | 
						||
            * Note: The actual acceleration is the product of `speed` and `acceleration_default`
 | 
						||
        * `acceleration_air`: multiplier to acceleration
 | 
						||
          when jumping or falling (default: `1`)
 | 
						||
            * Note: The actual acceleration is the product of `speed` and `acceleration_air`
 | 
						||
        * `acceleration_fast`: multiplier to acceleration in Fast Mode (default: `1`)
 | 
						||
            * Note: The actual acceleration is the product of `speed` and `acceleration_fast`
 | 
						||
        * `sneak`: whether player can sneak (default: `true`)
 | 
						||
        * `sneak_glitch`: whether player can use the new move code replications
 | 
						||
          of the old sneak side-effects: sneak ladders and 2 node sneak jump
 | 
						||
          (default: `false`)
 | 
						||
        * `new_move`: use new move/sneak code. When `false` the exact old code
 | 
						||
          is used for the specific old sneak behavior (default: `true`)
 | 
						||
    * Note: All numeric fields above modify a corresponding `movement_*` setting.
 | 
						||
    * For games, we recommend for simpler code to first modify the `movement_*`
 | 
						||
      settings (e.g. via the game's `minetest.conf`) to set a global base value
 | 
						||
      for all players and only use `set_physics_override` when you need to change
 | 
						||
      from the base value on a per-player basis
 | 
						||
    * Note: Some of the fields don't exist in old API versions, see feature
 | 
						||
      `physics_overrides_v2`.
 | 
						||
 | 
						||
* `get_physics_override()`: returns the table given to `set_physics_override`
 | 
						||
* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
 | 
						||
   number on success
 | 
						||
* `hud_remove(id)`: remove the HUD element of the specified id
 | 
						||
* `hud_change(id, stat, value)`: change a value of a previously added HUD
 | 
						||
  element.
 | 
						||
    * `stat` supports the same keys as in the hud definition table except for
 | 
						||
      `"type"` (or the deprecated `"hud_elem_type"`).
 | 
						||
* `hud_get(id)`: gets the HUD element definition structure of the specified ID
 | 
						||
* `hud_get_all()`:
 | 
						||
    * Returns a table in the form `{ [id] = HUD definition, [id] = ... }`.
 | 
						||
    * A mod should keep track of its introduced IDs and only use this to access foreign elements.
 | 
						||
    * It is discouraged to change foreign HUD elements.
 | 
						||
* `hud_set_flags(flags)`: sets specified HUD flags of player.
 | 
						||
    * `flags`: A table with the following fields set to boolean values
 | 
						||
        * `hotbar`
 | 
						||
        * `healthbar`
 | 
						||
        * `crosshair`
 | 
						||
        * `wielditem`
 | 
						||
        * `breathbar`
 | 
						||
        * `minimap`: Modifies the client's permission to view the minimap.
 | 
						||
          The client may locally elect to not view the minimap.
 | 
						||
        * `minimap_radar`: is only usable when `minimap` is true
 | 
						||
        * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
 | 
						||
          This includes map seed, player position, look direction, the pointed node and block bounds.
 | 
						||
          Does not affect players with the `debug` privilege.
 | 
						||
        * `chat`: Modifies the client's permission to view chat on the HUD.
 | 
						||
          The client may locally elect to not view chat. Does not affect the console.
 | 
						||
    * If a flag equals `nil`, the flag is not modified
 | 
						||
* `hud_get_flags()`: returns a table of player HUD flags with boolean values.
 | 
						||
    * See `hud_set_flags` for a list of flags that can be toggled.
 | 
						||
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
 | 
						||
    * `count`: number of items, must be between `1` and `32`
 | 
						||
* `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_minimap_modes({mode, mode, ...}, selected_mode)`
 | 
						||
    * Overrides the available minimap modes (and toggle order), and changes the
 | 
						||
    selected mode.
 | 
						||
    * `mode` is a table consisting of up to four fields:
 | 
						||
        * `type`: Available type:
 | 
						||
            * `off`: Minimap off
 | 
						||
            * `surface`: Minimap in surface mode
 | 
						||
            * `radar`: Minimap in radar mode
 | 
						||
            * `texture`: Texture to be displayed instead of terrain map
 | 
						||
              (texture is centered around 0,0 and can be scaled).
 | 
						||
              Texture size is limited to 512 x 512 pixel.
 | 
						||
        * `label`: Optional label to display on minimap mode toggle
 | 
						||
          The translation must be handled within the mod.
 | 
						||
        * `size`: Sidelength or diameter, in number of nodes, of the terrain
 | 
						||
          displayed in minimap
 | 
						||
        * `texture`: Only for texture type, name of the texture to display
 | 
						||
        * `scale`: Only for texture type, scale of the texture map in nodes per
 | 
						||
          pixel (for example a `scale` of 2 means each pixel represents a 2x2
 | 
						||
          nodes square)
 | 
						||
    * `selected_mode` is the mode index to be selected after modes have been changed
 | 
						||
    (0 is the first mode).
 | 
						||
* `set_sky(sky_parameters)`
 | 
						||
    * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
 | 
						||
      whether `set_sky` accepts this format. Check the legacy format otherwise.
 | 
						||
    * Passing no arguments resets the sky to its default values.
 | 
						||
    * `sky_parameters` is a table with the following optional fields:
 | 
						||
        * `base_color`: ColorSpec, meaning depends on `type` (default: `#ffffff`)
 | 
						||
        * `body_orbit_tilt`: Float, rotation angle of sun/moon orbit in degrees.
 | 
						||
           By default, orbit is controlled by a client-side setting, and this field is not set.
 | 
						||
           After a value is assigned, it can only be changed to another float value.
 | 
						||
           Valid range [-60.0,60.0] (default: not set)
 | 
						||
        * `type`: Available types:
 | 
						||
            * `"regular"`: Uses 0 textures, `base_color` ignored
 | 
						||
            * `"skybox"`: Uses 6 textures, `base_color` used as fog.
 | 
						||
            * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
 | 
						||
            (default: `"regular"`)
 | 
						||
        * `textures`: A table containing up to six textures in the following
 | 
						||
            order: Y+ (top), Y- (bottom), X+ (east), X- (west), Z- (south), Z+ (north).
 | 
						||
            The top and bottom textures are oriented in-line with the east (X+) face (the top edge of the
 | 
						||
            bottom texture and the bottom edge of the top texture touch the east face).
 | 
						||
            Some top and bottom textures expect to be aligned with the north face and will need to be rotated
 | 
						||
            by -90 and 90 degrees, respectively, to fit the eastward orientation.
 | 
						||
        * `clouds`: Boolean for whether clouds appear. (default: `true`)
 | 
						||
        * `sky_color`: A table used in `"regular"` type only, containing the
 | 
						||
          following values (alpha is ignored):
 | 
						||
            * `day_sky`: ColorSpec, for the top half of the sky during the day.
 | 
						||
              (default: `#61b5f5`)
 | 
						||
            * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
 | 
						||
              (default: `#90d3f6`)
 | 
						||
            * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
 | 
						||
              (default: `#b4bafa`)
 | 
						||
              The resulting sky color will be a darkened version of the ColorSpec.
 | 
						||
              Warning: The darkening of the ColorSpec is subject to change.
 | 
						||
            * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
 | 
						||
              (default: `#bac1f0`)
 | 
						||
              The resulting sky color will be a darkened version of the ColorSpec.
 | 
						||
              Warning: The darkening of the ColorSpec is subject to change.
 | 
						||
            * `night_sky`: ColorSpec, for the top half of the sky during the night.
 | 
						||
              (default: `#006bff`)
 | 
						||
              The resulting sky color will be a dark version of the ColorSpec.
 | 
						||
              Warning: The darkening of the ColorSpec is subject to change.
 | 
						||
            * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
 | 
						||
              (default: `#4090ff`)
 | 
						||
              The resulting sky color will be a dark version of the ColorSpec.
 | 
						||
              Warning: The darkening of the ColorSpec is subject to change.
 | 
						||
            * `indoors`: ColorSpec, for when you're either indoors or underground.
 | 
						||
              (default: `#646464`)
 | 
						||
            * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
 | 
						||
              at sunrise and sunset. (default: `#f47d1d`)
 | 
						||
            * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
 | 
						||
              at sunrise and sunset. (default: `#7f99cc`)
 | 
						||
            * `fog_tint_type`: string, changes which mode the directional fog
 | 
						||
                abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
 | 
						||
                `"default"` uses the classic Minetest sun and moon tinting.
 | 
						||
                Will use tonemaps, if set to `"default"`. (default: `"default"`)
 | 
						||
        * `fog`: A table with following optional fields:
 | 
						||
            * `fog_distance`: integer, set an upper bound for the client's viewing_range.
 | 
						||
               Any value >= 0 sets the desired upper bound for viewing_range,
 | 
						||
               disables range_all and prevents disabling fog (F3 key by default).
 | 
						||
               Any value < 0 resets the behavior to being client-controlled.
 | 
						||
               (default: -1)
 | 
						||
            * `fog_start`: float, override the client's fog_start.
 | 
						||
               Fraction of the visible distance at which fog starts to be rendered.
 | 
						||
               Any value between [0.0, 0.99] set the fog_start as a fraction of the viewing_range.
 | 
						||
               Any value < 0, resets the behavior to being client-controlled.
 | 
						||
               (default: -1)
 | 
						||
            * `fog_color`: ColorSpec, override the color of the fog.
 | 
						||
               Unlike `base_color` above this will apply regardless of the skybox type.
 | 
						||
               (default: `"#00000000"`, which means no override)
 | 
						||
* `set_sky(base_color, type, {texture names}, clouds)`
 | 
						||
    * Deprecated. Use `set_sky(sky_parameters)`
 | 
						||
    * `base_color`: ColorSpec, defaults to white
 | 
						||
    * `type`: Available types:
 | 
						||
        * `"regular"`: Uses 0 textures, `bgcolor` ignored
 | 
						||
        * `"skybox"`: Uses 6 textures, `bgcolor` used
 | 
						||
        * `"plain"`: Uses 0 textures, `bgcolor` used
 | 
						||
    * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
 | 
						||
      `"plain"` custom skyboxes (default: `true`)
 | 
						||
* `get_sky(as_table)`:
 | 
						||
    * `as_table`: boolean that determines whether the deprecated version of this
 | 
						||
    function is being used.
 | 
						||
        * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
 | 
						||
        * Deprecated: `false` or `nil` returns base_color, type, table of textures,
 | 
						||
        clouds.
 | 
						||
* `get_sky_color()`:
 | 
						||
    * Deprecated: Use `get_sky(as_table)` instead.
 | 
						||
    * returns a table with the `sky_color` parameters as in `set_sky`.
 | 
						||
* `set_sun(sun_parameters)`:
 | 
						||
    * Passing no arguments resets the sun to its default values.
 | 
						||
    * `sun_parameters` is a table with the following optional fields:
 | 
						||
        * `visible`: Boolean for whether the sun is visible.
 | 
						||
            (default: `true`)
 | 
						||
        * `texture`: A regular texture for the sun. Setting to `""`
 | 
						||
            will re-enable the mesh sun. (default: "sun.png", if it exists)
 | 
						||
            The texture appears non-rotated at sunrise and rotated 180 degrees
 | 
						||
            (upside down) at sunset.
 | 
						||
        * `tonemap`: A 512x1 texture containing the tonemap for the sun
 | 
						||
            (default: `"sun_tonemap.png"`)
 | 
						||
        * `sunrise`: A regular texture for the sunrise texture.
 | 
						||
            (default: `"sunrisebg.png"`)
 | 
						||
        * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
 | 
						||
            (default: `true`)
 | 
						||
        * `scale`: Float controlling the overall size of the sun. (default: `1`)
 | 
						||
            Note: For legacy reasons, the sun is bigger than the moon by a factor
 | 
						||
            of about `1.57` for equal `scale` values.
 | 
						||
* `get_sun()`: returns a table with the current sun parameters as in
 | 
						||
    `set_sun`.
 | 
						||
* `set_moon(moon_parameters)`:
 | 
						||
    * Passing no arguments resets the moon to its default values.
 | 
						||
    * `moon_parameters` is a table with the following optional fields:
 | 
						||
        * `visible`: Boolean for whether the moon is visible.
 | 
						||
            (default: `true`)
 | 
						||
        * `texture`: A regular texture for the moon. Setting to `""`
 | 
						||
            will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
 | 
						||
            The texture appears non-rotated at sunrise / moonset and rotated 180
 | 
						||
            degrees (upside down) at sunset / moonrise.
 | 
						||
            Note: Relative to the sun, the moon texture is hence rotated by 180°.
 | 
						||
            You can use the `^[transformR180` texture modifier to achieve the same orientation.
 | 
						||
        * `tonemap`: A 512x1 texture containing the tonemap for the moon
 | 
						||
            (default: `"moon_tonemap.png"`)
 | 
						||
        * `scale`: Float controlling the overall size of the moon (default: `1`)
 | 
						||
            Note: For legacy reasons, the sun is bigger than the moon by a factor
 | 
						||
            of about `1.57` for equal `scale` values.
 | 
						||
* `get_moon()`: returns a table with the current moon parameters as in
 | 
						||
    `set_moon`.
 | 
						||
* `set_stars(star_parameters)`:
 | 
						||
    * Passing no arguments resets stars to their default values.
 | 
						||
    * `star_parameters` is a table with the following optional fields:
 | 
						||
        * `visible`: Boolean for whether the stars are visible.
 | 
						||
            (default: `true`)
 | 
						||
        * `day_opacity`: Float for maximum opacity of stars at day.
 | 
						||
            No effect if `visible` is false.
 | 
						||
            (default: 0.0; maximum: 1.0; minimum: 0.0)
 | 
						||
        * `count`: Integer number to set the number of stars in
 | 
						||
            the skybox. Only applies to `"skybox"` and `"regular"` sky types.
 | 
						||
            (default: `1000`)
 | 
						||
        * `star_color`: ColorSpec, sets the colors of the stars,
 | 
						||
            alpha channel is used to set overall star brightness.
 | 
						||
            (default: `#ebebff69`)
 | 
						||
        * `scale`: Float controlling the overall size of the stars (default: `1`)
 | 
						||
* `get_stars()`: returns a table with the current stars parameters as in
 | 
						||
    `set_stars`.
 | 
						||
* `set_clouds(cloud_parameters)`: set cloud parameters
 | 
						||
    * Passing no arguments resets clouds to their default values.
 | 
						||
    * `cloud_parameters` is a table with the following optional fields:
 | 
						||
        * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
 | 
						||
        * `color`: basic cloud color with alpha channel, ColorSpec
 | 
						||
          (default `#fff0f0e5`).
 | 
						||
        * `ambient`: cloud color lower bound, use for a "glow at night" effect.
 | 
						||
          ColorSpec (alpha ignored, default `#000000`)
 | 
						||
        * `height`: cloud height, i.e. y of cloud base (default per conf,
 | 
						||
          usually `120`)
 | 
						||
        * `thickness`: cloud thickness in nodes (default `16`)
 | 
						||
        * `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.
 | 
						||
    * Passing no arguments 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(idle, walk, dig, walk_while_dig, frame_speed)`:
 | 
						||
  set animation for player model in third person view.
 | 
						||
    * Every animation equals to a `{x=starting frame, y=ending frame}` table.
 | 
						||
    * `frame_speed` sets the animations frame speed. Default is 30.
 | 
						||
* `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
 | 
						||
  `frame_speed`.
 | 
						||
* `set_eye_offset([firstperson, thirdperson_back, thirdperson_front])`: Sets camera offset vectors.
 | 
						||
    * `firstperson`: Offset in first person view.
 | 
						||
      Defaults to `vector.zero()` if unspecified.
 | 
						||
    * `thirdperson_back`: Offset in third person back view.
 | 
						||
      Clamped between `vector.new(-10, -10, -5)` and `vector.new(10, 15, 5)`.
 | 
						||
      Defaults to `vector.zero()` if unspecified.
 | 
						||
    * `thirdperson_front`: Offset in third person front view.
 | 
						||
      Same limits as for `thirdperson_back` apply.
 | 
						||
      Defaults to `thirdperson_back` if unspecified.
 | 
						||
* `get_eye_offset()`: Returns camera offset vectors as set via `set_eye_offset`.
 | 
						||
* `send_mapblock(blockpos)`:
 | 
						||
    * Sends an already loaded mapblock to the player.
 | 
						||
    * Returns `false` if nothing was sent (note that this can also mean that
 | 
						||
      the client already has the block)
 | 
						||
    * Resource intensive - use sparsely
 | 
						||
* `set_lighting(light_definition)`: sets lighting for the player
 | 
						||
    * Passing no arguments resets lighting to its default values.
 | 
						||
    * `light_definition` is a table with the following optional fields:
 | 
						||
      * `saturation` sets the saturation (vividness; default: `1.0`).
 | 
						||
        * values > 1 increase the saturation
 | 
						||
        * values in [0,1] decrease the saturation
 | 
						||
      * `shadows` is a table that controls ambient shadows
 | 
						||
        * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
 | 
						||
            * This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
 | 
						||
      * `exposure` is a table that controls automatic exposure.
 | 
						||
        The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
 | 
						||
        * `luminance_min` set the lower luminance boundary to use in the calculation (default: `-3.0`)
 | 
						||
        * `luminance_max` set the upper luminance boundary to use in the calculation (default: `-3.0`)
 | 
						||
        * `exposure_correction` correct observed exposure by the given EV value (default: `0.0`)
 | 
						||
        * `speed_dark_bright` set the speed of adapting to bright light (default: `1000.0`)
 | 
						||
        * `speed_bright_dark` set the speed of adapting to dark scene (default: `1000.0`)
 | 
						||
        * `center_weight_power` set the power factor for center-weighted luminance measurement (default: `1.0`)
 | 
						||
      * `volumetric_light`: is a table that controls volumetric light (a.k.a. "godrays")
 | 
						||
        * `strength`: sets the strength of the volumetric light effect from 0 (off, default) to 1 (strongest)
 | 
						||
           * This value has no effect on clients who have the "Volumetric Lighting" or "Bloom" shaders disabled.
