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minetest/doc/client_lua_api.md

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Minetest Lua Client Modding API Reference 5.8.0

Introduction

** WARNING: The client API is currently unstable, and may break/change without warning. **

Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua scripting in run-time loaded mods.

A mod is a self-contained bunch of scripts, textures and other related things that is loaded by and interfaces with Minetest.

Transferring client-sided mods from the server to the client is planned, but not implemented yet.

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 on GitHub (https://github.com/minetest/minetest).

Programming in Lua

If you have any difficulty in understanding this, please read Programming in Lua.

Startup

Mods are loaded during client startup from the mod load paths by running the init.lua scripts in a shared environment.

In order to load client-side mods, the following conditions need to be satisfied:

  1. $path_user/minetest.conf contains the setting enable_client_modding = true

  2. The client-side mod located in $path_user/clientmods/<modname> is added to $path_user/clientmods/mods.conf as load_mod_<modname> = true.

Note: Depending on the remote server's settings, client-side mods might not be loaded or have limited functionality. See setting csm_restriction_flags for reference.

Paths

  • RUN_IN_PLACE=1 (Windows release, local build)
    • $path_user: <build directory>
    • $path_share: <build directory>
  • RUN_IN_PLACE=0: (Linux release)
    • $path_share:
      • Linux: /usr/share/minetest
      • Windows: <install directory>/minetest-0.4.x
    • $path_user:
      • Linux: $HOME/.minetest
      • Windows: C:/users/<user>/AppData/minetest (maybe)

Mod load path

Generic:

  • $path_share/clientmods/
  • $path_user/clientmods/ (User-installed mods)

In a run-in-place version (e.g. the distributed windows version):

  • minetest-0.4.x/clientmods/ (User-installed mods)

On an installed version on Linux:

  • /usr/share/minetest/clientmods/
  • $HOME/.minetest/clientmods/ (User-installed mods)

Modpack support

Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named modpack.conf. The file is a key-value store of modpack details.

  • name: The modpack name.
  • description: Description of mod to be shown in the Mods tab of the main menu.

Mod directory structure

clientmods
├── modname
│   ├── mod.conf
│   ├── init.lua
└── another

modname

The location of this directory.

mod.conf

An (optional) settings file that provides meta information about the mod.

  • name: The mod name. Allows Minetest to determine the mod name even if the folder is wrongly named.
  • description: Description of mod to be shown in the Mods tab of the main menu.
  • depends: A comma separated list of dependencies. These are mods that must be loaded before this mod.
  • optional_depends: A comma separated list of optional dependencies. Like a dependency, but no error if the mod doesn't exist.

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.

NOTE: Client mods currently can't provide textures, sounds, or models by themselves. Any media referenced in function calls must already be loaded (provided by mods that exist on the server).

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.

Enforcement can be overridden by prefixing the name with :. This can be used for overriding the registrations of some other mod.

Example: Any mod can redefine experimental:tnt by using the name

:experimental:tnt

when registering it. (also that mod is required to have experimental as a dependency)

The : prefix can also be used for maintaining backwards compatibility.

Sounds

NOTE: Connecting sounds to objects is not implemented.

Only Ogg Vorbis files are supported.

For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally.

Mods should generally prefix their sounds with modname_, e.g. given the mod name "foomod", a sound could be called:

foomod_foosound.ogg

Sounds are referred to by their name with a dot, a single digit and the file extension stripped out. When a sound is played, the actual sound file is chosen randomly from the matching sounds.

When playing the sound foomod_foosound, the sound is chosen randomly from the available ones of the following files:

  • foomod_foosound.ogg
  • foomod_foosound.0.ogg
  • foomod_foosound.1.ogg
  • (...)
  • foomod_foosound.9.ogg

Examples of sound parameter tables:

-- Play locationless
{
    gain = 1.0, -- default
}
-- Play locationless, looped
{
    gain = 1.0, -- default
    loop = true,
}
-- Play in a location
{
    pos = {x = 1, y = 2, z = 3},
    gain = 1.0, -- default
}
-- Play connected to an object, looped
{
    object = <an ObjectRef>,
    gain = 1.0, -- default
    loop = true,
}

Looped sounds must either be connected to an object or played locationless.

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}

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", id=ObjectID}

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.

Formspec

Formspec defines a menu. It is a string, with a somewhat strange format.

Spaces and newlines can be inserted between the blocks, as is used in the examples.

Examples

Chest

size[8,9]
list[context;main;0,0;8,4;]
list[current_player;main;0,5;8,4;]

Furnace

size[8,9]
list[context;fuel;2,3;1,1;]
list[context;src;2,1;1,1;]
list[context;dst;5,1;2,2;]
list[current_player;main;0,5;8,4;]

Minecraft-like player inventory

size[8,7.5]
image[1,0.6;1,2;player.png]
list[current_player;main;0,3.5;8,4;]
list[current_player;craft;3,0;3,3;]
list[current_player;craftpreview;7,1;1,1;]

Elements

size[<W>,<H>,<fixed_size>]

  • Define the size of the menu in inventory slots
  • fixed_size: true/false (optional)
  • deprecated: invsize[<W>,<H>;]

container[<X>,<Y>]

  • Start of a container block, moves all physical elements in the container by (X, Y)
  • Must have matching container_end
  • Containers can be nested, in which case the offsets are added (child containers are relative to parent containers)

container_end[]

