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	Add missing documentation for 'register_biome' and 'clear_registered_biomes'. Add documentation for 'nodeupdate_single'. 'nodeupdate' is not yet documented due to a bug it causes.
		
			
				
	
	
		
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			4162 lines
		
	
	
		
			181 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Minetest Lua Modding API Reference 0.4.14
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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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Introduction
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------------
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Content and functionality can be added to Minetest 0.4 by using Lua
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scripting 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 that 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. You can send such improvements as
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source code patches to <celeron55@gmail.com>.
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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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* `RUN_IN_PLACE=1` (Windows release, local build)
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    *  `$path_user`:
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        * Linux: `<build directory>`
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        * Windows: `<build directory>`
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    * `$path_share`
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        * Linux: `<build directory>`
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        * Windows:  `<build directory>`
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* `RUN_IN_PLACE=0`: (Linux release)
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    * `$path_share`
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        * Linux: `/usr/share/minetest`
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        * Windows: `<install directory>/minetest-0.4.x`
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    * `$path_user`:
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        * Linux: `$HOME/.minetest`
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        * Windows: `C:/users/<user>/AppData/minetest` (maybe)
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Games
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-----
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Games are looked up from:
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* `$path_share/games/gameid/`
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* `$path_user/games/gameid/`
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where `gameid` is unique to each game.
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The game directory contains the file `game.conf`, which contains these fields:
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    name = <Human-readable full name of the game>
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e.g.
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    name = Minetest
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The game directory can contain the file minetest.conf, which will be used
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to set default settings when running the particular game.
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It can also contain a settingtypes.txt in the same format as the one in builtin.
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This settingtypes.txt will be parsed by the menu and the settings will be displayed
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in the "Games" category in the settings tab.
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### Menu images
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Games can provide custom main menu images. They are put inside a `menu` directory
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inside the game directory.
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The images are named `$identifier.png`, where `$identifier` is
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one of `overlay,background,footer,header`.
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If you want to specify multiple images for one identifier, add additional images named
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like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
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image will be chosen from the provided ones.
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Mod load path
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-------------
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Generic:
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* `$path_share/games/gameid/mods/`
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* `$path_share/mods/`
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* `$path_user/games/gameid/mods/`
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* `$path_user/mods/` (User-installed mods)
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* `$worldpath/worldmods/`
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In a run-in-place version (e.g. the distributed windows version):
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* `minetest-0.4.x/games/gameid/mods/`
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* `minetest-0.4.x/mods/` (User-installed mods)
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* `minetest-0.4.x/worlds/worldname/worldmods/`
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On an installed version on Linux:
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* `/usr/share/minetest/games/gameid/mods/`
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* `$HOME/.minetest/mods/` (User-installed mods)
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* `$HOME/.minetest/worlds/worldname/worldmods`
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Mod load path for 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.
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This happens if the following directory exists:
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    $world/game/
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Mods should be then be placed in:
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    $world/game/mods/
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Modpack support
 | 
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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.txt`. This file shall be
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empty, except for lines starting with `#`, which are comments.
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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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    |   |-- depends.txt
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    |   |-- screenshot.png
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    |   |-- description.txt
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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_something_else.png
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    |   |-- sounds
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    |   |-- media
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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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### `depends.txt`
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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. Their meaning is that if the specified mod
 | 
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is missing, that does not prevent this mod from being loaded.
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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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### `description.txt`
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A File containing description to be shown within mainmenu.
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### `settingtypes.txt`
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A file in the same format as the one in builtin. It will be parsed by the
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settings menu and the settings will be displayed in the "Mods" category.
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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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`minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
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to read custom or existing settings at load time, if necessary.
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### `models`
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Models for entities or meshnodes.
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### `textures`, `sounds`, `media`
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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.
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Naming convention for registered textual names
 | 
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----------------------------------------------
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Registered names should generally be in this format:
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    "modname:<whatever>" (<whatever> can have characters 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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### 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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Enforcement 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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Example: Any mod can redefine `experimental:tnt` by using the name
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    :experimental:tnt
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when registering it.
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(also that mod is required to have `experimental` as a dependency)
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The `:` prefix can also be used for maintaining backwards compatibility.
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### Aliases
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Aliases can be added by using `minetest.register_alias(name, convert_to)` or
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`minetest.register_alias_force(name, convert_to).
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This will make Minetest to convert things called name to things called
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`convert_to`.
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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 called `name` 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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This can be used for maintaining backwards compatibility.
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This can be also used for setting 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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    minetest.register_alias("stuff", "epiclylongmodname:stuff")
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and be able to use `/giveme stuff`.
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Textures
 | 
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--------
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Mods should generally prefix their textures with `modname_`, e.g. given
 | 
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the mod name `foomod`, a texture could be called:
 | 
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    foomod_foothing.png
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Textures are referred to by their complete name, or alternatively by
 | 
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stripping out the file extension:
 | 
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* e.g. `foomod_foothing.png`
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* e.g. `foomod_foothing`
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Texture modifiers
 | 
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-----------------
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There are various texture modifiers that can be used
 | 
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to generate textures on-the-fly.
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### Texture overlaying
 | 
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Textures can be overlaid by putting a `^` between them.
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Example:
 | 
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    default_dirt.png^default_grass_side.png
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`default_grass_side.png` is overlayed over `default_dirt.png`.
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The texture with the lower resolution will be automatically upscaled to
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the higher resolution texture.
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### Texture grouping
 | 
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Textures can be grouped together by enclosing them in `(` and `)`.
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Example: `cobble.png^(thing1.png^thing2.png)`
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A texture for `thing1.png^thing2.png` is created and the resulting
 | 
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texture is overlaid on top of `cobble.png`.
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### Escaping
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Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
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passing complex texture names as arguments. Escaping is done with backslash and
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is required for `^` and `:`.
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Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
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The lower 50 percent of `color.png^[mask:trans.png` are overlaid
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on top of `cobble.png`.
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### Advanced texture modifiers
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#### `[crack:<n>:<p>`
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* `<n>` = animation frame count
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* `<p>` = current animation frame
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Draw a step of the crack animation on the texture.
 | 
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						||
Example:
 | 
						||
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    default_cobble.png^[crack:10:1
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						||
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#### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
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* `<w>` = width
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* `<h>` = height
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* `<x>` = x position
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						||
* `<y>` = y position
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						||
* `<file>` = texture to combine
 | 
						||
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Creates a texture of size `<w>` times `<h>` and blits the listed files to their
 | 
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specified coordinates.
 | 
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Example:
 | 
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    [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
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						||
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#### `[resize:<w>x<h>`
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Resizes the texture to the given dimensions.
 | 
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						||
Example:
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    default_sandstone.png^[resize:16x16
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						||
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#### `[opacity:<r>`
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    Makes the base image transparent according to the given ratio.
 | 
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    r must be between 0 and 255.
 | 
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    0 means totally transparent.
 | 
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    255 means totally opaque.
 | 
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Example:
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 | 
						||
    default_sandstone.png^[opacity:127
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						||
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#### `[invert:<mode>`
 | 
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Inverts the given channels of the base image.
 | 
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Mode may contain the characters "r", "g", "b", "a".
 | 
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Only the channels that are mentioned in the mode string will be inverted.
 | 
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 | 
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Example:
 | 
						||
 | 
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	default_apple.png^[invert:rgb
 | 
						||
 | 
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#### `[brighten`
 | 
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Brightens the texture.
 | 
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 | 
						||
Example:
 | 
						||
 | 
						||
    tnt_tnt_side.png^[brighten
 | 
						||
 | 
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#### `[noalpha`
 | 
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Makes the texture completely opaque.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
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    default_leaves.png^[noalpha
 | 
						||
 | 
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#### `[makealpha:<r>,<g>,<b>`
 | 
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Convert one color to transparency.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_cobble.png^[makealpha:128,128,128
 | 
						||
 | 
						||
#### `[transform<t>`
 | 
						||
* `<t>` = transformation(s) to apply
 | 
						||
 | 
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Rotates and/or flips the image.
 | 
						||
 | 
						||
`<t>` can be a number (between 0 and 7) or a transform name.
 | 
						||
Rotations are counter-clockwise.
 | 
						||
 | 
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    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
 | 
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`dirt.png^grass_side.png` textures
 | 
						||
 | 
						||
#### `[lowpart:<percent>:<file>`
 | 
						||
Blit the lower `<percent>`% part of `<file>` on the texture.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    base.png^[lowpart:25:overlay.png
 | 
						||
 | 
						||
#### `[verticalframe:<t>:<n>`
 | 
						||
* `<t>` = animation frame count
 | 
						||
* `<n>` = current animation frame
 | 
						||
 | 
						||
Crops the texture to a frame of a vertical animation.
 | 
						||
 | 
						||
Example:
 | 
						||
 | 
						||
    default_torch_animated.png^[verticalframe:16:8
 | 
						||
 | 
						||
#### `[mask:<file>`
 | 
						||
Apply a mask to the base image.
 | 
						||
 | 
						||
The mask is applied using binary AND.
 | 
						||
 | 
						||
#### `[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.
 | 
						||
 | 
						||
Sounds
 | 
						||
------
 | 
						||
Only Ogg Vorbis files are supported.
 | 
						||
 | 
						||
For positional playing of sounds, only single-channel (mono) files are
 | 
						||
supported. Otherwise OpenAL will play them non-positionally.
 | 
						||
 | 
						||
Mods should generally prefix their sounds with `modname_`, e.g. given
 | 
						||
the mod name "`foomod`", a sound could be called:
 | 
						||
 | 
						||
    foomod_foosound.ogg
 | 
						||
 | 
						||
Sounds are referred to by their name with a dot, a single digit and the
 | 
						||
file extension stripped out. When a sound is played, the actual sound file
 | 
						||
is chosen randomly from the matching sounds.
 | 
						||
 | 
						||
When playing the sound `foomod_foosound`, the sound is chosen randomly
 | 
						||
from the available ones of the following files:
 | 
						||
 | 
						||
* `foomod_foosound.ogg`
 | 
						||
* `foomod_foosound.0.ogg`
 | 
						||
* `foomod_foosound.1.ogg`
 | 
						||
* (...)
 | 
						||
* `foomod_foosound.9.ogg`
 | 
						||
 | 
						||
Examples of sound parameter tables:
 | 
						||
 | 
						||
    -- Play location-less on all clients
 | 
						||
    {
 | 
						||
        gain = 1.0, -- default
 | 
						||
    }
 | 
						||
    -- Play location-less to a player
 | 
						||
    {
 | 
						||
        to_player = name,
 | 
						||
        gain = 1.0, -- default
 | 
						||
    }
 | 
						||
    -- Play in a location
 | 
						||
    {
 | 
						||
        pos = {x=1,y=2,z=3},
 | 
						||
        gain = 1.0, -- default
 | 
						||
        max_hear_distance = 32, -- default, uses an euclidean metric
 | 
						||
    }
 | 
						||
    -- Play connected to an object, looped
 | 
						||
    {
 | 
						||
        object = <an ObjectRef>,
 | 
						||
        gain = 1.0, -- default
 | 
						||
        max_hear_distance = 32, -- default, uses an euclidean metric
 | 
						||
        loop = true, -- only sounds connected to objects can be looped
 | 
						||
    }
 | 
						||
 | 
						||
### `SimpleSoundSpec`
 | 
						||
* e.g. `""`
 | 
						||
* e.g. `"default_place_node"`
 | 
						||
* e.g. `{}`
 | 
						||
* e.g. `{name="default_place_node"}`
 | 
						||
* e.g. `{name="default_place_node", gain=1.0}`
 | 
						||
 | 
						||
Registered definitions of stuff
 | 
						||
-------------------------------
 | 
						||
Anything added using certain `minetest.register_*` functions get added to
 | 
						||
the global `minetest.registered_*` tables.
 | 
						||
 | 
						||
* `minetest.register_entity(name, prototype table)`
 | 
						||
    * added to `minetest.registered_entities[name]`
 | 
						||
 | 
						||
* `minetest.register_node(name, node definition)`
 | 
						||
    * added to `minetest.registered_items[name]`
 | 
						||
    * added to `minetest.registered_nodes[name]`
 | 
						||
 | 
						||
* `minetest.register_tool(name, item definition)`
 | 
						||
    * added to `minetest.registered_items[name]`
 | 
						||
 | 
						||
* `minetest.register_craftitem(name, item definition)`
 | 
						||
    * added to `minetest.registered_items[name]`
 | 
						||
 | 
						||
* `minetest.unregister_item(name)`
 | 
						||
    * Unregisters the item name from 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_biome(biome definition)`
 | 
						||
    * returns an integer uniquely identifying the registered biome
 | 
						||
    * added to `minetest.registered_biome` with the key of `biome.name`
 | 
						||
    * if `biome.name` is nil, the key is the returned ID
 | 
						||
 | 
						||
* `minetest.register_ore(ore definition)`
 | 
						||
    * returns an integer uniquely identifying the registered ore
 | 
						||
    * added to `minetest.registered_ores` with the key of `ore.name`
 | 
						||
    * if `ore.name` is nil, the key is the returned ID
 | 
						||
 | 
						||
* `minetest.register_decoration(decoration definition)`
 | 
						||
    * returns an integer uniquely identifying the registered decoration
 | 
						||
    * added to `minetest.registered_decorations` with the key of `decoration.name`
 | 
						||
    * if `decoration.name` is nil, the key is the returned ID
 | 
						||
 | 
						||
* `minetest.register_schematic(schematic definition)`
 | 
						||
    * returns an integer uniquely identifying the registered schematic
 | 
						||
    * added to `minetest.registered_schematic` with the key of `schematic.name`
 | 
						||
    * if `schematic.name` is nil, the key is the returned ID
 | 
						||
    * if the schematic is loaded from a file, schematic.name is set to the filename
 | 
						||
    * if the function is called when loading the mod, and schematic.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
 | 
						||
 | 
						||
* `minetest.clear_registered_ores()`
 | 
						||
    * clears all ores currently registered
 | 
						||
 | 
						||
* `minetest.clear_registered_decorations()`
 | 
						||
    * clears all decorations currently registered
 | 
						||
 | 
						||
* `minetest.clear_registered_schematics()`
 | 
						||
    * clears all schematics currently registered
 | 
						||
 | 
						||
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: If you want to check the drawtype of a node, you could do:
 | 
						||
 | 
						||
    local function get_nodedef_field(nodename, fieldname)
 | 
						||
        if not minetest.registered_nodes[nodename] then
 | 
						||
            return nil
 | 
						||
        end
 | 
						||
        return minetest.registered_nodes[nodename][fieldname]
 | 
						||
    end
 | 
						||
    local drawtype = get_nodedef_field(nodename, "drawtype")
 | 
						||
 | 
						||
Example: `minetest.get_item_group(name, group)` has been implemented as:
 | 
						||
 | 
						||
    function minetest.get_item_group(name, group)
 | 
						||
        if not minetest.registered_items[name] or not
 | 
						||
                minetest.registered_items[name].groups[group] then
 | 
						||
            return 0
 | 
						||
        end
 | 
						||
        return minetest.registered_items[name].groups[group]
 | 
						||
    end
 | 
						||
 | 
						||
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 name in
 | 
						||
 | 
						||
    minetest.registered_nodes[node.name]
 | 
						||
 | 
						||
See "Registered definitions of stuff".
 | 
						||
 | 
						||
Nodes are passed by value between Lua and the engine.
 | 
						||
They are represented by a table:
 | 
						||
 | 
						||
    {name="name", param1=num, param2=num}
 | 
						||
 | 
						||
`param1` and `param2` are 8-bit integers. The engine uses them for certain
 | 
						||
automated functions. If you don't use these functions, you can use them to
 | 
						||
store arbitrary values.
 | 
						||
 | 
						||
The functions of `param1` and `param2` are determined by certain fields in the
 | 
						||
node definition:
 | 
						||
 | 
						||
`param1` is reserved for the engine when `paramtype != "none"`:
 | 
						||
 | 
						||
    paramtype = "light"
 | 
						||
    ^ The value stores light with and without sun in its upper and lower 4 bits
 | 
						||
      respectively. Allows light to propagate from or through the node with
 | 
						||
      light value falling by 1 per node. This is essential for a light source
 | 
						||
      node to spread its light.
 | 
						||
 | 
						||
`param2` is reserved for the engine when any of these are used:
 | 
						||
 | 
						||
    liquidtype == "flowing"
 | 
						||
    ^ The level and some flags of the liquid is stored in param2
 | 
						||
    drawtype == "flowingliquid"
 | 
						||
    ^ The drawn liquid level is read from param2
 | 
						||
    drawtype == "torchlike"
 | 
						||
    drawtype == "signlike"
 | 
						||
    paramtype2 == "wallmounted"
 | 
						||
    ^ The rotation of the node is stored in param2. You can make this value
 | 
						||
      by using minetest.dir_to_wallmounted().
 | 
						||
    paramtype2 == "facedir"
 | 
						||
    ^ The rotation of the node is stored in param2. Furnaces and chests are
 | 
						||
      rotated this way. Can be made by using minetest.dir_to_facedir().
 | 
						||
      Values range 0 - 23
 | 
						||
      facedir / 4 = axis direction:
 | 
						||
      0 = y+    1 = z+    2 = z-    3 = x+    4 = x-    5 = y-
 | 
						||
      facedir modulo 4 = rotation around that axis
 | 
						||
    paramtype2 == "leveled"
 | 
						||
    paramtype2 == "degrotate"
 | 
						||
    ^ The rotation of this node is stored in param2. Plants are rotated this way.
 | 
						||
      Values range 0 - 179. The value stored in param2 is multiplied by two to
 | 
						||
      get the actual rotation of the node.
 | 
						||
    paramtype2 == "meshoptions"
 | 
						||
    ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
 | 
						||
      be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
 | 
						||
      a mesh selector. Currently the following meshes are choosable:
 | 
						||
        0 = a "x" shaped plant (ordinary plant)
 | 
						||
        1 = a "+" shaped plant (just rotated 45 degrees)
 | 
						||
        2 = a "*" shaped plant with 3 faces instead of 2
 | 
						||
        3 = a "#" shaped plant with 4 faces instead of 2
 | 
						||
        4 = a "#" shaped plant with 4 faces that lean outwards
 | 
						||
        5-7 are unused and reserved for future meshes.
 | 
						||
      Bits 3 through 7 are optional flags that can be combined and give these
 | 
						||
      effects:
 | 
						||
        bit 3 (0x08) - Makes the plant slightly vary placement horizontally
 | 
						||
        bit 4 (0x10) - Makes the plant mesh 1.4x larger
 | 
						||
        bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
 | 
						||
        bits 6-7 are reserved for future use.
 | 
						||
    collision_box = {
 | 
						||
      type = "fixed",
 | 
						||
      fixed = {
 | 
						||
                {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
 | 
						||
      },
 | 
						||
    },
 | 
						||
    ^ defines list of collision boxes for the node. If empty, collision boxes
 | 
						||
      will be the same as nodeboxes, in case of any other nodes will be full cube
 | 
						||
      as in the example above.
 | 
						||
 | 
						||
Nodes can also contain extra data. See "Node Metadata".
 | 
						||
 | 
						||
Node drawtypes
 | 
						||
---------------
 | 
						||
There are a bunch of different looking node types.
 | 
						||
 | 
						||
Look for examples in `games/minimal` or `games/minetest_game`.
 | 
						||
 | 
						||
* `normal`
 | 
						||
* `airlike`
 | 
						||
* `liquid`
 | 
						||
* `flowingliquid`
 | 
						||
* `glasslike`
 | 
						||
* `glasslike_framed`
 | 
						||
* `glasslike_framed_optional`
 | 
						||
* `allfaces`
 | 
						||
* `allfaces_optional`
 | 
						||
* `torchlike`
 | 
						||
* `signlike`
 | 
						||
* `plantlike`
 | 
						||
* `firelike`
 | 
						||
* `fencelike`
 | 
						||
* `raillike`
 | 
						||
* `nodebox` -- See below. (**Experimental!**)
 | 
						||
* `mesh` -- use models for nodes
 | 
						||
 | 
						||
`*_optional` drawtypes need less rendering time if deactivated (always client side).