 | 
						||
 | 
						||
* `get_lighting()`: returns the current state of lighting for the player.
 | 
						||
    * Result is a table with the same fields as `light_definition` in `set_lighting`.
 | 
						||
* `respawn()`: Respawns the player using the same mechanism as the death screen,
 | 
						||
  including calling `on_respawnplayer` callbacks.
 | 
						||
 | 
						||
`PcgRandom`
 | 
						||
-----------
 | 
						||
 | 
						||
A 32-bit pseudorandom number generator.
 | 
						||
Uses PCG32, an algorithm of the permuted congruential generator family,
 | 
						||
offering very strong randomness.
 | 
						||
 | 
						||
* constructor `PcgRandom(seed, [seq])`
 | 
						||
  * `seed`: 64-bit unsigned seed
 | 
						||
  * `seq`: 64-bit unsigned sequence, optional
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `next()`: return next integer random number [`-2147483648`...`2147483647`]
 | 
						||
* `next(min, max)`: return next integer random number [`min`...`max`]
 | 
						||
* `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
 | 
						||
  random number [`min`...`max`].
 | 
						||
    * This is only a rough approximation of a normal distribution with:
 | 
						||
    * `mean = (max - min) / 2`, and
 | 
						||
    * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
 | 
						||
    * Increasing `num_trials` improves accuracy of the approximation
 | 
						||
* `get_state()`: return generator state encoded in string
 | 
						||
* `set_state(state_string)`: restore generator state from encoded string
 | 
						||
 | 
						||
`PerlinNoise`
 | 
						||
-------------
 | 
						||
 | 
						||
A perlin noise generator.
 | 
						||
It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
 | 
						||
For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
 | 
						||
plus the world seed, to create world-specific noise.
 | 
						||
 | 
						||
`PerlinNoise(noiseparams)`
 | 
						||
`PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
 | 
						||
 | 
						||
`minetest.get_perlin(noiseparams)`
 | 
						||
`minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
 | 
						||
* `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
 | 
						||
 | 
						||
`PerlinNoiseMap`
 | 
						||
----------------
 | 
						||
 | 
						||
A fast, bulk perlin noise generator.
 | 
						||
 | 
						||
It can be created via `PerlinNoiseMap(noiseparams, size)` or
 | 
						||
`minetest.get_perlin_map(noiseparams, size)`.
 | 
						||
For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
 | 
						||
plus the world seed, to create world-specific noise.
 | 
						||
 | 
						||
Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
 | 
						||
for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
 | 
						||
`nil` is returned).
 | 
						||
 | 
						||
For each of the functions with an optional `buffer` parameter: If `buffer` is
 | 
						||
not nil, this table will be used to store the result instead of creating a new
 | 
						||
table.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
 | 
						||
  with values starting at `pos={x=,y=}`
 | 
						||
* `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
 | 
						||
  3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
 | 
						||
* `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
 | 
						||
  array of 2D noise with values starting at `pos={x=,y=}`
 | 
						||
* `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
 | 
						||
* `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
 | 
						||
  is stored internally.
 | 
						||
* `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
 | 
						||
  is stored internally.
 | 
						||
* `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
 | 
						||
  returns a slice of the most recently computed noise results. The result slice
 | 
						||
  begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
 | 
						||
  E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
 | 
						||
  offset y = 20:
 | 
						||
  `noisevals = noise:get_map_slice({y=20}, {y=2})`
 | 
						||
  It is important to note that `slice_offset` offset coordinates begin at 1,
 | 
						||
  and are relative to the starting position of the most recently calculated
 | 
						||
  noise.
 | 
						||
  To grab a single vertical column of noise starting at map coordinates
 | 
						||
  x = 1023, y=1000, z = 1000:
 | 
						||
  `noise:calc_3d_map({x=1000, y=1000, z=1000})`
 | 
						||
  `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
 | 
						||
 | 
						||
`PlayerMetaRef`
 | 
						||
---------------
 | 
						||
 | 
						||
Player metadata.
 | 
						||
Uses the same method of storage as the deprecated player attribute API, so
 | 
						||
data there will also be in player meta.
 | 
						||
Can be obtained using `player:get_meta()`.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* All methods in MetaDataRef
 | 
						||
 | 
						||
`PseudoRandom`
 | 
						||
--------------
 | 
						||
 | 
						||
A 16-bit pseudorandom number generator.
 | 
						||
Uses a well-known LCG algorithm introduced by K&R.
 | 
						||
 | 
						||
**Note**:
 | 
						||
`PseudoRandom` is slower and has worse random distribution than `PcgRandom`.
 | 
						||
Use `PseudoRandom` only if you need output to match the well-known LCG algorithm introduced by K&R.
 | 
						||
Otherwise, use `PcgRandom`.
 | 
						||
 | 
						||
* constructor `PseudoRandom(seed)`
 | 
						||
  * `seed`: 32-bit signed number
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `next()`: return next integer random number [`0`...`32767`]
 | 
						||
* `next(min, max)`: return next integer random number [`min`...`max`]
 | 
						||
    * Either `max - min == 32767` or `max - min <= 6553` must be true
 | 
						||
      due to the simple implementation making a bad distribution otherwise.
 | 
						||
* `get_state()`: return state of pseudorandom generator as number
 | 
						||
    * use returned number as seed in PseudoRandom constructor to restore
 | 
						||
 | 
						||
`Raycast`
 | 
						||
---------
 | 
						||
 | 
						||
A raycast on the map. It works with selection boxes.
 | 
						||
Can be used as an iterator in a for loop as:
 | 
						||
 | 
						||
```lua
 | 
						||
local ray = Raycast(...)
 | 
						||
for pointed_thing in ray do
 | 
						||
    ...
 | 
						||
end
 | 
						||
```
 | 
						||
 | 
						||
The map is loaded as the ray advances. If the map is modified after the
 | 
						||
`Raycast` is created, the changes may or may not have an effect on the object.
 | 
						||
 | 
						||
It can be created via `Raycast(pos1, pos2, objects, liquids)` or
 | 
						||
`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 (`liquidtype ~= "none"`) won't be
 | 
						||
             returned. Default is false.
 | 
						||
 | 
						||
### Limitations
 | 
						||
 | 
						||
Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
 | 
						||
 | 
						||
**Rotated selectionboxes paired with `automatic_rotate` are not reliable** either since the server
 | 
						||
can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
 | 
						||
The server calculates the total rotation incurred through `automatic_rotate` as a "best guess"
 | 
						||
assuming the object was active & rotating on the client all the time since its creation.
 | 
						||
This may be significantly out of sync with what clients see.
 | 
						||
Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
 | 
						||
 | 
						||
In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off;
 | 
						||
toggling automatic rotation may however cause errors to add up.
 | 
						||
 | 
						||
In multiplayer mode, the error may be arbitrarily large.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `next()`: returns a `pointed_thing` with exact pointing location
 | 
						||
    * Returns the next thing pointed by the ray or nil.
 | 
						||
 | 
						||
`SecureRandom`
 | 
						||
--------------
 | 
						||
 | 
						||
Interface for the operating system's crypto-secure PRNG.
 | 
						||
 | 
						||
It can be created via `SecureRandom()`.  The constructor 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`.
 | 
						||
 | 
						||
`minetest.settings` is a `Settings` instance that can be used to access the
 | 
						||
main config file (`minetest.conf`). Instances for other config files can be
 | 
						||
created via `Settings(filename)`.
 | 
						||
 | 
						||
Engine settings on the `minetest.settings` object have internal defaults that
 | 
						||
will be returned if a setting is unset.
 | 
						||
The engine does *not* (yet) read `settingtypes.txt` for this purpose. This
 | 
						||
means that no defaults will be returned for mod settings.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* `get(key)`: returns a value
 | 
						||
    * Returns `nil` if `key` is not found.
 | 
						||
* `get_bool(key, [default])`: returns a boolean
 | 
						||
    * `default` is the value returned if `key` is not found.
 | 
						||
    * Returns `nil` if `key` is not found and `default` not specified.
 | 
						||
* `get_np_group(key)`: returns a NoiseParams table
 | 
						||
    * Returns `nil` if `key` is not found.
 | 
						||
* `get_flags(key)`:
 | 
						||
    * Returns `{flag = true/false, ...}` according to the set flags.
 | 
						||
    * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
 | 
						||
      flags like `mgv5_spflags`.
 | 
						||
    * Returns `nil` if `key` is not found.
 | 
						||
* `set(key, value)`
 | 
						||
    * Setting names can't contain whitespace or any of `="{}#`.
 | 
						||
    * Setting values can't contain the sequence `\n"""`.
 | 
						||
    * Setting names starting with "secure." can't be set on the main settings
 | 
						||
      object (`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,...}`
 | 
						||
* `has(key)`:
 | 
						||
    * Returns a boolean indicating whether `key` exists.
 | 
						||
    * In contrast to the various getter functions, `has()` doesn't consider
 | 
						||
      any default values.
 | 
						||
    * This means that on the main settings object (`minetest.settings`),
 | 
						||
      `get(key)` might return a value even if `has(key)` returns `false`.
 | 
						||
* `write()`: returns a boolean (`true` for success)
 | 
						||
    * Writes changes to file.
 | 
						||
* `to_table()`: returns `{[key1]=value1,...}`
 | 
						||
 | 
						||
### Format
 | 
						||
 | 
						||
The settings have the format `key = value`. Example:
 | 
						||
 | 
						||
    foo = example text
 | 
						||
    bar = """
 | 
						||
    Multiline
 | 
						||
    value
 | 
						||
    """
 | 
						||
 | 
						||
 | 
						||
`StorageRef`
 | 
						||
------------
 | 
						||
 | 
						||
Mod metadata: per mod metadata, saved automatically.
 | 
						||
Can be obtained via `minetest.get_mod_storage()` during load time.
 | 
						||
 | 
						||
WARNING: This storage backend is incapable of saving raw binary data due
 | 
						||
to restrictions of JSON.
 | 
						||
 | 
						||
### Methods
 | 
						||
 | 
						||
* All methods in MetaDataRef
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
Definition tables
 | 
						||
=================
 | 
						||
 | 
						||
Object properties
 | 
						||
-----------------
 | 
						||
 | 
						||
Used by `ObjectRef` methods. Part of an Entity definition.
 | 
						||
These properties are not persistent, but are applied automatically to the
 | 
						||
corresponding Lua entity using the given registration fields.
 | 
						||
Player properties need to be saved manually.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    hp_max = 10,
 | 
						||
    -- Defines the maximum and default HP of the entity
 | 
						||
    -- For Lua entities the maximum is not enforced.
 | 
						||
    -- For players this 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.
 | 
						||
 | 
						||
    physical = false,
 | 
						||
    -- Collide with `walkable` nodes.
 | 
						||
 | 
						||
    collide_with_objects = true,
 | 
						||
    -- Collide with other objects if physical = true
 | 
						||
 | 
						||
    collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 },  -- default
 | 
						||
    selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
 | 
						||
    -- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
 | 
						||
    -- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
 | 
						||
    -- If not set, the selection box copies the collision box, and will also not rotate.
 | 
						||
    -- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
 | 
						||
    -- If `rotate = true`, it will match the object's rotation and any attachment rotations.
 | 
						||
    -- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
 | 
						||
    -- For server-side raycasts to work correctly,
 | 
						||
    -- the selection box should extend at most 5 units in each direction.
 | 
						||
 | 
						||
 | 
						||
    pointable = true,
 | 
						||
    -- Can be `true` if it is pointable, `false` if it can be pointed through,
 | 
						||
    -- or `"blocking"` if it is pointable but not selectable.
 | 
						||
    -- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
 | 
						||
    -- Can be overridden by the `pointabilities` of the held item.
 | 
						||
 | 
						||
    visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
 | 
						||
    -- "cube" is a node-sized cube.
 | 
						||
    -- "sprite" is a flat texture always facing the player.
 | 
						||
    -- "upright_sprite" is a vertical flat texture.
 | 
						||
    -- "mesh" uses the defined mesh model.
 | 
						||
    -- "wielditem" is used for dropped items.
 | 
						||
    --   (see builtin/game/item_entity.lua).
 | 
						||
    --   For this use 'wield_item = itemname'.
 | 
						||
    --   Setting 'textures = {itemname}' has the same effect, but is deprecated.
 | 
						||
    --   If the item has a 'wield_image' the object will be an extrusion of
 | 
						||
    --   that, otherwise:
 | 
						||
    --   If 'itemname' is a cubic node or nodebox the object will appear
 | 
						||
    --   identical to 'itemname'.
 | 
						||
    --   If 'itemname' is a plantlike node the object will be an extrusion
 | 
						||
    --   of its texture.
 | 
						||
    --   Otherwise for non-node items, the object will be an extrusion of
 | 
						||
    --   'inventory_image'.
 | 
						||
    --   If 'itemname' contains a ColorString or palette index (e.g. from
 | 
						||
    --   `minetest.itemstring_with_palette()`), the entity will inherit the color.
 | 
						||
    --   Wielditems are scaled a bit. If you want a wielditem to appear
 | 
						||
    --   to be as large as a node, use `0.667` in `visual_size`
 | 
						||
    -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
 | 
						||
 | 
						||
    visual_size = {x = 1, y = 1, z = 1},
 | 
						||
    -- Multipliers for the visual size. If `z` is not specified, `x` will be used
 | 
						||
    -- to scale the entity along both horizontal axes.
 | 
						||
 | 
						||
    mesh = "model.obj",
 | 
						||
    -- File name of mesh when using "mesh" visual
 | 
						||
 | 
						||
    textures = {},
 | 
						||
    -- Number of required textures depends on visual.
 | 
						||
    -- "cube" uses 6 textures just like a node, but all 6 must be defined.
 | 
						||
    -- "sprite" uses 1 texture.
 | 
						||
    -- "upright_sprite" uses 2 textures: {front, back}.
 | 
						||
    -- "mesh" requires one texture for each mesh buffer/material (in order)
 | 
						||
    -- Deprecated usage of "wielditem" expects 'textures = {itemname}' (see 'visual' above).
 | 
						||
 | 
						||
    colors = {},
 | 
						||
    -- Number of required colors depends on visual
 | 
						||
 | 
						||
    use_texture_alpha = false,
 | 
						||
    -- Use texture's alpha channel.
 | 
						||
    -- Excludes "upright_sprite" and "wielditem".
 | 
						||
    -- Note: currently causes visual issues when viewed through other
 | 
						||
    -- semi-transparent materials such as water.
 | 
						||
 | 
						||
    spritediv = {x = 1, y = 1},
 | 
						||
    -- Used with spritesheet textures for animation and/or frame selection
 | 
						||
    -- according to position relative to player.
 | 
						||
    -- Defines the number of columns and rows in the spritesheet:
 | 
						||
    -- {columns, rows}.
 | 
						||
 | 
						||
    initial_sprite_basepos = {x = 0, y = 0},
 | 
						||
    -- Used with spritesheet textures.
 | 
						||
    -- Defines the {column, row} position of the initially used frame in the
 | 
						||
    -- spritesheet.
 | 
						||
 | 
						||
    is_visible = true,
 | 
						||
    -- If false, object is invisible and can't be pointed.
 | 
						||
 | 
						||
    makes_footstep_sound = false,
 | 
						||
    -- If true, is able to make footstep sounds of nodes
 | 
						||
    -- (see node sound definition for details).
 | 
						||
 | 
						||
    automatic_rotate = 0,
 | 
						||
    -- Set constant rotation in radians per second, positive or negative.
 | 
						||
    -- Object rotates along the local Y-axis, and works with set_rotation.
 | 
						||
    -- Set to 0 to disable constant rotation.
 | 
						||
 | 
						||
    stepheight = 0,
 | 
						||
    -- If positive number, object will climb upwards when it moves
 | 
						||
    -- horizontally against a `walkable` node, if the height difference
 | 
						||
    -- is within `stepheight`.
 | 
						||
 | 
						||
    automatic_face_movement_dir = 0.0,
 | 
						||
    -- Automatically set yaw to movement direction, offset in degrees.
 | 
						||
    -- 'false' to disable.
 | 
						||
 | 
						||
    automatic_face_movement_max_rotation_per_sec = -1,
 | 
						||
    -- Limit automatic rotation to this value in degrees per second.
 | 
						||
    -- No limit if value <= 0.
 | 
						||
 | 
						||
    backface_culling = true,
 | 
						||
    -- Set to false to disable backface_culling for model
 | 
						||
 | 
						||
    glow = 0,
 | 
						||
    -- Add this much extra lighting when calculating texture color.
 | 
						||
    -- Value < 0 disables light's effect on texture color.
 | 
						||
    -- For faking self-lighting, UI style entities, or programmatic coloring
 | 
						||
    -- in mods.
 | 
						||
 | 
						||
    nametag = "",
 | 
						||
    -- The name to display on the head of the object. By default empty.
 | 
						||
    -- If the object is a player, a nil or empty nametag is replaced by the player's name.
 | 
						||
    -- For all other objects, a nil or empty string removes the nametag.
 | 
						||
    -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
 | 
						||
 | 
						||
    nametag_color = <ColorSpec>,
 | 
						||
    -- Sets text color of nametag
 | 
						||
 | 
						||
    nametag_bgcolor = <ColorSpec>,
 | 
						||
    -- Sets background color of nametag
 | 
						||
    -- `false` will cause the background to be set automatically based on user settings.