  • End of a container, following elements are no longer relative to this container

list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]

  • Show an inventory list

list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]

  • Show an inventory list

listring[<inventory location>;<list name>]

  • Allows to create a ring of inventory lists
  • Shift-clicking on items in one element of the ring will send them to the next inventory list inside the ring
  • The first occurrence of an element inside the ring will determine the inventory where items will be sent to

listring[]

  • Shorthand for doing listring[<inventory location>;<list name>] for the last two inventory lists added by list[...]

listcolors[<slot_bg_normal>;<slot_bg_hover>]

  • Sets background color of slots as ColorString
  • Sets background color of slots on mouse hovering

listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]

  • Sets background color of slots as ColorString
  • Sets background color of slots on mouse hovering
  • Sets color of slots border

listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]

  • Sets background color of slots as ColorString
  • Sets background color of slots on mouse hovering
  • Sets color of slots border
  • Sets default background color of tooltips
  • Sets default font color of tooltips

tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]

  • Adds tooltip for an element
  • <bgcolor> tooltip background color as ColorString (optional)
  • <fontcolor> tooltip font color as ColorString (optional)

image[<X>,<Y>;<W>,<H>;<texture name>]

  • Show an image
  • Position and size units are inventory slots

item_image[<X>,<Y>;<W>,<H>;<item name>]

  • Show an inventory image of registered item/node
  • Position and size units are inventory slots

bgcolor[<color>;<fullscreen>]

  • Sets background color of formspec as ColorString
  • If true, the background color is drawn fullscreen (does not affect 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
  • When enter is pressed in field, fields.key_enter_field will be sent with the name of this field.
  • x and y position the field relative to the top left of the menu
  • w and h are the size of the field
  • Fields are a set height, but will be vertically centered 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
  • See field_close_on_enter to stop enter closing the formspec

field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

  • Textual field; will be sent to server when a button is clicked
  • When enter is pressed in field, fields.key_enter_field will be sent with the name of this field.
  • 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 centered 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.
  • See field_close_on_enter to stop enter closing the formspec

field[<name>;<label>;<default>]

  • As above, but without position/size units
  • When enter is pressed in field, fields.key_enter_field will be sent with the name of this field.
  • Special field for creating simple forms, such as sign text input
  • Must be used without a size[] element
  • A "Proceed" button will be added automatically
  • See field_close_on_enter to stop enter closing the formspec

field_close_on_enter[<name>;<close_on_enter>]

  • is the name of the field
  • if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
  • defaults to true when not specified (ie: no tag for a field)

textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

  • Same as fields above, but with multi-line input

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
  • Fixed button height. It will be vertically centered on h
  • 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 tabheader at specific position (ignores formsize)
  • x and y position the itemlist relative to the top left of the menu
  • name fieldname data is transferred to Lua
  • caption 1...: name shown on top of tab
  • current_tab: index of selected tab 1...
  • transparent (optional): show transparent
  • draw_border (optional): draw border

box[<X>,<Y>;<W>,<H>;<color>]

  • Simple colored semitransparent box
  • x and y position the box relative to the top left of the menu
  • w and h are the size of box
  • color is color specified as a ColorString

dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]

  • Show a dropdown field
  • Important note: There are two different operation modes:
    1. handle directly on change (only changed dropdown is submitted)
    2. read the value on pressing a button (all dropdown values are available)
  • x and y position of dropdown
  • Width of dropdown
  • Fieldname data is transferred to Lua
  • Items to be shown in dropdown
  • Index of currently selected dropdown item

checkbox[<X>,<Y>;<name>;<label>;<selected>]

  • Show a checkbox
  • x and y: position of checkbox
  • name fieldname data is transferred to Lua
  • label to be shown left of checkbox
  • selected (optional): true/false

scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]

  • Show a scrollbar
  • There are two ways to use it:
    1. handle the changed event (only changed scrollbar is available)
    2. read the value on pressing a button (all scrollbars are available)
  • x and y: position of trackbar
  • w and h: width and height
  • orientation: vertical/horizontal
  • Fieldname data is transferred to Lua
  • Value this trackbar is set to (0-1000)
  • See also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)

table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]

  • Show scrollable table using options defined by the previous tableoptions[]
  • Displays cells as defined by the previous tablecolumns[]
  • x and y: position the itemlist relative to the top left of the menu
  • w and h are the size of the itemlist
  • name: fieldname sent to server on row select or doubleclick
  • cell 1...cell n: cell contents given in row-major order
  • selected idx: index of row to be selected within table (first row = 1)
  • See also minetest.explode_table_event (main menu: engine.explode_table_event)

tableoptions[<opt 1>;<opt 2>;...]

