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			3264 lines
		
	
	
		
			132 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Minetest Lua Modding API Reference 0.4.12
 | |
| =========================================
 | |
| * More information at <http://www.minetest.net/>
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| * Developer Wiki: <http://dev.minetest.net/>
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| 
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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
 | |
| scripting in run-time loaded mods.
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| 
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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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| 
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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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| 
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| If you see a deficiency in the API, feel free to attempt to add the
 | |
| functionality in the engine and API. You can send such improvements as
 | |
| source code patches to <celeron55@gmail.com>.
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| 
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| Programming in Lua
 | |
| ------------------
 | |
| If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/).
 | |
| 
 | |
| 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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| 
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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: `$HOME/.minetest`
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|         * Windows: `C:/users/<user>/AppData/minetest` (maybe)
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| 
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| Games
 | |
| -----
 | |
| Games are looked up from:
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| 
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| * `$path_share/games/gameid/`
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| * `$path_user/games/gameid/`
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| 
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| where `gameid` is unique to each game.
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| 
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| The game directory contains the file `game.conf`, which contains these fields:
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| 
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|     name = <Human-readable full name of the game>
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| 
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| e.g.
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| 
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|     name = Minetest
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| 
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| The game directory can contain the file minetest.conf, which will be used
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| to set default settings when running the particular game.
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| 
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| Mod load path
 | |
| -------------
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| Generic:
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| 
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| * `$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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| 
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| In a run-in-place version (e.g. the distributed windows version):
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| 
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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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| 
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| On an installed version on Linux:
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| 
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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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| 
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| Mod load path for world-specific games
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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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| 
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| This is useful for e.g. adventure worlds.
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| 
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| This happens if the following directory exists:
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| 
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|     $world/game/
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| 
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| Mods should be then be placed in:
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| 
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|     $world/game/mods/
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| 
 | |
| Modpack support
 | |
| ----------------
 | |
| 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
 | |
| empty, except for lines starting with `#`, which are comments.
 | |
| 
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| Mod directory structure
 | |
| ------------------------
 | |
| 
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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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|     |   |-- 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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| 
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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.
 | |
| 
 | |
| A single line contains a single modname.
 | |
| 
 | |
| Optional dependencies can be defined by appending a question mark
 | |
| to a single modname. Their meaning is that if the specified mod
 | |
| 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 modmanager within mainmenu.
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| 
 | |
| ### `description.txt`
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| A File containing description to be shown within mainmenu.
 | |
| 
 | |
| ### `init.lua`
 | |
| The main Lua script. Running this script should register everything it
 | |
| wants to register. Subsequent execution depends on minetest calling the
 | |
| registered callbacks.
 | |
| 
 | |
| `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
 | |
| 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.
 | |
| 
 | |
| ### `textures`, `sounds`, `media`
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| Media files (textures, sounds, whatever) that will be transferred to the
 | |
| client and will be available for use by the mod.
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| 
 | |
| Naming convention for registered textual names
 | |
| ----------------------------------------------
 | |
| Registered names should generally be in this format:
 | |
| 
 | |
|     "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
 | |
| 
 | |
| This is to prevent conflicting names from corrupting maps and is
 | |
| enforced by the mod loader.
 | |
| 
 | |
| ### Example
 | |
| In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
 | |
| So the name should be `experimental:tnt`.
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| 
 | |
| Enforcement can be overridden by prefixing the name with `:`. This can
 | |
| be used for overriding the registrations of some other mod.
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| 
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| Example: Any mod can redefine `experimental:tnt` by using the name
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| 
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|     :experimental:tnt
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| 
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| when registering it.
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| (also that mod is required to have `experimental` as a dependency)
 | |
| 
 | |
| The `:` prefix can also be used for maintaining backwards compatibility.
 | |
| 
 | |
| ### Aliases
 | |
| Aliases can be added by using `minetest.register_alias(name, convert_to)`.
 | |
| 
 | |
| This will make Minetest to convert things called name to things called
 | |
| `convert_to`.
 | |
| 
 | |
| This can be used for maintaining backwards compatibility.
 | |
| 
 | |
| This can be also used for setting quick access names for things, e.g. if
 | |
| you have an item called `epiclylongmodname:stuff`, you could do
 | |
| 
 | |
|     minetest.register_alias("stuff", "epiclylongmodname:stuff")
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| 
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| and be able to use `/giveme stuff`.
 | |
| 
 | |
| Textures
 | |
| --------
 | |
| 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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| 
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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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| 
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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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| 
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|     default_dirt.png^default_grass_side.png
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| 
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| `default_grass_side.png` is overlayed over `default_dirt.png`.