 | 
						||
    -- Default: false
 | 
						||
 | 
						||
    infotext = "",
 | 
						||
    -- Same as infotext for nodes. Empty by default
 | 
						||
 | 
						||
    static_save = true,
 | 
						||
    -- If false, never save this object statically. It will simply be
 | 
						||
    -- deleted when the block gets unloaded.
 | 
						||
    -- The get_staticdata() callback is never called then.
 | 
						||
    -- Defaults to 'true'.
 | 
						||
 | 
						||
    damage_texture_modifier = "^[brighten",
 | 
						||
    -- Texture modifier to be applied for a short duration when object is hit
 | 
						||
 | 
						||
    shaded = true,
 | 
						||
    -- Setting this to 'false' disables diffuse lighting of entity
 | 
						||
 | 
						||
    show_on_minimap = false,
 | 
						||
    -- Defaults to true for players, false for other entities.
 | 
						||
    -- If set to true the entity will show as a marker on the minimap.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Entity definition
 | 
						||
-----------------
 | 
						||
 | 
						||
Used by `minetest.register_entity`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    initial_properties = {
 | 
						||
        visual = "mesh",
 | 
						||
        mesh = "boats_boat.obj",
 | 
						||
        ...,
 | 
						||
    },
 | 
						||
    -- A table of object properties, see the `Object properties` section.
 | 
						||
    -- The properties in this table are applied to the object
 | 
						||
    -- once when it is spawned.
 | 
						||
 | 
						||
    -- Refer to the "Registered entities" section for explanations
 | 
						||
    on_activate = function(self, staticdata, dtime_s) end,
 | 
						||
    on_deactivate = function(self, removal) end,
 | 
						||
    on_step = function(self, dtime, moveresult) end,
 | 
						||
    on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) end,
 | 
						||
    on_death = function(self, killer) end,
 | 
						||
    on_rightclick = function(self, clicker) end,
 | 
						||
    on_attach_child = function(self, child) end,
 | 
						||
    on_detach_child = function(self, child) end,
 | 
						||
    on_detach = function(self, parent) end,
 | 
						||
    get_staticdata = function(self) end,
 | 
						||
 | 
						||
    _custom_field = whatever,
 | 
						||
    -- You can define arbitrary member variables here (see Item definition
 | 
						||
    -- for more info) by using a '_' prefix
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
 | 
						||
ABM (ActiveBlockModifier) definition
 | 
						||
------------------------------------
 | 
						||
 | 
						||
Used by `minetest.register_abm`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    label = "Lava cooling",
 | 
						||
    -- Descriptive label for profiling purposes (optional).
 | 
						||
    -- Definitions with identical labels will be listed as one.
 | 
						||
 | 
						||
    nodenames = {"default:lava_source"},
 | 
						||
    -- Apply `action` function to these nodes.
 | 
						||
    -- `group:groupname` can also be used here.
 | 
						||
 | 
						||
    neighbors = {"default:water_source", "default:water_flowing"},
 | 
						||
    -- Only apply `action` to nodes that have one of, or any
 | 
						||
    -- combination of, these neighbors.
 | 
						||
    -- If left out or empty, any neighbor will do.
 | 
						||
    -- `group:groupname` can also be used here.
 | 
						||
 | 
						||
    interval = 10.0,
 | 
						||
    -- Operation interval in seconds
 | 
						||
 | 
						||
    chance = 50,
 | 
						||
    -- Chance of triggering `action` per-node per-interval is 1.0 / chance
 | 
						||
 | 
						||
    min_y = -32768,
 | 
						||
    max_y = 32767,
 | 
						||
    -- min and max height levels where ABM will be processed (inclusive)
 | 
						||
    -- can be used to reduce CPU usage
 | 
						||
 | 
						||
    catch_up = true,
 | 
						||
    -- If true, catch-up behavior is enabled: The `chance` value is
 | 
						||
    -- temporarily reduced when returning to an area to simulate time lost
 | 
						||
    -- by the area being unattended. Note that the `chance` value can often
 | 
						||
    -- be reduced to 1.
 | 
						||
 | 
						||
    action = function(pos, node, active_object_count, active_object_count_wider),
 | 
						||
    -- Function triggered for each qualifying node.
 | 
						||
    -- `active_object_count` is number of active objects in the node's
 | 
						||
    -- mapblock.
 | 
						||
    -- `active_object_count_wider` is number of active objects in the node's
 | 
						||
    -- mapblock plus all 26 neighboring mapblocks. If any neighboring
 | 
						||
    -- mapblocks are unloaded an estimate is calculated for them based on
 | 
						||
    -- loaded mapblocks.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
LBM (LoadingBlockModifier) definition
 | 
						||
-------------------------------------
 | 
						||
 | 
						||
Used by `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 activated (not loaded!)
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    label = "Upgrade legacy doors",
 | 
						||
    -- Descriptive label for profiling purposes (optional).
 | 
						||
    -- Definitions with identical labels will be listed as one.
 | 
						||
 | 
						||
    name = "modname:replace_legacy_door",
 | 
						||
    -- Identifier of the LBM, should follow the modname:<whatever> convention
 | 
						||
 | 
						||
    nodenames = {"default:lava_source"},
 | 
						||
    -- List of node names to trigger the LBM on.
 | 
						||
    -- Names of non-registered nodes and groups (as group:groupname)
 | 
						||
    -- will work as well.
 | 
						||
 | 
						||
    run_at_every_load = false,
 | 
						||
    -- Whether to run the LBM's action every time a block gets activated,
 | 
						||
    -- and not only the first time the block gets activated after the LBM
 | 
						||
    -- was introduced.
 | 
						||
 | 
						||
    action = function(pos, node, dtime_s) end,
 | 
						||
    -- Function triggered for each qualifying node.
 | 
						||
    -- `dtime_s` is the in-game time (in seconds) elapsed since the block
 | 
						||
    -- was last active
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Tile definition
 | 
						||
---------------
 | 
						||
 | 
						||
* `"image.png"`
 | 
						||
* `{name="image.png", animation={Tile Animation definition}}`
 | 
						||
* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
 | 
						||
    * backface culling enabled by default for most nodes
 | 
						||
    * align style determines whether the texture will be rotated with the node
 | 
						||
      or kept aligned with its surroundings. "user" means that client
 | 
						||
      setting will be used, similar to `glasslike_framed_optional`.
 | 
						||
      Note: supported by solid nodes and nodeboxes only.
 | 
						||
    * scale is used to make texture span several (exactly `scale`) nodes,
 | 
						||
      instead of just one, in each direction. Works for world-aligned
 | 
						||
      textures only.
 | 
						||
      Note that as the effect is applied on per-mapblock basis, `16` should
 | 
						||
      be equally divisible by `scale` or you may get wrong results.
 | 
						||
* `{name="image.png", color=ColorSpec}`
 | 
						||
    * the texture's color will be multiplied with this color.
 | 
						||
    * the tile's color overrides the owning node's color in all cases.
 | 
						||
* deprecated, yet still supported field names:
 | 
						||
    * `image` (name)
 | 
						||
 | 
						||
Tile animation definition
 | 
						||
-------------------------
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    type = "vertical_frames",
 | 
						||
 | 
						||
    aspect_w = 16,
 | 
						||
    -- Width of a frame in pixels
 | 
						||
 | 
						||
    aspect_h = 16,
 | 
						||
    -- Height of a frame in pixels
 | 
						||
 | 
						||
    length = 3.0,
 | 
						||
    -- Full loop length
 | 
						||
}
 | 
						||
 | 
						||
{
 | 
						||
    type = "sheet_2d",
 | 
						||
 | 
						||
    frames_w = 5,
 | 
						||
    -- Width in number of frames
 | 
						||
 | 
						||
    frames_h = 3,
 | 
						||
    -- Height in number of frames
 | 
						||
 | 
						||
    frame_length = 0.5,
 | 
						||
    -- Length of a single frame
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Item definition
 | 
						||
---------------
 | 
						||
 | 
						||
Used by `minetest.register_node`, `minetest.register_craftitem`, and
 | 
						||
`minetest.register_tool`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    description = "",
 | 
						||
    -- Can contain new lines. "\n" has to be used as new line character.
 | 
						||
    -- See also: `get_description` in [`ItemStack`]
 | 
						||
 | 
						||
    short_description = "",
 | 
						||
    -- Must not contain new lines.
 | 
						||
    -- Defaults to nil.
 | 
						||
    -- Use an [`ItemStack`] to get the short description, e.g.:
 | 
						||
    --   ItemStack(itemname):get_short_description()
 | 
						||
 | 
						||
    groups = {},
 | 
						||
    -- key = name, value = rating; rating = <number>.
 | 
						||
    -- If rating not applicable, use 1.
 | 
						||
    -- e.g. {wool = 1, fluffy = 3}
 | 
						||
    --      {soil = 2, outerspace = 1, crumbly = 1}
 | 
						||
    --      {bendy = 2, snappy = 1},
 | 
						||
    --      {hard = 1, metal = 1, spikes = 1}
 | 
						||
 | 
						||
    inventory_image = "",
 | 
						||
    -- Texture shown in the inventory GUI
 | 
						||
    -- Defaults to a 3D rendering of the node if left empty.
 | 
						||
 | 
						||
    inventory_overlay = "",
 | 
						||
    -- An overlay texture which is not affected by colorization
 | 
						||
 | 
						||
    wield_image = "",
 | 
						||
    -- Texture shown when item is held in hand
 | 
						||
    -- Defaults to a 3D rendering of the node if left empty.
 | 
						||
 | 
						||
    wield_overlay = "",
 | 
						||
    -- Like inventory_overlay but only used in the same situation as wield_image
 | 
						||
 | 
						||
    wield_scale = {x = 1, y = 1, z = 1},
 | 
						||
    -- Scale for the item when held in hand
 | 
						||
 | 
						||
    palette = "",
 | 
						||
    -- An image file containing the palette of a node.
 | 
						||
    -- You can set the currently used color as the "palette_index" field of
 | 
						||
    -- the item stack metadata.
 | 
						||
    -- The palette is always stretched to fit indices between 0 and 255, to
 | 
						||
    -- ensure compatibility with "colorfacedir" (and similar) nodes.
 | 
						||
 | 
						||
    color = "#ffffffff",
 | 
						||
    -- Color the item is colorized with. The palette overrides this.
 | 
						||
 | 
						||
    stack_max = 99,
 | 
						||
    -- Maximum amount of items that can be in a single stack.
 | 
						||
    -- The default can be changed by the setting `default_stack_max`
 | 
						||
 | 
						||
    range = 4.0,
 | 
						||
    -- Range of node and object pointing that is possible with this item held
 | 
						||
    -- Can be overridden with itemstack meta.
 | 
						||
 | 
						||
    liquids_pointable = false,
 | 
						||
    -- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
 | 
						||
    -- even those for which `pointable = false`
 | 
						||
 | 
						||
    pointabilities = {
 | 
						||
        nodes = {
 | 
						||
            ["default:stone"] = "blocking",
 | 
						||
            ["group:leaves"] = false,
 | 
						||
        },
 | 
						||
        objects = {
 | 
						||
            ["modname:entityname"] = true,
 | 
						||
            ["group:ghosty"] = true, -- (an armor group)
 | 
						||
        },
 | 
						||
    },
 | 
						||
    -- Contains lists to override the `pointable` property of nodes and objects.
 | 
						||
    -- The index can be a node/entity name or a group with the prefix `"group:"`.
 | 
						||
    -- (For objects `armor_groups` are used and for players the entity name is irrelevant.)
 | 
						||
    -- If multiple fields fit, the following priority order is applied:
 | 
						||
    -- 1. value of matching node/entity name
 | 
						||
    -- 2. `true` for any group
 | 
						||
    -- 3. `false` for any group
 | 
						||
    -- 4. `"blocking"` for any group
 | 
						||
    -- 5. `liquids_pointable` if it is a liquid node
 | 
						||
    -- 6. `pointable` property of the node or object
 | 
						||
 | 
						||
    light_source = 0,
 | 
						||
    -- When used for nodes: Defines amount of light emitted by node.
 | 
						||
    -- Otherwise: Defines texture glow when viewed as a dropped item
 | 
						||
    -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
 | 
						||
    -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
 | 
						||
    -- behavior.
 | 
						||
 | 
						||
    -- See "Tool Capabilities" section for an example including explanation
 | 
						||
    tool_capabilities = {
 | 
						||
        full_punch_interval = 1.0,
 | 
						||
        max_drop_level = 0,
 | 
						||
        groupcaps = {
 | 
						||
            -- For example:
 | 
						||
            choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
 | 
						||
        },
 | 
						||
        damage_groups = {groupname = damage},
 | 
						||
        -- Damage values must be between -32768 and 32767 (2^15)
 | 
						||
 | 
						||
        punch_attack_uses = nil,
 | 
						||
        -- Amount of uses this tool has for attacking players and entities
 | 
						||
        -- by punching them (0 = infinite uses).
 | 
						||
        -- For compatibility, this is automatically set from the first
 | 
						||
        -- suitable groupcap using the formula "uses * 3^(maxlevel - 1)".
 | 
						||
        -- It is recommend to set this explicitly instead of relying on the
 | 
						||
        -- fallback behavior.
 | 
						||
    },
 | 
						||
 | 
						||
    -- Set wear bar color of the tool by setting color stops and blend mode
 | 
						||
    -- See "Wear Bar Color" section for further explanation including an example
 | 
						||
    wear_color = {
 | 
						||
        -- interpolation mode: 'constant' or 'linear'
 | 
						||
        -- (nil defaults to 'constant')
 | 
						||
        blend = "linear",
 | 
						||
        color_stops = {
 | 
						||
            [0.0] = "#ff0000",
 | 
						||
            [0.5] = "#ffff00",
 | 
						||
            [1.0] = "#00ff00",
 | 
						||
        }
 | 
						||
    },
 | 
						||
 | 
						||
    node_placement_prediction = nil,
 | 
						||
    -- If nil and item is node, prediction is made automatically.
 | 
						||
    -- If nil and item is not a node, no prediction is made.
 | 
						||
    -- If "" and item is anything, no prediction is made.
 | 
						||
    -- Otherwise should be name of node which the client immediately places
 | 
						||
    -- on ground when the player places the item. Server will always update
 | 
						||
    -- with actual result shortly.
 | 
						||
 | 
						||
    node_dig_prediction = "air",
 | 
						||
    -- if "", no prediction is made.
 | 
						||
    -- if "air", node is removed.
 | 
						||
    -- Otherwise should be name of node which the client immediately places
 | 
						||
    -- upon digging. Server will always update with actual result shortly.
 | 
						||
 | 
						||
    touch_interaction = <TouchInteractionMode> OR {
 | 
						||
        pointed_nothing = <TouchInteractionMode>,
 | 
						||
        pointed_node    = <TouchInteractionMode>,
 | 
						||
        pointed_object  = <TouchInteractionMode>,
 | 
						||
    },
 | 
						||
      -- Only affects touchscreen clients.
 | 
						||
      -- Defines the meaning of short and long taps with the item in hand.
 | 
						||
      -- If specified as a table, the field to be used is selected according to
 | 
						||
      -- the current `pointed_thing`.
 | 
						||
      -- There are three possible TouchInteractionMode values:
 | 
						||
      -- * "user"                 (meaning depends on client-side settings)
 | 
						||
      -- * "long_dig_short_place" (long tap  = dig, short tap = place)
 | 
						||
      -- * "short_dig_long_place" (short tap = dig, long tap  = place)
 | 
						||
      -- The default value is "user".
 | 
						||
 | 
						||
    sound = {
 | 
						||
        -- Definition of item sounds to be played at various events.
 | 
						||
        -- All fields in this table are optional.
 | 
						||
 | 
						||
        breaks = <SimpleSoundSpec>,
 | 
						||
        -- When tool breaks due to wear. Ignored for non-tools
 | 
						||
 | 
						||
        eat = <SimpleSoundSpec>,
 | 
						||
        -- When item is eaten with `minetest.do_item_eat`
 | 
						||
 | 
						||
        punch_use = <SimpleSoundSpec>,
 | 
						||
        -- When item is used with the 'punch/mine' key pointing at a node or entity
 | 
						||
 | 
						||
        punch_use_air = <SimpleSoundSpec>,
 | 
						||
        -- When item is used with the 'punch/mine' key pointing at nothing (air)
 | 
						||
    },
 | 
						||
 | 
						||
    on_place = function(itemstack, placer, pointed_thing),
 | 
						||
    -- When the 'place' key was pressed with the item in hand
 | 
						||
    -- and a node was pointed at.
 | 
						||
    -- Shall place item and return the leftover itemstack
 | 
						||
    -- or nil to not modify the inventory.
 | 
						||
    -- The placer may be any ObjectRef or nil.
 | 
						||
    -- default: minetest.item_place
 | 
						||
 | 
						||
    on_secondary_use = function(itemstack, user, pointed_thing),
 | 
						||
    -- Same as on_place but called when not pointing at a node.
 | 
						||
    -- Function must return either nil if inventory shall not be modified,
 | 
						||
    -- or an itemstack to replace the original itemstack.
 | 
						||
    -- The user may be any ObjectRef or nil.
 | 
						||
    -- default: nil
 | 
						||
 | 
						||
    on_drop = function(itemstack, dropper, pos),
 | 
						||
    -- Shall drop item and return the leftover itemstack.
 | 
						||
    -- The dropper may be any ObjectRef or nil.
 | 
						||
    -- default: minetest.item_drop
 | 
						||
 | 
						||
    on_pickup = function(itemstack, picker, pointed_thing, time_from_last_punch, ...),
 | 
						||
    -- Called when a dropped item is punched by a player.
 | 
						||
    -- Shall pick-up the item and return the leftover itemstack or nil to not
 | 
						||
    -- modify the dropped item.
 | 
						||
    -- Parameters:
 | 
						||
    -- * `itemstack`: The `ItemStack` to be picked up.