  • Sets options for table[]
  • color=#RRGGBB
    • default text color (ColorString), defaults to #FFFFFF
  • background=#RRGGBB
    • table background color (ColorString), defaults to #000000
  • border=<true/false>
    • should the table be drawn with a border? (default: true)
  • highlight=#RRGGBB
    • highlight background color (ColorString), defaults to #466432
  • highlight_text=#RRGGBB
    • highlight text color (ColorString), defaults to #FFFFFF
  • opendepth=<value>
    • all subtrees up to depth < value are open (default value = 0)
    • only useful when there is a column of type "tree"

tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]

  • Sets columns for table[]
  • Types: text, image, color, indent, tree
    • text: show cell contents as text
    • image: cell contents are an image index, use column options to define images
    • color: cell contents are a ColorString and define color of following cell
    • indent: cell contents are a number and define indentation of following cell
    • tree: same as indent, but user can open and close subtrees (treeview-like)
  • Column options:
    • align=<value>
      • for text and image: content alignment within cells. Available values: left (default), center, right, inline
    • width=<value>
      • for text and image: minimum width in em (default: 0)
      • for indent and tree: indent width in em (default: 1.5)
    • padding=<value>: padding left of the column, in em (default 0.5). Exception: defaults to 0 for indent columns
    • tooltip=<value>: tooltip text (default: empty)
    • image column options:
      • 0=<value> sets image for image index 0
      • 1=<value> sets image for image index 1
      • 2=<value> sets image for image index 2
      • and so on; defined indices need not be contiguous empty or non-numeric cells are treated as 0.
    • color column options:
      • span=<value>: number of following columns to affect (default: infinite)

Note: do not use an element name starting with key_; those names are reserved to pass key press events to formspec!

Spatial Vectors

  • vector.new(a[, b, c]): returns a vector:
    • A copy of a if a is a vector.
    • {x = a, y = b, z = c}, if all a, b, c are defined
  • vector.direction(p1, p2): returns a vector
  • vector.distance(p1, p2): returns a number
  • vector.length(v): returns a number
  • vector.normalize(v): returns a vector
  • vector.floor(v): returns a vector, each dimension rounded down
  • vector.round(v): returns a vector, each dimension rounded to nearest int
  • vector.apply(v, func): returns a vector
  • vector.combine(v, w, func): returns a vector
  • vector.equals(v1, v2): returns a boolean

For the following functions x can be either a vector or a number:

  • vector.add(v, x): returns a vector
  • vector.subtract(v, x): returns a vector
  • vector.multiply(v, x): returns a scaled vector or Schur product
  • vector.divide(v, x): returns a scaled vector or Schur quotient

Helper functions

  • dump2(obj, name="_", dumped={})
    • Return object serialized as a string, handles reference loops
  • dump(obj, dumped={})
    • Return object serialized as a string
  • math.hypot(x, y)
    • Get the hypotenuse of a triangle with legs x and y. Useful for distance calculation.
  • math.sign(x, tolerance)
    • Get the sign of a number. Optional: Also returns 0 when the absolute value is within the tolerance (default: 0)
  • string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)
    • If max_splits is negative, do not limit splits.
    • sep_is_pattern specifies if separator is a plain string or a pattern (regex).
    • e.g. string:split("a,b", ",") == {"a","b"}
  • string:trim()
    • e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
  • minetest.wrap_text(str, limit): returns a string
    • Adds new lines to the string to keep it within the specified character limit
    • limit: Maximal amount of characters in one line
  • minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places)): returns string "(X,Y,Z)"
    • Convert position to a printable string Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
  • minetest.string_to_pos(string): returns a position
    • Same but in reverse. Returns nil if the string can't be parsed to a position.
  • minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)"): returns two positions
    • Converts a string representing an area box into two positions
  • minetest.is_yes(arg)
    • returns whether arg can be interpreted as yes
  • minetest.is_nan(arg)
    • returns true when the passed number represents NaN.
  • table.copy(table): returns a table
    • returns a deep copy of table

Minetest namespace reference

Utilities

  • minetest.get_current_modname(): returns the currently loading mod's name, when we are loading a mod
  • minetest.get_modpath(modname): returns virtual path of given mod including the trailing separator. This is useful to load additional Lua files contained in your mod: e.g. dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")
  • minetest.get_language(): returns two strings
    • the current gettext locale
    • the current language code (the same as used for client-side translations)
  • minetest.get_version(): returns a table containing components of the engine version. Components:
    • project: Name of the project, eg, "Minetest"
    • string: Simple version, eg, "1.2.3-dev"
    • hash: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty" Use this for informational purposes only. The information in the returned table does not represent the capabilities of the engine, nor is it reliable or verifiable. Compatible forks will have a different name and version entirely. To check for the presence of engine features, test whether the functions exported by the wanted features exist. For example: if minetest.check_for_falling then ... end.
  • minetest.sha1(data, [raw]): returns the sha1 hash of data
    • data: string of data to hash
    • raw: return raw bytes instead of hex digits, default: false
  • minetest.colorspec_to_colorstring(colorspec): Converts a ColorSpec to a ColorString. If the ColorSpec is invalid, returns nil.
    • colorspec: The ColorSpec to convert
  • minetest.get_csm_restrictions(): returns a table of Flags indicating the restrictions applied to the current mod.
    • If a flag in this table is set to true, the feature is RESTRICTED.
    • Possible flags: load_client_mods, chat_messages, read_itemdefs, read_nodedefs, lookup_nodes, read_playerinfo

Logging

  • minetest.debug(...)
    • Equivalent to minetest.log(table.concat({...}, "\t"))
  • minetest.log([level,] text)
    • level is one of "none", "error", "warning", "action", "info", or "verbose". Default is "none".

Global callback registration functions

Call these functions only at load time!