 | 
						||
 | 
						||
Node boxes
 | 
						||
-----------
 | 
						||
Node selection boxes are defined using "node boxes"
 | 
						||
 | 
						||
The `nodebox` node drawtype allows defining visual of nodes consisting of
 | 
						||
arbitrary number of boxes. It allows defining stuff like stairs. Only the
 | 
						||
`fixed` and `leveled` box type is supported for these.
 | 
						||
 | 
						||
Please note that this is still experimental, and may be incompatibly
 | 
						||
changed in the future.
 | 
						||
 | 
						||
A nodebox is defined as any of:
 | 
						||
 | 
						||
    {
 | 
						||
        -- A normal cube; the default in most things
 | 
						||
        type = "regular"
 | 
						||
    }
 | 
						||
    {
 | 
						||
        -- A fixed box (facedir param2 is used, if applicable)
 | 
						||
        type = "fixed",
 | 
						||
        fixed = box OR {box1, box2, ...}
 | 
						||
    }
 | 
						||
    {
 | 
						||
        -- A box like the selection box for torches
 | 
						||
        -- (wallmounted param2 is used, if applicable)
 | 
						||
        type = "wallmounted",
 | 
						||
        wall_top = box,
 | 
						||
        wall_bottom = box,
 | 
						||
        wall_side = box
 | 
						||
    }
 | 
						||
    {
 | 
						||
        -- A node that has optional boxes depending on neighbouring nodes'
 | 
						||
        -- presence and type. See also `connects_to`.
 | 
						||
        type = "connected",
 | 
						||
        fixed = box OR {box1, box2, ...}
 | 
						||
        connect_top = box OR {box1, box2, ...}
 | 
						||
        connect_bottom = box OR {box1, box2, ...}
 | 
						||
        connect_front = box OR {box1, box2, ...}
 | 
						||
        connect_left = box OR {box1, box2, ...}
 | 
						||
        connect_back = box OR {box1, box2, ...}
 | 
						||
        connect_right = box OR {box1, box2, ...}
 | 
						||
    }
 | 
						||
 | 
						||
A `box` is defined as:
 | 
						||
 | 
						||
    {x1, y1, z1, x2, y2, z2}
 | 
						||
 | 
						||
A box of a regular node would look like:
 | 
						||
 | 
						||
    {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
 | 
						||
 | 
						||
`type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
 | 
						||
set to level from `param2`.
 | 
						||
 | 
						||
 | 
						||
Meshes
 | 
						||
------
 | 
						||
If drawtype `mesh` is used, tiles should hold model materials textures.
 | 
						||
Only static meshes are implemented.
 | 
						||
For supported model formats see Irrlicht engine documentation.
 | 
						||
 | 
						||
 | 
						||
Noise Parameters
 | 
						||
----------------
 | 
						||
Noise Parameters, or commonly called "`NoiseParams`", define the properties of
 | 
						||
perlin noise.
 | 
						||
 | 
						||
### `offset`
 | 
						||
Offset that the noise is translated by (i.e. added) after calculation.
 | 
						||
 | 
						||
### `scale`
 | 
						||
Factor that the noise is scaled by (i.e. multiplied) after calculation.
 | 
						||
 | 
						||
### `spread`
 | 
						||
Vector containing values by which each coordinate is divided by before calculation.
 | 
						||
Higher spread values result in larger noise features.
 | 
						||
 | 
						||
A value of `{x=250, y=250, z=250}` is common.
 | 
						||
 | 
						||
### `seed`
 | 
						||
Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
 | 
						||
In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
 | 
						||
 | 
						||
### `octaves`
 | 
						||
Number of times the noise gradient is accumulated into the noise.
 | 
						||
 | 
						||
Increase this number to increase the amount of detail in the resulting noise.
 | 
						||
 | 
						||
A value of `6` is common.
 | 
						||
 | 
						||
### `persistence`
 | 
						||
Factor by which the effect of the noise gradient function changes with each successive octave.
 | 
						||
 | 
						||
Values less than `1` make the details of successive octaves' noise diminish, while values
 | 
						||
greater than `1` make successive octaves stronger.
 | 
						||
 | 
						||
A value of `0.6` is common.
 | 
						||
 | 
						||
### `lacunarity`
 | 
						||
Factor by which the noise feature sizes change with each successive octave.
 | 
						||
 | 
						||
A value of `2.0` is common.
 | 
						||
 | 
						||
### `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.
 | 
						||
If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
 | 
						||
 | 
						||
#### `absvalue`
 | 
						||
Accumulates the absolute value of each noise gradient result.
 | 
						||
 | 
						||
Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
 | 
						||
    np_terrain = {
 | 
						||
        offset = 0,
 | 
						||
        scale = 1,
 | 
						||
        spread = {x=500, y=500, z=500},
 | 
						||
        seed = 571347,
 | 
						||
        octaves = 5,
 | 
						||
        persist = 0.63,
 | 
						||
        lacunarity = 2.0,
 | 
						||
        flags = "defaults, absvalue"
 | 
						||
    }
 | 
						||
  ^ A single noise parameter table can be used to get 2D or 3D noise,
 | 
						||
    when getting 2D noise spread.z is ignored.
 | 
						||
 | 
						||
 | 
						||
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 eminates 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 diffferent seeds, both described by
 | 
						||
`noise_params`.  `random_factor` varies the influence random chance has on
 | 
						||
placement of an ore inside the vein, which is `1` by default. Note that
 | 
						||
modifying this parameter may require adjusting `noise_threshold`.
 | 
						||
The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
 | 
						||
by this ore type.  This ore type is difficult to control since it is sensitive
 | 
						||
to small changes.  The following is a decent set of parameters to work from:
 | 
						||
 | 
						||
	noise_params = {
 | 
						||
	    offset  = 0,
 | 
						||
	    scale   = 3,
 | 
						||
	    spread  = {x=200, y=200, z=200},
 | 
						||
	    seed    = 5390,
 | 
						||
	    octaves = 4,
 | 
						||
	    persist = 0.5,
 | 
						||
	    flags = "eased",
 | 
						||
	},
 | 
						||
	noise_threshold = 1.6
 | 
						||
 | 
						||
WARNING:  Use this ore type *very* sparingly since it is ~200x more
 | 
						||
computationally expensive than any other ore.
 | 
						||
 | 
						||
Ore attributes
 | 
						||
--------------
 | 
						||
See section "Flag Specifier Format".
 | 
						||
 | 
						||
Currently supported flags: `absheight`
 | 
						||
 | 
						||
### `absheight`
 | 
						||
Also produce this same ore between the height range of `-y_max` and `-y_min`.
 | 
						||
 | 
						||
Useful for having ore in sky realms without having to duplicate ore entries.
 | 
						||
 | 
						||
### `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.
 | 
						||
 | 
						||
 | 
						||
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)
 | 
						||
* The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
 | 
						||
  of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
 | 
						||
* The `data` field is a flat table of MapNode tables making up the schematic,
 | 
						||
  in the order of `[z [y [x]]]`. (required)
 | 
						||
  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.
 | 
						||
 | 
						||
 | 
						||
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 ranges from `-1` to `1`,
 | 
						||
with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
 | 
						||
Fractional values can be used.
 | 
						||
 | 
						||
The `offset` field specifies a pixel offset from the position. Contrary to position,
 | 
						||
the offset is not scaled to screen size. This allows for some precisely-positioned
 | 
						||
items in the HUD.
 | 
						||
 | 
						||
**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
 | 
						||
 | 
						||
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
 | 
						||
 | 
						||
**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
 | 
						||
in the experimental stages.
 | 
						||
 | 
						||
### `image`
 | 
						||
Displays an image on the HUD.
 | 
						||
 | 
						||
* `scale`: The scale of the image, with 1 being the original texture size.
 | 
						||
  Only the X coordinate scale is used (positive values).
 | 
						||
  Negative values represent that percentage of the screen it
 | 
						||
  should take; e.g. `x=-100` means 100% (width).
 | 
						||
* `text`: The name of the texture that is displayed.
 | 
						||
* `alignment`: The alignment of the image.
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
 | 
						||
### `text`
 | 
						||
Displays text on the HUD.
 | 
						||
 | 
						||
* `scale`: Defines the bounding rectangle of the text.
 | 
						||
  A value such as `{x=100, y=100}` should work.
 | 
						||
* `text`: The text to be displayed in the HUD element.
 | 
						||
* `number`: An integer containing the RGB value of the color used to draw the text.
 | 
						||
  Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
 | 
						||
* `alignment`: The alignment of the text.
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
 | 
						||
### `statbar`
 | 
						||
Displays a horizontal bar made up of half-images.
 | 
						||
 | 
						||
* `text`: The name of the texture that is used.
 | 
						||
* `number`: The number of half-textures that are displayed.
 | 
						||
  If odd, will end with a vertically center-split texture.
 | 
						||
* `direction`
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
* `size`: If used, will force full-image size to this value (override texture pack image size)
 | 
						||
 | 
						||
### `inventory`
 | 
						||
* `text`: The name of the inventory list to be displayed.
 | 
						||
* `number`: Number of items in the inventory to be displayed.
 | 
						||
* `item`: Position of item that is selected.
 | 
						||
* `direction`
 | 
						||
* `offset`: offset in pixels from position.
 | 
						||
 | 
						||
### `waypoint`
 | 
						||
Displays distance to selected world position.
 | 
						||
 | 
						||
* `name`: The name of the waypoint.
 | 
						||
* `text`: Distance suffix. Can be blank.
 | 
						||
* `number:` An integer containing the RGB value of the color used to draw the text.
 | 
						||
* `world_pos`: World position of the waypoint.
 | 
						||
 | 
						||
Representations of simple things
 | 
						||
--------------------------------
 | 
						||
 | 
						||
### Position/vector
 | 
						||
 | 
						||
    {x=num, y=num, z=num}
 | 
						||
 | 
						||
For helper functions see "Vector helpers".
 | 
						||
 | 
						||
### `pointed_thing`
 | 
						||
* `{type="nothing"}`
 | 
						||
* `{type="node", under=pos, above=pos}`
 | 
						||
* `{type="object", ref=ObjectRef}`
 | 
						||
 | 
						||
Flag Specifier Format
 | 
						||
---------------------
 | 
						||
Flags using the standardized flag specifier format can be specified in either of
 | 
						||
two ways, by string or table.
 | 
						||
 | 
						||
The string format is a comma-delimited set of flag names; whitespace and
 | 
						||
unrecognized flag fields are ignored. Specifying a flag in the string sets the
 | 
						||
flag, and specifying a flag prefixed by the string `"no"` explicitly
 | 
						||
clears the flag from whatever the default may be.
 | 
						||
 | 
						||
In addition to the standard string flag format, the schematic flags field can
 | 
						||
also be a table of flag names to boolean values representing whether or not the
 | 
						||
flag is set. Additionally, if a field with the flag name prefixed with `"no"`
 | 
						||
is present, mapped to a boolean of any value, the specified flag is unset.
 | 
						||
 | 
						||
E.g. A flag field of value
 | 
						||
 | 
						||
    {place_center_x = true, place_center_y=false, place_center_z=true}
 | 
						||
 | 
						||
is equivalent to
 | 
						||
 | 
						||
    {place_center_x = true, noplace_center_y=true, place_center_z=true}
 | 
						||
 | 
						||
which is equivalent to
 | 
						||
 | 
						||
    "place_center_x, noplace_center_y, place_center_z"
 | 
						||
 | 
						||
or even
 | 
						||
 | 
						||
    "place_center_x, place_center_z"
 | 
						||
 | 
						||
since, by default, no schematic attributes are set.
 | 
						||
 | 
						||
Items
 | 
						||
-----
 | 
						||
 | 
						||
### Item types
 | 
						||
There are three kinds of items: nodes, tools and craftitems.
 | 
						||
 | 
						||
* Node (`register_node`): A node from the world.
 | 
						||
* Tool (`register_tool`): A tool/weapon that can dig and damage
 | 
						||
  things according to `tool_capabilities`.
 | 
						||
* Craftitem (`register_craftitem`): A miscellaneous item.
 | 
						||
 | 
						||
### Item formats
 | 
						||
Items and item stacks can exist in three formats: Serializes, table format
 | 
						||
and `ItemStack`.
 | 
						||
 | 
						||
#### Serialized
 | 
						||
This is called "stackstring" or "itemstring":
 | 
						||
 | 
						||
* e.g. `'default:dirt 5'`
 | 
						||
* e.g. `'default:pick_wood 21323'`
 | 
						||
* e.g. `'default:apple'`
 | 
						||
 | 
						||
#### Table format
 | 
						||
Examples:
 | 
						||
 | 
						||
5 dirt nodes:
 | 
						||
 | 
						||
    {name="default:dirt", count=5, wear=0, metadata=""}
 | 
						||
 | 
						||
A wooden pick about 1/3 worn out:
 | 
						||
 | 
						||
    {name="default:pick_wood", count=1, wear=21323, metadata=""}
 | 
						||
 | 
						||
An apple:
 | 
						||
 | 
						||
    {name="default:apple", count=1, wear=0, metadata=""}
 | 
						||
 | 
						||
#### `ItemStack`
 | 
						||
A native C++ format with many helper methods. Useful for converting
 | 
						||
between formats. See the Class reference section for details.
 | 
						||
 | 
						||
When an item must be passed to a function, it can usually be in any of
 | 
						||
these formats.
 | 
						||
 | 
						||
 | 
						||
Groups
 | 
						||
------
 | 
						||
In a number of places, there is a group table. Groups define the
 | 
						||
properties of a thing (item, node, armor of entity, capabilities of
 | 
						||
tool) in such a way that the engine and other mods can can interact with
 | 
						||
the thing without actually knowing what the thing is.
 | 
						||
 | 
						||
### Usage
 | 
						||
Groups are stored in a table, having the group names with keys and the
 | 
						||
group ratings as values. For example:
 | 
						||
 | 
						||
    groups = {crumbly=3, soil=1}
 | 
						||
    -- ^ Default dirt
 | 
						||
 | 
						||
    groups = {crumbly=2, soil=1, level=2, outerspace=1}
 | 
						||
    -- ^ A more special dirt-kind of thing
 | 
						||
 | 
						||
Groups always have a rating associated with them. If there is no
 | 
						||
useful meaning for a rating for an enabled group, it shall be `1`.
 | 
						||
 | 
						||
When not defined, the rating of a group defaults to `0`. Thus when you
 | 
						||
read groups, you must interpret `nil` and `0` as the same value, `0`.
 | 
						||
 | 
						||
You can read the rating of a group for an item or a node by using
 | 
						||
 | 
						||
    minetest.get_item_group(itemname, groupname)
 | 
						||
 | 
						||
### Groups of items
 | 
						||
Groups of items can define what kind of an item it is (e.g. wool).
 | 
						||
 | 
						||
### Groups of nodes
 | 
						||
In addition to the general item things, groups are used to define whether
 | 
						||
a node is destroyable and how long it takes to destroy by a tool.
 | 
						||
 | 
						||
### Groups of entities
 | 
						||
For entities, groups are, as of now, used only for calculating damage.
 | 
						||
The rating is the percentage of damage caused by tools with this damage group.
 | 
						||
See "Entity damage mechanism".
 | 
						||
 | 
						||
    object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
 | 
						||
    object.set_armor_groups({fleshy=30, cracky=80})
 | 
						||
 | 
						||
### Groups of tools
 | 
						||
Groups in tools define which groups of nodes and entities they are
 | 
						||
effective towards.
 | 
						||
 | 
						||
### Groups in crafting recipes
 | 
						||
An example: Make meat soup from any meat, any water and any bowl:
 | 
						||
 | 
						||
    {
 | 
						||
        output = 'food:meat_soup_raw',
 | 
						||
        recipe = {
 | 
						||
            {'group:meat'},
 | 
						||
            {'group:water'},
 | 
						||
            {'group:bowl'},
 | 
						||
        },
 | 
						||
        -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
 | 
						||
    }
 | 
						||
 | 
						||
Another example: Make red wool from white wool and red dye:
 | 
						||
 | 
						||
    {
 | 
						||
        type = 'shapeless',
 | 
						||
        output = 'wool:red',
 | 
						||
        recipe = {'wool:white', 'group:dye,basecolor_red'},
 | 
						||
    }
 | 
						||
 | 
						||
### Special groups
 | 
						||
* `immortal`: Disables the group damage system for an entity
 | 
						||
* `level`: Can be used to give an additional sense of progression in the game.
 | 
						||
     * A larger level will cause e.g. a weapon of a lower level make much less
 | 
						||
       damage, and get worn out much faster, or not be able to get drops
 | 
						||
       from destroyed nodes.
 | 
						||
     * `0` is something that is directly accessible at the start of gameplay
 | 
						||
     * There is no upper limit
 | 
						||
* `dig_immediate`: (player can always pick up node without tool wear)
 | 
						||
    * `2`: node is removed without tool wear after 0.5 seconds or so
 | 
						||
      (rail, sign)
 | 
						||
    * `3`: node is removed without tool wear immediately (torch)
 | 
						||
* `disable_jump`: Player (and possibly other things) cannot jump from node
 | 
						||
* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
 | 
						||
* `bouncy`: value is bounce speed in percent
 | 
						||
* `falling_node`: if there is no walkable block under the node it will fall
 | 
						||
* `attached_node`: if the node under it is not a walkable block the node will be
 | 
						||
  dropped as an item. If the node is wallmounted the wallmounted direction is
 | 
						||
  checked.
 | 
						||
* `soil`: saplings will grow on nodes in this group
 | 
						||
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
 | 
						||
  connect to each other
 | 
						||
 | 
						||
### Known damage and digging time defining groups
 | 
						||
* `crumbly`: dirt, sand
 | 
						||
* `cracky`: tough but crackable stuff like stone.
 | 
						||
* `snappy`: something that can be cut using fine tools; e.g. leaves, small
 | 
						||
  plants, wire, sheets of metal
 | 
						||
* `choppy`: something that can be cut using force; e.g. trees, wooden planks
 | 
						||
* `fleshy`: Living things like animals and the player. This could imply
 | 
						||
  some blood effects when hitting.
 | 
						||
* `explody`: Especially prone to explosions
 | 
						||
* `oddly_breakable_by_hand`:
 | 
						||
   Can be added to nodes that shouldn't logically be breakable by the
 | 
						||
   hand but are. Somewhat similar to `dig_immediate`, but times are more
 | 
						||
   like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
 | 
						||
   speed of a tool if the tool can dig at a faster speed than this
 | 
						||
   suggests for the hand.
 | 
						||
 | 
						||
### Examples of custom groups
 | 
						||
Item groups are often used for defining, well, _groups of items_.
 | 
						||
* `meat`: any meat-kind of a thing (rating might define the size or healing
 | 
						||
  ability or be irrelevant -- it is not defined as of yet)
 | 
						||
* `eatable`: anything that can be eaten. Rating might define HP gain in half
 | 
						||
  hearts.
 | 
						||
* `flammable`: can be set on fire. Rating might define the intensity of the
 | 
						||
  fire, affecting e.g. the speed of the spreading of an open fire.
 | 
						||
* `wool`: any wool (any origin, any color)
 | 
						||
* `metal`: any metal
 | 
						||
* `weapon`: any weapon
 | 
						||
* `heavy`: anything considerably heavy
 | 
						||
 | 
						||
### Digging time calculation specifics
 | 
						||
Groups such as `crumbly`, `cracky` and `snappy` are used for this
 | 
						||
purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
 | 
						||
faster digging time.
 | 
						||
 | 
						||
The `level` group is used to limit the toughness of nodes a tool can dig
 | 
						||
and to scale the digging times / damage to a greater extent.
 | 
						||
 | 
						||
**Please do understand this**, otherwise you cannot use the system to it's
 | 
						||
full potential.
 | 
						||
 | 
						||
Tools define their properties by a list of parameters for groups. They
 | 
						||
cannot dig other groups; thus it is important to use a standard bunch of
 | 
						||
groups to enable interaction with tools.