 | 
						||
    -- * `picker`: Any `ObjectRef` or `nil`.
 | 
						||
    -- * `pointed_thing` (optional): The dropped item (a `"__builtin:item"`
 | 
						||
    --   luaentity) as `type="object"` `pointed_thing`.
 | 
						||
    -- * `time_from_last_punch, ...` (optional): Other parameters from
 | 
						||
    --   `luaentity:on_punch`.
 | 
						||
    -- default: `minetest.item_pickup`
 | 
						||
 | 
						||
    on_use = function(itemstack, user, pointed_thing),
 | 
						||
    -- default: nil
 | 
						||
    -- When user pressed the 'punch/mine' key with the item in hand.
 | 
						||
    -- Function must return either nil if inventory shall not be modified,
 | 
						||
    -- or an itemstack to replace the original itemstack.
 | 
						||
    -- e.g. itemstack:take_item(); return itemstack
 | 
						||
    -- Otherwise, the function is free to do what it wants.
 | 
						||
    -- The user may be any ObjectRef or nil.
 | 
						||
    -- The default functions handle regular use cases.
 | 
						||
 | 
						||
    after_use = function(itemstack, user, node, digparams),
 | 
						||
    -- default: nil
 | 
						||
    -- If defined, should return an itemstack and will be called instead of
 | 
						||
    -- wearing out the item (if tool). If returns nil, does nothing.
 | 
						||
    -- If after_use doesn't exist, it is the same as:
 | 
						||
    --   function(itemstack, user, node, digparams)
 | 
						||
    --     itemstack:add_wear(digparams.wear)
 | 
						||
    --     return itemstack
 | 
						||
    --   end
 | 
						||
    -- The user may be any ObjectRef or nil.
 | 
						||
 | 
						||
    _custom_field = whatever,
 | 
						||
    -- Add your own custom fields. By convention, all custom field names
 | 
						||
    -- should start with `_` to avoid naming collisions with future engine
 | 
						||
    -- usage.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Node definition
 | 
						||
---------------
 | 
						||
 | 
						||
Used by `minetest.register_node`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    -- <all fields allowed in item definitions>
 | 
						||
 | 
						||
    drawtype = "normal",  -- See "Node drawtypes"
 | 
						||
 | 
						||
    visual_scale = 1.0,
 | 
						||
    -- Supported for drawtypes "plantlike", "signlike", "torchlike",
 | 
						||
    -- "firelike", "mesh", "nodebox", "allfaces".
 | 
						||
    -- For plantlike and firelike, the image will start at the bottom of the
 | 
						||
    -- node. For torchlike, the image will start at the surface to which the
 | 
						||
    -- node "attaches". For the other drawtypes the image will be centered
 | 
						||
    -- on the node.
 | 
						||
 | 
						||
    tiles = {tile definition 1, def2, def3, def4, def5, def6},
 | 
						||
    -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
 | 
						||
    -- List can be shortened to needed length.
 | 
						||
 | 
						||
    overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
 | 
						||
    -- Same as `tiles`, but these textures are drawn on top of the base
 | 
						||
    -- tiles. You can use this to colorize only specific parts of your
 | 
						||
    -- texture. If the texture name is an empty string, that overlay is not
 | 
						||
    -- drawn. Since such tiles are drawn twice, it is not recommended to use
 | 
						||
    -- overlays on very common nodes.
 | 
						||
 | 
						||
    special_tiles = {tile definition 1, Tile definition 2},
 | 
						||
    -- Special textures of node; used rarely.
 | 
						||
    -- List can be shortened to needed length.
 | 
						||
 | 
						||
    color = ColorSpec,
 | 
						||
    -- The node's original color will be multiplied with this color.
 | 
						||
    -- If the node has a palette, then this setting only has an effect in
 | 
						||
    -- the inventory and on the wield item.
 | 
						||
 | 
						||
    use_texture_alpha = ...,
 | 
						||
    -- Specifies how the texture's alpha channel will be used for rendering.
 | 
						||
    -- possible values:
 | 
						||
    -- * "opaque": Node is rendered opaque regardless of alpha channel
 | 
						||
    -- * "clip": A given pixel is either fully see-through or opaque
 | 
						||
    --           depending on the alpha channel being below/above 50% in value
 | 
						||
    -- * "blend": The alpha channel specifies how transparent a given pixel
 | 
						||
    --            of the rendered node is
 | 
						||
    -- The default is "opaque" for drawtypes normal, liquid and flowingliquid,
 | 
						||
    -- mesh and nodebox or "clip" otherwise.
 | 
						||
    -- If set to a boolean value (deprecated): true either sets it to blend
 | 
						||
    -- or clip, false sets it to clip or opaque mode depending on the drawtype.
 | 
						||
 | 
						||
    palette = "",
 | 
						||
    -- The node's `param2` is used to select a pixel from the image.
 | 
						||
    -- Pixels are arranged from left to right and from top to bottom.
 | 
						||
    -- The node's color will be multiplied with the selected pixel's color.
 | 
						||
    -- Tiles can override this behavior.
 | 
						||
    -- Only when `paramtype2` supports palettes.
 | 
						||
 | 
						||
    post_effect_color = "#00000000",
 | 
						||
    -- Screen tint if a player is inside this node, see `ColorSpec`.
 | 
						||
    -- Color is alpha-blended over the screen.
 | 
						||
 | 
						||
    post_effect_color_shaded = false,
 | 
						||
    -- Determines whether `post_effect_color` is affected by lighting.
 | 
						||
 | 
						||
    paramtype = "none",  -- See "Nodes"
 | 
						||
 | 
						||
    paramtype2 = "none",  -- See "Nodes"
 | 
						||
 | 
						||
    place_param2 = 0,
 | 
						||
    -- Value for param2 that is set when player places node
 | 
						||
 | 
						||
    wallmounted_rotate_vertical = false,
 | 
						||
    -- If true, place_param2 is nil, and this is a wallmounted node,
 | 
						||
    -- this node might use the special 90° rotation when placed
 | 
						||
    -- on the floor or ceiling, depending on the direction.
 | 
						||
    -- See the explanation about wallmounted for details.
 | 
						||
    -- Otherwise, the rotation is always the same on vertical placement.
 | 
						||
 | 
						||
    is_ground_content = true,
 | 
						||
    -- If false, the cave generator and dungeon generator will not carve
 | 
						||
    -- through this node.
 | 
						||
    -- Specifically, this stops mod-added nodes being removed by caves and
 | 
						||
    -- dungeons when those generate in a neighbor mapchunk and extend out
 | 
						||
    -- beyond the edge of that mapchunk.
 | 
						||
 | 
						||
    sunlight_propagates = false,
 | 
						||
    -- If true, sunlight will go infinitely through this node
 | 
						||
 | 
						||
    walkable = true,  -- If true, objects collide with node
 | 
						||
 | 
						||
    pointable = true,
 | 
						||
    -- Can be `true` if it is pointable, `false` if it can be pointed through,
 | 
						||
    -- or `"blocking"` if it is pointable but not selectable.
 | 
						||
    -- Clients older than 5.9.0 interpret `pointable = "blocking"` as `pointable = true`.
 | 
						||
    -- Can be overridden by the `pointabilities` of the held item.
 | 
						||
    -- A client may be able to point non-pointable nodes, since it isn't checked server-side.
 | 
						||
 | 
						||
    diggable = true,  -- If false, can never be dug
 | 
						||
 | 
						||
    climbable = false,  -- If true, can be climbed on like a ladder
 | 
						||
 | 
						||
    move_resistance = 0,
 | 
						||
    -- Slows down movement of players through this node (max. 7).
 | 
						||
    -- If this is nil, it will be equal to liquid_viscosity.
 | 
						||
    -- Note: If liquid movement physics apply to the node
 | 
						||
    -- (see `liquid_move_physics`), the movement speed will also be
 | 
						||
    -- affected by the `movement_liquid_*` settings.
 | 
						||
 | 
						||
    buildable_to = false,  -- If true, placed nodes can replace this node
 | 
						||
 | 
						||
    floodable = false,
 | 
						||
    -- If true, liquids flow into and replace this node.
 | 
						||
    -- Warning: making a liquid node 'floodable' will cause problems.
 | 
						||
 | 
						||
    liquidtype = "none",  -- specifies liquid flowing physics
 | 
						||
    -- * "none":    no liquid flowing physics
 | 
						||
    -- * "source":  spawns flowing liquid nodes at all 4 sides and below;
 | 
						||
    --              recommended drawtype: "liquid".
 | 
						||
    -- * "flowing": spawned from source, spawns more flowing liquid nodes
 | 
						||
    --              around it until `liquid_range` is reached;
 | 
						||
    --              will drain out without a source;
 | 
						||
    --              recommended drawtype: "flowingliquid".
 | 
						||
    -- If it's "source" or "flowing", then the
 | 
						||
    -- `liquid_alternative_*` fields _must_ be specified
 | 
						||
 | 
						||
    liquid_alternative_flowing = "",
 | 
						||
    liquid_alternative_source = "",
 | 
						||
    -- These fields may contain node names that represent the
 | 
						||
    -- flowing version (`liquid_alternative_flowing`) and
 | 
						||
    -- source version (`liquid_alternative_source`) of a liquid.
 | 
						||
    --
 | 
						||
    -- Specifically, these fields are required if `liquidtype ~= "none"` or
 | 
						||
    -- `drawtype == "flowingliquid"`.
 | 
						||
    --
 | 
						||
    -- Liquids consist of up to two nodes: source and flowing.
 | 
						||
    --
 | 
						||
    -- There are two ways to define a liquid:
 | 
						||
    -- 1) Source node and flowing node. This requires both fields to be
 | 
						||
    --    specified for both nodes.
 | 
						||
    -- 2) Standalone source node (cannot flow). `liquid_alternative_source`
 | 
						||
    --    must be specified and `liquid_range` must be set to 0.
 | 
						||
    --
 | 
						||
    -- Example:
 | 
						||
    --     liquid_alternative_flowing = "example:water_flowing",
 | 
						||
    --     liquid_alternative_source = "example:water_source",
 | 
						||
 | 
						||
    liquid_viscosity = 0,
 | 
						||
    -- Controls speed at which the liquid spreads/flows (max. 7).
 | 
						||
    -- 0 is fastest, 7 is slowest.
 | 
						||
    -- By default, this also slows down movement of players inside the node
 | 
						||
    -- (can be overridden using `move_resistance`)
 | 
						||
 | 
						||
    liquid_renewable = true,
 | 
						||
    -- If true, a new liquid source can be created by placing two or more
 | 
						||
    -- sources nearby
 | 
						||
 | 
						||
    liquid_move_physics = nil, -- specifies movement physics if inside node
 | 
						||
    -- * false: No liquid movement physics apply.
 | 
						||
    -- * true: Enables liquid movement physics. Enables things like
 | 
						||
    --   ability to "swim" up/down, sinking slowly if not moving,
 | 
						||
    --   smoother speed change when falling into, etc. The `movement_liquid_*`
 | 
						||
    --   settings apply.
 | 
						||
    -- * nil: Will be treated as true if `liquidtype ~= "none"`
 | 
						||
    --   and as false otherwise.
 | 
						||
 | 
						||
    air_equivalent = nil,
 | 
						||
    -- unclear meaning, the engine sets this to true for 'air' and 'ignore'
 | 
						||
    -- deprecated.
 | 
						||
 | 
						||
    leveled = 0,
 | 
						||
    -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
 | 
						||
    -- Allows defining the nodebox height without using param2.
 | 
						||
    -- The nodebox height is 'leveled' / 64 nodes.
 | 
						||
    -- The maximum value of 'leveled' is `leveled_max`.
 | 
						||
 | 
						||
    leveled_max = 127,
 | 
						||
    -- Maximum value for `leveled` (0-127), enforced in
 | 
						||
    -- `minetest.set_node_level` and `minetest.add_node_level`.
 | 
						||
    -- Values above 124 might causes collision detection issues.
 | 
						||
 | 
						||
    liquid_range = 8,
 | 
						||
    -- Maximum distance that flowing liquid nodes can spread around
 | 
						||
    -- source on flat land;
 | 
						||
    -- maximum = 8; set to 0 to disable liquid flow
 | 
						||
 | 
						||
    drowning = 0,
 | 
						||
    -- Player will take this amount of damage if no bubbles are left
 | 
						||
 | 
						||
    damage_per_second = 0,
 | 
						||
    -- If player is inside node, this damage is caused
 | 
						||
 | 
						||
    node_box = {type = "regular"},  -- See "Node boxes"
 | 
						||
 | 
						||
    connects_to = {},
 | 
						||
    -- Used for nodebox nodes with the type == "connected".
 | 
						||
    -- Specifies to what neighboring nodes connections will be drawn.
 | 
						||
    -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
 | 
						||
 | 
						||
    connect_sides = {},
 | 
						||
    -- Tells connected nodebox nodes to connect only to these sides of this
 | 
						||
    -- node. possible: "top", "bottom", "front", "left", "back", "right"
 | 
						||
 | 
						||
    mesh = "",
 | 
						||
    -- File name of mesh when using "mesh" drawtype
 | 
						||
 | 
						||
    selection_box = {
 | 
						||
        -- see [Node boxes] for possibilities
 | 
						||
    },
 | 
						||
    -- Custom selection box definition. Multiple boxes can be defined.
 | 
						||
    -- If "nodebox" drawtype is used and selection_box is nil, then node_box
 | 
						||
    -- definition is used for the selection box.
 | 
						||
 | 
						||
    collision_box = {
 | 
						||
        -- see [Node boxes] for possibilities
 | 
						||
    },
 | 
						||
    -- Custom collision box definition. Multiple boxes can be defined.
 | 
						||
    -- If "nodebox" drawtype is used and collision_box is nil, then node_box
 | 
						||
    -- definition is used for the collision box.
 | 
						||
 | 
						||
    -- Support maps made in and before January 2012
 | 
						||
    legacy_facedir_simple = false,
 | 
						||
    legacy_wallmounted = false,
 | 
						||
 | 
						||
    waving = 0,
 | 
						||
    -- Valid for drawtypes:
 | 
						||
    -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
 | 
						||
    -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
 | 
						||
    -- 2 - wave node like leaves (whole node moves side-to-side)
 | 
						||
    -- 3 - wave node like liquids (whole node moves up and down)
 | 
						||
    -- Not all models will properly wave.
 | 
						||
    -- plantlike drawtype can only wave like plants.
 | 
						||
    -- allfaces_optional drawtype can only wave like leaves.
 | 
						||
    -- liquid, flowingliquid drawtypes can only wave like liquids.
 | 
						||
 | 
						||
    sounds = {
 | 
						||
        -- Definition of node sounds to be played at various events.
 | 
						||
        -- All fields in this table are optional.
 | 
						||
 | 
						||
        footstep = <SimpleSoundSpec>,
 | 
						||
        -- If walkable, played when object walks on it. If node is
 | 
						||
        -- climbable or a liquid, played when object moves through it.
 | 
						||
        -- Sound is played at the base of the object's collision-box.
 | 
						||
        -- Gain is multiplied by `0.6`.
 | 
						||
        -- For local player, it's played position-less, with normal gain.
 | 
						||
 | 
						||
        dig = <SimpleSoundSpec> or "__group",
 | 
						||
        -- While digging node.
 | 
						||
        -- If `"__group"`, then the sound will be
 | 
						||
        -- `{name = "default_dig_<groupname>", gain = 0.5}` , where `<groupname>` is the
 | 
						||
        -- name of the item's digging group with the fastest digging time.
 | 
						||
        -- In case of a tie, one of the sounds will be played (but we
 | 
						||
        -- cannot predict which one)
 | 
						||
        -- Default value: `"__group"`
 | 
						||
 | 
						||
        dug = <SimpleSoundSpec>,
 | 
						||
        -- Node was dug
 | 
						||
 | 
						||
        place = <SimpleSoundSpec>,
 | 
						||
        -- Node was placed. Also played after falling
 | 
						||
 | 
						||
        place_failed = <SimpleSoundSpec>,
 | 
						||
        -- When node placement failed.
 | 
						||
        -- Note: This happens if the _built-in_ node placement failed.
 | 
						||
        -- This sound will still be played if the node is placed in the
 | 
						||
        -- `on_place` callback manually.
 | 
						||
 | 
						||
        fall = <SimpleSoundSpec>,
 | 
						||
        -- When node starts to fall or is detached
 | 
						||
    },
 | 
						||
 | 
						||
    drop = "",
 | 
						||
    -- Name of dropped item when dug.
 | 
						||
    -- Default dropped item is the node itself.
 | 
						||
 | 
						||
    -- Using a table allows multiple items, drop chances and item filtering:
 | 
						||
    drop = {
 | 
						||
        max_items = 1,
 | 
						||
        -- Maximum number of item lists to drop.
 | 
						||
        -- The entries in 'items' are processed in order. For each:
 | 
						||
        -- Item filtering is applied, chance of drop is applied, if both are
 | 
						||
        -- successful the entire item list is dropped.
 | 
						||
        -- Entry processing continues until the number of dropped item lists
 | 
						||
        -- equals 'max_items'.
 | 
						||
        -- Therefore, entries should progress from low to high drop chance.
 | 
						||
        items = {
 | 
						||
            -- Examples:
 | 
						||
            {
 | 
						||
                -- 1 in 1000 chance of dropping a diamond.
 | 
						||
                -- Default rarity is '1'.
 | 
						||
                rarity = 1000,
 | 
						||
                items = {"default:diamond"},
 | 
						||
            },
 | 
						||
            {
 | 
						||
                -- Only drop if using an item whose name is identical to one
 | 
						||
                -- of these.
 | 
						||
                tools = {"default:shovel_mese", "default:shovel_diamond"},
 | 
						||
                rarity = 5,
 | 
						||
                items = {"default:dirt"},
 | 
						||
                -- Whether all items in the dropped item list inherit the
 | 
						||
                -- hardware coloring palette color from the dug node.