  • minetest.register_globalstep(function(dtime))
    • Called every client environment step, usually interval of 0.1s
  • minetest.register_on_mods_loaded(function())
    • Called just after mods have finished loading.
  • minetest.register_on_shutdown(function())
    • Called before client shutdown
    • Warning: If the client 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_receiving_chat_message(function(message))
    • Called always when a client receive a message
    • Return true to mark the message as handled, which means that it will not be shown to chat
  • minetest.register_on_sending_chat_message(function(message))
    • Called always when a client sends a message from chat
    • Return true to mark the message as handled, which means that it will not be sent to server
  • minetest.register_chatcommand(cmd, chatcommand definition)
    • Adds definition to minetest.registered_chatcommands
  • minetest.unregister_chatcommand(name)
    • Unregisters a chatcommands registered with register_chatcommand.
  • minetest.register_on_chatcommand(function(command, params))
    • Called always when a chatcommand is triggered, before minetest.registered_chatcommands is checked to see if the command exists, but after the input is parsed.
    • Return true to mark the command as handled, which means that the default handlers will be prevented.
  • minetest.register_on_death(function())
    • Called when the local player dies
  • minetest.register_on_hp_modification(function(hp))
    • Called when server modified player's HP
  • minetest.register_on_damage_taken(function(hp))
    • Called when the local player take damages
  • minetest.register_on_formspec_input(function(formname, fields))
    • Called when a button is pressed in the local player's inventory form
    • Newest functions are called first
    • If function returns true, remaining functions are not called
  • minetest.register_on_dignode(function(pos, node))
    • Called when the local player digs a node
    • Newest functions are called first
    • If any function returns true, the node isn't dug
  • minetest.register_on_punchnode(function(pos, node))
    • Called when the local player punches a node
    • Newest functions are called first
    • If any function returns true, the punch is ignored
  • minetest.register_on_placenode(function(pointed_thing, node))
    • Called when a node has been placed
  • minetest.register_on_item_use(function(item, pointed_thing))
    • Called when the local player uses an item.
    • Newest functions are called first.
    • If any function returns true, the item use is not sent to server.
  • minetest.register_on_modchannel_message(function(channel_name, sender, message))
    • Called when an incoming mod channel message is received
    • You must have joined some channels before, and server must acknowledge the join request.
    • If message comes from a server mod, sender field is an empty string.
  • minetest.register_on_modchannel_signal(function(channel_name, signal))
    • Called when a valid incoming mod channel signal is received
    • Signal id permit to react to server mod channel events
    • Possible values are: 0: join_ok 1: join_failed 2: leave_ok 3: leave_failed 4: event_on_not_joined_channel 5: state_changed
  • minetest.register_on_inventory_open(function(inventory))
    • Called when the local player open inventory
    • Newest functions are called first
    • If any function returns true, inventory doesn't open

Sounds

  • minetest.sound_play(spec, parameters): returns a handle
    • spec is a SimpleSoundSpec
    • parameters is a sound parameter table
  • handle:stop() or minetest.sound_stop(handle)
    • handle is a handle returned by minetest.sound_play
  • handle:fade(step, gain) or minetest.sound_fade(handle, step, gain)
    • handle is a handle returned by minetest.sound_play
    • step determines how fast a sound will fade. Negative step will lower the sound volume, positive step will increase the sound volume.
    • gain the target gain for the fade.

Timing

  • minetest.after(time, func, ...)
    • Call the function func after time seconds, may be fractional
    • Optional: Variable number of arguments that are passed to func
  • minetest.get_us_time()
    • Returns time with microsecond precision. May not return wall time.
  • minetest.get_timeofday()
    • Returns the time of day: 0 for midnight, 0.5 for midday

Map

  • minetest.get_node_or_nil(pos)

    • Returns the node at the given position as table in the format {name="node_name", param1=0, param2=0}, returns nil for unloaded areas or flavor limited areas.
  • minetest.get_node_light(pos, timeofday)

    • Gets the light value at the given position. Note that the light value "inside" the node at the given position is returned, so you usually want to get the light value of a neighbor.
    • pos: The position where to measure the light.
    • timeofday: nil for current time, 0 for night, 0.5 for day
    • Returns a number between 0 and 15 or nil
  • minetest.find_node_near(pos, radius, nodenames, [search_center]): returns pos or nil

    • radius: using a maximum metric
    • nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
    • search_center is an optional boolean (default: false) If true pos is also checked for the nodes
  • minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])

    • pos1 and pos2 are the min and max positions of the area to search.
    • nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
    • If grouped is true the return value is a table indexed by node name which contains lists of positions.
    • If grouped is false or absent the return values are as follows: first value: Table with all node positions second value: Table with the count of each node with the node name as index
    • Area volume is limited to 4,096,000 nodes
  • minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames): returns a list of positions.

    • nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
    • Return value: Table with all node positions with a node air above
    • Area volume is limited to 4,096,000 nodes
  • minetest.line_of_sight(pos1, pos2): returns boolean, pos

    • Checks if there is anything other than air between pos1 and pos2.
    • Returns false if something is blocking the sight.
    • Returns the position of the blocking node when false
    • pos1: First position
    • pos2: Second position
  • minetest.raycast(pos1, pos2, objects, liquids): returns Raycast

    • Creates a Raycast object.
    • pos1: start of the ray
    • pos2: end of the ray
    • objects: if false, only nodes will be returned. Default is true.
    • liquids: if false, liquid nodes won't be returned. Default is false.
  • minetest.find_nodes_with_meta(pos1, pos2)

    • Get a table of positions of nodes that have metadata within a region {pos1, pos2}.
  • minetest.get_meta(pos)

    • Get a NodeMetaRef at that position
  • minetest.get_node_level(pos)

    • get level of leveled node (water, snow)
  • minetest.get_node_max_level(pos)

    • get max available level for leveled node

Player

  • minetest.send_chat_message(message)
    • Act as if message was typed by the player into the terminal.
  • minetest.run_server_chatcommand(cmd, param)
    • Alias for minetest.send_chat_message("/" .. cmd .. " " .. param)
  • minetest.clear_out_chat_queue()
    • Clears the out chat queue
  • minetest.localplayer
    • Reference to the LocalPlayer object. See LocalPlayer class reference for methods.