 | 
						||
 | 
						||
#### Tools definition
 | 
						||
Tools define:
 | 
						||
 | 
						||
* Full punch interval
 | 
						||
* Maximum drop level
 | 
						||
* For an arbitrary list of groups:
 | 
						||
    * Uses (until the tool breaks)
 | 
						||
        * Maximum level (usually `0`, `1`, `2` or `3`)
 | 
						||
        * Digging times
 | 
						||
        * Damage groups
 | 
						||
 | 
						||
#### Full punch interval
 | 
						||
When used as a weapon, the tool will do full damage if this time is spent
 | 
						||
between punches. If e.g. half the time is spent, the tool will do half
 | 
						||
damage.
 | 
						||
 | 
						||
#### Maximum drop level
 | 
						||
Suggests the maximum level of node, when dug with the tool, that will drop
 | 
						||
it's useful item. (e.g. iron ore to drop a lump of iron).
 | 
						||
 | 
						||
This is not automated; it is the responsibility of the node definition
 | 
						||
to implement this.
 | 
						||
 | 
						||
#### Uses
 | 
						||
Determines how many uses the tool has when it is used for digging a node,
 | 
						||
of this group, of the maximum level. For lower leveled nodes, the use count
 | 
						||
is multiplied by `3^leveldiff`.
 | 
						||
 | 
						||
* `uses=10, leveldiff=0`: actual uses: 10
 | 
						||
* `uses=10, leveldiff=1`: actual uses: 30
 | 
						||
* `uses=10, leveldiff=2`: actual uses: 90
 | 
						||
 | 
						||
#### Maximum level
 | 
						||
Tells what is the maximum level of a node of this group that the tool will
 | 
						||
be able to dig.
 | 
						||
 | 
						||
#### Digging times
 | 
						||
List of digging times for different ratings of the group, for nodes of the
 | 
						||
maximum level.
 | 
						||
 | 
						||
For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
 | 
						||
result in the tool to be able to dig nodes that have a rating of `2` or `3`
 | 
						||
for this group, and unable to dig the rating `1`, which is the toughest.
 | 
						||
Unless there is a matching group that enables digging otherwise.
 | 
						||
 | 
						||
#### Damage groups
 | 
						||
List of damage for groups of entities. See "Entity damage mechanism".
 | 
						||
 | 
						||
#### Example definition of the capabilities of a tool
 | 
						||
 | 
						||
    tool_capabilities = {
 | 
						||
        full_punch_interval=1.5,
 | 
						||
        max_drop_level=1,
 | 
						||
        groupcaps={
 | 
						||
            crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
 | 
						||
        }
 | 
						||
        damage_groups = {fleshy=2},
 | 
						||
    }
 | 
						||
 | 
						||
This makes the tool be able to dig nodes that fulfil both of these:
 | 
						||
 | 
						||
* Have the `crumbly` group
 | 
						||
* Have a `level` group less or equal to `2`
 | 
						||
 | 
						||
Table of resulting digging times:
 | 
						||
 | 
						||
    crumbly        0     1     2     3     4  <- level
 | 
						||
         ->  0     -     -     -     -     -
 | 
						||
             1  0.80  1.60  1.60     -     -
 | 
						||
             2  0.60  1.20  1.20     -     -
 | 
						||
             3  0.40  0.80  0.80     -     -
 | 
						||
 | 
						||
    level diff:    2     1     0    -1    -2
 | 
						||
 | 
						||
Table of resulting tool uses:
 | 
						||
 | 
						||
    ->  0     -     -     -     -     -
 | 
						||
        1   180    60    20     -     -
 | 
						||
        2   180    60    20     -     -
 | 
						||
        3   180    60    20     -     -
 | 
						||
 | 
						||
**Notes**:
 | 
						||
 | 
						||
* At `crumbly==0`, the node is not diggable.
 | 
						||
* At `crumbly==3`, the level difference digging time divider kicks in and makes
 | 
						||
  easy nodes to be quickly breakable.
 | 
						||
* At `level > 2`, the node is not diggable, because it's `level > maxlevel`
 | 
						||
 | 
						||
Entity damage mechanism
 | 
						||
-----------------------
 | 
						||
Damage calculation:
 | 
						||
 | 
						||
    damage = 0
 | 
						||
    foreach group in cap.damage_groups:
 | 
						||
        damage += cap.damage_groups[group] * limit(actual_interval /
 | 
						||
               cap.full_punch_interval, 0.0, 1.0)
 | 
						||
            * (object.armor_groups[group] / 100.0)
 | 
						||
            -- Where object.armor_groups[group] is 0 for inexistent values
 | 
						||
    return damage
 | 
						||
 | 
						||
Client predicts damage based on damage groups. Because of this, it is able to
 | 
						||
give an immediate response when an entity is damaged or dies; the response is
 | 
						||
pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
 | 
						||
TODO).
 | 
						||
Currently a smoke puff will appear when an entity dies.
 | 
						||
 | 
						||
The group `immortal` completely disables normal damage.
 | 
						||
 | 
						||
Entities can define a special armor group, which is `punch_operable`. This
 | 
						||
group disables the regular damage mechanism for players punching it by hand or
 | 
						||
a non-tool item, so that it can do something else than take damage.
 | 
						||
 | 
						||
On the Lua side, every punch calls:
 | 
						||
 | 
						||
    entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
 | 
						||
 | 
						||
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.
 | 
						||
 | 
						||
To punch an entity/object in Lua, call:
 | 
						||
 | 
						||
    object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
 | 
						||
 | 
						||
* Return value is tool wear.
 | 
						||
* Parameters are equal to the above callback.
 | 
						||
* If `direction` equals `nil` and `puncher` does not equal `nil`,
 | 
						||
  `direction` will be automatically filled in based on the location of `puncher`.
 | 
						||
 | 
						||
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`".
 | 
						||
 | 
						||
Metadata contains two things:
 | 
						||
 | 
						||
* A key-value store
 | 
						||
* An inventory
 | 
						||
 | 
						||
Some of the values in the key-value store are handled specially:
 | 
						||
 | 
						||
* `formspec`: Defines a right-click inventory menu. See "Formspec".
 | 
						||
* `infotext`: Text shown on the screen when the node is pointed at
 | 
						||
 | 
						||
Example stuff:
 | 
						||
 | 
						||
    local meta = minetest.get_meta(pos)
 | 
						||
    meta:set_string("formspec",
 | 
						||
            "size[8,9]"..
 | 
						||
            "list[context;main;0,0;8,4;]"..
 | 
						||
            "list[current_player;main;0,5;8,4;]")
 | 
						||
    meta:set_string("infotext", "Chest");
 | 
						||
    local inv = meta:get_inventory()
 | 
						||
    inv:set_size("main", 8*4)
 | 
						||
    print(dump(meta:to_table()))
 | 
						||
    meta:from_table({
 | 
						||
        inventory = {
 | 
						||
            main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
 | 
						||
                    [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
 | 
						||
                    [10] = "", [11] = "", [12] = "", [13] = "",
 | 
						||
                    [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
 | 
						||
                    [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
 | 
						||
                    [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
 | 
						||
                    [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
 | 
						||
                    [32] = ""}
 | 
						||
        },
 | 
						||
        fields = {
 | 
						||
            formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
 | 
						||
            infotext = "Chest"
 | 
						||
        }
 | 
						||
    })
 | 
						||
 | 
						||
Formspec
 | 
						||
--------
 | 
						||
Formspec defines a menu. Currently not much else than inventories are
 | 
						||
supported. It is a string, with a somewhat strange format.
 | 
						||
 | 
						||
Spaces and newlines can be inserted between the blocks, as is used in the
 | 
						||
examples.
 | 
						||
 | 
						||
### Examples
 | 
						||
 | 
						||
#### Chest
 | 
						||
 | 
						||
    size[8,9]
 | 
						||
    list[context;main;0,0;8,4;]
 | 
						||
    list[current_player;main;0,5;8,4;]
 | 
						||
 | 
						||
#### Furnace
 | 
						||
 | 
						||
    size[8,9]
 | 
						||
    list[context;fuel;2,3;1,1;]
 | 
						||
    list[context;src;2,1;1,1;]
 | 
						||
    list[context;dst;5,1;2,2;]
 | 
						||
    list[current_player;main;0,5;8,4;]
 | 
						||
 | 
						||
#### Minecraft-like player inventory
 | 
						||
 | 
						||
    size[8,7.5]
 | 
						||
    image[1,0.6;1,2;player.png]
 | 
						||
    list[current_player;main;0,3.5;8,4;]
 | 
						||
    list[current_player;craft;3,0;3,3;]
 | 
						||
    list[current_player;craftpreview;7,1;1,1;]
 | 
						||
 | 
						||
### Elements
 | 
						||
 | 
						||
#### `size[<W>,<H>,<fixed_size>]`
 | 
						||
* Define the size of the menu in inventory slots
 | 
						||
* `fixed_size`: `true`/`false` (optional)
 | 
						||
* deprecated: `invsize[<W>,<H>;]`
 | 
						||
 | 
						||
#### `container[<X>,<Y>]`
 | 
						||
* Start of a container block, moves all physical elements in the container by (X, Y)
 | 
						||
* Must have matching container_end
 | 
						||
* Containers can be nested, in which case the offsets are added
 | 
						||
  (child containers are relative to parent containers)
 | 
						||
 | 
						||
#### `container_end[]`
 | 
						||
* End of a container, following elements are no longer relative to this container
 | 
						||
 | 
						||
#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
 | 
						||
* Show an inventory list
 | 
						||
 | 
						||
#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
 | 
						||
* Show an inventory list
 | 
						||
 | 
						||
#### `listring[<inventory location>;<list name>]`
 | 
						||
* Allows to create a ring of inventory lists
 | 
						||
* Shift-clicking on items in one element of the ring
 | 
						||
  will send them to the next inventory list inside the ring
 | 
						||
* The first occurrence of an element inside the ring will
 | 
						||
  determine the inventory where items will be sent to
 | 
						||
 | 
						||
#### `listring[]`
 | 
						||
* Shorthand for doing `listring[<inventory location>;<list name>]`
 | 
						||
  for the last two inventory lists added by list[...]
 | 
						||
 | 
						||
#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
 | 
						||
* Sets background color of slots as `ColorString`
 | 
						||
* Sets background color of slots on mouse hovering
 | 
						||
 | 
						||
#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
 | 
						||
* Sets background color of slots as `ColorString`
 | 
						||
* Sets background color of slots on mouse hovering
 | 
						||
* Sets color of slots border
 | 
						||
 | 
						||
#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
 | 
						||
* Sets background color of slots as `ColorString`
 | 
						||
* Sets background color of slots on mouse hovering
 | 
						||
* Sets color of slots border
 | 
						||
* Sets default background color of tooltips
 | 
						||
* Sets default font color of tooltips
 | 
						||
 | 
						||
#### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
 | 
						||
* Adds tooltip for an element
 | 
						||
* `<bgcolor>` tooltip background color as `ColorString` (optional)
 | 
						||
* `<fontcolor>` tooltip font color as `ColorString` (optional)
 | 
						||
 | 
						||
#### `image[<X>,<Y>;<W>,<H>;<texture name>]`
 | 
						||
* Show an image
 | 
						||
* Position and size units are inventory slots
 | 
						||
 | 
						||
#### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
 | 
						||
* Show an inventory image of registered item/node
 | 
						||
* Position and size units are inventory slots
 | 
						||
 | 
						||
#### `bgcolor[<color>;<fullscreen>]`
 | 
						||
* Sets background color of formspec as `ColorString`
 | 
						||
* If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
 | 
						||
 | 
						||
#### `background[<X>,<Y>;<W>,<H>;<texture name>]`
 | 
						||
* Use a background. Inventory rectangles are not drawn then.
 | 
						||
* Position and size units are inventory slots
 | 
						||
* 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>]`
 | 
						||
* Use a background. Inventory rectangles are not drawn then.
 | 
						||
* Position and size units are inventory slots
 | 
						||
* Example for formspec 8x4 in 16x resolution:
 | 
						||
  image shall be sized 8 times 16px  times  4 times 16px
 | 
						||
* If `true` the background is clipped to formspec size
 | 
						||
  (`x` and `y` are used as offset values, `w` and `h` are ignored)
 | 
						||
 | 
						||
#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>;<close_on_enter>]`
 | 
						||
* 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.
 | 
						||
* `x` and `y` position the field relative to the top left of the menu
 | 
						||
* `w` and `h` are the size of the field
 | 
						||
* Fields are a set height, but will be vertically centred on `h`
 | 
						||
* Position and size units are inventory slots
 | 
						||
* `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
 | 
						||
* `close_on_enter` (optional) is whether the form should accept and close when enter is
 | 
						||
  pressed in this field. Defaults to true.
 | 
						||
 | 
						||
#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>;<close_on_enter>]`
 | 
						||
* 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.
 | 
						||
* `x` and `y` position the field relative to the top left of the menu
 | 
						||
* `w` and `h` are the size of the field
 | 
						||
* Fields are a set height, but will be vertically centred on `h`
 | 
						||
* Position and size units are inventory slots
 | 
						||
* `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.
 | 
						||
* `close_on_enter` (optional) is whether the form should accept and close when enter is
 | 
						||
  pressed in this field. Defaults to true.
 | 
						||
 | 
						||
#### `field[<name>;<label>;<default>;<close_on_enter>]`
 | 
						||
* 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
 | 
						||
* `close_on_enter` (optional) is whether the form should accept and close when enter is
 | 
						||
  pressed in this field. Defaults to true.
 | 
						||
 | 
						||
#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
 | 
						||
* Same as fields above, but with multi-line input
 | 
						||
 | 
						||
#### `label[<X>,<Y>;<label>]`
 | 
						||
* `x` and `y` work as per field
 | 
						||
* `label` is the text on the label
 | 
						||
* Position and size units are inventory slots
 | 
						||
 | 
						||
#### `vertlabel[<X>,<Y>;<label>]`
 | 
						||
* Textual label drawn vertically
 | 
						||
* `x` and `y` work as per field
 | 
						||
* `label` is the text on the label
 | 
						||
* Position and size units are inventory slots
 | 
						||
 | 
						||
#### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
 | 
						||
* Clickable button. When clicked, fields will be sent.
 | 
						||
* `x`, `y` and `name` work as per field
 | 
						||
* `w` and `h` are the size of the button
 | 
						||
* `label` is the text on the button
 | 
						||
* Position and size units are inventory slots
 | 
						||
 | 
						||
#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
 | 
						||
* `x`, `y`, `w`, `h`, and `name` work as per button
 | 
						||
* `texture name` is the filename of an image
 | 
						||
* Position and size units are inventory slots
 | 
						||
 | 
						||
#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
 | 
						||
* `x`, `y`, `w`, `h`, and `name` work as per button
 | 
						||
* `texture name` is the filename of an image
 | 
						||
* Position and size units are inventory slots
 | 
						||
* `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>]`
 | 
						||
* `x`, `y`, `w`, `h`, `name` and `label` work as per button
 | 
						||
* `item name` is the registered name of an item/node,
 | 
						||
   tooltip will be made out of its description
 | 
						||
   to override it use tooltip element
 | 
						||
* Position and size units are inventory slots
 | 
						||
 | 
						||
#### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
 | 
						||
* When clicked, fields will be sent and the form will quit.
 | 
						||
 | 
						||
#### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
 | 
						||
* When clicked, fields will be sent and the form will quit.
 | 
						||
 | 
						||
#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
 | 
						||
* Scrollable item list showing arbitrary text elements
 | 
						||
* `x` and `y` position the itemlist relative to the top left of the menu
 | 
						||
* `w` and `h` are the size of the itemlist
 | 
						||
* `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
 | 
						||
* `x` and `y` position the item list relative to the top left of the menu
 | 
						||
* `w` and `h` are the size of the item list
 | 
						||
* `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: `engine.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 the itemlist relative to the top left of the menu
 | 
						||
* `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 semitransparent box
 | 
						||
* `x` and `y` position the box relative to the top left of the menu
 | 
						||
* `w` and `h` are the size of box
 | 
						||
* `color` is color specified as a `ColorString`
 | 
						||
 | 
						||
#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
 | 
						||
* Show a dropdown field
 | 
						||
* **Important note**: There are two different operation modes:
 | 
						||
     1. handle directly on change (only changed dropdown is submitted)
 | 
						||
     2. read the value on pressing a button (all dropdown values are available)
 | 
						||
* `x` and `y` position of dropdown
 | 
						||
* Width of dropdown
 | 
						||
* Fieldname data is transferred to Lua
 | 
						||
* Items to be shown in dropdown
 | 
						||
* Index of currently selected dropdown item
 | 
						||
 | 
						||
#### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
 | 
						||
* Show a checkbox
 | 
						||
* `x` and `y`: position of checkbox
 | 
						||
* `name` fieldname data is transferred to Lua
 | 
						||
* `label` to be shown left of checkbox
 | 
						||
* `selected` (optional): `true`/`false`
 | 
						||
 | 
						||
#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
 | 
						||
* Show a scrollbar
 | 
						||
* There are two ways to use it:
 | 
						||
     1. handle the changed event (only changed scrollbar is available)
 | 
						||
     2. read the value on pressing a button (all scrollbars are available)
 | 
						||
* `x` and `y`: position of trackbar
 | 
						||
* `w` and `h`: width and height
 | 
						||
* `orientation`:  `vertical`/`horizontal`
 | 
						||
* Fieldname data is transferred to Lua
 | 
						||
* Value this trackbar is set to (`0`-`1000`)
 | 
						||
* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
 | 
						||
 | 
						||
#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
 | 
						||
* Show scrollable table using options defined by the previous `tableoptions[]`
 | 
						||
* Displays cells as defined by the previous `tablecolumns[]`
 | 
						||
* `x` and `y`: position the itemlist relative to the top left of the menu
 | 
						||
* `w` and `h` are the size of the itemlist
 | 
						||
* `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: `engine.explode_table_event`)
 | 
						||
 | 
						||
#### `tableoptions[<opt 1>;<opt 2>;...]`
 | 
						||
* Sets options for `table[]`
 | 
						||
* `color=#RRGGBB`
 | 
						||
     * default text color (`ColorString`), defaults to `#FFFFFF`
 | 
						||
* `background=#RRGGBB`
 | 
						||
     * table background color (`ColorString`), defaults to `#000000`
 | 
						||
* `border=<true/false>`
 | 
						||
     * should the table be drawn with a border? (default: `true`)
 | 
						||
* `highlight=#RRGGBB`
 | 
						||
     * highlight background color (`ColorString`), defaults to `#466432`
 | 
						||
* `highlight_text=#RRGGBB`
 | 
						||
     * highlight text color (`ColorString`), defaults to `#FFFFFF`
 | 
						||
* `opendepth=<value>`
 | 
						||
     * all subtrees up to `depth < value` are open (default value = `0`)
 | 
						||
     * only useful when there is a column of type "tree"
 | 
						||
 | 
						||
#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
 | 
						||
* Sets columns for `table[]`
 | 
						||
* Types: `text`, `image`, `color`, `indent`, `tree`
 | 
						||
    * `text`:   show cell contents as text
 | 
						||
    * `image`:  cell contents are an image index, use column options to define images
 | 
						||
    * `color`:   cell contents are a ColorString and define color of following cell
 | 
						||
    * `indent`: cell contents are a number and define indentation of following cell
 | 
						||
    * `tree`:   same as indent, but user can open and close subtrees (treeview-like)
 | 
						||
* Column options:
 | 
						||
    * `align=<value>`
 | 
						||
        * for `text` and `image`: content alignment within cells.
 | 
						||
          Available values: `left` (default), `center`, `right`, `inline`
 | 
						||
    * `width=<value>`
 | 
						||
        * for `text` and `image`: minimum width in em (default: `0`)
 | 
						||
        * for `indent` and `tree`: indent width in em (default: `1.5`)
 | 
						||
    * `padding=<value>`: padding left of the column, in em (default `0.5`).