 | 
						||
                -- Default is 'false'.
 | 
						||
                inherit_color = true,
 | 
						||
            },
 | 
						||
            {
 | 
						||
                -- Only drop if using an item whose name contains
 | 
						||
                -- "default:shovel_" (this item filtering by string matching
 | 
						||
                -- is deprecated, use tool_groups instead).
 | 
						||
                tools = {"~default:shovel_"},
 | 
						||
                rarity = 2,
 | 
						||
                -- The item list dropped.
 | 
						||
                items = {"default:sand", "default:desert_sand"},
 | 
						||
            },
 | 
						||
            {
 | 
						||
                -- Only drop if using an item in the "magicwand" group, or
 | 
						||
                -- an item that is in both the "pickaxe" and the "lucky"
 | 
						||
                -- groups.
 | 
						||
                tool_groups = {
 | 
						||
                    "magicwand",
 | 
						||
                    {"pickaxe", "lucky"}
 | 
						||
                },
 | 
						||
                items = {"default:coal_lump"},
 | 
						||
            },
 | 
						||
        },
 | 
						||
    },
 | 
						||
 | 
						||
    on_construct = function(pos),
 | 
						||
    -- Node constructor; called after adding node.
 | 
						||
    -- Can set up metadata and stuff like that.
 | 
						||
    -- Not called for bulk node placement (i.e. schematics and VoxelManip).
 | 
						||
    -- Note: Within an on_construct callback, minetest.set_node can cause an
 | 
						||
    -- infinite loop if it invokes the same callback.
 | 
						||
    --  Consider using minetest.swap_node instead.
 | 
						||
    -- default: nil
 | 
						||
 | 
						||
    on_destruct = function(pos),
 | 
						||
    -- Node destructor; called before removing node.
 | 
						||
    -- Not called for bulk node placement.
 | 
						||
    -- default: nil
 | 
						||
 | 
						||
    after_destruct = function(pos, oldnode),
 | 
						||
    -- Node destructor; called after removing node.
 | 
						||
    -- Not called for bulk node placement.
 | 
						||
    -- default: nil
 | 
						||
 | 
						||
    on_flood = function(pos, oldnode, newnode),
 | 
						||
    -- Called when a liquid (newnode) is about to flood oldnode, if it has
 | 
						||
    -- `floodable = true` in the nodedef. Not called for bulk node placement
 | 
						||
    -- (i.e. schematics and VoxelManip) or air nodes. If return true the
 | 
						||
    -- node is not flooded, but on_flood callback will most likely be called
 | 
						||
    -- over and over again every liquid update interval.
 | 
						||
    -- Default: nil
 | 
						||
    -- Warning: making a liquid node 'floodable' will cause problems.
 | 
						||
 | 
						||
    preserve_metadata = function(pos, oldnode, oldmeta, drops),
 | 
						||
    -- Called when `oldnode` is about be converted to an item, but before the
 | 
						||
    -- node is deleted from the world or the drops are added. This is
 | 
						||
    -- generally the result of either the node being dug or an attached node
 | 
						||
    -- becoming detached.
 | 
						||
    -- * `pos`: node position
 | 
						||
    -- * `oldnode`: node table of node before it was deleted
 | 
						||
    -- * `oldmeta`: metadata of node before it was deleted, as a metadata table
 | 
						||
    -- * `drops`: a table of `ItemStack`s, so any metadata to be preserved can
 | 
						||
    --   be added directly to one or more of the dropped items. See
 | 
						||
    --   "ItemStackMetaRef".
 | 
						||
    -- default: `nil`
 | 
						||
 | 
						||
    after_place_node = function(pos, placer, itemstack, pointed_thing),
 | 
						||
    -- Called after constructing node when node was placed using
 | 
						||
    -- 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),
 | 
						||
    -- Called after destructing the node when node was dug using
 | 
						||
    -- `minetest.node_dig` / `minetest.dig_node`.
 | 
						||
    -- * `pos`: node position
 | 
						||
    -- * `oldnode`: node table of node before it was dug
 | 
						||
    -- * `oldmetadata`: metadata of node before it was dug,
 | 
						||
    --                  as a metadata table
 | 
						||
    -- * `digger`: ObjectRef of digger
 | 
						||
    -- default: nil
 | 
						||
 | 
						||
    can_dig = function(pos, [player]),
 | 
						||
    -- Returns true if node can be dug, or false if not.
 | 
						||
    -- default: nil
 | 
						||
 | 
						||
    on_punch = function(pos, node, puncher, pointed_thing),
 | 
						||
    -- default: minetest.node_punch
 | 
						||
    -- Called when puncher (an ObjectRef) punches the node at pos.
 | 
						||
    -- By default calls minetest.register_on_punchnode callbacks.
 | 
						||
 | 
						||
    on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
 | 
						||
    -- default: nil
 | 
						||
    -- Called when clicker (an ObjectRef) used the 'place/build' key
 | 
						||
    -- (not necessarily an actual rightclick)
 | 
						||
    -- while pointing at the node at pos with 'node' being the node table.
 | 
						||
    -- itemstack will hold clicker's wielded item.
 | 
						||
    -- Shall return the leftover itemstack.
 | 
						||
    -- Note: pointed_thing can be nil, if a mod calls this function.
 | 
						||
    -- This function does not get triggered by clients <=0.4.16 if the
 | 
						||
    -- "formspec" node metadata field is set.
 | 
						||
 | 
						||
    on_dig = function(pos, node, digger),
 | 
						||
    -- default: minetest.node_dig
 | 
						||
    -- By default checks privileges, wears out item (if tool) and removes node.
 | 
						||
    -- return true if the node was dug successfully, false otherwise.
 | 
						||
    -- Deprecated: returning nil is the same as returning true.
 | 
						||
 | 
						||
    on_timer = function(pos, elapsed),
 | 
						||
    -- default: nil
 | 
						||
    -- called by NodeTimers, see 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, ...}
 | 
						||
    -- formname should be the empty string; you **must not** use formname.
 | 
						||
    -- 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.
 | 
						||
 | 
						||
    mod_origin = "modname",
 | 
						||
    -- stores which mod actually registered a node
 | 
						||
    -- If the source could not be determined it contains "??"
 | 
						||
    -- Useful for getting which mod truly registered something
 | 
						||
    -- example: if a node is registered as ":othermodname:nodename",
 | 
						||
    -- nodename will show "othermodname", but mod_origin will say "modname"
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Wear Bar Color
 | 
						||
--------------
 | 
						||
 | 
						||
'Wear Bar' is a property of items that defines the coloring
 | 
						||
of the bar that appears under damaged tools.
 | 
						||
If it is absent, the default behavior of green-yellow-red is
 | 
						||
used.
 | 
						||
 | 
						||
### Wear bar colors definition
 | 
						||
 | 
						||
#### Syntax
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    -- 'constant' or 'linear'
 | 
						||
    -- (nil defaults to 'constant')
 | 
						||
    blend = "linear",
 | 
						||
    color_stops = {
 | 
						||
        [0.0] = "#ff0000",
 | 
						||
        [0.5] = "slateblue",
 | 
						||
        [1.0] = {r=0, g=255, b=0, a=150},
 | 
						||
    }
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
#### Blend mode `blend`
 | 
						||
 | 
						||
* `linear`: blends smoothly between each defined color point.
 | 
						||
* `constant`: each color starts at its defined point, and continues up to the next point
 | 
						||
 | 
						||
#### Color stops `color_stops`
 | 
						||
 | 
						||
Specified as `ColorSpec` color values assigned to `float` durability keys.
 | 
						||
 | 
						||
"Durability" is defined as `1 - (wear / 65535)`.
 | 
						||
 | 
						||
#### Shortcut usage
 | 
						||
 | 
						||
Wear bar color can also be specified as a single `ColorSpec` instead of a table.
 | 
						||
 | 
						||
Crafting recipes
 | 
						||
----------------
 | 
						||
 | 
						||
Crafting converts one or more inputs to one output itemstack of arbitrary
 | 
						||
count (except for fuels, which don't have an output). The conversion reduces
 | 
						||
each input ItemStack by 1.
 | 
						||
 | 
						||
Craft recipes are registered by `minetest.register_craft` and use a
 | 
						||
table format. The accepted parameters are listed below.
 | 
						||
 | 
						||
Recipe input items can either be specified by item name (item count = 1)
 | 
						||
or by group (see "Groups in crafting recipes" for details).
 | 
						||
 | 
						||
The following sections describe the types and syntaxes of recipes.
 | 
						||
 | 
						||
### Shaped
 | 
						||
 | 
						||
This is the default recipe type (when no `type` is specified).
 | 
						||
 | 
						||
A shaped recipe takes one or multiple items as input and has
 | 
						||
a single item stack as output. The input items must be specified
 | 
						||
in a 2-dimensional matrix (see parameters below) to specify the
 | 
						||
exact arrangement (the "shape") in which the player must place them
 | 
						||
in the crafting grid.
 | 
						||
 | 
						||
For example, for a 3x3 recipe, the `recipes` table must have
 | 
						||
3 rows and 3 columns.
 | 
						||
 | 
						||
In order to craft the recipe, the players' crafting grid must
 | 
						||
have equal or larger dimensions (both width and height).
 | 
						||
 | 
						||
Parameters:
 | 
						||
 | 
						||
* `type = "shaped"`: (optional) specifies recipe type as shaped
 | 
						||
* `output`: Itemstring of output itemstack (item counts >= 1 are allowed)
 | 
						||
* `recipe`: A 2-dimensional matrix of items, with a width *w* and height *h*.
 | 
						||
    * *w* and *h* are chosen by you, they don't have to be equal but must be at least 1
 | 
						||
    * The matrix is specified as a table containing tables containing itemnames
 | 
						||
    * The inner tables are the rows. There must be *h* tables, specified from the top to the bottom row
 | 
						||
    * Values inside of the inner table are the columns.
 | 
						||
      Each inner table must contain a list of *w* items, specified from left to right
 | 
						||
    * Empty slots *must* be filled with the empty string
 | 
						||
* `replacements`: (optional) Allows you to replace input items with some other items
 | 
						||
      when something is crafted
 | 
						||
    * Provided as a list of item pairs of the form `{ old_item, new_item }` where
 | 
						||
      `old_item` is the input item to replace (same syntax as for a regular input
 | 
						||
      slot; groups are allowed) and `new_item` is an itemstring for the item stack
 | 
						||
      it will become
 | 
						||
    * When the output is crafted, Minetest iterates through the list
 | 
						||
      of input items if the crafting grid. For each input item stack, it checks if
 | 
						||
      it matches with an `old_item` in the item pair list.
 | 
						||
        * If it matches, the item will be replaced. Also, this item pair
 | 
						||
          will *not* be applied again for the remaining items
 | 
						||
        * If it does not match, the item is consumed (reduced by 1) normally
 | 
						||
    * The `new_item` will appear in one of 3 places:
 | 
						||
        * Crafting grid, if the input stack size was exactly 1
 | 
						||
        * Player inventory, if input stack size was larger
 | 
						||
        * Drops as item entity, if it fits neither in craft grid or inventory
 | 
						||
 | 
						||
#### Examples
 | 
						||
 | 
						||
A typical shaped recipe:
 | 
						||
 | 
						||
```lua
 | 
						||
-- Stone pickaxe
 | 
						||
{
 | 
						||
    output = "example:stone_pickaxe",
 | 
						||
    -- A 3x3 recipe which needs 3 stone in the 1st row,
 | 
						||
    -- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
 | 
						||
    -- The 4 remaining slots have to be empty.
 | 
						||
    recipe = {
 | 
						||
        {"example:stone", "example:stone", "example:stone"}, -- row 1
 | 
						||
        {"",              "example:stick", ""             }, -- row 2
 | 
						||
        {"",              "example:stick", ""             }, -- row 3
 | 
						||
    --   ^ column 1       ^ column 2       ^ column 3
 | 
						||
    },
 | 
						||
    -- There is no replacements table, so every input item
 | 
						||
    -- will be consumed.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Simple replacement example:
 | 
						||
 | 
						||
```lua
 | 
						||
-- Wet sponge
 | 
						||
{
 | 
						||
    output = "example:wet_sponge",
 | 
						||
    -- 1x2 recipe with a water bucket above a dry sponge
 | 
						||
    recipe = {
 | 
						||
        {"example:water_bucket"},
 | 
						||
        {"example:dry_sponge"},
 | 
						||
    },
 | 
						||
    -- When the wet sponge is crafted, the water bucket
 | 
						||
    -- in the input slot is replaced with an empty
 | 
						||
    -- bucket
 | 
						||
    replacements = {
 | 
						||
        {"example:water_bucket", "example:empty_bucket"},
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Complex replacement example 1:
 | 
						||
 | 
						||
```lua
 | 
						||
-- Very wet sponge
 | 
						||
{
 | 
						||
    output = "example:very_wet_sponge",
 | 
						||
    -- 3x3 recipe with a wet sponge in the center
 | 
						||
    -- and 4 water buckets around it
 | 
						||
    recipe = {
 | 
						||
        {"","example:water_bucket",""},
 | 
						||
        {"example:water_bucket","example:wet_sponge","example:water_bucket"},
 | 
						||
        {"","example:water_bucket",""},
 | 
						||
    },
 | 
						||
    -- When the wet sponge is crafted, all water buckets
 | 
						||
    -- in the input slot become empty
 | 
						||
    replacements = {
 | 
						||
        -- Without these repetitions, only the first
 | 
						||
        -- water bucket would be replaced.
 | 
						||
        {"example:water_bucket", "example:empty_bucket"},
 | 
						||
        {"example:water_bucket", "example:empty_bucket"},
 | 
						||
        {"example:water_bucket", "example:empty_bucket"},
 | 
						||
        {"example:water_bucket", "example:empty_bucket"},
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Complex replacement example 2:
 | 
						||
 | 
						||
```lua
 | 
						||
-- Magic book:
 | 
						||
-- 3 magic orbs + 1 book crafts a magic book,
 | 
						||
-- and the orbs will be replaced with 3 different runes.
 | 
						||
{
 | 
						||
    output = "example:magic_book",
 | 
						||
    -- 3x2 recipe
 | 
						||
    recipe = {
 | 
						||
        -- 3 items in the group `magic_orb` on top of a book in the middle
 | 
						||
        {"group:magic_orb", "group:magic_orb", "group:magic_orb"},
 | 
						||
        {"", "example:book", ""},
 | 
						||
    },
 | 
						||
    -- When the book is crafted, the 3 magic orbs will be turned into
 | 
						||
    -- 3 runes: ice rune, earth rune and fire rune (from left to right)
 | 
						||
    replacements = {
 | 
						||
        {"group:magic_orb", "example:ice_rune"},
 | 
						||
        {"group:magic_orb", "example:earth_rune"},
 | 
						||
        {"group:magic_orb", "example:fire_rune"},
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
### Shapeless
 | 
						||
 | 
						||
Takes a list of input items (at least 1). The order or arrangement
 | 
						||
of input items does not matter.
 | 
						||
 | 
						||
In order to craft the recipe, the players' crafting grid must have matching or
 | 
						||
larger *count* of slots. The grid dimensions do not matter.
 | 
						||
 | 
						||
Parameters:
 | 
						||
 | 
						||
* `type = "shapeless"`: Mandatory
 | 
						||
* `output`: Same as for shaped recipe
 | 
						||
* `recipe`: List of item names
 | 
						||
* `replacements`: Same as for shaped recipe
 | 
						||
 | 
						||
#### Example
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    -- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
 | 
						||
    -- (no matter where in the input grid the items are placed)
 | 
						||
    type = "shapeless",
 | 
						||
    output = "example:mushroom_stew",
 | 
						||
    recipe = {
 | 
						||
        "example:bowl",
 | 
						||
        "example:mushroom_brown",
 | 
						||
        "example:mushroom_red",
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
### Tool repair
 | 
						||
 | 
						||
Syntax:
 | 
						||
 | 
						||
    {
 | 
						||
        type = "toolrepair",
 | 
						||
        additional_wear = -0.02, -- multiplier of 65536
 | 
						||
    }
 | 
						||
 | 
						||
Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
 | 
						||
group. If this recipe is used, repairing is possible with any crafting grid
 | 
						||
with at least 2 slots.
 | 
						||
The player can put 2 equal tools in the craft grid to get one "repaired" tool
 | 
						||
back.
 | 
						||
The wear of the output is determined by the wear of both tools, plus a
 | 
						||
'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
 | 
						||
you want `additional_wear` to be negative.
 | 
						||
 | 
						||
The formula used to calculate the resulting wear is:
 | 
						||
 | 
						||
    65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear))
 | 
						||
 | 
						||
The result is rounded and can't be lower than 0. If the result is 65536 or higher,
 | 
						||
no crafting is possible.
 | 
						||
 | 
						||
### Cooking
 | 
						||
 | 
						||
A cooking recipe has a single input item, a single output item stack
 | 
						||
and a cooking time. It represents cooking/baking/smelting/etc. items in
 | 
						||
an oven, furnace, or something similar; the exact meaning is up for games
 | 
						||
to decide, if they choose to use cooking at all.
 | 
						||
 | 
						||
The engine does not implement anything specific to cooking recipes, but
 | 
						||
the recipes can be retrieved later using `minetest.get_craft_result` to
 | 
						||
have a consistent interface across different games/mods.
 | 
						||
 | 
						||
Parameters:
 | 
						||
 | 
						||
* `type = "cooking"`: Mandatory
 | 
						||
* `output`: Same as for shaped recipe
 | 
						||
* `recipe`: An itemname of the single input item
 | 
						||
* `cooktime`: (optional) Time it takes to cook this item, in seconds.