Privileges

  • minetest.get_privilege_list()
    • Returns a list of privileges the current player has in the format {priv1=true,...}
  • minetest.string_to_privs(str): returns {priv1=true,...}
  • minetest.privs_to_string(privs): returns "priv1,priv2,..."
    • Convert between two privilege representations

Client Environment

  • minetest.get_player_names()
    • Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
  • minetest.disconnect()
    • Disconnect from the server and exit to main menu.
    • Returns false if the client is already disconnecting otherwise returns true.
  • minetest.get_server_info()
  • minetest.send_respawn()
    • Sends a respawn request to the server.

Storage API

  • minetest.get_mod_storage():
    • returns reference to mod private StorageRef
    • must be called during mod load time

Mod channels

![Mod channels communication scheme](docs/mod channels.png)

  • minetest.mod_channel_join(channel_name)
    • Client joins channel channel_name, and creates it, if necessary. You should listen from incoming messages with minetest.register_on_modchannel_message call to receive incoming messages. Warning, this function is asynchronous.

Particles

  • minetest.add_particle(particle definition)

  • minetest.add_particlespawner(particlespawner definition)

    • Add a ParticleSpawner, an object that spawns an amount of particles over time seconds
    • Returns an id, and -1 if adding didn't succeed
  • minetest.delete_particlespawner(id)

    • Delete ParticleSpawner with id (return value from minetest.add_particlespawner)

Misc.

  • 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 cannot mix string and integer keys. This is due to the fact that JSON has two distinct array and object values.
    • Example: write_json({10, {a = false}}), returns "[10, {\"a\": false}]"
  • minetest.serialize(table): returns a string
    • Convert a table containing tables, strings, numbers, booleans and nils 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"
      • Zstandard: "zstd"
    • ... indicates method-specific arguments. Currently defined arguments are:
      • Deflate: level - Compression level, 0-9 or nil.
      • Zstandard: level - Compression level. Integer or nil. Default 3. Note any supported Zstandard compression level could be used here, but these are subject to change between Zstandard versions.
  • minetest.decompress(compressed_data, method, ...): returns data
    • Decompress a string of data using the algorithm specified by method.
    • See documentation on minetest.compress() for supported compression methods.
    • ... indicates method-specific arguments. Currently, no methods use this
  • minetest.rgba(red, green, blue[, alpha]): returns a string
    • Each argument is an 8 Bit unsigned integer
    • Returns the ColorString from rgb or rgba values
    • Example: minetest.rgba(10, 20, 30, 40), returns "#0A141E28"
  • minetest.encode_base64(string): returns string encoded in base64
    • Encodes a string in base64.
  • minetest.decode_base64(string): returns string or nil on failure
    • Padding characters are only supported starting at version 5.4.0, where 5.5.0 and newer perform proper checks.
    • Decodes a string encoded in base64.
  • minetest.gettext(string) : returns string
    • look up the translation of a string in the gettext message catalog
  • fgettext_ne(string, ...)
    • call minetest.gettext(string), replace "$1"..."$9" with the given extra arguments and return the result
  • fgettext(string, ...) : returns string
    • same as fgettext_ne(), but calls minetest.formspec_escape before returning result
  • minetest.pointed_thing_to_face_pos(placer, pointed_thing): returns a position
    • returns the exact position on the surface of a pointed node
  • minetest.global_exists(name)
    • Checks if a global variable has been set, without triggering a warning.

UI

  • minetest.ui.minimap
    • Reference to the minimap object. See Minimap class reference for methods.
    • If client disabled minimap (using enable_minimap setting) this reference will be nil.
  • minetest.camera
    • Reference to the camera object. See Camera class reference for methods.
  • minetest.show_formspec(formname, formspec) : returns true on success
    • Shows a formspec to the player
  • minetest.display_chat_message(message) returns true on success
    • Shows a chat message to the current player.
  • minetest.settings: Settings object containing all of the settings from the main config file (minetest.conf). Check lua_api.md for class reference.
  • minetest.setting_get_pos(name): Loads a setting from the main settings and parses it as a position (in the format (1,2,3)). Returns a position or nil.

Class reference

ModChannel

An interface to use mod channels on client and server

Methods

  • leave(): leave the mod channel.
    • Client leaves channel channel_name.
    • No more incoming or outgoing messages can be sent to this channel from client mods.
    • This invalidate all future object usage
    • Ensure your set mod_channel to nil after that to free Lua resources
  • is_writeable(): returns true if channel is writable and mod can send over it.
  • send_all(message): Send message though the mod channel.
    • If mod channel is not writable or invalid, message will be dropped.
    • Message size is limited to 65535 characters by protocol.

