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num: 5
link: chapters/node_drawtypes.html
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- title: Node Metadata
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link: chapters/node_metadata.html

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---
<div class='notice'>
<h2>This is lua_api.txt nicely formated: I did not write this</h2>
This page was last updated 28/November/2017.<br />See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br />Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.</div>
This page was last updated 13/January/2018.<br />See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br />Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.</div>
<h2 id="table-of-contents">Table of Contents</h2>
<div class="toc">
<ul>
@ -411,24 +411,25 @@ This page was last updated 28/November/2017.<br />See <a href="https://github.co
<li><a href="#particlespawner-definition-add_particlespawner">ParticleSpawner definition (add_particlespawner)</a></li>
<li><a href="#httprequest-definition-httpapitablefetch_async-httpapitablefetch_async">HTTPRequest definition (HTTPApiTable.fetch_async, HTTPApiTable.fetch_async)</a></li>
<li><a href="#httprequestresult-definition-httpapitablefetch-callback-httpapitablefetch_async_get">HTTPRequestResult definition (HTTPApiTable.fetch callback, HTTPApiTable.fetch_async_get)</a></li>
<li><a href="#authentication-handler-definition">Authentication handler definition</a></li>
</ul>
</li>
</ul>
</div>
<h2 id="introduction">Introduction</h2>
<p>Content and functionality can be added to Minetest 0.4 by using Lua
scripting in run-time loaded mods.</p>
<p>Content and functionality can be added to Minetest using Lua scripting
in run-time loaded mods.</p>
<p>A mod is a self-contained bunch of scripts, textures and other related
things that is loaded by and interfaces with Minetest.</p>
things, which is loaded by and interfaces with Minetest.</p>
<p>Mods are contained and ran solely on the server side. Definitions and media
files are automatically transferred to the client.</p>
<p>If you see a deficiency in the API, feel free to attempt to add the
functionality in the engine and API.</p>
functionality in the engine and API, and to document it here.</p>
<ul>
<li>More information at <a href="http://www.minetest.net/">http://www.minetest.net/</a></li>
<li>Developer Wiki: <a href="http://dev.minetest.net/">http://dev.minetest.net/</a></li>
</ul>This page was last updated 28/November/2017.<br/>See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br/>Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.<h2 id="programming-in-lua">Programming in Lua</h2>
</ul>This page was last updated 13/January/2018.<br/>See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br/>Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.<h2 id="programming-in-lua">Programming in Lua</h2>
<p>If you have any difficulty in understanding this, please read
<a href="http://www.lua.org/pil/">Programming in Lua</a>.</p>
<h2 id="startup">Startup</h2>
@ -470,12 +471,19 @@ the <code>init.lua</code> scripts in a shared environment.</p>
<li><a class="anchor" href="#path_usergamesgameid" name="path_usergamesgameid">#</a><code>$path_user/games/gameid/</code></li>
</ul>
<p>where <code>gameid</code> is unique to each game.</p>
<p>The game directory contains the file <code>game.conf</code>, which contains these fields:</p>
<p>The game directory contains the file <code>game.conf</code>, which contains:</p>
<pre><code>name = &lt;Human-readable full name of the game&gt;
</code></pre>
<p>e.g.</p>
<pre><code>name = Minetest
</code></pre>
<p>Optionally, game.conf can also contain:</p>
<pre><code>disallowed_mapgens = &lt;comma-separated mapgens&gt;
</code></pre>
<p>e.g.</p>
<pre><code>disallowed_mapgens = v5,v6,flat
</code></pre>
<p>These mapgens are removed from the list of mapgens for the game.</p>
<p>The game directory can contain the file minetest.conf, which will be used
to set default settings when running the particular game.
It can also contain a settingtypes.txt in the same format as the one in builtin.
@ -549,13 +557,13 @@ empty, except for lines starting with <code>#</code>, which are comments.</p>
<p>List of mods that have to be loaded before loading this mod.</p>
<p>A single line contains a single modname.</p>
<p>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.</p>
to a single modname. This means that if the specified mod
is missing, it does not prevent this mod from being loaded.</p>
<h3 id="screenshotpng"><code>screenshot.png</code></h3>
<p>A screenshot shown in the mod manager within the main menu. It should
have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.</p>
<h3 id="descriptiontxt"><code>description.txt</code></h3>
<p>A File containing description to be shown within mainmenu.</p>
<p>A file containing a description to be shown in the Mods tab of the mainmenu.</p>
<h3 id="settingtypestxt"><code>settingtypes.txt</code></h3>
<p>A file in the same format as the one in builtin. It will be parsed by the
settings menu and the settings will be displayed in the "Mods" category.</p>
@ -595,14 +603,13 @@ be used for overriding the registrations of some other mod.</p>
<h2 id="aliases">Aliases</h2>
<p>Aliases can be added by using <code>minetest.register_alias(name, convert_to)</code> or
<code>minetest.register_alias_force(name, convert_to)</code>.</p>
<p>This will make Minetest to convert things called name to things called
<code>convert_to</code>.</p>
<p>This converts anything called <code>name</code> to <code>convert_to</code>.</p>
<p>The only difference between <code>minetest.register_alias</code> and
<code>minetest.register_alias_force</code> is that if an item called <code>name</code> exists,
<code>minetest.register_alias</code> will do nothing while
<code>minetest.register_alias_force</code> will unregister it.</p>
<p>This can be used for maintaining backwards compatibility.</p>
<p>This can be also used for setting quick access names for things, e.g. if
<p>This can also set quick access names for things, e.g. if
you have an item called <code>epiclylongmodname:stuff</code>, you could do</p>
<pre><code>minetest.register_alias("stuff", "epiclylongmodname:stuff")
</code></pre>
@ -679,7 +686,7 @@ to generate textures on-the-fly.</p>
<p>Example:</p>
<pre><code>default_dirt.png^default_grass_side.png
</code></pre>
<p><code>default_grass_side.png</code> is overlayed over <code>default_dirt.png</code>.