 | 
						||
              A floating-point number. (default: 3.0)
 | 
						||
* `replacements`: Same meaning as for shaped recipes, but the mods
 | 
						||
                  that utilize cooking recipes (e.g. for adding a furnace
 | 
						||
                  node) need to implement replacements on their own
 | 
						||
 | 
						||
Note: Games and mods are free to re-interpret the cooktime in special
 | 
						||
cases, e.g. for a super furnace that cooks items twice as fast.
 | 
						||
 | 
						||
#### Example
 | 
						||
 | 
						||
Cooking sand to glass in 3 seconds:
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    type = "cooking",
 | 
						||
    output = "example:glass",
 | 
						||
    recipe = "example:sand",
 | 
						||
    cooktime = 3.0,
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
### Fuel
 | 
						||
 | 
						||
A fuel recipe is an item associated with a "burning time" and an optional
 | 
						||
item replacement. There is no output. This is usually used as fuel for
 | 
						||
furnaces, ovens, stoves, etc.
 | 
						||
 | 
						||
Like with cooking recipes, the engine does not do anything specific with
 | 
						||
fuel recipes and it's up to games and mods to use them by retrieving
 | 
						||
them via `minetest.get_craft_result`.
 | 
						||
 | 
						||
Parameters:
 | 
						||
 | 
						||
* `type = "fuel"`: Mandatory
 | 
						||
* `recipe`: Itemname of the item to be used as fuel
 | 
						||
* `burntime`: (optional) Burning time this item provides, in seconds.
 | 
						||
              A floating-point number. (default: 1.0)
 | 
						||
* `replacements`: Same meaning as for shaped recipes, but the mods
 | 
						||
                  that utilize fuels need to implement replacements
 | 
						||
                  on their own
 | 
						||
 | 
						||
Note: Games and mods are free to re-interpret the burntime in special
 | 
						||
cases, e.g. for an efficient furnace in which fuels burn twice as
 | 
						||
long.
 | 
						||
 | 
						||
#### Examples
 | 
						||
 | 
						||
Coal lump with a burntime of 20 seconds. Will be consumed when used.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    type = "fuel",
 | 
						||
    recipe = "example:coal_lump",
 | 
						||
    burntime = 20.0,
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Lava bucket with a burn time of 60 seconds. Will become an empty bucket
 | 
						||
if used:
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    type = "fuel",
 | 
						||
    recipe = "example:lava_bucket",
 | 
						||
    burntime = 60.0,
 | 
						||
    replacements = {{"example:lava_bucket", "example:empty_bucket"}},
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Ore definition
 | 
						||
--------------
 | 
						||
 | 
						||
Used by `minetest.register_ore`.
 | 
						||
 | 
						||
See [Ores] section above for essential information.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    ore_type = "",
 | 
						||
    -- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
 | 
						||
 | 
						||
    ore = "",
 | 
						||
    -- Ore node to place
 | 
						||
 | 
						||
    ore_param2 = 0,
 | 
						||
    -- Param2 to set for ore (e.g. facedir rotation)
 | 
						||
 | 
						||
    wherein = "",
 | 
						||
    -- Node to place ore in. Multiple are possible by passing a list.
 | 
						||
 | 
						||
    clust_scarcity = 8 * 8 * 8,
 | 
						||
    -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
 | 
						||
    -- If the desired average distance between ores is 'd', set this to
 | 
						||
    -- d * d * d.
 | 
						||
 | 
						||
    clust_num_ores = 8,
 | 
						||
    -- Number of ores in a cluster
 | 
						||
 | 
						||
    clust_size = 3,
 | 
						||
    -- Size of the bounding box of the cluster.
 | 
						||
    -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
 | 
						||
    -- nodes are coal ore.
 | 
						||
 | 
						||
    y_min = -31000,
 | 
						||
    y_max = 31000,
 | 
						||
    -- Lower and upper limits for ore (inclusive)
 | 
						||
 | 
						||
    flags = "",
 | 
						||
    -- Attributes for the ore generation, see 'Ore attributes' section above
 | 
						||
 | 
						||
    noise_threshold = 0,
 | 
						||
    -- If noise is above this threshold, ore is placed. Not needed for a
 | 
						||
    -- uniform distribution.
 | 
						||
 | 
						||
    noise_params = {
 | 
						||
        offset = 0,
 | 
						||
        scale = 1,
 | 
						||
        spread = {x = 100, y = 100, z = 100},
 | 
						||
        seed = 23,
 | 
						||
        octaves = 3,
 | 
						||
        persistence = 0.7
 | 
						||
    },
 | 
						||
    -- NoiseParams structure describing one of the perlin noises used for
 | 
						||
    -- ore distribution.
 | 
						||
    -- Needed by "sheet", "puff", "blob" and "vein" ores.
 | 
						||
    -- Omit from "scatter" ore for a uniform ore distribution.
 | 
						||
    -- Omit from "stratum" ore for a simple horizontal strata from y_min to
 | 
						||
    -- y_max.
 | 
						||
 | 
						||
    biomes = {"desert", "rainforest"},
 | 
						||
    -- List of biomes in which this ore occurs.
 | 
						||
    -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
 | 
						||
    -- being used does not support biomes.
 | 
						||
    -- Can be a list of (or a single) biome names, IDs, or definitions.
 | 
						||
 | 
						||
    -- Type-specific parameters
 | 
						||
 | 
						||
    -- "sheet"
 | 
						||
    column_height_min = 1,
 | 
						||
    column_height_max = 16,
 | 
						||
    column_midpoint_factor = 0.5,
 | 
						||
 | 
						||
    -- "puff"
 | 
						||
    np_puff_top = {
 | 
						||
        offset = 4,
 | 
						||
        scale = 2,
 | 
						||
        spread = {x = 100, y = 100, z = 100},
 | 
						||
        seed = 47,
 | 
						||
        octaves = 3,
 | 
						||
        persistence = 0.7
 | 
						||
    },
 | 
						||
    np_puff_bottom = {
 | 
						||
        offset = 4,
 | 
						||
        scale = 2,
 | 
						||
        spread = {x = 100, y = 100, z = 100},
 | 
						||
        seed = 11,
 | 
						||
        octaves = 3,
 | 
						||
        persistence = 0.7
 | 
						||
    },
 | 
						||
 | 
						||
    -- "vein"
 | 
						||
    random_factor = 1.0,
 | 
						||
 | 
						||
    -- "stratum"
 | 
						||
    np_stratum_thickness = {
 | 
						||
        offset = 8,
 | 
						||
        scale = 4,
 | 
						||
        spread = {x = 100, y = 100, z = 100},
 | 
						||
        seed = 17,
 | 
						||
        octaves = 3,
 | 
						||
        persistence = 0.7
 | 
						||
    },
 | 
						||
    stratum_thickness = 8, -- only used if no noise defined
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Biome definition
 | 
						||
----------------
 | 
						||
 | 
						||
Used by `minetest.register_biome`.
 | 
						||
 | 
						||
The maximum number of biomes that can be used is 65535. However, using an
 | 
						||
excessive number of biomes will slow down map generation. Depending on desired
 | 
						||
performance and computing power the practical limit is much lower.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    name = "tundra",
 | 
						||
 | 
						||
    node_dust = "default:snow",
 | 
						||
    -- Node dropped onto upper surface after all else is generated
 | 
						||
 | 
						||
    node_top = "default:dirt_with_snow",
 | 
						||
    depth_top = 1,
 | 
						||
    -- Node forming surface layer of biome and thickness of this layer
 | 
						||
 | 
						||
    node_filler = "default:permafrost",
 | 
						||
    depth_filler = 3,
 | 
						||
    -- Node forming lower layer of biome and thickness of this layer
 | 
						||
 | 
						||
    node_stone = "default:bluestone",
 | 
						||
    -- Node that replaces all stone nodes between roughly y_min and y_max.
 | 
						||
 | 
						||
    node_water_top = "default:ice",
 | 
						||
    depth_water_top = 10,
 | 
						||
    -- Node forming a surface layer in seawater with the defined thickness
 | 
						||
 | 
						||
    node_water = "",
 | 
						||
    -- Node that replaces all seawater nodes not in the surface layer
 | 
						||
 | 
						||
    node_river_water = "default:ice",
 | 
						||
    -- Node that replaces river water in mapgens that use
 | 
						||
    -- default:river_water
 | 
						||
 | 
						||
    node_riverbed = "default:gravel",
 | 
						||
    depth_riverbed = 2,
 | 
						||
    -- Node placed under river water and thickness of this layer
 | 
						||
 | 
						||
    node_cave_liquid = "default:lava_source",
 | 
						||
    node_cave_liquid = {"default:water_source", "default:lava_source"},
 | 
						||
    -- Nodes placed inside 50% of the medium size caves.
 | 
						||
    -- Multiple nodes can be specified, each cave will use a randomly
 | 
						||
    -- chosen node from the list.
 | 
						||
    -- If this field is left out or 'nil', cave liquids fall back to
 | 
						||
    -- classic behavior of lava and water distributed using 3D noise.
 | 
						||
    -- For no cave liquid, specify "air".
 | 
						||
 | 
						||
    node_dungeon = "default:cobble",
 | 
						||
    -- Node used for primary dungeon structure.
 | 
						||
    -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
 | 
						||
    -- alias, if that is also absent, dungeon nodes fall back to the biome
 | 
						||
    -- 'node_stone'.
 | 
						||
    -- If present, the following two nodes are also used.
 | 
						||
 | 
						||
    node_dungeon_alt = "default:mossycobble",
 | 
						||
    -- Node used for randomly-distributed alternative structure nodes.
 | 
						||
    -- If alternative structure nodes are not wanted leave this absent.
 | 
						||
 | 
						||
    node_dungeon_stair = "stairs:stair_cobble",
 | 
						||
    -- Node used for dungeon stairs.
 | 
						||
    -- If absent, stairs fall back to 'node_dungeon'.
 | 
						||
 | 
						||
    y_max = 31000,
 | 
						||
    y_min = 1,
 | 
						||
    -- Upper and lower limits for biome.
 | 
						||
    -- Alternatively you can use xyz limits as shown below.
 | 
						||
 | 
						||
    max_pos = {x = 31000, y = 128, z = 31000},
 | 
						||
    min_pos = {x = -31000, y = 9, z = -31000},
 | 
						||
    -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
 | 
						||
    -- Biome is limited to a cuboid defined by these positions.
 | 
						||
    -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
 | 
						||
    -- 31000 in 'max_pos'.
 | 
						||
 | 
						||
    vertical_blend = 8,
 | 
						||
    -- Vertical distance in nodes above 'y_max' over which the biome will
 | 
						||
    -- blend with the biome above.
 | 
						||
    -- Set to 0 for no vertical blend. Defaults to 0.
 | 
						||
 | 
						||
    heat_point = 0,
 | 
						||
    humidity_point = 50,
 | 
						||
    -- Characteristic temperature and humidity for the biome.
 | 
						||
    -- These values create 'biome points' on a voronoi diagram with heat and
 | 
						||
    -- humidity as axes. The resulting voronoi cells determine the
 | 
						||
    -- distribution of the biomes.
 | 
						||
    -- Heat and humidity have average values of 50, vary mostly between
 | 
						||
    -- 0 and 100 but can exceed these values.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Decoration definition
 | 
						||
---------------------
 | 
						||
 | 
						||
See [Decoration types]. Used by `minetest.register_decoration`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    deco_type = "simple",
 | 
						||
    -- Type. "simple", "schematic" or "lsystem" supported
 | 
						||
 | 
						||
    place_on = "default:dirt_with_grass",
 | 
						||
    -- Node (or list of nodes) that the decoration can be placed on
 | 
						||
 | 
						||
    sidelen = 8,
 | 
						||
    -- Size of the square (X / Z) divisions of the mapchunk being generated.
 | 
						||
    -- Determines the resolution of noise variation if used.
 | 
						||
    -- If the chunk size is not evenly divisible by sidelen, sidelen is made
 | 
						||
    -- equal to the chunk size.
 | 
						||
 | 
						||
    fill_ratio = 0.02,
 | 
						||
    -- The value determines 'decorations per surface node'.
 | 
						||
    -- Used only if noise_params is not specified.
 | 
						||
    -- If >= 10.0 complete coverage is enabled and decoration placement uses
 | 
						||
    -- a different and much faster method.
 | 
						||
 | 
						||
    noise_params = {
 | 
						||
        offset = 0,
 | 
						||
        scale = 0.45,
 | 
						||
        spread = {x = 100, y = 100, z = 100},
 | 
						||
        seed = 354,
 | 
						||
        octaves = 3,
 | 
						||
        persistence = 0.7,
 | 
						||
        lacunarity = 2.0,
 | 
						||
        flags = "absvalue"
 | 
						||
    },
 | 
						||
    -- NoiseParams structure describing the perlin noise used for decoration
 | 
						||
    -- distribution.
 | 
						||
    -- A noise value is calculated for each square division and determines
 | 
						||
    -- 'decorations per surface node' within each division.
 | 
						||
    -- If the noise value >= 10.0 complete coverage is enabled and
 | 
						||
    -- decoration placement uses a different and much faster method.
 | 
						||
 | 
						||
    biomes = {"Oceanside", "Hills", "Plains"},
 | 
						||
    -- List of biomes in which this decoration occurs. Occurs in all biomes
 | 
						||
    -- if this is omitted, and ignored if the Mapgen being used does not
 | 
						||
    -- support biomes.
 | 
						||
    -- Can be a list of (or a single) biome names, IDs, or definitions.
 | 
						||
 | 
						||
    y_min = -31000,
 | 
						||
    y_max = 31000,
 | 
						||
    -- Lower and upper limits for decoration (inclusive).
 | 
						||
    -- These parameters refer to the Y co-ordinate of the 'place_on' node.
 | 
						||
 | 
						||
    spawn_by = "default:water",
 | 
						||
    -- Node (or list of nodes) that the decoration only spawns next to.
 | 
						||
    -- Checks the 8 neighboring nodes on the same height,
 | 
						||
    -- and also the ones at the height plus the check_offset, excluding both center nodes.
 | 
						||
 | 
						||
    check_offset = -1,
 | 
						||
    -- Specifies the offset that spawn_by should also check
 | 
						||
    -- The default value of -1 is useful to e.g check for water next to the base node.
 | 
						||
    -- 0 disables additional checks, valid values: {-1, 0, 1}
 | 
						||
 | 
						||
    num_spawn_by = 1,
 | 
						||
    -- Number of spawn_by nodes that must be surrounding the decoration
 | 
						||
    -- position to occur.
 | 
						||
    -- If absent or -1, decorations occur next to any nodes.
 | 
						||
 | 
						||
    flags = "liquid_surface, force_placement, all_floors, all_ceilings",
 | 
						||
    -- Flags for all decoration types.
 | 
						||
    -- "liquid_surface": Instead of placement on the highest solid surface
 | 
						||
    --   in a mapchunk column, placement is on the highest liquid surface.
 | 
						||
    --   Placement is disabled if solid nodes are found above the liquid
 | 
						||
    --   surface.
 | 
						||
    -- "force_placement": Nodes other than "air" and "ignore" are replaced
 | 
						||
    --   by the decoration.
 | 
						||
    -- "all_floors", "all_ceilings": Instead of placement on the highest
 | 
						||
    --   surface in a mapchunk the decoration is placed on all floor and/or
 | 
						||
    --   ceiling surfaces, for example in caves and dungeons.
 | 
						||
    --   Ceiling decorations act as an inversion of floor decorations so the
 | 
						||
    --   effect of 'place_offset_y' is inverted.
 | 
						||
    --   Y-slice probabilities do not function correctly for ceiling
 | 
						||
    --   schematic decorations as the behavior is unchanged.
 | 
						||
    --   If a single decoration registration has both flags the floor and
 | 
						||
    --   ceiling decorations will be aligned vertically.
 | 
						||
 | 
						||
    ----- Simple-type parameters
 | 
						||
 | 
						||
    decoration = "default:grass",
 | 
						||
    -- The node name used as the decoration.
 | 
						||
    -- If instead a list of strings, a randomly selected node from the list
 | 
						||
    -- is placed as the decoration.
 | 
						||
 | 
						||
    height = 1,
 | 
						||
    -- Decoration height in nodes.
 | 
						||
    -- If height_max is not 0, this is the lower limit of a randomly
 | 
						||
    -- selected height.
 | 
						||
 | 
						||
    height_max = 0,
 | 
						||
    -- Upper limit of the randomly selected height.
 | 
						||
    -- If absent, the parameter 'height' is used as a constant.
 | 
						||
 | 
						||
    param2 = 0,
 | 
						||
    -- Param2 value of decoration nodes.
 | 
						||
    -- If param2_max is not 0, this is the lower limit of a randomly
 | 
						||
    -- selected param2.
 | 
						||
 | 
						||
    param2_max = 0,
 | 
						||
    -- Upper limit of the randomly selected param2.
 | 
						||
    -- If absent, the parameter 'param2' is used as a constant.
 | 
						||
 | 
						||
    place_offset_y = 0,
 | 
						||
    -- Y offset of the decoration base node relative to the standard base
 | 
						||
    -- node position.
 | 
						||
    -- Can be positive or negative. Default is 0.
 | 
						||
    -- Effect is inverted for "all_ceilings" decorations.
 | 
						||
    -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
 | 
						||
    -- to the 'place_on' node.
 | 
						||
 | 
						||
    ----- Schematic-type parameters
 | 
						||
 | 
						||
    schematic = "foobar.mts",
 | 
						||
    -- If schematic is a string, it is the filepath relative to the current
 | 
						||
    -- working directory of the specified 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", ...},
 | 
						||
    -- Map of node names to replace in the schematic after reading it.
 | 
						||
 | 
						||
    flags = "place_center_x, place_center_y, place_center_z",
 | 
						||
    -- Flags for schematic decorations. See 'Schematic attributes'.