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| 
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| ### Texture grouping
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| Textures can be grouped together by enclosing them in `(` and `)`.
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| 
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| Example: `cobble.png^(thing1.png^thing2.png)`
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| 
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| A texture for `thing1.png^thing2.png` is created and the resulting
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| texture is overlaid over `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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| 
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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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| * `<x1>`/`<x2>` = x positions
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| * `<y1>`/`<y1>` = y positions
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| * `<file1>`/`<file2>` = textures to combine
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| 
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| Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
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| and blit `<file2>` to (`<x2>`,`<y2>`).
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| 
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| Example:
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| 
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|     [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
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| 
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| #### `[brighten`
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| Brightens the texture.
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| 
 | |
| Example:
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| 
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|     tnt_tnt_side.png^[brighten
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| 
 | |
| #### `[noalpha`
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| Makes the texture completely opaque.
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| 
 | |
| 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.
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| 
 | |
| Example:
 | |
| 
 | |
|     default_cobble.png^[makealpha:128,128,128
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| 
 | |
| #### `[transform<t>`
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| * `<t>` = transformation(s) to apply
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| 
 | |
| Rotates and/or flips the image.
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| 
 | |
| `<t>` can be a number (between 0 and 7) or a transform name.
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| Rotations are counter-clockwise.
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| 
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|     0  I      identity
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|     1  R90    rotate by 90 degrees
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|     2  R180   rotate by 180 degrees
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|     3  R270   rotate by 270 degrees
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|     4  FX     flip X
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|     5  FXR90  flip X then rotate by 90 degrees
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|     6  FY     flip Y
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|     7  FYR90  flip Y then rotate by 90 degrees
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| 
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| Example:
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| 
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|     default_stone.png^[transformFXR90
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| 
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| #### `[inventorycube{<top>{<left>{<right>`
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| `^` is replaced by `&` in texture names.
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| 
 | |
| Create an inventory cube texture using the side textures.
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| 
 | |
| Example:
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| 
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|     [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
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| 
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| Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
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| `dirt.png^grass_side.png` textures
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| 
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| #### `[lowpart:<percent>:<file>`
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| Blit the lower `<percent>`% part of `<file>` on the texture.
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| 
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| Example:
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| 
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|     base.png^[lowpart:25:overlay.png
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| 
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| #### `[verticalframe:<t>:<n>`
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| * `<t>` = animation frame count
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| * `<n>` = current animation frame
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| 
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| Crops the texture to a frame of a vertical animation.
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| 
 | |
| Example:
 | |
| 
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|     default_torch_animated.png^[verticalframe:16:8
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| 
 | |
| #### `[mask:<file>`
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| Apply a mask to the base image.
 | |
| 
 | |
| The mask is applied using binary AND.
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| 
 | |
| #### `[colorize:<color>:<ratio>`
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| Colorize the textures with the given color.
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| `<color>` is specified as a `ColorString`.
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| `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
 | |
| color to apply. If ommitted, the alpha will be used.
 | |
| 
 | |
| 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`
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| * `foomod_foosound.0.ogg`
 | |
| * `foomod_foosound.1.ogg`
 | |
| * (...)
 | |
| * `foomod_foosound.9.ogg`
 | |
| 
 | |
| Examples of sound parameter tables:
 | |
| 
 | |
|     -- Play location-less on all clients
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|     {
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|         gain = 1.0, -- default
 | |
|     }
 | |
|     -- Play location-less to a player
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|     {
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|         to_player = name,
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|         gain = 1.0, -- default
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|     }
 | |
|     -- Play in a location
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|     {
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|         pos = {x=1,y=2,z=3},
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|         gain = 1.0, -- default
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|         max_hear_distance = 32, -- default
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|     }
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|     -- Play connected to an object, looped
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|     {
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|         object = <an ObjectRef>,
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|         gain = 1.0, -- default
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|         max_hear_distance = 32, -- default
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|         loop = true, -- only sounds connected to objects can be looped
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|     }
 | |
| 
 | |
| ### `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.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.clear_registered_ores()`
 | |
|    * clears all ores currently registered
 | |
| 
 | |
| * `minetest.clear_registered_decorations()`
 | |
|    * clears all decorations 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 modulo 4 = axisdir
 | |
|       0 = y+    1 = z+    2 = z-    3 = x+    4 = x-    5 = y-
 | |
|       facedir's two less significant bits are rotation around the axis
 | |
|     paramtype2 == "leveled"
 | |
|     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 `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`.