Minimap

An interface to manipulate minimap on client UI

Methods

  • show(): shows the minimap (if not disabled by server)
  • hide(): hides the minimap
  • set_pos(pos): sets the minimap position on screen
  • get_pos(): returns the minimap current position
  • set_angle(deg): sets the minimap angle in degrees
  • get_angle(): returns the current minimap angle in degrees
  • set_mode(mode): sets the minimap mode (0 to 6)
  • get_mode(): returns the current minimap mode
  • set_shape(shape): Sets the minimap shape. (0 = square, 1 = round)
  • get_shape(): Gets the minimap shape. (0 = square, 1 = round)

Camera

An interface to get or set information about the camera and camera-node. Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.

Methods

  • set_camera_mode(mode)

    • Pass 0 for first-person, 1 for third person, and 2 for third person front
  • get_camera_mode()

    • Returns 0, 1, or 2 as described above
  • get_fov()

    • Returns a table with X, Y, maximum and actual FOV in degrees:

      {
          x = number,
          y = number,
          max = number,
          actual = number
      }
      
  • get_pos()

    • Returns position of camera with view bobbing
  • get_offset()

    • Returns eye offset vector
  • get_look_dir()

    • Returns eye direction unit vector
  • get_look_vertical()

    • Returns pitch in radians
  • get_look_horizontal()

    • Returns yaw in radians
  • get_aspect_ratio()

    • Returns aspect ratio of screen

LocalPlayer

An interface to retrieve information about the player. This object will only be available after the client is initialized. Earlier accesses will yield a nil value.

Methods:

  • get_pos()

    • returns current player current position
  • get_velocity()

    • returns player speed vector
  • get_hp()

    • returns player HP
  • get_name()

    • returns player name
  • get_wield_index()

    • returns the index of the wielded item
  • get_wielded_item()

    • returns the itemstack the player is holding
  • is_attached()

    • returns true if player is attached
  • is_touching_ground()

    • returns true if player touching ground
  • is_in_liquid()

    • returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
  • is_in_liquid_stable()

    • returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
  • get_move_resistance()

    • returns move resistance of current node, the higher the slower the player moves
  • is_climbing()

    • returns true if player is climbing
  • swimming_vertical()

    • returns true if player is swimming in vertical
  • get_physics_override()

    • returns:

      {
          speed = float,
          jump = float,
          gravity = float,
          sneak = boolean,
          sneak_glitch = boolean,
          new_move = boolean,
      }
      
  • get_override_pos()

    • returns override position
  • get_last_pos()

    • returns last player position before the current client step
  • get_last_velocity()

    • returns last player speed
  • get_breath()

    • returns the player's breath
  • get_movement_acceleration()

    • returns acceleration of the player in different environments:

      {
          fast = float,
          air = float,
          default = float,
      }
      
  • get_movement_speed()

    • returns player's speed in different environments:

      {
          walk = float,
          jump = float,
          crouch = float,
          fast = float,
          climb = float,
      }
      
  • get_movement()

    • returns player's movement in different environments:

      {
          liquid_fluidity = float,
          liquid_sink = float,
          liquid_fluidity_smooth = float,
          gravity = float,
      }
      
  • get_last_look_horizontal():

    • returns last look horizontal angle
  • get_last_look_vertical():

    • returns last look vertical angle
  • get_control():

    • returns pressed player controls

      {
          up = boolean,
          down = boolean,
          left = boolean,
          right = boolean,
          jump = boolean,
          aux1 = boolean,
          sneak = boolean,
          zoom = boolean,
          dig = boolean,
          place = boolean,
      }
      
  • get_armor_groups()

    • returns a table with the armor group ratings
  • hud_add(definition)

    • add a HUD element described by HUD def, returns ID number on success and nil on failure.
    • See HUD definition
  • hud_get(id)

    • returns the definition of the HUD with that ID number or nil, if non-existent.
  • hud_remove(id)

    • remove the HUD element of the specified id, returns true on success
  • hud_change(id, stat, value)

    • change a value of a previously added HUD element
    • element stat values: position, name, scale, text, number, item, dir
    • Returns true on success, otherwise returns nil

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,...}

NodeMetaRef

Node metadata: reference extra data and functionality stored in a node. Can be obtained via minetest.get_meta(pos).

Methods

  • get_string(name)
  • get_int(name)
  • get_float(name)
  • to_table(): returns nil or a table with keys:
    • fields: key-value storage
    • inventory: {list1 = {}, ...}}

Raycast

A raycast on the map. It works with selection boxes. Can be used as an iterator in a for loop as:

local ray = Raycast(...)
for pointed_thing in ray do
    ...
end

The map is loaded as the ray advances. If the map is modified after the Raycast is created, the changes may or may not have an effect on the object.

It can be created via Raycast(pos1, pos2, objects, liquids) or minetest.raycast(pos1, pos2, objects, liquids) where:

  • pos1: start of the ray
  • pos2: end of the ray
  • objects: if false, only nodes will be returned. Default is true.
  • liquids: if false, liquid nodes won't be returned. Default is false.

Methods

  • next(): returns a pointed_thing with exact pointing location
    • Returns the next thing pointed by the ray or nil.