 | 
						||
 | 
						||
    rotation = "90",
 | 
						||
    -- Rotation can be "0", "90", "180", "270", or "random"
 | 
						||
 | 
						||
    place_offset_y = 0,
 | 
						||
    -- If the flag 'place_center_y' is set this parameter is ignored.
 | 
						||
    -- Y offset of the schematic base node layer relative to the 'place_on'
 | 
						||
    -- node.
 | 
						||
    -- Can be positive or negative. Default is 0.
 | 
						||
    -- Effect is inverted for "all_ceilings" decorations.
 | 
						||
    -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
 | 
						||
    -- to the 'place_on' node.
 | 
						||
 | 
						||
    ----- L-system-type parameters
 | 
						||
 | 
						||
    treedef = {},
 | 
						||
    -- Same as for `minetest.spawn_tree`.
 | 
						||
    -- See section [L-system trees] for more details.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Chat command definition
 | 
						||
-----------------------
 | 
						||
 | 
						||
Used by `minetest.register_chatcommand`.
 | 
						||
 | 
						||
Specifies the function to be called and the privileges required when a player
 | 
						||
issues the command.  A help message that is the concatenation of the params and
 | 
						||
description fields is shown when the "/help" chatcommand is issued.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    params = "",
 | 
						||
    -- Short parameter description.  See the below note.
 | 
						||
 | 
						||
    description = "",
 | 
						||
    -- General description of the command's purpose.
 | 
						||
 | 
						||
    privs = {},
 | 
						||
    -- Required privileges to run. See `minetest.check_player_privs()` for
 | 
						||
    -- the format and see [Privileges] for an overview of privileges.
 | 
						||
 | 
						||
    func = function(name, param),
 | 
						||
    -- Called when command is run.
 | 
						||
    -- * `name` is the name of the player who issued the command.
 | 
						||
    -- * `param` is a string with the full arguments to the command.
 | 
						||
    -- Returns a boolean for success and a string value.
 | 
						||
    -- The string is shown to the issuing player upon exit of `func` or,
 | 
						||
    -- if `func` returns `false` and no string, the help message is shown.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Note that in params, the conventional use of symbols is as follows:
 | 
						||
 | 
						||
* `<>` signifies a placeholder to be replaced when the command is used. For
 | 
						||
  example, when a player name is needed: `<name>`
 | 
						||
* `[]` signifies param is optional and not required when the command is used.
 | 
						||
  For example, if you require param1 but param2 is optional:
 | 
						||
  `<param1> [<param2>]`
 | 
						||
* `|` signifies exclusive or. The command requires one param from the options
 | 
						||
  provided. For example: `<param1> | <param2>`
 | 
						||
* `()` signifies grouping. For example, when param1 and param2 are both
 | 
						||
  required, or only param3 is required: `(<param1> <param2>) | <param3>`
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    params = "<name> <privilege>",
 | 
						||
 | 
						||
    description = "Remove privilege from player",
 | 
						||
 | 
						||
    privs = {privs=true},  -- Require the "privs" privilege to run
 | 
						||
 | 
						||
    func = function(name, param),
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Privilege definition
 | 
						||
--------------------
 | 
						||
 | 
						||
Used by `minetest.register_privilege`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    description = "",
 | 
						||
    -- Privilege description
 | 
						||
 | 
						||
    give_to_singleplayer = true,
 | 
						||
    -- Whether to grant the privilege to singleplayer.
 | 
						||
 | 
						||
    give_to_admin = true,
 | 
						||
    -- Whether to grant the privilege to the server admin.
 | 
						||
    -- Uses value of 'give_to_singleplayer' by default.
 | 
						||
 | 
						||
    on_grant = function(name, granter_name),
 | 
						||
    -- Called when given to player 'name' by 'granter_name'.
 | 
						||
    -- 'granter_name' will be nil if the priv was granted by a mod.
 | 
						||
 | 
						||
    on_revoke = function(name, revoker_name),
 | 
						||
    -- Called when taken from player 'name' by 'revoker_name'.
 | 
						||
    -- 'revoker_name' will be nil if the priv was revoked by a mod.
 | 
						||
 | 
						||
    -- Note that the above two callbacks will be called twice if a player is
 | 
						||
    -- responsible, once with the player name, and then with a nil player
 | 
						||
    -- name.
 | 
						||
    -- Return true in the above callbacks to stop register_on_priv_grant or
 | 
						||
    -- revoke being called.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Detached inventory callbacks
 | 
						||
----------------------------
 | 
						||
 | 
						||
Used by `minetest.create_detached_inventory`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
 | 
						||
    -- Called when a player wants to move items inside the inventory.
 | 
						||
    -- Return value: number of items allowed to move.
 | 
						||
 | 
						||
    allow_put = function(inv, listname, index, stack, player),
 | 
						||
    -- Called when a player wants to put something into the inventory.
 | 
						||
    -- Return value: number of items allowed to put.
 | 
						||
    -- Return value -1: Allow and don't modify item count in inventory.
 | 
						||
 | 
						||
    allow_take = function(inv, listname, index, stack, player),
 | 
						||
    -- Called when a player wants to take something out of the inventory.
 | 
						||
    -- Return value: number of items allowed to take.
 | 
						||
    -- Return value -1: Allow and don't modify item count in inventory.
 | 
						||
 | 
						||
    on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
 | 
						||
    on_put = function(inv, listname, index, stack, player),
 | 
						||
    on_take = function(inv, listname, index, stack, player),
 | 
						||
    -- Called after the actual action has happened, according to what was
 | 
						||
    -- allowed.
 | 
						||
    -- No return value.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
HUD Definition
 | 
						||
--------------
 | 
						||
 | 
						||
Since most values have multiple different functions, please see the
 | 
						||
documentation in [HUD] section.
 | 
						||
 | 
						||
Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    type = "image",
 | 
						||
    -- Type of element, can be "image", "text", "statbar", "inventory",
 | 
						||
    -- "waypoint", "image_waypoint", "compass" or "minimap"
 | 
						||
    -- If undefined "text" will be used.
 | 
						||
 | 
						||
    hud_elem_type = "image",
 | 
						||
    -- Deprecated, same as `type`.
 | 
						||
    -- In case both are specified `type` will be used.
 | 
						||
 | 
						||
    position = {x=0.5, y=0.5},
 | 
						||
    -- Top left corner position of element
 | 
						||
 | 
						||
    name = "<name>",
 | 
						||
 | 
						||
    scale = {x = 1, y = 1},
 | 
						||
 | 
						||
    text = "<text>",
 | 
						||
 | 
						||
    text2 = "<text>",
 | 
						||
 | 
						||
    number = 0,
 | 
						||
 | 
						||
    item = 0,
 | 
						||
 | 
						||
    direction = 0,
 | 
						||
    -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
 | 
						||
 | 
						||
    alignment = {x=0, y=0},
 | 
						||
 | 
						||
    offset = {x=0, y=0},
 | 
						||
 | 
						||
    world_pos = {x=0, y=0, z=0},
 | 
						||
 | 
						||
    size = {x=0, y=0},
 | 
						||
 | 
						||
    z_index = 0,
 | 
						||
    -- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
 | 
						||
 | 
						||
    style = 0,
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Particle definition
 | 
						||
-------------------
 | 
						||
 | 
						||
Used by `minetest.add_particle`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    pos = {x=0, y=0, z=0},
 | 
						||
    velocity = {x=0, y=0, z=0},
 | 
						||
    acceleration = {x=0, y=0, z=0},
 | 
						||
    -- Spawn particle at pos with velocity and acceleration
 | 
						||
 | 
						||
    expirationtime = 1,
 | 
						||
    -- Disappears after expirationtime seconds
 | 
						||
 | 
						||
    size = 1,
 | 
						||
    -- Scales the visual size of the particle texture.
 | 
						||
    -- If `node` is set, size can be set to 0 to spawn a randomly-sized
 | 
						||
    -- particle (just like actual node dig particles).
 | 
						||
 | 
						||
    collisiondetection = false,
 | 
						||
    -- If true collides with `walkable` nodes and, depending on the
 | 
						||
    -- `object_collision` field, objects too.
 | 
						||
 | 
						||
    collision_removal = false,
 | 
						||
    -- If true particle is removed when it collides.
 | 
						||
    -- Requires collisiondetection = true to have any effect.
 | 
						||
 | 
						||
    object_collision = false,
 | 
						||
    -- If true particle collides with objects that are defined as
 | 
						||
    -- `physical = true,` and `collide_with_objects = true,`.
 | 
						||
    -- Requires collisiondetection = true to have any effect.
 | 
						||
 | 
						||
    vertical = false,
 | 
						||
    -- If true faces player using y axis only
 | 
						||
 | 
						||
    texture = "image.png",
 | 
						||
    -- The texture of the particle
 | 
						||
    -- v5.6.0 and later: also supports the table format described in the
 | 
						||
    -- following section, but due to a bug this did not take effect
 | 
						||
    -- (beyond the texture name).
 | 
						||
    -- v5.9.0 and later: fixes the bug.
 | 
						||
    -- Note: "texture.animation" is ignored here. Use "animation" below instead.
 | 
						||
 | 
						||
    playername = "singleplayer",
 | 
						||
    -- Optional, if specified spawns particle only on the player's client
 | 
						||
 | 
						||
    animation = {Tile Animation definition},
 | 
						||
    -- Optional, specifies how to animate the particle texture
 | 
						||
 | 
						||
    glow = 0
 | 
						||
    -- Optional, specify particle self-luminescence in darkness.
 | 
						||
    -- Values 0-14.
 | 
						||
 | 
						||
    node = {name = "ignore", param2 = 0},
 | 
						||
    -- Optional, if specified the particle will have the same appearance as
 | 
						||
    -- node dig particles for the given node.
 | 
						||
    -- `texture` and `animation` will be ignored if this is set.
 | 
						||
 | 
						||
    node_tile = 0,
 | 
						||
    -- Optional, only valid in combination with `node`
 | 
						||
    -- If set to a valid number 1-6, specifies the tile from which the
 | 
						||
    -- particle texture is picked.
 | 
						||
    -- Otherwise, the default behavior is used. (currently: any random tile)
 | 
						||
 | 
						||
    drag = {x=0, y=0, z=0},
 | 
						||
    -- v5.6.0 and later: Optional drag value, consult the following section
 | 
						||
    -- Note: Only a vector is supported here. Alternative forms like a single
 | 
						||
    -- number are not supported.
 | 
						||
 | 
						||
    jitter = {min = ..., max = ..., bias = 0},
 | 
						||
    -- v5.6.0 and later: Optional jitter range, consult the following section
 | 
						||
 | 
						||
    bounce = {min = ..., max = ..., bias = 0},
 | 
						||
    -- v5.6.0 and later: Optional bounce range, consult the following section
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
 | 
						||
`ParticleSpawner` definition
 | 
						||
----------------------------
 | 
						||
 | 
						||
Used by `minetest.add_particlespawner`.
 | 
						||
 | 
						||
Before v5.6.0, particlespawners used a different syntax and had a more limited set
 | 
						||
of features. Definition fields that are the same in both legacy and modern versions
 | 
						||
are shown in the next listing, and the fields that are used by legacy versions are
 | 
						||
shown separated by a comment; the modern fields are too complex to compactly
 | 
						||
describe in this manner and are documented after the listing.
 | 
						||
 | 
						||
The older syntax can be used in combination with the newer syntax (e.g. having
 | 
						||
`minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers,
 | 
						||
the new syntax will override the older syntax; on older servers, the newer syntax
 | 
						||
will be ignored.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    -------------------
 | 
						||
    -- Common fields --
 | 
						||
    -------------------
 | 
						||
    -- (same name and meaning in both new and legacy syntax)
 | 
						||
 | 
						||
    amount = 1,
 | 
						||
    -- Number of particles spawned over the time period `time`.
 | 
						||
 | 
						||
    time = 1,
 | 
						||
    -- Lifespan of spawner in seconds.
 | 
						||
    -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
 | 
						||
    -- a per-second basis.
 | 
						||
 | 
						||
    collisiondetection = false,
 | 
						||
    -- If true collide with `walkable` nodes and, depending on the
 | 
						||
    -- `object_collision` field, objects too.
 | 
						||
 | 
						||
    collision_removal = false,
 | 
						||
    -- If true particles are removed when they collide.
 | 
						||
    -- Requires collisiondetection = true to have any effect.
 | 
						||
 | 
						||
    object_collision = false,
 | 
						||
    -- If true particles collide with objects that are defined as
 | 
						||
    -- `physical = true,` and `collide_with_objects = true,`.
 | 
						||
    -- Requires collisiondetection = true to have any effect.
 | 
						||
 | 
						||
    attached = ObjectRef,
 | 
						||
    -- If defined, particle positions, velocities and accelerations are
 | 
						||
    -- relative to this object's position and yaw
 | 
						||
 | 
						||
    vertical = false,
 | 
						||
    -- If true face player using y axis only
 | 
						||
 | 
						||
    texture = "image.png",
 | 
						||
    -- The texture of the particle
 | 
						||
    -- v5.6.0 and later: also supports the table format described in the
 | 
						||
    -- following section.
 | 
						||
 | 
						||
    playername = "singleplayer",
 | 
						||
    -- Optional, if specified spawns particles only on the player's client
 | 
						||
 | 
						||
    animation = {Tile Animation definition},
 | 
						||
    -- Optional, specifies how to animate the particles' texture
 | 
						||
    -- v5.6.0 and later: set length to -1 to synchronize the length
 | 
						||
    -- of the animation with the expiration time of individual particles.
 | 
						||
    -- (-2 causes the animation to be played twice, and so on)
 | 
						||
 | 
						||
    glow = 0,
 | 
						||
    -- Optional, specify particle self-luminescence in darkness.
 | 
						||
    -- Values 0-14.
 | 
						||
 | 
						||
    node = {name = "ignore", param2 = 0},
 | 
						||
    -- Optional, if specified the particles will have the same appearance as
 | 
						||
    -- node dig particles for the given node.
 | 
						||
    -- `texture` and `animation` will be ignored if this is set.
 | 
						||
 | 
						||
    node_tile = 0,
 | 
						||
    -- Optional, only valid in combination with `node`
 | 
						||
    -- If set to a valid number 1-6, specifies the tile from which the
 | 
						||
    -- particle texture is picked.
 | 
						||
    -- Otherwise, the default behavior is used. (currently: any random tile)
 | 
						||
 | 
						||
    -------------------
 | 
						||
    -- Legacy fields --
 | 
						||
    -------------------
 | 
						||
 | 
						||
    minpos = {x=0, y=0, z=0},
 | 
						||
    maxpos = {x=0, y=0, z=0},
 | 
						||
    minvel = {x=0, y=0, z=0},
 | 
						||
    maxvel = {x=0, y=0, z=0},
 | 
						||
    minacc = {x=0, y=0, z=0},
 | 
						||
    maxacc = {x=0, y=0, z=0},
 | 
						||
    minexptime = 1,
 | 
						||
    maxexptime = 1,
 | 
						||
    minsize = 1,
 | 
						||
    maxsize = 1,
 | 
						||
    -- The particles' properties are random values between the min and max
 | 
						||
    -- values.
 | 
						||
    -- applies to: pos, velocity, acceleration, expirationtime, size
 | 
						||
    -- If `node` is set, min and maxsize can be set to 0 to spawn
 | 
						||
    -- randomly-sized particles (just like actual node dig particles).
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
### Modern definition fields
 | 
						||
 | 
						||
After v5.6.0, spawner properties can be defined in several different ways depending
 | 
						||
on the level of control you need. `pos` for instance can be set as a single vector,
 | 
						||
in which case all particles will appear at that exact point throughout the lifetime
 | 
						||
of the spawner. Alternately, it can be specified as a min-max pair, specifying a
 | 
						||
cubic range the particles can appear randomly within. Finally, some properties can
 | 
						||
be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying
 | 
						||
a tween table.
 | 
						||
 | 
						||
The following definitions are all equivalent, listed in order of precedence from
 | 
						||
lowest (the legacy syntax) to highest (tween tables). If multiple forms of a
 | 
						||
property definition are present, the highest-precedence form will be selected
 | 
						||
and all lower-precedence fields will be ignored, allowing for graceful
 | 
						||
degradation in older clients).