 | 
						||
      Exception: defaults to 0 for indent columns
 | 
						||
    * `tooltip=<value>`: tooltip text (default: empty)
 | 
						||
    * `image` column options:
 | 
						||
        * `0=<value>` sets image for image index 0
 | 
						||
        * `1=<value>` sets image for image index 1
 | 
						||
        * `2=<value>` sets image for image index 2
 | 
						||
        * and so on; defined indices need not be contiguous empty or
 | 
						||
          non-numeric cells are treated as `0`.
 | 
						||
    * `color` column options:
 | 
						||
        * `span=<value>`: number of following columns to affect (default: infinite)
 | 
						||
 | 
						||
**Note**: do _not_ use a element name starting with `key_`; those names are reserved to
 | 
						||
pass key press events to formspec!
 | 
						||
 | 
						||
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
 | 
						||
 | 
						||
`ColorString`
 | 
						||
-------------
 | 
						||
`#RGB` defines a color in hexadecimal format.
 | 
						||
 | 
						||
`#RGBA` defines a color in hexadecimal format and alpha channel.
 | 
						||
 | 
						||
`#RRGGBB` defines a color in hexadecimal format.
 | 
						||
 | 
						||
`#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
 | 
						||
 | 
						||
Named colors are also supported and are equivalent to
 | 
						||
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
 | 
						||
To specify the value of the alpha channel, append `#AA` to the end of the color name
 | 
						||
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
 | 
						||
value must (always) be two hexadecimal digits.
 | 
						||
 | 
						||
`ColorSpec`
 | 
						||
-----------
 | 
						||
A ColorSpec specifies a 32-bit color.  It can be written in either:
 | 
						||
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`
 | 
						||
or 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:
 | 
						||
* `core.get_color_escape_sequence(color)`:
 | 
						||
    * `color` is a ColorString
 | 
						||
    * The escape sequence sets the text color to `color`
 | 
						||
* `core.colorize(color, message)`:
 | 
						||
    * Equivalent to:
 | 
						||
      `core.get_color_escape_sequence(color) ..
 | 
						||
       message ..
 | 
						||
       core.get_color_escape_sequence("#ffffff")`
 | 
						||
* `color.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.
 | 
						||
 | 
						||
Spatial Vectors
 | 
						||
---------------
 | 
						||
* `vector.new(a[, b, c])`: returns a vector:
 | 
						||
    * A copy of `a` if `a` is a vector.
 | 
						||
    * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
 | 
						||
* `vector.direction(p1, p2)`: returns a vector
 | 
						||
* `vector.distance(p1, p2)`: returns a number
 | 
						||
* `vector.length(v)`: returns a number
 | 
						||
* `vector.normalize(v)`: returns a vector
 | 
						||
* `vector.round(v)`: returns a vector, each dimension rounded to floor
 | 
						||
* `vector.apply(v, func)`: returns a vector
 | 
						||
* `vector.equals(v1, v2)`: returns a boolean
 | 
						||
 | 
						||
For the following functions `x` can be either a vector or a number:
 | 
						||
 | 
						||
* `vector.add(v, x)`: returns a vector
 | 
						||
* `vector.subtract(v, x)`: returns a vector
 | 
						||
* `vector.multiply(v, x)`: returns a scaled vector or Schur product
 | 
						||
* `vector.divide(v, x)`: returns a scaled vector or Schur quotient
 | 
						||
 | 
						||
Helper functions
 | 
						||
----------------
 | 
						||
* `dump2(obj, name="_", dumped={})`
 | 
						||
     * Return object serialized as a string, handles reference loops
 | 
						||
* `dump(obj, dumped={})`
 | 
						||
    * Return object serialized as a string
 | 
						||
* `math.hypot(x, y)`
 | 
						||
    * Get the hypotenuse of a triangle with legs x and y.
 | 
						||
      Useful for distance calculation.
 | 
						||
* `math.sign(x, tolerance)`
 | 
						||
    * Get the sign of a number.
 | 
						||
      Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
 | 
						||
* `string.split(str, separator=",", include_empty=false, max_splits=-1,
 | 
						||
* sep_is_pattern=false)`
 | 
						||
    * If `max_splits` is negative, do not limit splits.
 | 
						||
    * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
 | 
						||
    * e.g. `string:split("a,b", ",") == {"a","b"}`
 | 
						||
* `string:trim()`
 | 
						||
    * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
 | 
						||
* `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
 | 
						||
    * Convert position to a printable string
 | 
						||
      Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
 | 
						||
* `minetest.string_to_pos(string)`: returns a position
 | 
						||
    * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
 | 
						||
* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
 | 
						||
    * Converts a string representing an area box into two positions
 | 
						||
* `minetest.formspec_escape(string)`: returns a string
 | 
						||
    * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
 | 
						||
* `minetest.is_yes(arg)`
 | 
						||
    * returns whether `arg` can be interpreted as yes
 | 
						||
* `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`
 | 
						||
 | 
						||
`minetest` namespace reference
 | 
						||
------------------------------
 | 
						||
 | 
						||
### Utilities
 | 
						||
 | 
						||
* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
 | 
						||
* `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
 | 
						||
    * Useful for loading additional `.lua` modules or static data from mod
 | 
						||
* `minetest.get_modnames()`: returns a list of installed mods
 | 
						||
    * Return a list of installed mods, sorted alphabetically
 | 
						||
* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
 | 
						||
    * Useful for storing custom data
 | 
						||
* `minetest.is_singleplayer()`
 | 
						||
* `minetest.features`
 | 
						||
    * Table containing API feature flags: `{foo=true, bar=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)`: returns a table containing
 | 
						||
  information about player. Example return value:
 | 
						||
        {
 | 
						||
            address = "127.0.0.1",     -- IP address of client
 | 
						||
            ip_version = 4,            -- IPv4 / IPv6
 | 
						||
            min_rtt = 0.01,            -- minimum round trip time
 | 
						||
            max_rtt = 0.2,             -- maximum round trip time
 | 
						||
            avg_rtt = 0.02,            -- average round trip time
 | 
						||
            min_jitter = 0.01,         -- minimum packet time jitter
 | 
						||
            max_jitter = 0.5,          -- maximum packet time jitter
 | 
						||
            avg_jitter = 0.03,         -- average packet time jitter
 | 
						||
            connection_uptime = 200,   -- seconds since client connected
 | 
						||
 | 
						||
            -- following information is available on debug build only!!!
 | 
						||
            -- DO NOT USE IN MODS
 | 
						||
            --ser_vers = 26,             -- serialization version used by client
 | 
						||
            --prot_vers = 23,            -- protocol version used by client
 | 
						||
            --major = 0,                 -- major version number
 | 
						||
            --minor = 4,                 -- minor version number
 | 
						||
            --patch = 10,                -- patch version number
 | 
						||
            --vers_string = "0.4.9-git", -- full version string
 | 
						||
            --state = "Active"           -- current client state
 | 
						||
        }
 | 
						||
* `minetest.mkdir(path)`: returns success.
 | 
						||
    * Creates a directory specified by `path`, creating parent directories
 | 
						||
      if they don't exist.
 | 
						||
* `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
 | 
						||
    * is_dir is one of:
 | 
						||
      * nil: return all entries,
 | 
						||
      * true: return only subdirectory names, or
 | 
						||
      * false: return only file names.
 | 
						||
 | 
						||
### 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!
 | 
						||
 | 
						||
* `minetest.register_entity(name, prototype table)`
 | 
						||
* `minetest.register_abm(abm definition)`
 | 
						||
* `minetest.register_lbm(lbm definition)`
 | 
						||
* `minetest.register_node(name, node definition)`
 | 
						||
* `minetest.register_tool(name, item definition)`
 | 
						||
* `minetest.register_craftitem(name, item definition)`
 | 
						||
* `minetest.unregister_item(name)`
 | 
						||
* `minetest.register_alias(name, convert_to)`
 | 
						||
* `minetest.register_alias_force(name, convert_to)`
 | 
						||
* `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.
 | 
						||
    * If no erase candidate could be found, Lua exception will be thrown.
 | 
						||
    * 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_ore(ore definition)`
 | 
						||
* `minetest.register_biome(biome definition)`
 | 
						||
* `minetest.register_decoration(decoration definition)`
 | 
						||
* `minetest.override_item(name, redefinition)`
 | 
						||
    * Overrides fields of an item registered with register_node/tool/craftitem.
 | 
						||
    * Note: Item must already be defined, (opt)depend on the mod defining it.
 | 
						||
    * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
 | 
						||
* `minetest.clear_registered_ores()`
 | 
						||
* `minetest.clear_registered_biomes()`
 | 
						||
* `minetest.clear_registered_decorations()`
 | 
						||
 | 
						||
### Global callback registration functions
 | 
						||
Call these functions only at load time!
 | 
						||
 | 
						||
* `minetest.register_globalstep(func(dtime))`
 | 
						||
    * Called every server step, usually interval of 0.1s
 | 
						||
* `minetest.register_on_shutdown(func())`
 | 
						||
    * Called before server shutdown
 | 
						||
    * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
 | 
						||
      callbacks **will likely not be run**. Data should be saved at
 | 
						||
      semi-frequent intervals as well as on server shutdown.
 | 
						||
* `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
 | 
						||
    * Called when a node has been placed
 | 
						||
    * If return `true` no item is taken from `itemstack`
 | 
						||
    * **Not recommended**; use `on_construct` or `after_place_node` in node definition
 | 
						||
      whenever possible
 | 
						||
* `minetest.register_on_dignode(func(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(func(pos, node, puncher, pointed_thing))`
 | 
						||
     * Called when a node is punched
 | 
						||
* `minetest.register_on_generated(func(minp, maxp, blockseed))`
 | 
						||
     * Called after generating a piece of world. Modifying nodes inside the area
 | 
						||
       is a bit faster than usually.
 | 
						||
* `minetest.register_on_newplayer(func(ObjectRef))`
 | 
						||
     * Called after a new player has been created
 | 
						||
* `minetest.register_on_dieplayer(func(ObjectRef))`
 | 
						||
     * Called when a player dies
 | 
						||
* `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
 | 
						||
     * Called when a player is punched
 | 
						||
     * `player` - ObjectRef - Player that was punched
 | 
						||
     * `hitter` - ObjectRef - Player that hit
 | 
						||
     * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
 | 
						||
     * `tool_capabilities`: capability table of used tool (can be nil)
 | 
						||
     * `dir`: unit vector of direction of punch. Always defined. Points from
 | 
						||
       the puncher to the punched.
 | 
						||
     * `damage` - number that represents the damage calculated by the engine
 | 
						||
     * should return `true` to prevent the default damage mechanism
 | 
						||
* `minetest.register_on_player_hpchange(func(player, hp_change), 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.
 | 
						||
    * `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_respawnplayer(func(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(func(name, ip))`
 | 
						||
     * Called before a player joins the game
 | 
						||
     * If it returns a string, the player is disconnected with that string as reason
 | 
						||
* `minetest.register_on_joinplayer(func(ObjectRef))`
 | 
						||
    * Called when a player joins the game
 | 
						||
* `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
 | 
						||
    * Called when a player leaves the game
 | 
						||
    * `timed_out`: True for timeout, false for other reasons.
 | 
						||
* `minetest.register_on_cheat(func(ObjectRef, cheat))`
 | 
						||
    * Called when a player cheats
 | 
						||
    * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
 | 
						||
        * `"moved_too_fast"`
 | 
						||
        * `"interacted_too_far"`
 | 
						||
        * `"finished_unknown_dig"`
 | 
						||
        * `dug_unbreakable`
 | 
						||
        * `dug_too_fast`
 | 
						||
* `minetest.register_on_chat_message(func(name, message))`
 | 
						||
    * Called always when a player says something
 | 
						||
    * Return `true` to mark the message as handled, which means that it will not be sent to other players
 | 
						||
* `minetest.register_on_player_receive_fields(func(player, formname, fields))`
 | 
						||
    * Called when a button is pressed in player's inventory form
 | 
						||
    * Newest functions are called first
 | 
						||
    * If function returns `true`, remaining functions are not called
 | 
						||
* `minetest.register_on_craft(func(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(func(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_on_protection_violation(func(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(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
 | 
						||
    * Called when an item is eaten, by `minetest.item_eat`
 | 
						||
    * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
 | 
						||
 | 
						||
### Other registration functions
 | 
						||
* `minetest.register_chatcommand(cmd, chatcommand definition)`
 | 
						||
* `minetest.register_privilege(name, definition)`
 | 
						||
    * `definition`: `"description text"`
 | 
						||
    * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
 | 
						||
      the default of `give_to_singleplayer` is true
 | 
						||
    * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
 | 
						||
* `minetest.register_authentication_handler(handler)`
 | 
						||
    * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
 | 
						||
 | 
						||
### Setting-related
 | 
						||
* `minetest.setting_set(name, 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.
 | 
						||
* `minetest.setting_get(name)`: returns string or `nil`
 | 
						||
* `minetest.setting_setbool(name, value)`
 | 
						||
    * See documentation on `setting_set` for restrictions.
 | 
						||
* `minetest.setting_getbool(name)`: returns boolean or `nil`
 | 
						||
* `minetest.setting_get_pos(name)`: returns position or nil
 | 
						||
* `minetest.setting_save()`, returns `nil`, save all settings to config file
 | 
						||
 | 
						||
### Authentication
 | 
						||
* `minetest.notify_authentication_modified(name)`
 | 
						||
    * Should be called by the authentication handler if privileges changes.
 | 
						||
    * To report everybody, set `name=nil`.
 | 
						||
* `minetest.check_password_entry(name, entry, password)`
 | 
						||
    * Returns true if the "db entry" for a player with name matches given
 | 
						||
    * password, false otherwise.
 | 
						||
    * The "db entry" is the usually player-individual value that is derived
 | 
						||
    * from the player's chosen password and stored on the server in order to allow
 | 
						||
    * authentication whenever the player desires to log in.
 | 
						||
    * Only use this function for making it possible to log in via the password from
 | 
						||
    * via protocols like IRC, other uses for inside the game 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.string_to_privs(str)`: returns `{priv1=true,...}`
 | 
						||
* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
 | 
						||
    * Convert between two privilege representations
 | 
						||
* `minetest.set_player_password(name, password_hash)`
 | 
						||
* `minetest.set_player_privs(name, {priv1=true,...})`
 | 
						||
* `minetest.get_player_privs(name) -> {priv1=true,...}`
 | 
						||
* `minetest.auth_reload()`
 | 
						||
* `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.get_player_ip(name)`: returns an IP address string
 | 
						||
 | 
						||
`minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
 | 
						||
and `minetest.auth_reload` call the authetification handler.
 | 
						||
 | 
						||
### Chat
 | 
						||
* `minetest.chat_send_all(text)`
 | 
						||
* `minetest.chat_send_player(name, text)`
 | 
						||
 | 
						||
### Environment access
 | 
						||
* `minetest.set_node(pos, node)`
 | 
						||
* `minetest.add_node(pos, node): alias set_node(pos, node)`
 | 
						||
    * Set node at position (`node = {name="foo", param1=0, param2=0}`)
 | 
						||
* `minetest.swap_node(pos, node`
 | 
						||
    * Set node at position, but don't remove metadata
 | 
						||
* `minetest.remove_node(pos)`
 | 
						||
    * Equivalent to `set_node(pos, "air")`
 | 
						||
* `minetest.get_node(pos)`
 | 
						||
    * Returns the node at the given position as table in the format
 | 
						||
      `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
 | 
						||
      for unloaded areas.
 | 
						||
* `minetest.get_node_or_nil(pos)`
 | 
						||
    * Same as `get_node` but returns `nil` for unloaded areas.
 | 
						||
* `minetest.get_node_light(pos, timeofday)`
 | 
						||
    * Gets the light value at the given position. Note that the light value
 | 
						||
      "inside" the node at the given position is returned, so you usually want
 | 
						||
      to get the light value of a neighbor.
 | 
						||
    * `pos`: The position where to measure the light.
 | 
						||
    * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
 | 
						||
    * Returns a number between `0` and `15` or `nil`
 | 
						||
* `minetest.place_node(pos, node)`
 | 
						||
    * Place node with the same effects that a player would cause
 | 
						||
* `minetest.dig_node(pos)`
 | 
						||
    * Dig node with the same effects that a player would cause
 | 
						||
    * Returns `true` if successful, `false` on failure (e.g. protected location)
 | 
						||
* `minetest.punch_node(pos)`
 | 
						||
    * Punch node with the same effects that a player would cause
 | 
						||
 | 
						||
* `minetest.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)`: Spawn Lua-defined entity at position
 | 
						||
    * Returns `ObjectRef`, or `nil` if failed
 | 
						||
* `minetest.add_item(pos, item)`: Spawn item
 | 
						||
    * Returns `ObjectRef`, or `nil` if failed
 | 
						||
* `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
 | 
						||
* `minetest.get_objects_inside_radius(pos, radius)`
 | 
						||
    * `radius`: using an euclidean metric
 | 
						||
* `minetest.set_timeofday(val)`
 | 
						||
    * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
 | 
						||
* `minetest.get_timeofday()`
 | 
						||
* `minetest.get_gametime()`: returns the time, in seconds, since the world was created
 | 
						||
* `minetest.get_day_count()`: returns number days elapsed since world was created,
 | 
						||
    * accounting for time changes.
 | 
						||
* `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
 | 
						||
    * `radius`: using a maximum metric
 | 
						||
    * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | 
						||
* `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
 | 
						||
    * returns as second value a table with the count of the individual nodes found
 | 
						||
    * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | 
						||
* `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
 | 
						||
    * returned positions are nodes with a node air above
 | 
						||
    * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | 
						||
* `minetest.get_perlin(noiseparams)`
 | 
						||
* `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
 | 
						||
    * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
 | 
						||
* `minetest.get_voxel_manip([pos1, pos2])`
 | 
						||
    * Return voxel manipulator object.
 | 
						||
    * Loads the manipulator from the map if positions are passed.
 | 
						||
* `minetest.set_gen_notify(flags, {deco_ids})`
 | 
						||
    * Set the types of on-generate notifications that should be collected
 | 
						||
    * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
 | 
						||
   `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
 | 
						||
   * The second parameter is a list of IDS of decorations which notification is requested for
 | 
						||
* `get_gen_notify()`: returns a flagstring and a table with the deco_ids
 | 
						||
* `minetest.get_mapgen_object(objectname)`
 | 
						||
    * Return requested mapgen object if available (see "Mapgen objects")
 | 
						||
* `minetest.get_biome_id(biome_name)`
 | 
						||
    * Returns the biome id, as used in the biomemap Mapgen object, for a
 | 
						||
      given biome_name string.
 | 
						||
* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
 | 
						||
  `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
 | 
						||
  * Deprecated: use minetest.get_mapgen_setting(name) instead
 | 
						||
* `minetest.set_mapgen_params(MapgenParams)`
 | 
						||
    * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
 | 
						||
    * Set map generation parameters
 | 
						||
    * Function cannot be called after the registration period; only initialization
 | 
						||
      and `on_mapgen_init`
 | 
						||
    * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
 | 
						||
      and `flags`.
 | 
						||
        * Leave field unset to leave that parameter unchanged
 | 
						||
        * `flags` contains a comma-delimited string of flags to set,
 | 
						||
          or if the prefix `"no"` is attached, clears instead.
 | 
						||
        * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
 | 
						||
* `minetest.get_mapgen_setting(name)`
 | 
						||
    * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
 | 
						||
      order of precedence:
 | 
						||
        1) Settings loaded from map_meta.txt or overrides set during mod execution
 | 
						||
        2) Settings set by mods without a metafile override
 | 
						||
        3) Settings explicitly set in the user config file, minetest.conf
 | 
						||
        4) Settings set as the user config default
 | 
						||
* `minetest.get_mapgen_setting_noiseparams(name)`
 | 
						||
    * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
 | 
						||
      and is a valid NoiseParams
 | 
						||
* `minetest.set_mapgen_setting(name, value, [override_meta=false])`
 | 
						||
   * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
 | 
						||
     is not already present in map_meta.txt.  If the optional boolean override_meta is set to true,
 | 
						||
     this 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=false])`
 | 
						||
   * 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.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:
 | 
						||
    *   `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
 | 
						||
    *   `core.EMERGE_FROM_DISK`, `core.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, stepsize)`: returns `boolean, pos`
 | 
						||
    * Check if there is a direct line of sight between `pos1` and `pos2`
 | 
						||
    * Returns the position of the blocking node when `false`
 | 
						||
    * `pos1`: First position
 | 
						||
    * `pos2`: Second position
 | 
						||
    * `stepsize`: smaller gives more accurate results but requires more computing
 | 
						||
      time. Default is `1`.