Definitions

  • minetest.get_node_def(nodename)
  • minetest.get_item_def(itemstring)
    • Returns item definition table of itemstring

Node Definition

{
    has_on_construct = bool,        -- Whether the node has the on_construct callback defined
    has_on_destruct = bool,         -- Whether the node has the on_destruct callback defined
    has_after_destruct = bool,      -- Whether the node has the after_destruct callback defined
    name = string,                  -- The name of the node e.g. "air", "default:dirt"
    groups = table,                 -- The groups of the node
    paramtype = string,             -- Paramtype of the node
    paramtype2 = string,            -- ParamType2 of the node
    drawtype = string,              -- Drawtype of the node
    mesh = <string>,                -- Mesh name if existent
    minimap_color = <Color>,        -- Color of node on minimap *May not exist*
    visual_scale = number,          -- Visual scale of node
    alpha = number,                 -- Alpha of the node. Only used for liquids
    color = <Color>,                -- Color of node *May not exist*
    palette_name = <string>,        -- Filename of palette *May not exist*
    palette = <{                    -- List of colors
        Color,
        Color
    }>,
    waving = number,                -- 0 of not waving, 1 if waving
    connect_sides = number,         -- Used for connected nodes
    connects_to = {                 -- List of nodes to connect to
        "node1",
        "node2"
    },
    post_effect_color = Color,      -- Color overlayed on the screen when the player is in the node
    leveled = number,               -- Max level for node
    sunlight_propogates = bool,     -- Whether light passes through the block
    light_source = number,          -- Light emitted by the block
    is_ground_content = bool,       -- Whether caves should cut through the node
    walkable = bool,                -- Whether the player collides with the node
    pointable = bool,               -- Whether the player can select the node
    diggable = bool,                -- Whether the player can dig the node
    climbable = bool,               -- Whether the player can climb up the node
    buildable_to = bool,            -- Whether the player can replace the node by placing a node on it
    rightclickable = bool,          -- Whether the player can place nodes pointing at this node
    damage_per_second = number,     -- HP of damage per second when the player is in the node
    liquid_type = <string>,         -- A string containing "none", "flowing", or "source" *May not exist*
    liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
    liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
    liquid_viscosity = <number>,    -- How slow the liquid flows *May not exist*
    liquid_renewable = <boolean>,   -- Whether the liquid makes an infinite source *May not exist*
    liquid_range = <number>,        -- How far the liquid flows *May not exist*
    drowning = bool,                -- Whether the player will drown in the node
    floodable = bool,               -- Whether nodes will be replaced by liquids (flooded)
    node_box = table,               -- Nodebox to draw the node with
    collision_box = table,          -- Nodebox to set the collision area
    selection_box = table,          -- Nodebox to set the area selected by the player
    sounds = {                      -- Table of sounds that the block makes
        sound_footstep = SimpleSoundSpec,
        sound_dig = SimpleSoundSpec,
        sound_dug = SimpleSoundSpec
    },
    legacy_facedir_simple = bool,   -- Whether to use old facedir
    legacy_wallmounted = bool       -- Whether to use old wallmounted
    move_resistance = <number>,     -- How slow players can move through the node *May not exist*
}

Item Definition

{
    name = string,                  -- Name of the item e.g. "default:stone"
    description = string,           -- Description of the item e.g. "Stone"
    type = string,                  -- Item type: "none", "node", "craftitem", "tool"
    inventory_image = string,       -- Image in the inventory
    wield_image = string,           -- Image in wieldmesh
    palette_image = string,         -- Image for palette
    color = Color,                  -- Color for item
    wield_scale = Vector,           -- Wieldmesh scale
    stack_max = number,             -- Number of items stackable together
    usable = bool,                  -- Has on_use callback defined
    liquids_pointable = bool,       -- Whether you can point at liquids with the item
    tool_capabilities = <table>,    -- If the item is a tool, tool capabilities of the item
    groups = table,                 -- Groups of the item
    sound_place = SimpleSoundSpec,  -- Sound played when placed
    sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
    node_placement_prediction = string -- Node placed in client until server catches up
}

Chat command definition (register_chatcommand)

{
    params = "<name> <privilege>", -- Short parameter description
    description = "Remove privilege from player", -- Full description
    func = function(param),        -- Called when command is run.
                                   -- Returns boolean success and text output.
}

Server info

{
	address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
	ip = "203.0.113.156",             -- The IP address of the server.
	port = 30000,                     -- The port the client is connected to.
	protocol_version = 30             -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
}

HUD Definition (hud_add, hud_get)

{
    hud_elem_type = "image", -- see HUD element types, default "text"
--  ^ 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, default `{x=0,y=0}`.
    name = "<name>",    -- default ""
    scale = {x=2, y=2}, -- default {x=0,y=0}
    text = "<text>",    -- default ""
    number = 2,         -- default 0
    item = 3,           -- default 0
--  ^ Selected item in inventory.  0 for no item selected.
    direction = 0,      -- default 0
--  ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
    alignment = {x=0, y=0},   -- default {x=0, y=0}
--  ^ See "HUD Element Types"
    offset = {x=0, y=0},      -- default {x=0, y=0}
--  ^ See "HUD Element Types"
    size = { x=100, y=100 },  -- default {x=0, y=0}
--  ^ Size of element in pixels
    style = 0,
--  ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
}

Escape sequences

Most text can contain escape sequences that can for example color the text. There are a few exceptions: tab headers, dropdowns and vertical labels can't. The following functions provide escape sequences:

  • minetest.get_color_escape_sequence(color):
    • color is a ColorString
    • The escape sequence sets the text color to color
  • minetest.colorize(color, message):
    • Equivalent to: minetest.get_color_escape_sequence(color) .. message .. minetest.get_color_escape_sequence("#ffffff")
  • minetest.get_background_escape_sequence(color)
    • color is a ColorString
    • The escape sequence sets the background of the whole text element to color. Only defined for item descriptions and tooltips.
  • minetest.strip_foreground_colors(str)
    • Removes foreground colors added by get_color_escape_sequence.
  • minetest.strip_background_colors(str)
    • Removes background colors added by get_background_escape_sequence.
  • minetest.strip_colors(str)
    • Removes all color escape sequences.