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
  -- old syntax
 | 
						||
  maxpos = {x = 0, y = 0, z = 0},
 | 
						||
  minpos = {x = 0, y = 0, z = 0},
 | 
						||
 | 
						||
  -- absolute value
 | 
						||
  pos = 0,
 | 
						||
  -- all components of every particle's position vector will be set to this
 | 
						||
  -- value
 | 
						||
 | 
						||
  -- vec3
 | 
						||
  pos = vector.new(0,0,0),
 | 
						||
  -- all particles will appear at this exact position throughout the lifetime
 | 
						||
  -- of the particlespawner
 | 
						||
 | 
						||
  -- vec3 range
 | 
						||
  pos = {
 | 
						||
        -- the particle will appear at a position that is picked at random from
 | 
						||
        -- within a cubic range
 | 
						||
 | 
						||
        min = vector.new(0,0,0),
 | 
						||
        -- `min` is the minimum value this property will be set to in particles
 | 
						||
        -- spawned by the generator
 | 
						||
 | 
						||
        max = vector.new(0,0,0),
 | 
						||
        -- `max` is the minimum value this property will be set to in particles
 | 
						||
        -- spawned by the generator
 | 
						||
 | 
						||
        bias = 0,
 | 
						||
        -- when `bias` is 0, all random values are exactly as likely as any
 | 
						||
        -- other. when it is positive, the higher it is, the more likely values
 | 
						||
        -- will appear towards the minimum end of the allowed spectrum. when
 | 
						||
        -- it is negative, the lower it is, the more likely values will appear
 | 
						||
        -- towards the maximum end of the allowed spectrum. the curve is
 | 
						||
        -- exponential and there is no particular maximum or minimum value
 | 
						||
    },
 | 
						||
 | 
						||
    -- tween table
 | 
						||
    pos_tween = {...},
 | 
						||
    -- a tween table should consist of a list of frames in the same form as the
 | 
						||
    -- untweened pos property above, which the engine will interpolate between,
 | 
						||
    -- and optionally a number of properties that control how the interpolation
 | 
						||
    -- takes place. currently **only two frames**, the first and the last, are
 | 
						||
    -- used, but extra frames are accepted for the sake of forward compatibility.
 | 
						||
    -- any of the above definition styles can be used here as well in any combination
 | 
						||
    -- supported by the property type
 | 
						||
 | 
						||
    pos_tween = {
 | 
						||
        style = "fwd",
 | 
						||
        -- linear animation from first to last frame (default)
 | 
						||
        style = "rev",
 | 
						||
        -- linear animation from last to first frame
 | 
						||
        style = "pulse",
 | 
						||
        -- linear animation from first to last then back to first again
 | 
						||
        style = "flicker",
 | 
						||
        -- like "pulse", but slightly randomized to add a bit of stutter
 | 
						||
 | 
						||
        reps = 1,
 | 
						||
        -- number of times the animation is played over the particle's lifespan
 | 
						||
 | 
						||
        start = 0.0,
 | 
						||
        -- point in the spawner's lifespan at which the animation begins. 0 is
 | 
						||
        -- the very beginning, 1 is the very end
 | 
						||
 | 
						||
        -- frames can be defined in a number of different ways, depending on the
 | 
						||
        -- underlying type of the property. for now, all but the first and last
 | 
						||
        -- frame are ignored
 | 
						||
 | 
						||
        -- frames
 | 
						||
 | 
						||
            -- floats
 | 
						||
            0, 0,
 | 
						||
 | 
						||
            -- vec3s
 | 
						||
            vector.new(0,0,0),
 | 
						||
            vector.new(0,0,0),
 | 
						||
 | 
						||
            -- vec3 ranges
 | 
						||
            { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
 | 
						||
            { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
 | 
						||
 | 
						||
            -- mixed
 | 
						||
            0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
All of the properties that can be defined in this way are listed in the next
 | 
						||
section, along with the datatypes they accept.
 | 
						||
 | 
						||
#### List of particlespawner properties
 | 
						||
 | 
						||
All properties in this list of type "vec3 range", "float range" or "vec3" can
 | 
						||
be animated with `*_tween` tables. For example, `jitter` can be tweened by
 | 
						||
setting a `jitter_tween` table instead of (or in addition to) a `jitter`
 | 
						||
table/value.
 | 
						||
 | 
						||
In this section, a float range is a table defined as so: { min = A, max = B }
 | 
						||
A and B are your supplemented values. For a vec3 range this means they are vectors.
 | 
						||
Types used are defined in the previous section.
 | 
						||
 | 
						||
* vec3 range `pos`: the position at which particles can appear
 | 
						||
 | 
						||
* vec3 range `vel`: the initial velocity of the particle
 | 
						||
 | 
						||
* vec3 range `acc`: the direction and speed with which the particle
 | 
						||
  accelerates
 | 
						||
 | 
						||
* vec3 range `size`: scales the visual size of the particle texture.
 | 
						||
  if `node` is set, this can be set to 0 to spawn randomly-sized particles
 | 
						||
  (just like actual node dig particles).
 | 
						||
 | 
						||
* vec3 range `jitter`: offsets the velocity of each particle by a random
 | 
						||
  amount within the specified range each frame. used to create Brownian motion.
 | 
						||
 | 
						||
* vec3 range `drag`: the amount by which absolute particle velocity along
 | 
						||
  each axis is decreased per second.  a value of 1.0 means that the particle
 | 
						||
  will be slowed to a stop over the space of a second; a value of -1.0 means
 | 
						||
  that the particle speed will be doubled every second. to avoid interfering
 | 
						||
  with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can
 | 
						||
  be used instead of a uniform value.
 | 
						||
 | 
						||
* float range `bounce`: how bouncy the particles are when `collisiondetection`
 | 
						||
  is turned on. values less than or equal to `0` turn off particle bounce;
 | 
						||
  `1` makes the particles bounce without losing any velocity, and `2` makes
 | 
						||
  them double their velocity with every bounce.  `bounce` is not bounded but
 | 
						||
  values much larger than `1.0` probably aren't very useful.
 | 
						||
 | 
						||
* float range `exptime`: the number of seconds after which the particle
 | 
						||
  disappears.
 | 
						||
 | 
						||
* table `attract`: sets the birth orientation of particles relative to various
 | 
						||
  shapes defined in world coordinate space. this is an alternative means of
 | 
						||
  setting the velocity which allows particles to emerge from or enter into
 | 
						||
  some entity or node on the map, rather than simply being assigned random
 | 
						||
  velocity values within a range. the velocity calculated by this method will
 | 
						||
  be **added** to that specified by `vel` if `vel` is also set, so in most
 | 
						||
  cases **`vel` should be set to 0**. `attract` has the fields:
 | 
						||
 | 
						||
  * string `kind`: selects the kind of shape towards which the particles will
 | 
						||
    be oriented. it must have one of the following values:
 | 
						||
 | 
						||
    * `"none"`: no attractor is set and the `attractor` table is ignored
 | 
						||
    * `"point"`: the particles are attracted to a specific point in space.
 | 
						||
      use this also if you want a sphere-like effect, in combination with
 | 
						||
      the `radius` property.
 | 
						||
    * `"line"`: the particles are attracted to an (infinite) line passing
 | 
						||
      through the points `origin` and `angle`. use this for e.g. beacon
 | 
						||
      effects, energy beam effects, etc.
 | 
						||
    * `"plane"`: the particles are attracted to an (infinite) plane on whose
 | 
						||
      surface `origin` designates a point in world coordinate space. use this
 | 
						||
      for e.g. particles entering or emerging from a portal.
 | 
						||
 | 
						||
  * float range `strength`: the speed with which particles will move towards
 | 
						||
    `attractor`. If negative, the particles will instead move away from that
 | 
						||
    point.
 | 
						||
 | 
						||
  * vec3 `origin`: the origin point of the shape towards which particles will
 | 
						||
    initially be oriented. functions as an offset if `origin_attached` is also
 | 
						||
    set.
 | 
						||
 | 
						||
  * vec3 `direction`: sets the direction in which the attractor shape faces. for
 | 
						||
    lines, this sets the angle of the line; e.g. a vector of (0,1,0) will
 | 
						||
    create a vertical line that passes through `origin`. for planes, `direction`
 | 
						||
    is the surface normal of an infinite plane on whose surface `origin` is
 | 
						||
    a point. functions as an offset if `direction_attached` is also set.
 | 
						||
 | 
						||
  * ObjectRef `origin_attached`: allows the origin to be specified as an offset
 | 
						||
    from the position of an entity rather than a coordinate in world space.
 | 
						||
 | 
						||
  * ObjectRef `direction_attached`: allows the direction to be specified as an
 | 
						||
    offset from the position of an entity rather than a coordinate in world space.
 | 
						||
 | 
						||
  * bool `die_on_contact`: if true, the particles' lifetimes are adjusted so
 | 
						||
    that they will die as they cross the attractor threshold. this behavior
 | 
						||
    is the default but is undesirable for some kinds of animations; set it to
 | 
						||
    false to allow particles to live out their natural lives.
 | 
						||
 | 
						||
* vec3 range `radius`: if set, particles will be arranged in a sphere around
 | 
						||
  `pos`. A constant can be used to create a spherical shell of particles, a
 | 
						||
  vector to create an ovoid shell, and a range to create a volume; e.g.
 | 
						||
  `{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5
 | 
						||
  and 1 nodes away from `pos` but will cluster them towards the center of the
 | 
						||
  sphere. Usually if `radius` is used, `pos` should be a single point, but it
 | 
						||
  can still be a range if you really know what you're doing (e.g. to create a
 | 
						||
  "roundcube" emitter volume).
 | 
						||
 | 
						||
### Textures
 | 
						||
 | 
						||
In versions before v5.6.0, particle/particlespawner textures could only be
 | 
						||
specified as a single texture string. After v5.6.0, textures can now be
 | 
						||
specified as a table as well. This table contains options that allow simple
 | 
						||
animations to be applied to the texture.
 | 
						||
 | 
						||
```lua
 | 
						||
texture = {
 | 
						||
    name = "mymod_particle_texture.png",
 | 
						||
    -- the texture specification string
 | 
						||
 | 
						||
    alpha = 1.0,
 | 
						||
    -- controls how visible the particle is; at 1.0 the particle is fully
 | 
						||
    -- visible, at 0, it is completely invisible.
 | 
						||
 | 
						||
    alpha_tween = {1, 0},
 | 
						||
    -- can be used instead of `alpha` to animate the alpha value over the
 | 
						||
    -- particle's lifetime. these tween tables work identically to the tween
 | 
						||
    -- tables used in particlespawner properties, except that time references
 | 
						||
    -- are understood with respect to the particle's lifetime, not the
 | 
						||
    -- spawner's. {1,0} fades the particle out over its lifetime.
 | 
						||
 | 
						||
    scale = 1,
 | 
						||
    scale = {x = 1, y = 1},
 | 
						||
    -- scales the texture onscreen
 | 
						||
 | 
						||
    scale_tween = {
 | 
						||
        {x = 1, y = 1},
 | 
						||
        {x = 0, y = 1},
 | 
						||
    },
 | 
						||
    -- animates the scale over the particle's lifetime. works like the
 | 
						||
    -- alpha_tween table, but can accept two-dimensional vectors as well as
 | 
						||
    -- integer values. the example value would cause the particle to shrink
 | 
						||
    -- in one dimension over the course of its life until it disappears
 | 
						||
 | 
						||
    blend = "alpha",
 | 
						||
    -- (default) blends transparent pixels with those they are drawn atop
 | 
						||
    -- according to the alpha channel of the source texture. useful for
 | 
						||
    -- e.g. material objects like rocks, dirt, smoke, or node chunks
 | 
						||
    blend = "add",
 | 
						||
    -- adds the value of pixels to those underneath them, modulo the sources
 | 
						||
    -- alpha channel. useful for e.g. bright light effects like sparks or fire
 | 
						||
    blend = "screen",
 | 
						||
    -- like "add" but less bright. useful for subtler light effects. note that
 | 
						||
    -- this is NOT formally equivalent to the "screen" effect used in image
 | 
						||
    -- editors and compositors, as it does not respect the alpha channel of
 | 
						||
    -- of the image being blended
 | 
						||
    blend = "sub",
 | 
						||
    -- the inverse of "add"; the value of the source pixel is subtracted from
 | 
						||
    -- the pixel underneath it. a white pixel will turn whatever is underneath
 | 
						||
    -- it black; a black pixel will be "transparent". useful for creating
 | 
						||
    -- darkening effects
 | 
						||
 | 
						||
    animation = {Tile Animation definition},
 | 
						||
    -- overrides the particlespawner's global animation property for a single
 | 
						||
    -- specific texture
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
For particlespawners, it is also possible to set the `texpool` property instead
 | 
						||
of a single texture definition. A `texpool` consists of a list of possible
 | 
						||
particle textures. Every time a particle is spawned, the engine will pick a
 | 
						||
texture at random from the `texpool` and assign it as that particle's texture.
 | 
						||
You can also specify a `texture` in addition to a `texpool`; the `texture`
 | 
						||
value will be ignored on newer clients but will be sent to older (pre-v5.6.0)
 | 
						||
clients that do not implement texpools.
 | 
						||
 | 
						||
```lua
 | 
						||
texpool = {
 | 
						||
    "mymod_particle_texture.png";
 | 
						||
    { name = "mymod_spark.png", alpha_tween = {1, 0} },
 | 
						||
    {
 | 
						||
      name = "mymod_dust.png",
 | 
						||
      alpha = 0.3,
 | 
						||
      scale = 1.5,
 | 
						||
      animation = {
 | 
						||
            type = "vertical_frames",
 | 
						||
            aspect_w = 16, aspect_h = 16,
 | 
						||
 | 
						||
            length = 3,
 | 
						||
            -- the animation lasts for 3s and then repeats
 | 
						||
            length = -3,
 | 
						||
            -- repeat the animation three times over the particle's lifetime
 | 
						||
            -- (post-v5.6.0 clients only)
 | 
						||
      },
 | 
						||
    },
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
#### List of animatable texture properties
 | 
						||
 | 
						||
While animated particlespawner values vary over the course of the particlespawner's
 | 
						||
lifetime, animated texture properties vary over the lifespans of the individual
 | 
						||
particles spawned with that texture. So a particle with the texture property
 | 
						||
 | 
						||
```lua
 | 
						||
alpha_tween = {
 | 
						||
    0.0, 1.0,
 | 
						||
    style = "pulse",
 | 
						||
    reps = 4,
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
would be invisible at its spawning, pulse visible four times throughout its
 | 
						||
lifespan, and then vanish again before expiring.
 | 
						||
 | 
						||
* float `alpha` (0.0 - 1.0): controls the visibility of the texture
 | 
						||
* vec2 `scale`: controls the size of the displayed billboard onscreen. Its units
 | 
						||
  are multiples of the parent particle's assigned size (see the `size` property above)
 | 
						||
 | 
						||
`HTTPRequest` definition
 | 
						||
------------------------
 | 
						||
 | 
						||
Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    url = "http://example.org",
 | 
						||
 | 
						||
    timeout = 10,
 | 
						||
    -- Timeout for request to be completed in seconds. Default depends on engine settings.
 | 
						||
 | 
						||
    method = "GET", "POST", "PUT" or "DELETE"
 | 
						||
    -- The http method to use. Defaults to "GET".
 | 
						||
 | 
						||
    data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
 | 
						||
    -- Data for the POST, PUT or DELETE request.
 | 
						||
    -- Accepts both a string and a table. If a table is specified, encodes
 | 
						||
    -- table as x-www-form-urlencoded key-value pairs.
 | 
						||
 | 
						||
    user_agent = "ExampleUserAgent",
 | 
						||
    -- Optional, if specified replaces the default 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.
 | 
						||
    -- Post only, data must be array
 | 
						||
 | 
						||
    post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
 | 
						||
    -- Deprecated, use `data` instead. Forces `method = "POST"`.
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
`HTTPRequestResult` definition
 | 
						||
------------------------------
 | 
						||
 | 
						||
Passed to `HTTPApiTable.fetch` callback. Returned by
 | 
						||
`HTTPApiTable.fetch_async_get`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    completed = true,
 | 
						||
    -- If true, the request has finished (either succeeded, failed or timed
 | 
						||
    -- out)
 | 
						||
 | 
						||
    succeeded = true,
 | 
						||
    -- If true, the request was successful
 | 
						||
 | 
						||
    timeout = false,
 | 
						||
    -- If true, the request timed out
 | 
						||
 | 
						||
    code = 200,
 | 
						||
    -- HTTP status code
 | 
						||
 | 
						||
    data = "response"
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Authentication handler definition
 | 
						||
---------------------------------
 | 
						||
 | 
						||
Used by `minetest.register_authentication_handler`.
 | 
						||
 | 
						||
```lua
 | 
						||
{
 | 
						||
    get_auth = function(name),
 | 
						||
    -- Get authentication data for existing player `name` (`nil` if player
 | 
						||
    -- doesn't exist).
 | 
						||
    -- Returns following structure:
 | 
						||
    -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
 | 
						||
 | 
						||
    create_auth = function(name, password),
 | 
						||
    -- Create new auth data for player `name`.
 | 
						||
    -- Note that `password` is not plain-text but an arbitrary
 | 
						||
    -- representation decided by the engine.
 | 
						||
 | 
						||
    delete_auth = function(name),
 | 
						||
    -- Delete auth data of player `name`.
 | 
						||
    -- Returns boolean indicating success (false if player is nonexistent).
 | 
						||
 | 
						||
    set_password = function(name, password),
 | 
						||
    -- Set password of player `name` to `password`.
 | 
						||
    -- Auth data should be created if not present.
 | 
						||
 | 
						||
    set_privileges = function(name, privileges),
 | 
						||
    -- Set privileges of player `name`.
 | 
						||
    -- `privileges` is in table form: keys are privilege names, values are `true`;
 | 
						||
    -- auth data should be created if not present.
 | 
						||
 | 
						||
    reload = function(),
 | 
						||
    -- Reload authentication data from the storage location.
 | 
						||
    -- Returns boolean indicating success.
 | 
						||
 | 
						||
    record_login = function(name),
 | 
						||
    -- Called when player joins, used for keeping track of last_login
 | 
						||
 | 
						||
    iterate = function(),
 | 
						||
    -- Returns an iterator (use with `for` loops) for all player names
 | 
						||
    -- currently in the auth database
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
Bit Library
 | 
						||
-----------
 | 
						||
 | 
						||
Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
 | 
						||
 | 
						||
See http://bitop.luajit.org/ for advanced information.
 | 
						||
 | 
						||
Error Handling
 | 
						||
--------------
 | 
						||
 | 
						||
When an error occurs that is not caught, Minetest calls the function
 | 
						||
`minetest.error_handler` with the error object as its first argument. The second
 | 
						||
argument is the stack level where the error occurred. The return value is the
 | 
						||
error string that should be shown. By default this is a backtrace from
 | 
						||
`debug.traceback`. If the error object is not a string, it is first converted
 | 
						||
with `tostring` before being displayed. This means that you can use tables as
 | 
						||
error objects so long as you give them `__tostring` metamethods.
 | 
						||
 | 
						||
You can override `minetest.error_handler`. You should call the previous handler
 | 
						||
with the correct stack level in your implementation.
 |