 | |
| The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
 | |
| a non-zero `scale` parameter in `noise_params`.
 | |
| 
 | |
| **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing against the noise
 | |
| threshold, but scale is used to determine relative height.  
 | |
| The height of the blob is randomly scattered, with a maximum height of `clust_size`.
 | |
| 
 | |
| `clust_scarcity` and `clust_num_ores` are ignored.
 | |
| 
 | |
| This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
 | |
| 
 | |
| ### `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_threshhold`.
 | |
| 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_threshhold = 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.
 | |
| 
 | |
| Decoration types
 | |
| ----------------
 | |
| The varying types of decorations that can be placed.
 | |
| 
 | |
| The default value is `simple`, and is currently the only type supported.
 | |
| 
 | |
| ### `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,
 | |
| 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 must specify two fields:
 | |
| 
 | |
| * The `size` field is a 3D vector containing the dimensions of the provided schematic.
 | |
| * The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`.
 | |
| 
 | |
| **Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place".
 | |
| 
 | |
| In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the
 | |
| probability of that node appearing in the structure.
 | |
| 
 | |
| When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`:
 | |
| 
 | |
| * A probability value of `0` means that node will never appear (0% chance).
 | |
| * A probability value of `255` means the node will always appear (100% chance).
 | |
| * If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node
 | |
|   will appear when the schematic is placed on the map.
 | |
| 
 | |
| **Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
 | |
| 
 | |
| 
 | |
| Schematic attributes
 | |
| --------------------
 | |
| See section "Flag Specifier Format".
 | |
| 
 | |
| Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`.
 | |
| 
 | |
| * `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.
 | |
| 
 | |
| 
 | |
| 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`
 | |
| 
 | |
| ### `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 connect to
 | |
|   other group members with same drawtype
 | |
| 
 | |
| ### 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>;]`
 | |
| 
 | |
| #### `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
 | |
| 
 | |
| #### `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>]`
 | |
| * Textual password style field; will be sent to server when a button is clicked
 | |
| * `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
 | |
| 
 | |
| #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
 | |
| * Textual field; will be sent to server when a button is clicked
 | |
| * `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.
 | |
| 
 | |
| #### `field[<name>;<label>;<default>]`
 | |
| * as above, but without position/size units
 | |
| * 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
 | |
| 
 | |
| #### `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>;<tooltip>]`
 | |
| * 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`
 | |
| * `tooltip` (optional)
 | |
| 
 | |
| #### `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
 | |
|     * `colo`:   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.
 | |
| 
 | |
| Vector helpers
 | |
| --------------
 | |
| 
 | |
| * `vector.new([x[, y, z]])`: returns a vector.
 | |
|     * `x` is a table or the `x` position.
 | |
| 
 | |
| * `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
 | |
| * `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 vector
 | |
| * `vector.divide(v, x)`: returns a vector
 | |
| 
 | |
| 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})`: returns `"(X,Y,Z)"`
 | |
|     * Convert position to a printable string
 | |
| * `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.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
 | |
| * `table.copy(table)`: returns a table
 | |
|     * returns a deep copy of `table`
 | |
| 
 | |
| `minetest` namespace reference
 | |
| ------------------------------
 | |
| 
 | |
| ### Utilities
 | |
| 
 | |
| * `minetest.get_current_modname()`: returns a string
 | |
| * `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(playername)`
 | |
|     * table containing information about player peer.
 | |
| 
 | |
| Example of `minetest.get_player_information` 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
 | |
|     }
 | |
| 
 | |
| ### Logging
 | |
| * `minetest.debug(line)`
 | |
|     * Always printed to `stderr` and logfile (`print()` is redirected here)
 | |
| * `minetest.log(line)`
 | |
| * `minetest.log(loglevel, line)`
 | |
|     * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
 | |
| 
 | |
| ### Registration functions
 | |
| Call these functions only at load time!