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. To specify the value of the alpha channel, append #A or #AA to the end of the color name (e.g. colorname#08).

Color

{a = alpha, r = red, g = green, b = blue} defines an ARGB8 color.

HUD element types

The position field is used for all element types.

To account for differing resolutions, the position coordinates are the percentage of the screen, ranging in value from 0 to 1.

The name field is not yet used, but should contain a description of what the HUD element represents. The direction field is the direction in which something is drawn.

0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.

The alignment field specifies how the item will be aligned. It ranges from -1 to 1, with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional values can be used.

The offset field specifies a pixel offset from the position. Contrary to position, the offset is not scaled to screen size. This allows for some precisely-positioned items in the HUD.

Note: offset will adapt to screen DPI as well as user defined scaling factor!

Below are the specific uses for fields in each type; fields not listed for that type are ignored.

Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.

image

Displays an image on the HUD.

  • scale: The scale of the image, with 1 being the original texture size. Only the X coordinate scale is used (positive values). Negative values represent that percentage of the screen it should take; e.g. x=-100 means 100% (width).
  • text: The name of the texture that is displayed.
  • alignment: The alignment of the image.
  • offset: offset in pixels from position.

text

Displays text on the HUD.

  • scale: Defines the bounding rectangle of the text. A value such as {x=100, y=100} should work.
  • text: The text to be displayed in the HUD element.
  • number: An integer containing the RGB value of the color used to draw the text. Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
  • alignment: The alignment of the text.
  • offset: offset in pixels from position.

statbar

Displays a horizontal bar made up of half-images.

  • text: The name of the texture that is used.
  • number: The number of half-textures that are displayed. If odd, will end with a vertically center-split texture.
  • direction
  • offset: offset in pixels from position.
  • size: If used, will force full-image size to this value (override texture pack image size)

inventory

  • text: The name of the inventory list to be displayed.
  • number: Number of items in the inventory to be displayed.
  • item: Position of item that is selected.
  • direction
  • offset: offset in pixels from position.

waypoint

Displays distance to selected world position.

  • name: The name of the waypoint.
  • text: Distance suffix. Can be blank.
  • precision: Waypoint precision, integer >= 0. Defaults to 10. If set to 0, distance is not shown. Shown value is floor(distance*precision)/precision. When the precision is an integer multiple of 10, there will be log_10(precision) digits after the decimal point. precision = 1000, for example, will show 3 decimal places (eg: 0.999). precision = 2 will show multiples of 0.5; precision = 5 will show multiples of 0.2 and so on: precision = n will show multiples of 1/n
  • number: An integer containing the RGB value of the color used to draw the text.
  • world_pos: World position of the waypoint.
  • offset: offset in pixels from position.
  • alignment: The alignment of the waypoint.

image_waypoint

Same as image, but does not accept a position; the position is instead determined by world_pos, the world position of the waypoint.

  • scale: The scale of the image, with 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.
  • world_pos: World position of the waypoint.
  • offset: offset in pixels from position.

Particle definition (add_particle)

{
    pos = {x=0, y=0, z=0},
    velocity = {x=0, y=0, z=0},
    acceleration = {x=0, y=0, z=0},
    --  ^ Spawn particle at pos with velocity and acceleration
    expirationtime = 1,
    --  ^ Disappears after expirationtime seconds
    size = 1,
    collisiondetection = false,
    --  ^ collisiondetection: if true collides with physical objects
    collision_removal = false,
    --  ^ collision_removal: if true then particle is removed when it collides,
    --  ^ requires collisiondetection = true to have any effect
    vertical = false,
    --  ^ vertical: if true faces player using y axis only
    texture = "image.png",
    --  ^ Uses texture (string)
    animation = {Tile Animation definition},
    --  ^ optional, specifies how to animate the particle texture
    glow = 0
    --  ^ optional, specify particle self-luminescence in darkness
}

ParticleSpawner definition (add_particlespawner)

{
    amount = 1,
    time = 1,
    --  ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
    minpos = {x=0, y=0, z=0},
    maxpos = {x=0, y=0, z=0},
    minvel = {x=0, y=0, z=0},
    maxvel = {x=0, y=0, z=0},
    minacc = {x=0, y=0, z=0},
    maxacc = {x=0, y=0, z=0},
    minexptime = 1,
    maxexptime = 1,
    minsize = 1,
    maxsize = 1,
    --  ^ The particle's properties are random values in between the bounds:
    --  ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
    --  ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
    collisiondetection = false,
    --  ^ collisiondetection: if true uses collision detection
    collision_removal = false,
    --  ^ collision_removal: if true then particle is removed when it collides,
    --  ^ requires collisiondetection = true to have any effect
    vertical = false,
    --  ^ vertical: if true faces player using y axis only
    texture = "image.png",
    --  ^ Uses texture (string)
}