 | 
						||
* `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
 | 
						||
    * returns table containing path
 | 
						||
    * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
 | 
						||
    * `pos1`: start position
 | 
						||
    * `pos2`: end position
 | 
						||
    * `searchdistance`: number of blocks to search in each direction using a maximum metric
 | 
						||
    * `max_jump`: maximum height difference to consider walkable
 | 
						||
    * `max_drop`: maximum height difference to consider droppable
 | 
						||
    * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
 | 
						||
* `minetest.spawn_tree (pos, {treedef})`
 | 
						||
    * spawns L-system tree at given `pos` with definition in `treedef` table
 | 
						||
    * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
 | 
						||
      Often these bugs appear as subtle shadows in water.
 | 
						||
* `minetest.transforming_liquid_add(pos)`
 | 
						||
    * add node to liquid update queue
 | 
						||
* `minetest.get_node_max_level(pos)`
 | 
						||
    * get max available level for leveled node
 | 
						||
* `minetest.get_node_level(pos)`
 | 
						||
    * get level of leveled node (water, snow)
 | 
						||
* `minetest.set_node_level(pos, level)`
 | 
						||
    * set level of leveled node, default `level` equals `1`
 | 
						||
    * if `totallevel > maxlevel`, returns rest (`total-max`).
 | 
						||
* `minetest.add_node_level(pos, level)`
 | 
						||
    * increase level of leveled node by level, default `level` equals `1`
 | 
						||
    * if `totallevel > maxlevel`, returns rest (`total-max`)
 | 
						||
    * can be negative for decreasing
 | 
						||
* `nodeupdate_single(pos)`
 | 
						||
    * causes an unsupported `group:falling_node` node to fall and causes an
 | 
						||
      unattached `group:attached_node` node to fall.
 | 
						||
    * does not spread these updates to neighbours
 | 
						||
    * a helper function, not officially part of the API, but useful
 | 
						||
 | 
						||
### 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)`: returns an `InvRef`
 | 
						||
    * callbacks: See "Detached inventory callbacks"
 | 
						||
    * Creates a detached inventory. If it already exists, it is cleared.
 | 
						||
* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
 | 
						||
   returns left over ItemStack
 | 
						||
    * See `minetest.item_eat` and `minetest.register_on_item_eat`
 | 
						||
 | 
						||
### Formspec
 | 
						||
* `minetest.show_formspec(playername, formname, formspec)`
 | 
						||
    * `playername`: name of player to show formspec
 | 
						||
    * `formname`: name passed to `on_player_receive_fields` callbacks.
 | 
						||
      It should follow the `"modname:<whatever>"` naming convention
 | 
						||
    * `formspec`: formspec to display
 | 
						||
* `minetest.formspec_escape(string)`: returns a string
 | 
						||
    * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
 | 
						||
* `minetest.explode_table_event(string)`: returns a table
 | 
						||
    * returns e.g. `{type="CHG", row=1, column=2}`
 | 
						||
    * `type` is one of:
 | 
						||
        * `"INV"`: no row selected)
 | 
						||
        * `"CHG"`: selected)
 | 
						||
        * `"DCL"`: double-click
 | 
						||
* `minetest.explode_textlist_event(string)`: returns a table
 | 
						||
    * returns e.g. `{type="CHG", index=1}`
 | 
						||
    * `type` is one of:
 | 
						||
        * `"INV"`: no row selected)
 | 
						||
        * `"CHG"`: selected)
 | 
						||
        * `"DCL"`: double-click
 | 
						||
* `minetest.explode_scrollbar_event(string)`: returns a table
 | 
						||
    * returns e.g. `{type="CHG", value=500}`
 | 
						||
    * `type` is one of:
 | 
						||
        * `"INV"`: something failed
 | 
						||
        * `"CHG"`: has been changed
 | 
						||
        * `"VAL"`: not changed
 | 
						||
 | 
						||
### Item handling
 | 
						||
* `minetest.inventorycube(img1, img2, img3)`
 | 
						||
    * Returns a string for making an image of a cube (useful as an item image)
 | 
						||
* `minetest.get_pointed_thing_position(pointed_thing, above)`
 | 
						||
    * Get position of a `pointed_thing` (that you can get from somewhere)
 | 
						||
* `minetest.dir_to_facedir(dir, is6d)`
 | 
						||
    * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
 | 
						||
    * passing something non-`nil`/`false` for the optional second parameter causes it to
 | 
						||
      take the y component into account
 | 
						||
* `minetest.facedir_to_dir(facedir)`
 | 
						||
    * Convert a facedir back into a vector aimed directly out the "back" of a node
 | 
						||
* `minetest.dir_to_wallmounted(dir)`
 | 
						||
    * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
 | 
						||
* `minetest.wallmounted_to_dir(wallmounted)`
 | 
						||
    * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
 | 
						||
* `minetest.get_node_drops(nodename, toolname)`
 | 
						||
    * Returns list of item names.
 | 
						||
    * **Note**: This will be removed or modified in a future version.
 | 
						||
* `minetest.get_craft_result(input)`: returns `output, decremented_input`
 | 
						||
    * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
 | 
						||
    * `input.width` = for example `3`
 | 
						||
    * `input.items` = for example
 | 
						||
      `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
 | 
						||
    * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
 | 
						||
    * `output.time` = a number, if unsuccessful: `0`
 | 
						||
    * `output.replacements` = list of `ItemStack`s that couldn't be placed in
 | 
						||
      `decremented_input.items`
 | 
						||
    * `decremented_input` = like `input`
 | 
						||
* `minetest.get_craft_recipe(output)`: returns input
 | 
						||
    * returns last registered recipe for output item (node)
 | 
						||
    * `output` is a node or item type such as `"default:torch"`
 | 
						||
    * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
 | 
						||
    * `input.width` = for example `3`
 | 
						||
    * `input.items` = for example
 | 
						||
      `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
 | 
						||
      * `input.items` = `nil` if no recipe found
 | 
						||
* `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
 | 
						||
    * returns indexed table with all registered recipes for query item (node)
 | 
						||
      or `nil` if no recipe was found
 | 
						||
    * recipe entry table:
 | 
						||
            {
 | 
						||
                method = 'normal' or 'cooking' or 'fuel'
 | 
						||
                width = 0-3, 0 means shapeless recipe
 | 
						||
                items = indexed [1-9] table with recipe items
 | 
						||
                output = string with item name and quantity
 | 
						||
            }
 | 
						||
    * Example query for `"default:gold_ingot"` will return table:
 | 
						||
            {
 | 
						||
                [1]={type = "cooking", width = 3, output = "default:gold_ingot",
 | 
						||
                items = {1 = "default:gold_lump"}},
 | 
						||
                [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
 | 
						||
                items = {1 = "default:goldblock"}}
 | 
						||
            }
 | 
						||
* `minetest.handle_node_drops(pos, drops, digger)`
 | 
						||
    * `drops`: list of itemstrings
 | 
						||
    * Handles drops from nodes after digging: Default action is to put them into
 | 
						||
      digger's inventory
 | 
						||
    * Can be overridden to get different functionality (e.g. dropping items on
 | 
						||
      ground)
 | 
						||
 | 
						||
### Rollback
 | 
						||
* `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
 | 
						||
  returns `{{actor, pos, time, oldnode, newnode}, ...}`
 | 
						||
    * Find who has done something to a node, or near a node
 | 
						||
    * `actor`: `"player:<name>"`, also `"liquid"`.
 | 
						||
* `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
 | 
						||
    * Revert latest actions of someone
 | 
						||
    * `actor`: `"player:<name>"`, also `"liquid"`.
 | 
						||
 | 
						||
### Defaults for the `on_*` item definition functions
 | 
						||
These functions return the leftover itemstack.
 | 
						||
 | 
						||
* `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
 | 
						||
    * Place item as a node
 | 
						||
    * `param2` overrides `facedir` and wallmounted `param2`
 | 
						||
    * returns `itemstack, success`
 | 
						||
* `minetest.item_place_object(itemstack, placer, pointed_thing)`
 | 
						||
    * Place item as-is
 | 
						||
* `minetest.item_place(itemstack, placer, pointed_thing, param2)`
 | 
						||
    * Use one of the above based on what the item is.
 | 
						||
    * Calls `on_rightclick` of `pointed_thing.under` if defined instead
 | 
						||
    * **Note**: is not called when wielded item overrides `on_place`
 | 
						||
    * `param2` overrides `facedir` and wallmounted `param2`
 | 
						||
    * returns `itemstack, success`
 | 
						||
* `minetest.item_drop(itemstack, dropper, pos)`
 | 
						||
    * Drop the item
 | 
						||
* `minetest.item_eat(hp_change, replace_with_item)`
 | 
						||
    * Eat the item.
 | 
						||
    * `replace_with_item` is the itemstring which is added to the inventory.
 | 
						||
      If the player is eating a stack, then replace_with_item goes to a
 | 
						||
      different spot. Can be `nil`
 | 
						||
    * See `minetest.do_item_eat`
 | 
						||
 | 
						||
### Defaults for the `on_punch` and `on_dig` node definition callbacks
 | 
						||
* `minetest.node_punch(pos, node, puncher, pointed_thing)`
 | 
						||
    * Calls functions registered by `minetest.register_on_punchnode()`
 | 
						||
* `minetest.node_dig(pos, node, digger)`
 | 
						||
    * Checks if node can be dug, puts item into inventory, removes node
 | 
						||
    * Calls functions registered by `minetest.registered_on_dignodes()`
 | 
						||
 | 
						||
### Sounds
 | 
						||
* `minetest.sound_play(spec, parameters)`: returns a handle
 | 
						||
    * `spec` is a `SimpleSoundSpec`
 | 
						||
    * `parameters` is a sound parameter table
 | 
						||
* `minetest.sound_stop(handle)`
 | 
						||
 | 
						||
### Timing
 | 
						||
* `minetest.after(time, func, ...)`
 | 
						||
    * Call the function `func` after `time` seconds, may be fractional
 | 
						||
    * Optional: Variable number of arguments that are passed to `func`
 | 
						||
 | 
						||
### Server
 | 
						||
* `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
 | 
						||
    and `reconnect` == true displays a reconnect button.
 | 
						||
* `minetest.get_server_status()`: returns server status string
 | 
						||
 | 
						||
### Bans
 | 
						||
* `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
 | 
						||
* `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
 | 
						||
* `minetest.ban_player(name)`: ban a player
 | 
						||
* `minetest.unban_player_or_ip(name)`: unban player or IP address
 | 
						||
* `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
 | 
						||
 | 
						||
### Particles
 | 
						||
* `minetest.add_particle(particle definition)`
 | 
						||
    * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
 | 
						||
      size, collisiondetection, texture, playername)`
 | 
						||
 | 
						||
* `minetest.add_particlespawner(particlespawner definition)`
 | 
						||
    * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
 | 
						||
    * Returns an `id`, and -1 if adding didn't succeed
 | 
						||
    * `Deprecated: minetest.add_particlespawner(amount, time,
 | 
						||
      minpos, maxpos,
 | 
						||
      minvel, maxvel,
 | 
						||
      minacc, maxacc,
 | 
						||
      minexptime, maxexptime,
 | 
						||
      minsize, maxsize,
 | 
						||
      collisiondetection, texture, playername)`
 | 
						||
 | 
						||
* `minetest.delete_particlespawner(id, player)``
 | 
						||
    * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
 | 
						||
    * If playername is specified, only deletes on the player's client,
 | 
						||
    * otherwise on all clients
 | 
						||
 | 
						||
### Schematics
 | 
						||
* `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
 | 
						||
    * Create a schematic from the volume of map specified by the box formed by p1 and p2.
 | 
						||
    * Apply the specified probability values to the specified nodes in `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 the integer value from `0` to `255` of the probability (see: Schematic specifier).
 | 
						||
            * 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.
 | 
						||
            * Slice probability works in the same manner, except takes a field
 | 
						||
              called `ypos` instead which
 | 
						||
              indicates the y position of the slice with a probability applied.
 | 
						||
            * 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)`
 | 
						||
    * 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.
 | 
						||
 | 
						||
* `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
 | 
						||
    * This function is analagous to minetest.place_schematic, but places a schematic onto the
 | 
						||
      specified VoxelManip object `vmanip` instead of the whole 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.
 | 
						||
 | 
						||
* `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.
 | 
						||
 | 
						||
### 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
 | 
						||
 | 
						||
### Misc.
 | 
						||
* `minetest.get_connected_players()`: returns list of `ObjectRefs`
 | 
						||
* `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
 | 
						||
    * 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 are saved as null.
 | 
						||
    * **Warning**: JSON is more strict than the Lua table format.
 | 
						||
        1. You can only use strings and positive integers of at least one as keys.
 | 
						||
        2. You can not mix string and integer keys.
 | 
						||
           This is due to the fact that JSON has two distinct array and object values.
 | 
						||
    * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
 | 
						||
* `minetest.serialize(table)`: returns a string
 | 
						||
    * Convert a table containing tables, strings, numbers, booleans and `nil`s
 | 
						||
      into string form readable by `minetest.deserialize`
 | 
						||
    * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
 | 
						||
* `minetest.deserialize(string)`: returns a table
 | 
						||
    * Convert a string returned by `minetest.deserialize` into a table
 | 
						||
    * `string` is loaded in an empty sandbox environment.
 | 
						||
    * Will load functions, but they cannot access the global environment.
 | 
						||
    * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
 | 
						||
    * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
 | 
						||
        * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
 | 
						||
* `minetest.compress(data, method, ...)`: returns `compressed_data`
 | 
						||
    * Compress a string of data.
 | 
						||
    * `method` is a string identifying the compression method to be used.
 | 
						||
    * Supported compression methods:
 | 
						||
    *     Deflate (zlib): `"deflate"`
 | 
						||
    * `...` indicates method-specific arguments.  Currently defined arguments are:
 | 
						||
    *     Deflate: `level` - Compression level, `0`-`9` or `nil`.
 | 
						||
* `minetest.decompress(compressed_data, method, ...)`: returns data
 | 
						||
    * Decompress a string of data (using ZLib).
 | 
						||
    * See documentation on `minetest.compress()` for supported compression methods.
 | 
						||
    * currently supported.
 | 
						||
    * `...` indicates method-specific arguments. Currently, no methods use this.
 | 
						||
* `minetest.encode_base64(string)`: returns string encoded in base64
 | 
						||
    * Encodes a string in base64.
 | 
						||
* `minetest.decode_base64(string)`: returns string
 | 
						||
    * Decodes a string encoded in base64.
 | 
						||
* `minetest.is_protected(pos, name)`: returns boolean
 | 
						||
    * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
 | 
						||
      actions, defineable by mods, due to some mod-defined ownership-like concept.
 | 
						||
      Returns false or nil, if the player is allowed to do such actions.
 | 
						||
    * This function should be overridden by protection mods and should be used to
 | 
						||
      check if a player can interact at a position.
 | 
						||
    * This function should call the old version of itself if the position is not
 | 
						||
      protected by the mod.
 | 
						||
    * Example:
 | 
						||
 | 
						||
            local old_is_protected = minetest.is_protected
 | 
						||
            function minetest.is_protected(pos, name)
 | 
						||
                if mymod:position_protected_from(pos, name) then
 | 
						||
                    return true
 | 
						||
                end
 | 
						||
                    return old_is_protected(pos, name)
 | 
						||
            end
 | 
						||
* `minetest.record_protection_violation(pos, name)`
 | 
						||
     * This function calls functions registered with
 | 
						||
       `minetest.register_on_protection_violation`.
 | 
						||
* `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
 | 
						||
    * 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). Stacks are handled normally if the `infinitestacks`
 | 
						||
      field is false or omitted (else, the itemstack is not changed). `orient_flags`
 | 
						||
      is an 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.
 | 
						||
* `minetest.rotate_node(itemstack, placer, pointed_thing)`
 | 
						||
    * calls `rotate_and_place()` with infinitestacks set according to the state of
 | 
						||
       the creative mode setting, and checks for "sneak" to set the `invert_wall`
 | 
						||
       parameter.
 | 
						||
 | 
						||
* `minetest.forceload_block(pos[, transient])`
 | 
						||
    * forceloads the position `pos`.
 | 
						||
    * returns `true` if area could be forceloaded
 | 
						||
    * If `transient` is `false` or absent, the forceload will be persistent
 | 
						||
      (saved between server runs). If `true`, the forceload will be transient
 | 
						||
      (not saved between server runs).
 | 
						||
 | 
						||
* `minetest.forceload_free_block(pos[, transient])`
 | 
						||
    * stops forceloading the position `pos`
 | 
						||
    * If `transient` is `false` or absent, frees a persistent forceload.
 | 
						||
      If `true`, frees a transient forceload.
 | 
						||
 | 
						||
* `minetest.request_insecure_environment()`: returns an environment containing
 | 
						||
  insecure functions if the calling mod has been listed as trusted in the
 | 
						||
  `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
 | 
						||
    * Only works at init time and must be called from the mod's main scope (not from a function).
 | 
						||
    * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
 | 
						||
      A LOCAL VARIABLE!**
 | 
						||
 | 
						||
* `minetest.global_exists(name)`
 | 
						||
    * Checks if a global variable has been set, without triggering a warning.
 | 
						||
 | 
						||
### Global objects
 | 
						||
* `minetest.env`: `EnvRef` of the server environment and world.
 | 
						||
    * Any function in the minetest namespace can be called using the syntax
 | 
						||
     `minetest.env:somefunction(somearguments)`
 | 
						||
     instead of `minetest.somefunction(somearguments)`
 | 
						||
    * Deprecated, but support is not to be dropped soon
 | 
						||
 | 
						||
### Global tables
 | 
						||
* `minetest.registered_items`
 | 
						||
    * Map of registered items, indexed by name
 | 
						||
* `minetest.registered_nodes`
 | 
						||
    * Map of registered node definitions, indexed by name
 | 
						||
* `minetest.registered_craftitems`
 | 
						||
    * Map of registered craft item definitions, indexed by name
 | 
						||
* `minetest.registered_tools`
 | 
						||
    * Map of registered tool definitions, indexed by name
 | 
						||
* `minetest.registered_entities`
 | 
						||
    * Map of registered entity prototypes, indexed by name
 | 
						||
* `minetest.object_refs`
 | 
						||
    * Map of object references, indexed by active object id
 | 
						||
* `minetest.luaentities`
 | 
						||
    * Map of Lua entities, indexed by active object id
 | 
						||
* `minetest.registered_ores`
 | 
						||
    * List of registered ore definitions.
 | 
						||
* `minetest.registered_biomes`
 | 
						||
    * List of registered biome definitions.
 | 
						||
* `minetest.registered_decorations`
 | 
						||
    * List of registered decoration definitions.
 | 
						||
 | 
						||
Class reference
 | 
						||
---------------
 | 
						||
 | 
						||
### `NodeMetaRef`
 | 
						||
Node metadata: reference extra data and functionality stored in a node.
 | 
						||
Can be gotten via `minetest.get_meta(pos)`.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `set_string(name, value)`
 | 
						||
* `get_string(name)`
 | 
						||
* `set_int(name, value)`
 | 
						||
* `get_int(name)`
 | 
						||
* `set_float(name, value)`
 | 
						||
* `get_float(name)`
 | 
						||
* `get_inventory()`: returns `InvRef`
 | 
						||
* `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
 | 
						||
* `from_table(nil or {})`
 | 
						||
    * to clear metadata, use from_table(nil)
 | 
						||
    * See "Node Metadata"
 | 
						||
 | 
						||
### `NodeTimerRef`
 | 
						||
Node Timers: a high resolution persistent per-node timer.