 | |
| 
 | |
| * `minetest.register_entity(name, prototype table)`
 | |
| * `minetest.register_abm(abm definition)`
 | |
| * `minetest.register_node(name, node definition)`
 | |
| * `minetest.register_tool(name, item definition)`
 | |
| * `minetest.register_craftitem(name, item definition)`
 | |
| * `minetest.register_alias(name, convert_to)`
 | |
| * `minetest.register_craft(recipe)`
 | |
| * `minetest.register_ore(ore 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_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_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))`
 | |
|     * Called when a player leaves the game
 | |
| * `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
 | |
| * `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, -- default: true }`
 | |
| * `minetest.register_authentication_handler(handler)`
 | |
|     * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
 | |
| 
 | |
| ### Setting-related
 | |
| * `minetest.setting_set(name, value)`
 | |
| * `minetest.setting_get(name)`: returns string or `nil`
 | |
| * `minetest.setting_setbool(name, value)`
 | |
| * `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.get_password_hash(name, raw_password)`
 | |
|     * Convert a name-password pair to a password hash that Minetest can use
 | |
| * `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(name, {priv1=true,...})`: returns `bool, missing_privs`
 | |
|     * A quickhand for checking privileges
 | |
| * `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 `{name="ignore", ...}` for unloaded area
 | |
| * `minetest.get_node_or_nil(pos)`
 | |
|     * Returns `nil` for unloaded area
 | |
| * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
 | |
|     * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
 | |
| 
 | |
| * `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.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)`
 | |
| * `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.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
 | |
|     * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | |
| * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
 | |
|     * `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
 | |
| * `minetest.get_mapgen_object(objectname)`
 | |
|     * Return requested mapgen object if available (see "Mapgen objects")
 | |
| * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
 | |
|   `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
 | |
| * `minetest.set_mapgen_params(MapgenParams)`
 | |
|     * 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.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.generate_ores(vm)`
 | |
|    * Generate all registered ores within the VoxelManip specified by `vm`.
 | |
| * `minetest.generate_decorations(vm)`
 | |
|    * Generate all registered decorations within the VoxelManip specified by `vm`.
 | |
| * `minetest.clear_objects()`
 | |
|     * clear all objects in the environments
 | |
| * `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
 | |
|     * `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
 | |
| * `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
 | |
| 
 | |
| ### 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.
 | |
| 
 | |
| ### 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.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`
 | |
|     * `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` can be `nil`.
 | |
| 
 | |
| ### 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
 | |
|     * Optional: Variable number of arguments that are passed to `func`
 | |
| 
 | |
| ### Server
 | |
| * `minetest.request_shutdown()`: request for server shutdown
 | |
| * `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`
 | |
|     * `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
 | |
| 
 | |
| ### 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.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.is_protected(pos, name)`: returns boolean
 | |
|     * 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)`
 | |
|     * forceloads the position `pos`.
 | |
|     * returns `true` if area could be forceloaded
 | |
| 
 | |
| * `minetest.forceload_free_block(pos)`
 | |
|     * stops forceloading the position `pos`
 | |
| 
 | |
| Please note that forceloaded areas are saved when the server restarts.
 | |
| 
 | |
| ### 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_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 {})`
 | |
|     * See "Node Metadata"
 | |
| 
 | |
| ### `NoteTimerRef`
 | |
| 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)
 | |
| * `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, ...})`
 | |
| * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
 | |
| * `set_attach(parent, bone, position, rotation)`
 | |
|     * `bone`: string
 | |
|     * `position`: `{x=num, y=num, z=num}` (relative)
 | |
|     * `rotation`: `{x=num, y=num, z=num}`
 | |
| * `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}`
 | |
| * `set_properties(object property table)`
 | |
| 
 | |
| ##### 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)
 | |
| * `is_player()`: true for players, false for others
 | |
| * `get_player_name()`: returns `""` if is not a player
 | |
| * `get_look_dir()`: get camera direction as a unit vector
 | |
| * `get_look_pitch()`: pitch in radians
 | |
| * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
 | |
| * `set_look_pitch(radians)`: sets look pitch
 | |
| * `set_look_yaw(radians)`: sets look yaw
 | |
| * `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`)
 | |
| * `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`
 | |
|     * 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
 | |
| * `hud_get_flags()`: returns a table containing status of hud flags
 | |
|     * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
 | |
| * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
 | |
|     * `count`: number of items, must be between `1` and `23`
 | |
| * `hud_set_hotbar_image(texturename)`
 | |
|     * sets background image for hotbar
 | |
| * `hud_set_hotbar_selected_image(texturename)`
 | |
|     * sets image for selected item of hotbar
 | |
| * `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`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
 | |
|     * Available types:
 | |
|         * `"regular"`: Uses 0 textures, `bgcolor` ignored
 | |
|         * `"skybox"`: Uses 6 textures, `bgcolor` used
 | |
|         * `"plain"`: Uses 0 textures, `bgcolor` used
 | |
|     * **Note**: currently does not work directly in `on_joinplayer`; use
 | |
|       `minetest.after(0)` in there.