 | 
						||
Can be gotten via `minetest.get_node_timer(pos)`.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `set(timeout,elapsed)`
 | 
						||
    * set a timer's state
 | 
						||
    * `timeout` is in seconds, and supports fractional values (0.1 etc)
 | 
						||
    * `elapsed` is in seconds, and supports fractional values (0.1 etc)
 | 
						||
    * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
 | 
						||
* `start(timeout)`
 | 
						||
    * start a timer
 | 
						||
    * equivalent to `set(timeout,0)`
 | 
						||
* `stop()`
 | 
						||
    * stops the timer
 | 
						||
* `get_timeout()`: returns current timeout in seconds
 | 
						||
    * if `timeout` equals `0`, timer is inactive
 | 
						||
* `get_elapsed()`: returns current elapsed time in seconds
 | 
						||
    * the node's `on_timer` function will be called after `timeout`-elapsed seconds
 | 
						||
* `is_started()`: returns boolean state of timer
 | 
						||
    * returns `true` if timer is started, otherwise `false`
 | 
						||
 | 
						||
### `ObjectRef`
 | 
						||
Moving things in the game are generally these.
 | 
						||
 | 
						||
This is basically a reference to a C++ `ServerActiveObject`
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `remove()`: remove object (after returning from Lua)
 | 
						||
    * Note: Doesn't work on players, use minetest.kick_player instead
 | 
						||
* `getpos()`: returns `{x=num, y=num, z=num}`
 | 
						||
* `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
 | 
						||
* `moveto(pos, continuous=false)`: interpolated move
 | 
						||
* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
 | 
						||
    * `puncher` = another `ObjectRef`,
 | 
						||
    * `time_from_last_punch` = time since last punch action of the puncher
 | 
						||
    * `direction`: can be `nil`
 | 
						||
* `right_click(clicker)`; `clicker` is another `ObjectRef`
 | 
						||
* `get_hp()`: returns number of hitpoints (2 * number of hearts)
 | 
						||
* `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
 | 
						||
* `get_inventory()`: returns an `InvRef`
 | 
						||
* `get_wield_list()`: returns the name of the inventory list the wielded item is in
 | 
						||
* `get_wield_index()`: returns the index of the wielded item
 | 
						||
* `get_wielded_item()`: returns an `ItemStack`
 | 
						||
* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
 | 
						||
* `set_armor_groups({group1=rating, group2=rating, ...})`
 | 
						||
* `get_armor_groups()`: returns a table with the armor group ratings
 | 
						||
* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
 | 
						||
* `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
 | 
						||
* `set_attach(parent, bone, position, rotation)`
 | 
						||
    * `bone`: string
 | 
						||
    * `position`: `{x=num, y=num, z=num}` (relative)
 | 
						||
    * `rotation`: `{x=num, y=num, z=num}`
 | 
						||
* `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
 | 
						||
* `set_detach()`
 | 
						||
* `set_bone_position(bone, position, rotation)`
 | 
						||
    * `bone`: string
 | 
						||
    * `position`: `{x=num, y=num, z=num}` (relative)
 | 
						||
    * `rotation`: `{x=num, y=num, z=num}`
 | 
						||
* `get_bone_position(bone)`: returns position and rotation of the bone
 | 
						||
* `set_properties(object property table)`
 | 
						||
* `get_properties()`: returns object property table
 | 
						||
* `is_player()`: returns true for players, false otherwise
 | 
						||
* `get_nametag_attributes()`
 | 
						||
    * returns a table with the attributes of the nametag of an object
 | 
						||
    * {
 | 
						||
        color = {a=0..255, r=0..255, g=0..255, b=0..255},
 | 
						||
        text = "",
 | 
						||
      }
 | 
						||
* `set_nametag_attributes(attributes)`
 | 
						||
    * sets the attributes of the nametag of an object
 | 
						||
    * `attributes`:
 | 
						||
      {
 | 
						||
        color = ColorSpec,
 | 
						||
        text = "My Nametag",
 | 
						||
      }
 | 
						||
 | 
						||
##### LuaEntitySAO-only (no-op for other objects)
 | 
						||
* `setvelocity({x=num, y=num, z=num})`
 | 
						||
* `getvelocity()`: returns `{x=num, y=num, z=num}`
 | 
						||
* `setacceleration({x=num, y=num, z=num})`
 | 
						||
* `getacceleration()`: returns `{x=num, y=num, z=num}`
 | 
						||
* `setyaw(radians)`
 | 
						||
* `getyaw()`: returns number in radians
 | 
						||
* `settexturemod(mod)`
 | 
						||
* `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
 | 
						||
  select_horiz_by_yawpitch=false)`
 | 
						||
    * Select sprite from spritesheet with optional animation and DM-style
 | 
						||
      texture selection based on yaw relative to camera
 | 
						||
* `get_entity_name()` (**Deprecated**: Will be removed in a future version)
 | 
						||
* `get_luaentity()`
 | 
						||
 | 
						||
##### Player-only (no-op for other objects)
 | 
						||
* `get_player_name()`: returns `""` if is not a player
 | 
						||
* `get_player_velocity()`: returns `nil` if is not a player, otherwise a
 | 
						||
  table {x, y, z} representing the player's instantaneous velocity in nodes/s
 | 
						||
* `get_look_dir()`: get camera direction as a unit vector
 | 
						||
* `get_look_vertical()`: pitch in radians
 | 
						||
     * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
 | 
						||
* `get_look_horizontal()`: yaw in radians
 | 
						||
     * Angle is counter-clockwise from the +z direction.
 | 
						||
* `set_look_vertical(radians)`: sets look pitch
 | 
						||
     * radians - Angle from looking forward, where positive is downwards.
 | 
						||
* `set_look_horizontal(radians)`: sets look yaw
 | 
						||
     * radians - Angle from the +z direction, where positive is counter-clockwise.
 | 
						||
* `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
 | 
						||
     * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
 | 
						||
* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
 | 
						||
     * Angle is counter-clockwise from the +x direction.
 | 
						||
* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
 | 
						||
* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
 | 
						||
* `get_breath()`: returns players breath
 | 
						||
* `set_breath(value)`: sets players breath
 | 
						||
     * values:
 | 
						||
        * `0`: player is drowning,
 | 
						||
        * `1`-`10`: remaining number of bubbles
 | 
						||
        * `11`: bubbles bar is not shown
 | 
						||
* `set_inventory_formspec(formspec)`
 | 
						||
    * Redefine player's inventory form
 | 
						||
    * Should usually be called in on_joinplayer
 | 
						||
* `get_inventory_formspec()`: returns a formspec string
 | 
						||
* `get_player_control()`: returns table with player pressed keys
 | 
						||
    * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
 | 
						||
* `get_player_control_bits()`: returns integer with bit packed player pressed keys
 | 
						||
    * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
 | 
						||
* `set_physics_override(override_table)`
 | 
						||
    * `override_table` is a table with the following fields:
 | 
						||
        * `speed`: multiplier to default walking speed value (default: `1`)
 | 
						||
        * `jump`: multiplier to default jump value (default: `1`)
 | 
						||
        * `gravity`: multiplier to default gravity value (default: `1`)
 | 
						||
        * `sneak`: whether player can sneak (default: `true`)
 | 
						||
        * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
 | 
						||
* `get_physics_override()`: returns the table given to set_physics_override
 | 
						||
* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
 | 
						||
   number on success
 | 
						||
* `hud_remove(id)`: remove the HUD element of the specified id
 | 
						||
* `hud_change(id, stat, value)`: change a value of a previously added HUD element
 | 
						||
    * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
 | 
						||
* `hud_get(id)`: gets the HUD element definition structure of the specified ID
 | 
						||
* `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
 | 
						||
    * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
 | 
						||
    * pass a table containing a `true`/`false` value of each flag to be set or unset
 | 
						||
    * if a flag equals `nil`, the flag is not modified
 | 
						||
    * note that setting `minimap` modifies the client's permission to view the minimap -
 | 
						||
    * the client may locally elect to not view the minimap
 | 
						||
* `hud_get_flags()`: returns a table containing status of hud flags
 | 
						||
    * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
 | 
						||
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
 | 
						||
    * `count`: number of items, must be between `1` and `23`
 | 
						||
* `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
 | 
						||
* `hud_replace_builtin(name, hud_definition)`
 | 
						||
    * replace definition of a builtin hud element
 | 
						||
    * `name`: `"breath"` or `"health"`
 | 
						||
    * `hud_definition`: definition to replace builtin definition
 | 
						||
* `set_sky(bgcolor, type, {texture names})`
 | 
						||
    * `bgcolor`: ColorSpec, defaults to white
 | 
						||
    * Available types:
 | 
						||
        * `"regular"`: Uses 0 textures, `bgcolor` ignored
 | 
						||
        * `"skybox"`: Uses 6 textures, `bgcolor` used
 | 
						||
        * `"plain"`: Uses 0 textures, `bgcolor` used
 | 
						||
* `get_sky()`: returns bgcolor, type and a table with the textures
 | 
						||
* `override_day_night_ratio(ratio or nil)`
 | 
						||
    * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
 | 
						||
    * `nil`: Disables override, defaulting to sunlight based on day-night cycle
 | 
						||
* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
 | 
						||
* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
 | 
						||
 | 
						||
	set animation for player model in third person view
 | 
						||
 | 
						||
        set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
 | 
						||
            {x=168, y=187}, -- < walk animation key frames
 | 
						||
            {x=189, y=198}, -- <  dig animation key frames
 | 
						||
            {x=200, y=219}, -- <  walk+dig animation key frames
 | 
						||
            frame_speed=30): -- <  animation frame speed
 | 
						||
* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
 | 
						||
* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
 | 
						||
    * in first person view
 | 
						||
    * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
 | 
						||
* `get_eye_offset()`: returns offset_first and offset_third
 | 
						||
 | 
						||
### `InvRef`
 | 
						||
An `InvRef` is a reference to an inventory.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `is_empty(listname)`: return `true` if list is empty
 | 
						||
* `get_size(listname)`: get size of a list
 | 
						||
* `set_size(listname, size)`: set size of a list
 | 
						||
    * returns `false` on error (e.g. invalid `listname` or `size`)
 | 
						||
* `get_width(listname)`: get width of a list
 | 
						||
* `set_width(listname, width)`: set width of list; currently used for crafting
 | 
						||
* `get_stack(listname, i)`: get a copy of stack index `i` in list
 | 
						||
* `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
 | 
						||
* `get_list(listname)`: return full list
 | 
						||
* `set_list(listname, list)`: set full list (size will not change)
 | 
						||
* `get_lists()`: returns list of inventory lists
 | 
						||
* `set_lists(lists)`: sets inventory lists (size will not change)
 | 
						||
* `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
 | 
						||
* `room_for_item(listname, stack):` returns `true` if the stack of items
 | 
						||
  can be fully added to the list
 | 
						||
* `contains_item(listname, stack)`: returns `true` if the stack of items
 | 
						||
  can be fully taken from the list
 | 
						||
* `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
 | 
						||
 | 
						||
### `AreaStore`
 | 
						||
A fast access data structure to store areas, and find areas near a given position or area.
 | 
						||
Every area has a `data` string attribute to store additional information.
 | 
						||
You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
 | 
						||
If you chose the parameter-less constructor, a fast implementation will be automatically
 | 
						||
chosen for you.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
 | 
						||
  (optional) Boolean values `include_borders` and `include_data` control what's copied.
 | 
						||
  Returns nil if specified area id does not exist.
 | 
						||
* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
 | 
						||
  the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
 | 
						||
  what's copied.
 | 
						||
* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
 | 
						||
  returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
 | 
						||
  If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
 | 
						||
  (optional) Boolean values `include_borders` and `include_data` control what's copied.
 | 
						||
* `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
 | 
						||
  or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
 | 
						||
  `data` is a string stored with the area.  If passed, `id` will be used as the internal area ID,
 | 
						||
  it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
 | 
						||
  or insertions are likely to fail due to conflicts.
 | 
						||
* `reserve(count)`: reserves resources for at most `count` many contained areas.
 | 
						||
  Only needed for efficiency, and only some implementations profit.
 | 
						||
* `remove_area(id)`: removes the area with the given id from the store, returns success.
 | 
						||
* `set_cache_params(params)`: sets params for the included prefiltering cache.
 | 
						||
  Calling invalidates the cache, so that its elements have to be newly generated.
 | 
						||
    * `params`:
 | 
						||
      {
 | 
						||
        enabled = boolean, -- whether to enable, default true
 | 
						||
        block_radius = number, -- the radius (in nodes) of the areas the cache generates
 | 
						||
                                  prefiltered lists for, minimum 16, default 64
 | 
						||
        limit = number, -- the cache's 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.
 | 
						||
 | 
						||
### `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 boolean success.
 | 
						||
  Clears item on failure.
 | 
						||
* `get_count()`: Returns number of items on the stack.
 | 
						||
* `set_count(count)`
 | 
						||
* `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
 | 
						||
* `set_wear(wear)`: Returns boolean success.
 | 
						||
  Clears item on failure.
 | 
						||
* `get_metadata()`: Returns metadata (a string attached to an item stack).
 | 
						||
* `set_metadata(metadata)`: Returns true.
 | 
						||
* `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.
 | 
						||
* `add_item(item)`: Put some item or stack onto this stack.
 | 
						||
   Returns leftover `ItemStack`.
 | 
						||
* `item_fits(item)`: Returns `true` if item or stack can be fully added to
 | 
						||
  this one.
 | 
						||
* `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
 | 
						||
  Returns taken `ItemStack`.
 | 
						||
* `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
 | 
						||
  Returns taken `ItemStack`.
 | 
						||
 | 
						||
### `PseudoRandom`
 | 
						||
A 16-bit pseudorandom number generator.
 | 
						||
Uses a well-known LCG algorithm introduced by K&R.
 | 
						||
 | 
						||
It can be created via `PseudoRandom(seed)`.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `next()`: return next integer random number [`0`...`32767`]
 | 
						||
* `next(min, max)`: return next integer random number [`min`...`max`]
 | 
						||
    * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
 | 
						||
      due to the simple implementation making bad distribution otherwise.
 | 
						||
 | 
						||
### `PcgRandom`
 | 
						||
A 32-bit pseudorandom number generator.
 | 
						||
Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
 | 
						||
 | 
						||
It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `next()`: return next integer random number [`-2147483648`...`2147483647`]
 | 
						||
* `next(min, max)`: return next integer random number [`min`...`max`]
 | 
						||
* `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
 | 
						||
    * This is only a rough approximation of a normal distribution with:
 | 
						||
    *   mean = (max - min) / 2, and
 | 
						||
    *   variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
 | 
						||
    * Increasing num_trials improves accuracy of the approximation
 | 
						||
 | 
						||
### `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
 | 
						||
be found on the system.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
 | 
						||
 | 
						||
### `PerlinNoise`
 | 
						||
A perlin noise generator.
 | 
						||
It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
 | 
						||
or `PerlinNoise(noiseparams)`.
 | 
						||
Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
 | 
						||
or `minetest.get_perlin(noiseparams)`.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
 | 
						||
* `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
 | 
						||
 | 
						||
### `PerlinNoiseMap`
 | 
						||
A fast, bulk perlin noise generator.
 | 
						||
 | 
						||
It can be created via `PerlinNoiseMap(noiseparams, size)` or
 | 
						||
`minetest.get_perlin_map(noiseparams, size)`.
 | 
						||
 | 
						||
Format of `size` is `{x=dimx, y=dimy, z=dimz}`.  The `z` conponent is ommitted
 | 
						||
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
 | 
						||
* `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
 | 
						||
  with values starting at `pos={x=,y=}`
 | 
						||
* `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
 | 
						||
  of 3D noise with values starting at `pos={x=,y=,z=}`
 | 
						||
* `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
 | 
						||
  with values starting at `pos={x=,y=}`
 | 
						||
* `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
 | 
						||
* `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`.  The result is stored internally.
 | 
						||
* `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`.  The result is stored internally.
 | 
						||
* `getMapSlice(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:getMapSlice({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:calc3dMap({x=1000, y=1000, z=1000})`
 | 
						||
  `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
 | 
						||
 | 
						||
### `VoxelManip`
 | 
						||
 | 
						||
#### 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 very large areas of map at once - for example, if only
 | 
						||
setting a 5x5x5 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.
 | 
						||
 | 
						||
#### 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() et al. 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()`.
 | 
						||
 | 
						||
Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
 | 
						||
as being modified so that connected clients are sent the updated parts of 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:
 | 
						||
```
 | 
						||
core.CONTENT_UNKNOWN (ID for "unknown" nodes)
 | 
						||
core.CONTENT_AIR     (ID for "air" nodes)
 | 
						||
core.CONTENT_IGNORE  (ID for "ignore" nodes)
 | 
						||
```
 | 
						||
 | 
						||
##### Mapgen VoxelManip objects
 | 
						||
Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
 | 
						||
core's Map Generator (commonly abbreviated Mapgen).  Most of the rules previously described still apply
 | 
						||
but with a few differences:
 | 
						||
 | 
						||
* The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
 | 
						||
* This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
 | 
						||
  to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
 | 
						||
* The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
 | 
						||
  non-VoxelManip map modification methods.  Because the same Mapgen VoxelManip object is passed through
 | 
						||
  each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
 | 
						||
  consistency with the current map state.  For this reason, calling any of the following functions:
 | 
						||
  `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
 | 
						||
  will also update the Mapgen VoxelManip object's internal state active on the current thread.
 | 
						||
* After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
 | 
						||
  information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
 | 
						||
* `VoxelManip:update_map()` does not need to be called after `write_to_map()`.  The map update is performed
 | 
						||
  automatically after all on_generated callbacks have been run for that generated block.
 | 
						||
 | 
						||
##### Other API functions operating on a VoxelManip
 | 
						||
If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
 | 
						||
for these liquid nodes to begin flowing.  It is recommended to call this function only after having
 | 
						||
written all buffered data back to the VoxelManip object, save for special situations where the modder
 | 
						||
desires to only have certain liquid nodes begin flowing.
 | 
						||
 | 
						||
The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
 | 
						||
registered decorations and ores throughout the full area inside of the specified VoxelManip object.
 | 
						||
 | 
						||
`minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
 | 
						||
except instead of placing the specified schematic directly on the map at the specified position, it
 | 
						||
will place the schematic inside of the VoxelManip.
 | 
						||
 | 
						||
##### Notes
 | 
						||
* Attempting to read data from a VoxelManip object before map is read will result in a zero-length
 | 
						||
  array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
 | 
						||
  `VoxelManip:get_node_at()`.
 | 
						||
* If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
 | 
						||
  filled with "ignore" nodes.
 | 
						||
* Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
 | 
						||
  object.  With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
 | 
						||
  updated.  For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
 | 
						||
  object in the same callback it had been created.
 | 
						||
* If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
 | 
						||
  a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
 | 
						||
  buffer the function can use to write map data to instead of returning a new table each call.  This
 | 
						||
  greatly enhances performance by avoiding unnecessary memory allocations.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `read_from_map(p1, p2)`:  Loads a chunk of map into the VoxelManip object containing
 | 
						||
  the region formed by `p1` and `p2`.
 | 
						||
    * returns actual emerged `pmin`, actual emerged `pmax`
 | 
						||
* `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
 | 
						||
    * **important**: data must be set using `VoxelManip:set_data()` before calling this
 | 
						||
* `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()`: Update map after writing chunk back to map.
 | 
						||
    * To be used only by `VoxelManip` objects created by the mod itself;
 | 
						||
      not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
 | 
						||
* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
 | 
						||
    * `light` is a table, `{day=<0...15>, night=<0...15>}`
 | 
						||
    * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
 | 
						||
    * (`p1`, `p2`) is the area in which lighting is set;
 | 
						||
      defaults to the whole area if left out
 | 
						||
* `get_light_data()`: Gets the light data read into the `VoxelManip` object
 | 
						||
    * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
 | 
						||
    * Each value is the bitwise combination of day and night light values (`0` to `15` each)
 | 
						||
    * `light = day + (night * 16)`
 | 
						||
* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
 | 
						||
  in the `VoxelManip`
 | 
						||
    * expects lighting data in the same format that `get_light_data()` returns
 | 
						||
* `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
 | 
						||
* `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
 | 
						||
    * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
 | 
						||
      mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
 | 
						||
* `update_liquids()`: Update liquid flow
 | 
						||
* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
 | 
						||
  had been modified since the last read from map, due to a call to
 | 
						||
  `minetest.set_data()` on the loaded area elsewhere
 | 
						||
* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
 | 
						||
 | 
						||
### `VoxelArea`
 | 
						||
A helper class for voxel areas.
 | 
						||
It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
 | 
						||
The coordinates are *inclusive*, like most other things in Minetest.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `getExtent()`: returns a 3D vector containing the size of the area formed by
 | 
						||
  `MinEdge` and `MaxEdge`
 | 
						||
* `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
 | 
						||
* `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
 | 
						||
    * useful for things like `VoxelManip`, raw Schematic specifiers,
 | 
						||
      `PerlinNoiseMap:get2d`/`3dMap`, and so on
 | 
						||
* `indexp(p)`: same as above, except takes a vector
 | 
						||
* `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
 | 
						||
 | 
						||
### `Settings`
 | 
						||
An interface to read config files in the format of `minetest.conf`.
 | 
						||
 | 
						||
It can be created via `Settings(filename)`.
 | 
						||
 | 
						||
#### Methods
 | 
						||
* `get(key)`: returns a value
 | 
						||
* `get_bool(key)`: returns a boolean
 | 
						||
* `set(key, value)`
 | 
						||
* `remove(key)`: returns a boolean (`true` for success)
 | 
						||
* `get_names()`: returns `{key1,...}`
 | 
						||
* `write()`: returns a boolean (`true` for success)
 | 
						||
    * write changes to file
 | 
						||
* `to_table()`: returns `{[key1]=value1,...}`
 | 
						||
 | 
						||
Mapgen objects
 | 
						||
--------------
 | 
						||
A mapgen object is a construct used in map generation. Mapgen objects can be used
 | 
						||
by an `on_generate` callback to speed up operations by avoiding unnecessary
 | 
						||
recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
 | 
						||
function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
 | 
						||
was called outside of an `on_generate()` callback, `nil` is returned.
 | 
						||
 | 
						||
The following Mapgen objects are currently available:
 | 
						||
 | 
						||
### `voxelmanip`
 | 
						||
This returns three values; the `VoxelManip` object to be used, minimum and maximum
 | 
						||
emerged position, in that order. All mapgens support this object.
 | 
						||
 | 
						||
### `heightmap`
 | 
						||
Returns an array containing the y coordinates of the ground levels of nodes in
 | 
						||
the most recently generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `biomemap`
 | 
						||
Returns an array containing the biome IDs of nodes in the most recently
 | 
						||
generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `heatmap`
 | 
						||
Returns an array containing the temperature values of nodes in the most
 | 
						||
recently generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `humiditymap`
 | 
						||
Returns an array containing the humidity values of nodes in the most recently
 | 
						||
generated chunk by the current mapgen.
 | 
						||
 | 
						||
### `gennotify`
 | 
						||
Returns a table mapping requested generation notification types to arrays of
 | 
						||
positions at which the corresponding generated structures are located at within
 | 
						||
the current chunk. To set the capture of positions of interest to be recorded
 | 
						||
on generate, use `minetest.set_gen_notify()`.
 | 
						||
 | 
						||
Possible fields of the table returned are:
 | 
						||
 | 
						||
* `dungeon`
 | 
						||
* `temple`
 | 
						||
* `cave_begin`
 | 
						||
* `cave_end`
 | 
						||
* `large_cave_begin`
 | 
						||
* `large_cave_end`
 | 
						||
* `decoration`
 | 
						||
 | 
						||
Decorations have a key in the format of `"decoration#id"`, where `id` is the
 | 
						||
numeric unique decoration ID.
 | 
						||
 | 
						||
Registered entities
 | 
						||
-------------------
 | 
						||
* Functions receive a "luaentity" as `self`:
 | 
						||
    * It has the member `.name`, which is the registered name `("mod:thing")`
 | 
						||
    * It has the member `.object`, which is an `ObjectRef` pointing to the object
 | 
						||
    * The original prototype stuff is visible directly via a metatable
 | 
						||
* Callbacks:
 | 
						||
    * `on_activate(self, staticdata, dtime_s)`
 | 
						||
        * Called when the object is instantiated.
 | 
						||
        * `dtime_s` is the time passed since the object was unloaded, which can
 | 
						||
          be used for updating the entity state.
 | 
						||
    * `on_step(self, dtime)`
 | 
						||
        * Called on every server tick, after movement and collision processing.
 | 
						||
          `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
 | 
						||
          `in minetest.conf`.
 | 
						||
    * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
 | 
						||
        * Called when somebody punches the object.
 | 
						||
        * Note that you probably want to handle most punches using the
 | 
						||
          automatic armor group system.
 | 
						||
          * `puncher`: an `ObjectRef` (can be `nil`)
 | 
						||
          * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
 | 
						||
          * `tool_capabilities`: capability table of used tool (can be `nil`)
 | 
						||
          * `dir`: unit vector of direction of punch. Always defined. Points from
 | 
						||
            the puncher to the punched.
 | 
						||
    * `on_rightclick(self, clicker)`
 | 
						||
    * `get_staticdata(self)`
 | 
						||
        * Should return a string that will be passed to `on_activate` when
 | 
						||
          the object is instantiated the next time.
 | 
						||
 | 
						||
L-system trees
 | 
						||
--------------
 | 
						||
**Warning**
 | 
						||
L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
 | 
						||
Often these bugs appear as subtle shadows in water.
 | 
						||
 | 
						||
### Tree definition
 | 
						||
 | 
						||
    treedef={
 | 
						||
        axiom,         --string  initial tree axiom
 | 
						||
        rules_a,       --string  rules set A
 | 
						||
        rules_b,       --string  rules set B
 | 
						||
        rules_c,       --string  rules set C
 | 
						||
        rules_d,       --string  rules set D
 | 
						||
        trunk,         --string  trunk node name
 | 
						||
        leaves,        --string  leaves node name
 | 
						||
        leaves2,       --string  secondary leaves node name
 | 
						||
        leaves2_chance,--num     chance (0-100) to replace leaves with leaves2
 | 
						||
        angle,         --num     angle in deg
 | 
						||
        iterations,    --num     max # of iterations, usually 2 -5
 | 
						||
        random_level,  --num     factor to lower nr of iterations, usually 0 - 3
 | 
						||
        trunk_type,    --string  single/double/crossed) type of trunk: 1 node,
 | 
						||
                       --        2x2 nodes or 3x3 in cross shape
 | 
						||
        thin_branches, --boolean true -> use thin (1 node) branches
 | 
						||
        fruit,         --string  fruit node name
 | 
						||
        fruit_chance,  --num     chance (0-100) to replace leaves with fruit node
 | 
						||
        seed,          --num     random seed; if no seed is provided, the engine will create one
 | 
						||
    }
 | 
						||
 | 
						||
### Key for Special L-System Symbols used in Axioms
 | 
						||
 | 
						||
* `G`: move forward one unit with the pen up
 | 
						||
* `F`: move forward one unit with the pen down drawing trunks and branches
 | 
						||
* `f`: move forward one unit with the pen down drawing leaves (100% chance)
 | 
						||
* `T`: move forward one unit with the pen down drawing trunks only
 | 
						||
* `R`: move forward one unit with the pen down placing fruit
 | 
						||
* `A`: replace with rules set A
 | 
						||
* `B`: replace with rules set B
 | 
						||
* `C`: replace with rules set C
 | 
						||
* `D`: replace with rules set D
 | 
						||
* `a`: replace with rules set A, chance 90%
 | 
						||
* `b`: replace with rules set B, chance 80%
 | 
						||
* `c`: replace with rules set C, chance 70%
 | 
						||
* `d`: replace with rules set D, chance 60%
 | 
						||
* `+`: yaw the turtle right by `angle` parameter
 | 
						||
* `-`: yaw the turtle left by `angle` parameter
 | 
						||
* `&`: pitch the turtle down by `angle` parameter
 | 
						||
* `^`: pitch the turtle up by `angle` parameter
 | 
						||
* `/`: roll the turtle to the right by `angle` parameter
 | 
						||
* `*`: roll the turtle to the left by `angle` parameter
 | 
						||
* `[`: save in stack current state info
 | 
						||
* `]`: recover from stack state info
 | 
						||
 | 
						||
### Example
 | 
						||
Spawn a small apple tree:
 | 
						||
 | 
						||
    pos = {x=230,y=20,z=4}
 | 
						||
    apple_tree={
 | 
						||
        axiom="FFFFFAFFBF",
 | 
						||
        rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
 | 
						||
        rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
 | 
						||
        trunk="default:tree",
 | 
						||
        leaves="default:leaves",
 | 
						||
        angle=30,
 | 
						||
        iterations=2,
 | 
						||
        random_level=0,
 | 
						||
        trunk_type="single",
 | 
						||
        thin_branches=true,
 | 
						||
        fruit_chance=10,
 | 
						||
        fruit="default:apple"
 | 
						||
    }
 | 
						||
    minetest.spawn_tree(pos,apple_tree)
 | 
						||
 | 
						||
Definition tables
 | 
						||
-----------------
 | 
						||
 | 
						||
### Object Properties
 | 
						||
 | 
						||
    {
 | 
						||
        hp_max = 1,
 | 
						||
        physical = true,
 | 
						||
        collide_with_objects = true, -- collide with other objects if physical=true
 | 
						||
        weight = 5,
 | 
						||
        collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
 | 
						||
        visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
 | 
						||
        visual_size = {x=1, y=1},
 | 
						||
        mesh = "model",
 | 
						||
        textures = {}, -- number of required textures depends on visual
 | 
						||
        colors = {}, -- number of required colors depends on visual
 | 
						||
        spritediv = {x=1, y=1},
 | 
						||
        initial_sprite_basepos = {x=0, y=0},
 | 
						||
        is_visible = true,
 | 
						||
        makes_footstep_sound = false,
 | 
						||
        automatic_rotate = false,
 | 
						||
        stepheight = 0,
 | 
						||
        automatic_face_movement_dir = 0.0,
 | 
						||
    --  ^ automatically set yaw to movement direction; offset in degrees; false to disable
 | 
						||
        automatic_face_movement_max_rotation_per_sec = -1,
 | 
						||
    --  ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
 | 
						||
        backface_culling = true, -- false to disable backface_culling for model
 | 
						||
        nametag = "", -- by default empty, for players their name is shown if empty
 | 
						||
        nametag_color = <color>, -- sets color of nametag as ColorSpec
 | 
						||
        infotext = "", -- by default empty, text to be shown when pointed at object
 | 
						||
    }
 | 
						||
 | 
						||
### Entity definition (`register_entity`)
 | 
						||
 | 
						||
    {
 | 
						||
    --  Deprecated: Everything in object properties is read directly from here
 | 
						||
 | 
						||
        initial_properties = --[[<initial object properties>]],
 | 
						||
 | 
						||
        on_activate = function(self, staticdata, dtime_s),
 | 
						||
        on_step = function(self, dtime),
 | 
						||
        on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
 | 
						||
        on_rightclick = function(self, clicker),
 | 
						||
        get_staticdata = function(self),
 | 
						||
    --  ^ Called sometimes; the string returned is passed to on_activate when
 | 
						||
    --    the entity is re-activated from static state
 | 
						||
 | 
						||
        -- Also you can define arbitrary member variables here
 | 
						||
        myvariable = whatever,
 | 
						||
    }
 | 
						||
 | 
						||
### ABM (ActiveBlockModifier) definition (`register_abm`)
 | 
						||
 | 
						||
    {
 | 
						||
        label = "Lava cooling",
 | 
						||
    --  ^ Descriptive label for profiling purposes (optional).
 | 
						||
    --    Definitions with identical labels will be listed as one.
 | 
						||
    --  In the following two fields, also group:groupname will work.
 | 
						||
        nodenames = {"default:lava_source"},
 | 
						||
        neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
 | 
						||
        ^ If left out or empty, any neighbor will do ]]
 | 
						||
        interval = 1.0, -- Operation interval in seconds
 | 
						||
        chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
 | 
						||
        catch_up = true, -- If true, catch-up behaviour is enabled --[[
 | 
						||
        ^ The chance value is temporarily reduced when returning to
 | 
						||
          an area to simulate time lost by the area being unattended.
 | 
						||
        ^ Note chance value can often be reduced to 1 ]]
 | 
						||
        action = func(pos, node, active_object_count, active_object_count_wider),
 | 
						||
    }
 | 
						||
 | 
						||
### LBM (LoadingBlockModifier) definition (`register_lbm`)
 | 
						||
 | 
						||
    {
 | 
						||
        label = "Upgrade legacy doors",
 | 
						||
    --  ^ Descriptive label for profiling purposes (optional).
 | 
						||
    --    Definitions with identical labels will be listed as one.
 | 
						||
        name = "modname:replace_legacy_door",
 | 
						||
        nodenames = {"default:lava_source"},
 | 
						||
    --  ^ List of node names to trigger the LBM on.
 | 
						||
    --    Also non-registered nodes will work.
 | 
						||
    --    Groups (as of group:groupname) will work as well.
 | 
						||
        run_at_every_load = false,
 | 
						||
    --  ^ Whether to run the LBM's action every time a block gets loaded,
 | 
						||
    --    and not just for blocks that were saved last time before LBMs were
 | 
						||
    --    introduced to the world.
 | 
						||
        action = func(pos, node),
 | 
						||
    }
 | 
						||
 | 
						||
### Item definition (`register_node`, `register_craftitem`, `register_tool`)
 | 
						||
 | 
						||
    {
 | 
						||
        description = "Steel Axe",
 | 
						||
        groups = {}, -- key = name, value = rating; rating = 1..3.
 | 
						||
                        if rating not applicable, use 1.
 | 
						||
                        e.g. {wool = 1, fluffy = 3}
 | 
						||
                            {soil = 2, outerspace = 1, crumbly = 1}
 | 
						||
                            {bendy = 2, snappy = 1},
 | 
						||
                            {hard = 1, metal = 1, spikes = 1}
 | 
						||
        inventory_image = "default_tool_steelaxe.png",
 | 
						||
        wield_image = "",
 | 
						||
        wield_scale = {x = 1, y = 1, z = 1},
 | 
						||
        stack_max = 99,
 | 
						||
        range = 4.0,
 | 
						||
        liquids_pointable = false,
 | 
						||
        tool_capabilities = {
 | 
						||
            full_punch_interval = 1.0,
 | 
						||
            max_drop_level = 0,
 | 
						||
            groupcaps = {
 | 
						||
                -- For example:
 | 
						||
                choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
 | 
						||
            },
 | 
						||
            damage_groups = {groupname = damage},
 | 
						||
        },
 | 
						||
        node_placement_prediction = nil,
 | 
						||
        --[[
 | 
						||
        ^ If nil and item is node, prediction is made automatically
 | 
						||
        ^ If nil and item is not a node, no prediction is made
 | 
						||
        ^ If "" and item is anything, no prediction is made
 | 
						||
        ^ Otherwise should be name of node which the client immediately places
 | 
						||
          on ground when the player places the item. Server will always update
 | 
						||
          actual result to client in a short moment.
 | 
						||
        ]]
 | 
						||
        sound = {
 | 
						||
            place = --[[<SimpleSoundSpec>]],
 | 
						||
        },
 | 
						||
 | 
						||
        on_place = func(itemstack, placer, pointed_thing),
 | 
						||
        --[[
 | 
						||
        ^ Shall place item and return the leftover itemstack
 | 
						||
        ^ default: minetest.item_place ]]
 | 
						||
        on_secondary_use = func(itemstack, user, pointed_thing),
 | 
						||
        --[[
 | 
						||
        ^ Same as on_place but called when pointing at nothing.
 | 
						||
        ^ pointed_thing : always { type = "nothing" }
 | 
						||
        ]]
 | 
						||
        on_drop = func(itemstack, dropper, pos),
 | 
						||
        --[[
 | 
						||
        ^ Shall drop item and return the leftover itemstack
 | 
						||
        ^ default: minetest.item_drop ]]
 | 
						||
        on_use = func(itemstack, user, pointed_thing),
 | 
						||
        --[[
 | 
						||
        ^  default: nil
 | 
						||
        ^ Function must return either nil if no item shall be removed from
 | 
						||
          inventory, or an itemstack to replace the original itemstack.
 | 
						||
            e.g. itemstack:take_item(); return itemstack
 | 
						||
        ^ Otherwise, the function is free to do what it wants.
 | 
						||
        ^ The default functions handle regular use cases.
 | 
						||
        ]]
 | 
						||
        after_use = func(itemstack, user, node, digparams),
 | 
						||
        --[[
 | 
						||
        ^  default: nil
 | 
						||
        ^ If defined, should return an itemstack and will be called instead of
 | 
						||
          wearing out the tool. If returns nil, does nothing.
 | 
						||
          If after_use doesn't exist, it is the same as:
 | 
						||
            function(itemstack, user, node, digparams)
 | 
						||
              itemstack:add_wear(digparams.wear)
 | 
						||
              return itemstack
 | 
						||
            end
 | 
						||
        ]]
 | 
						||
    }
 | 
						||
 | 
						||
### Tile definition
 | 
						||
* `"image.png"`
 | 
						||
* `{name="image.png", animation={Tile Animation definition}}`
 | 
						||
* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
 | 
						||
    tileable_horizontal=bool}`
 | 
						||
    * backface culling enabled by default for most nodes
 | 
						||
    * tileable flags are info for shaders, how they should treat texture
 | 
						||
	  when displacement mapping is used
 | 
						||
	  Directions are from the point of view of the tile texture,
 | 
						||
	  not the node it's on
 | 
						||
* deprecated, yet still supported field names:
 | 
						||
    * `image` (name)
 | 
						||
 | 
						||
### Tile animation definition
 | 
						||
* `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
 | 
						||
 | 
						||
### Node definition (`register_node`)
 | 
						||
 | 
						||
    {
 | 
						||
        -- <all fields allowed in item definitions>,
 | 
						||
 | 
						||
        drawtype = "normal", -- See "Node drawtypes"
 | 
						||
        visual_scale = 1.0, --[[
 | 
						||
        ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
 | 
						||
        ^ For plantlike, the image will start at the bottom of the node; for the
 | 
						||
        ^ other drawtypes, the image will be centered on the node.
 | 
						||
        ^ Note that positioning for "torchlike" may still change. ]]
 | 
						||
        tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
 | 
						||
        ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
 | 
						||
        ^ List can be shortened to needed length ]]
 | 
						||
        special_tiles = {tile definition 1, Tile definition 2}, --[[
 | 
						||
        ^ Special textures of node; used rarely (old field name: special_materials)
 | 
						||
        ^ List can be shortened to needed length ]]
 | 
						||
        alpha = 255,
 | 
						||
        use_texture_alpha = false, -- Use texture's alpha channel
 | 
						||
        post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
 | 
						||
        paramtype = "none", -- See "Nodes" --[[
 | 
						||
        ^ paramtype = "light" allows light to propagate from or through the node with light value
 | 
						||
        ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
 | 
						||
        paramtype2 = "none", -- See "Nodes"
 | 
						||
        place_param2 = nil, -- Force value for param2 when player places node
 | 
						||
        is_ground_content = true, -- If false, the cave generator will not carve through this
 | 
						||
        sunlight_propagates = false, -- If true, sunlight will go infinitely through this
 | 
						||
        walkable = true, -- If true, objects collide with node
 | 
						||
        pointable = true, -- If true, can be pointed at
 | 
						||
        diggable = true, -- If false, can never be dug
 | 
						||
        climbable = false, -- If true, can be climbed on (ladder)
 | 
						||
        buildable_to = false, -- If true, placed nodes can replace this node
 | 
						||
        floodable = false, -- If true, liquids flow into and replace this node
 | 
						||
        liquidtype = "none", -- "none"/"source"/"flowing"
 | 
						||
        liquid_alternative_flowing = "", -- Flowing version of source liquid
 | 
						||
        liquid_alternative_source = "", -- Source version of flowing liquid
 | 
						||
        liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
 | 
						||
        liquid_renewable = true, --[[
 | 
						||
        ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
 | 
						||
        leveled = 0, --[[
 | 
						||
        ^ Block contains level in param2. Value is default level, used for snow.