 | |
| * `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
 | |
| * `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`:
 | |
|   set animation for player model in third person view
 | |
|     * stand/idle animation key frames
 | |
|     * walk animation key frames
 | |
|     * dig animation key frames
 | |
|     * walk+dig animation key frames
 | |
|     * animation 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}`)
 | |
| 
 | |
| ### `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
 | |
| 
 | |
| ### `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 pseudorandom number generator.
 | |
| 
 | |
| 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.
 | |
| 
 | |
| ### `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).
 | |
| 
 | |
| #### 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)`: returns a flat `<size.x * size.y>` element array of 2D noise
 | |
|   with values starting at `pos={x=,y=}`
 | |
| * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
 | |
| 
 | |
| ### `VoxelManip`
 | |
| An interface to the `MapVoxelManipulator` for Lua.
 | |
| 
 | |
| It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
 | |
| The map will be pre-loaded if two positions are passed to either.
 | |
| 
 | |
| #### Methods
 | |
| * `read_from_map(p1, p2)`:  Reads a chunk of map from the map 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()`: Gets the data read into the `VoxelManip` object
 | |
|     * returns raw node data is in the form of an array of node content IDs
 | |
| * `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)`:  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
 | |
| * `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)`
 | |
|         * Called when the object is instantiated.
 | |
|     * `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
 | |
| --------------
 | |
| 
 | |
| ### 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
 | |
|     }
 | |
| 
 | |
| ### 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, hitter),
 | |
|         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`)
 | |
| 
 | |
|     {
 | |
|     --  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)
 | |
|         chance = 1, -- (chance of trigger is 1.0/this)
 | |
|         action = func(pos, node, active_object_count, active_object_count_wider),
 | |
|     }
 | |
| 
 | |
| ### 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:
 | |
|                 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
 | |
|                 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
 | |
|             },
 | |
|             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_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}`
 | |
|     * backface culling only supported in special tiles
 | |
| * 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 = {a=0, r=0, g=0, b=0}, -- If player is inside node
 | |
|         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"
 | |
|         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
 | |
|         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, -- Can new liquid source 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
 | |
|         damage_per_second = 0, -- If player is inside node, this damage is caused
 | |
|         node_box = {type="regular"}, -- See "Node boxes"
 | |
|         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>,
 | |
|         },
 | |
|         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"},  -- Choose one item randomly from this list.
 | |
|                     rarity = 1,  -- Probability of getting is 1 / rarity.
 | |
|                 },
 | |
|             },
 | |
|         },
 | |
| 
 | |
|         on_construct = func(pos), --[[
 | |
|         ^ Node constructor; always called after adding node
 | |
|         ^ Can set up metadata and stuff like that
 | |
|         ^ default: nil ]]
 | |
|         on_destruct = func(pos), --[[
 | |
|         ^ Node destructor; always called before removing node
 | |
|         ^ default: nil ]]
 | |
|         after_destruct = func(pos, oldnode), --[[
 | |
|         ^ Node destructor; always called after removing node
 | |
|         ^ 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_threshhold = 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".
 | |
|     }
 | |
| 
 | |
| ### Decoration definition (`register_decoration`)
 | |
| 
 | |
|     {
 | |
|         deco_type = "simple", -- See "Decoration types"
 | |
|         place_on = "default:dirt_with_grass",
 | |
|     --  ^ Node that 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.
 | |
|         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`.
 | |
| 
 | |
|         ----- 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.
 | |
|         spawn_by = "default:water",
 | |
|     --  ^ Node that the decoration only spawns next to, in a 1-node square radius.
 | |
|         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.
 | |
| 
 | |
|         ----- 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 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="cobble", param1=255, param2=0},
 | |
|                 {name="dirt_with_grass", 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_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
 | |
|         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
 | |
|         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
 | |
|     }
 |