 | 
						||
        ^ Don't forget to use "leveled" type nodebox. ]]
 | 
						||
        liquid_range = 8, -- number of flowing nodes around source (max. 8)
 | 
						||
        drowning = 0, -- Player will take this amount of damage if no bubbles are left
 | 
						||
        light_source = 0, --[[
 | 
						||
        ^ Amount of light emitted by node.
 | 
						||
        ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
 | 
						||
        ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
 | 
						||
        damage_per_second = 0, -- If player is inside node, this damage is caused
 | 
						||
        node_box = {type="regular"}, -- See "Node boxes"
 | 
						||
        connects_to = nodenames, --[[
 | 
						||
        * Used for nodebox nodes with the type == "connected"
 | 
						||
        * Specifies to what neighboring nodes connections will be drawn
 | 
						||
        * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
 | 
						||
        connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
 | 
						||
        ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
 | 
						||
        mesh = "model",
 | 
						||
        selection_box = {type="regular"}, -- See "Node boxes" --[[
 | 
						||
        ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
 | 
						||
        legacy_facedir_simple = false, -- Support maps made in and before January 2012
 | 
						||
        legacy_wallmounted = false, -- Support maps made in and before January 2012
 | 
						||
        sounds = {
 | 
						||
            footstep = <SimpleSoundSpec>,
 | 
						||
            dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
 | 
						||
            dug = <SimpleSoundSpec>,
 | 
						||
            place = <SimpleSoundSpec>,
 | 
						||
            place_failed = <SimpleSoundSpec>,
 | 
						||
        },
 | 
						||
        drop = "",  -- Name of dropped node when dug. Default is the node itself.
 | 
						||
        -- Alternatively:
 | 
						||
        drop = {
 | 
						||
            max_items = 1,  -- Maximum number of items to drop.
 | 
						||
            items = { -- Choose max_items randomly from this list.
 | 
						||
                {
 | 
						||
                    items = {"foo:bar", "baz:frob"},  -- Items to drop.
 | 
						||
                    rarity = 1,  -- Probability of dropping is 1 / rarity.
 | 
						||
                },
 | 
						||
            },
 | 
						||
        },
 | 
						||
 | 
						||
        on_construct = func(pos), --[[
 | 
						||
        ^ Node constructor; called after adding node
 | 
						||
        ^ Can set up metadata and stuff like that
 | 
						||
        ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
 | 
						||
        ^ default: nil ]]
 | 
						||
        on_destruct = func(pos), --[[
 | 
						||
        ^ Node destructor; called before removing node
 | 
						||
        ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
 | 
						||
        ^ default: nil ]]
 | 
						||
        after_destruct = func(pos, oldnode), --[[
 | 
						||
        ^ Node destructor; called after removing node
 | 
						||
        ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
 | 
						||
        ^ default: nil ]]
 | 
						||
 | 
						||
        after_place_node = func(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
 | 
						||
        ^ default: nil ]]
 | 
						||
        after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
 | 
						||
        ^ oldmetadata is in table format
 | 
						||
        ^ Called after destructing node when node was dug using
 | 
						||
          minetest.node_dig / minetest.dig_node
 | 
						||
        ^ default: nil ]]
 | 
						||
        can_dig = function(pos, [player]) --[[
 | 
						||
        ^ returns true if node can be dug, or false if not
 | 
						||
        ^ default: nil ]]
 | 
						||
 | 
						||
        on_punch = func(pos, node, puncher, pointed_thing), --[[
 | 
						||
        ^ default: minetest.node_punch
 | 
						||
        ^ By default: Calls minetest.register_on_punchnode callbacks ]]
 | 
						||
        on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
 | 
						||
        ^ default: nil
 | 
						||
        ^ if defined, itemstack will hold clicker's wielded item
 | 
						||
        ^ Shall return the leftover itemstack
 | 
						||
        ^ Note: pointed_thing can be nil, if a mod calls this function ]]
 | 
						||
 | 
						||
        on_dig = func(pos, node, digger), --[[
 | 
						||
        ^ default: minetest.node_dig
 | 
						||
        ^ By default: checks privileges, wears out tool and removes node ]]
 | 
						||
 | 
						||
        on_timer = function(pos,elapsed), --[[
 | 
						||
        ^ default: nil
 | 
						||
        ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
 | 
						||
        ^ elapsed is the total time passed since the timer was started
 | 
						||
        ^ return true to run the timer for another cycle with the same timeout value ]]
 | 
						||
 | 
						||
        on_receive_fields = func(pos, formname, fields, sender), --[[
 | 
						||
        ^ fields = {name1 = value1, name2 = value2, ...}
 | 
						||
        ^ Called when an UI form (e.g. sign text input) returns data
 | 
						||
        ^ default: nil ]]
 | 
						||
 | 
						||
        allow_metadata_inventory_move = func(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 = func(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 = func(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 = func(pos, from_list, from_index,
 | 
						||
                to_list, to_index, count, player),
 | 
						||
        on_metadata_inventory_put = func(pos, listname, index, stack, player),
 | 
						||
        on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
 | 
						||
        ^ Called after the actual action has happened, according to what was allowed.
 | 
						||
        ^ No return value ]]
 | 
						||
 | 
						||
        on_blast = func(pos, intensity), --[[
 | 
						||
        ^ intensity: 1.0 = mid range of regular TNT
 | 
						||
        ^ If defined, called when an explosion touches the node, instead of
 | 
						||
          removing the node ]]
 | 
						||
    }
 | 
						||
 | 
						||
### Recipe for `register_craft` (shaped)
 | 
						||
 | 
						||
    {
 | 
						||
        output = 'default:pick_stone',
 | 
						||
        recipe = {
 | 
						||
            {'default:cobble', 'default:cobble', 'default:cobble'},
 | 
						||
            {'', 'default:stick', ''},
 | 
						||
            {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
 | 
						||
        },
 | 
						||
        replacements = --[[<optional list of item pairs,
 | 
						||
                        replace one input item with another item on crafting>]]
 | 
						||
    }
 | 
						||
 | 
						||
### Recipe for `register_craft` (shapeless)
 | 
						||
 | 
						||
    {
 | 
						||
       type = "shapeless",
 | 
						||
       output = 'mushrooms:mushroom_stew',
 | 
						||
       recipe = {
 | 
						||
           "mushrooms:bowl",
 | 
						||
           "mushrooms:mushroom_brown",
 | 
						||
           "mushrooms:mushroom_red",
 | 
						||
       },
 | 
						||
       replacements = --[[<optional list of item pairs,
 | 
						||
                       replace one input item with another item on crafting>]]
 | 
						||
   }
 | 
						||
 | 
						||
### Recipe for `register_craft` (tool repair)
 | 
						||
 | 
						||
    {
 | 
						||
        type = "toolrepair",
 | 
						||
        additional_wear = -0.02,
 | 
						||
    }
 | 
						||
 | 
						||
### Recipe for `register_craft` (cooking)
 | 
						||
 | 
						||
    {
 | 
						||
        type = "cooking",
 | 
						||
        output = "default:glass",
 | 
						||
        recipe = "default:sand",
 | 
						||
        cooktime = 3,
 | 
						||
    }
 | 
						||
 | 
						||
### Recipe for `register_craft` (furnace fuel)
 | 
						||
 | 
						||
    {
 | 
						||
        type = "fuel",
 | 
						||
        recipe = "default:leaves",
 | 
						||
        burntime = 1,
 | 
						||
    }
 | 
						||
 | 
						||
### Ore definition (`register_ore`)
 | 
						||
 | 
						||
    {
 | 
						||
        ore_type = "scatter", -- See "Ore types"
 | 
						||
        ore = "default:stone_with_coal",
 | 
						||
        wherein = "default:stone",
 | 
						||
    --  ^ a list of nodenames is supported too
 | 
						||
        clust_scarcity = 8*8*8,
 | 
						||
    --  ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
 | 
						||
    --  ^ This value should be *MUCH* higher than your intuition might tell you!
 | 
						||
        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 3x3x3 cluster where 8 out of the 27 nodes are coal ore
 | 
						||
        y_min = -31000,
 | 
						||
        y_max = 64,
 | 
						||
        flags = "",
 | 
						||
    --  ^ Attributes for this ore generation
 | 
						||
        noise_threshold = 0.5,
 | 
						||
    --  ^ If noise is above this threshold, ore is placed.  Not needed for a uniform distribution
 | 
						||
        noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
 | 
						||
    --  ^ NoiseParams structure describing the perlin noise used for ore distribution.
 | 
						||
    --  ^ Needed for sheet ore_type.  Omit from scatter ore_type for a uniform ore distribution
 | 
						||
        random_factor = 1.0,
 | 
						||
    --  ^ Multiplier of the randomness contribution to the noise value at any
 | 
						||
    --   given point to decide if ore should be placed.  Set to 0 for solid veins.
 | 
						||
    --  ^ This parameter is only valid for ore_type == "vein".
 | 
						||
        biomes = {"desert", "rainforest"}
 | 
						||
    --  ^ 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.
 | 
						||
    }
 | 
						||
 | 
						||
### Biome definition (`register_biome`)
 | 
						||
 | 
						||
**Note**
 | 
						||
The Biome API is still in an experimental phase and subject to change.
 | 
						||
 | 
						||
    {
 | 
						||
        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 defined 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.
 | 
						||
        y_min = 1,
 | 
						||
        y_max = 31000,
 | 
						||
    --  ^ Lower and upper limits for biome.
 | 
						||
    --  ^ Because biome is not recalculated for every node in a node column
 | 
						||
    --  ^ some biome materials can exceed their limits, especially stone.
 | 
						||
    --  ^ For each node column in a mapchunk, biome is only recalculated at column
 | 
						||
    --  ^ top and at each of these surfaces:
 | 
						||
    --  ^ Ground below air, water below air, ground below water.
 | 
						||
    --  ^ The selected biome then stays in effect for all nodes below until
 | 
						||
    --  ^ column base or the next biome recalculation.
 | 
						||
        heat_point = 0,
 | 
						||
        humidity_point = 50,
 | 
						||
    --  ^ Characteristic average temperature and humidity for the biome.
 | 
						||
    --  ^ These values create 'biome points' on a voronoi diagram that has heat
 | 
						||
    --  ^ and humidity as axes. The resulting voronoi cells determine which
 | 
						||
    --  ^ heat/humidity points belong to which biome, and therefore determine
 | 
						||
    --  ^ the area and location of each biome in the world.
 | 
						||
    --  ^ The biome points need to be carefully and evenly spaced on the voronoi
 | 
						||
    --  ^ diagram to result in roughly equal size biomes.
 | 
						||
    --  ^ Heat and humidity have average values of 50, vary mostly between
 | 
						||
    --  ^ 0 and 100 but also often exceed these values.
 | 
						||
    --  ^ Heat is not in degrees celcius, both values are abstract.
 | 
						||
    }
 | 
						||
 | 
						||
### Decoration definition (`register_decoration`)
 | 
						||
 | 
						||
    {
 | 
						||
        deco_type = "simple", -- See "Decoration types"
 | 
						||
        place_on = "default:dirt_with_grass",
 | 
						||
    --  ^ Node (or list of nodes) that the decoration can be placed on
 | 
						||
        sidelen = 8,
 | 
						||
    --  ^ Size of divisions made in the chunk being generated.
 | 
						||
    --  ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
 | 
						||
        fill_ratio = 0.02,
 | 
						||
    --  ^ Ratio of the area to be uniformly filled by the decoration.
 | 
						||
    --  ^ Used only if noise_params is not specified.
 | 
						||
        noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
 | 
						||
    --  ^ NoiseParams structure describing the perlin noise used for decoration distribution.
 | 
						||
    --  ^ The result of this is multiplied by the 2d area of the division being decorated.
 | 
						||
        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
 | 
						||
    -- ^ Minimum and maximum `y` positions these decorations can be generated at.
 | 
						||
    -- ^ This parameter refers to the `y` position of the decoration base, so
 | 
						||
    --   the actual maximum height would be `height_max + size.Y`.
 | 
						||
        spawn_by = "default:water",
 | 
						||
    --  ^ Node (or list of nodes) that the decoration only spawns next to.
 | 
						||
    --  ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
 | 
						||
    --  ^ one plane at Y = surface and one plane at Y = surface = + 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",
 | 
						||
    --  ^ 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.
 | 
						||
 | 
						||
        ----- 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,
 | 
						||
    --  ^ Number of nodes high the decoration is made.
 | 
						||
    --  ^ If height_max is not 0, this is the lower bound of the randomly selected height.
 | 
						||
        height_max = 0,
 | 
						||
    --      ^ Number of nodes the decoration can be at maximum.
 | 
						||
    --  ^ If absent, the parameter 'height' is used as a constant.
 | 
						||
 | 
						||
        ----- 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.
 | 
						||
    --  ^  - OR -, could be the ID of a previously registered schematic
 | 
						||
    --  ^  - OR -, could instead be a table containing two mandatory fields, size and data,
 | 
						||
    --  ^ and an optional table yslice_prob:
 | 
						||
        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="ignore", param1=255, param2=0},
 | 
						||
                {name="air", param1=255, param2=0},
 | 
						||
                 ...
 | 
						||
            },
 | 
						||
            yslice_prob = {
 | 
						||
                {ypos=2, prob=128},
 | 
						||
                {ypos=5, prob=64},
 | 
						||
                 ...
 | 
						||
            },
 | 
						||
        },
 | 
						||
    --  ^ See 'Schematic specifier' for details.
 | 
						||
        replacements = {["oldname"] = "convert_to", ...},
 | 
						||
        flags = "place_center_x, place_center_y, place_center_z",
 | 
						||
    --  ^ Flags for schematic decorations.  See 'Schematic attributes'.
 | 
						||
        rotation = "90" -- rotate schematic 90 degrees on placement
 | 
						||
    --  ^ Rotation can be "0", "90", "180", "270", or "random".
 | 
						||
    }
 | 
						||
 | 
						||
### Chat command definition (`register_chatcommand`)
 | 
						||
 | 
						||
    {
 | 
						||
        params = "<name> <privilege>", -- Short parameter description
 | 
						||
        description = "Remove privilege from player", -- Full description
 | 
						||
        privs = {privs=true}, -- Require the "privs" privilege to run
 | 
						||
        func = function(name, param), -- Called when command is run.
 | 
						||
                                      -- Returns boolean success and text output.
 | 
						||
    }
 | 
						||
 | 
						||
### Detached inventory callbacks
 | 
						||
 | 
						||
    {
 | 
						||
        allow_move = func(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 = func(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 = func(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 = func(inv, from_list, from_index, to_list, to_index, count, player),
 | 
						||
        on_put = func(inv, listname, index, stack, player),
 | 
						||
        on_take = func(inv, listname, index, stack, player),
 | 
						||
    --  ^ Called after the actual action has happened, according to what was allowed.
 | 
						||
    --  ^ No return value
 | 
						||
    }
 | 
						||
 | 
						||
### HUD Definition (`hud_add`, `hud_get`)
 | 
						||
 | 
						||
    {
 | 
						||
        hud_elem_type = "image", -- see HUD element types
 | 
						||
    --  ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
 | 
						||
        position = {x=0.5, y=0.5},
 | 
						||
    --  ^ Left corner position of element
 | 
						||
        name = "<name>",
 | 
						||
        scale = {x=2, y=2},
 | 
						||
        text = "<text>",
 | 
						||
        number = 2,
 | 
						||
        item = 3,
 | 
						||
    --  ^ Selected item in inventory.  0 for no item selected.
 | 
						||
        direction = 0,
 | 
						||
    --  ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
 | 
						||
        alignment = {x=0, y=0},
 | 
						||
    --  ^ See "HUD Element Types"
 | 
						||
        offset = {x=0, y=0},
 | 
						||
    --  ^ See "HUD Element Types"
 | 
						||
        size = { x=100, y=100 },
 | 
						||
    --  ^ Size of element in pixels
 | 
						||
    }
 | 
						||
 | 
						||
### Particle definition (`add_particle`)
 | 
						||
 | 
						||
    {
 | 
						||
        pos = {x=0, y=0, z=0},
 | 
						||
        velocity = {x=0, y=0, z=0},
 | 
						||
        acceleration = {x=0, y=0, z=0},
 | 
						||
    --  ^ Spawn particle at pos with velocity and acceleration
 | 
						||
        expirationtime = 1,
 | 
						||
    --  ^ Disappears after expirationtime seconds
 | 
						||
        size = 1,
 | 
						||
        collisiondetection = false,
 | 
						||
    --  ^ collisiondetection: if true collides with physical objects
 | 
						||
        collision_removal = false,
 | 
						||
    --  ^ collision_removal: if true then particle is removed when it collides,
 | 
						||
    --  ^ requires collisiondetection = true to have any effect
 | 
						||
        vertical = false,
 | 
						||
    --  ^ vertical: if true faces player using y axis only
 | 
						||
        texture = "image.png",
 | 
						||
    --  ^ Uses texture (string)
 | 
						||
        playername = "singleplayer"
 | 
						||
    --  ^ optional, if specified spawns particle only on the player's client
 | 
						||
    }
 | 
						||
 | 
						||
### `ParticleSpawner` definition (`add_particlespawner`)
 | 
						||
 | 
						||
    {
 | 
						||
        amount = 1,
 | 
						||
        time = 1,
 | 
						||
    --  ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
 | 
						||
        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 particle's properties are random values in between the bounds:
 | 
						||
    --  ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
 | 
						||
    --  ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
 | 
						||
        collisiondetection = false,
 | 
						||
    --  ^ collisiondetection: if true uses collision detection
 | 
						||
        collision_removal = false,
 | 
						||
    --  ^ collision_removal: if true then particle is removed when it collides,
 | 
						||
    --  ^ requires collisiondetection = true to have any effect
 | 
						||
        vertical = false,
 | 
						||
    --  ^ vertical: if true faces player using y axis only
 | 
						||
        texture = "image.png",
 | 
						||
    --  ^ Uses texture (string)
 | 
						||
        playername = "singleplayer"
 | 
						||
    --  ^ Playername is optional, if specified spawns particle only on the player's client
 | 
						||
    }
 | 
						||
 | 
						||
### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
 | 
						||
 | 
						||
    {
 | 
						||
        url = "http://example.org",
 | 
						||
        timeout = 10,
 | 
						||
     -- ^ Timeout for connection in seconds. Default is 3 seconds.
 | 
						||
        post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
 | 
						||
     -- ^ Optional, if specified a POST request with post_data is performed.
 | 
						||
     -- ^ Accepts both a string and a table. If a table is specified, encodes table
 | 
						||
     -- ^ as x-www-form-urlencoded key-value pairs.
 | 
						||
     -- ^ If post_data ist not specified, a GET request is performed instead.
 | 
						||
        user_agent = "ExampleUserAgent",
 | 
						||
     -- ^ Optional, if specified replaces the default minetest user agent with given string
 | 
						||
        extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
 | 
						||
     -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
 | 
						||
     -- ^ that the header strings follow HTTP specification ("Key: Value").
 | 
						||
        multipart = boolean
 | 
						||
     -- ^ Optional, if true performs a multipart HTTP request. Default is false.
 | 
						||
    }
 | 
						||
 | 
						||
### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
 | 
						||
 | 
						||
    {
 | 
						||
        completed = true,
 | 
						||
     -- ^ If true, the request has finished (either succeeded, failed or timed out)
 | 
						||
        succeeded = true,
 | 
						||
     -- ^ If true, the request was succesful
 | 
						||
        timeout = false,
 | 
						||
     -- ^ If true, the request timed out
 | 
						||
        code = 200,
 | 
						||
     -- ^ HTTP status code
 | 
						||
        data = "response"
 | 
						||
    }
 |