<p><code>default_grass_side.png</code> is overlaid over <code>default_dirt.png</code>.
The texture with the lower resolution will be automatically upscaled to
the higher resolution texture.</p>
<h3 id="texture-grouping">Texture grouping</h3>
@ -1324,6 +1331,17 @@ number of boxes. It allows defining stuff like stairs and slabs.</p>
connect_left = box OR {box1, box2, ...}
connect_back = box OR {box1, box2, ...}
connect_right = box OR {box1, box2, ...}
-- The following `disconnected_*` boxes are the opposites of the
-- `connect_*` ones above, i.e. when a node has no suitable neighbour
-- on the respective side, the corresponding disconnected box is drawn.
disconnected_top = box OR {box1, box2, ...}
disconnected_bottom = box OR {box1, box2, ...}
disconnected_front = box OR {box1, box2, ...}
disconnected_left = box OR {box1, box2, ...}
disconnected_back = box OR {box1, box2, ...}
disconnected_right = box OR {box1, box2, ...}
disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
disconnected_sides = box OR {box1, box2, ...} -- when there are *no* neighbours to the sides
}
</code></pre>
<p>A <code>box</code> is defined as:</p>
@ -1417,7 +1435,7 @@ If <code>column_height_min</code> is not specified, this parameter defaults to 1
If <code>column_height_max</code> is not specified, this parameter defaults to <code>clust_size</code>
for reverse compatibility. New code should prefer <code>column_height_max</code>.</p>
<p>The <code>column_midpoint_factor</code> parameter controls the position of the column at which
ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
columns grow equally starting from each direction. <code>column_midpoint_factor</code> is a
decimal number ranging in value from 0 to 1. If this parameter is not specified,
the default is 0.5.</p>
@ -2474,28 +2492,71 @@ The following functions provide escape sequences:</p>
</li>
</ul>
<h2 id="spatial-vectors">Spatial Vectors</h2>
<p>For the following functions, <code>v</code>, <code>v1</code>, <code>v2</code> are vectors, <code>p1</code>, <code>p2</code> are positions:</p>
<ul>
<li><a class="anchor" href="#vectornewabc" name="vectornewabc">#</a><code>vector.new(a[, b, c])</code>: returns a vector:<ul>
<li><a class="anchor" href="#vectornewabc" name="vectornewabc">#</a><code>vector.new(a[, b, c])</code>:<ul>
<li>Returns a vector.</li>
<li><a class="anchor" href="#a" name="a">#</a>A copy of <code>a</code> if <code>a</code> is a vector.</li>
<li><a class="anchor" href="#xaybzc" name="xaybzc">#</a><code>{x = a, y = b, z = c}</code>, if all <code>a, b, c</code> are defined</li>
<li><a class="anchor" href="#xaybzc" name="xaybzc">#</a><code>{x = a, y = b, z = c}</code>, if all of <code>a</code>, <code>b</code>, <code>c</code> are defined numbers.</li>
</ul>
</li>
<li><a class="anchor" href="#vectordirectionp1p2" name="vectordirectionp1p2">#</a><code>vector.direction(p1, p2)</code>:<ul>
<li><a class="anchor" href="#p1" name="p1">#</a>Returns a vector of length 1 with direction <code>p1</code> to <code>p2</code>.</li>
<li><a class="anchor" href="#p1_1" name="p1_1">#</a>If <code>p1</code> and <code>p2</code> are identical, returns <code>{x = 0, y = 0, z = 0}</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#vectordistancep1p2" name="vectordistancep1p2">#</a><code>vector.distance(p1, p2)</code>:<ul>
<li><a class="anchor" href="#p1_2" name="p1_2">#</a>Returns zero or a positive number, the distance between <code>p1</code> and <code>p2</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#vectorlengthv" name="vectorlengthv">#</a><code>vector.length(v)</code>:<ul>
<li><a class="anchor" href="#v" name="v">#</a>Returns zero or a positive number, the length of vector <code>v</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#vectornormalizev" name="vectornormalizev">#</a><code>vector.normalize(v)</code>:<ul>
<li><a class="anchor" href="#v_1" name="v_1">#</a>Returns a vector of length 1 with direction of vector <code>v</code>.</li>
<li><a class="anchor" href="#v_2" name="v_2">#</a>If <code>v</code> has zero length, returns <code>{x = 0, y = 0, z = 0}</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#vectorfloorv" name="vectorfloorv">#</a><code>vector.floor(v)</code>:<ul>
<li>Returns a vector, each dimension rounded down.</li>
</ul>
</li>
<li><a class="anchor" href="#vectorroundv" name="vectorroundv">#</a><code>vector.round(v)</code>:<ul>
<li>Returns a vector, each dimension rounded to nearest integer.</li>
</ul>
</li>
<li><a class="anchor" href="#vectorapplyvfunc" name="vectorapplyvfunc">#</a><code>vector.apply(v, func)</code>:<ul>
<li><a class="anchor" href="#func" name="func">#</a>Returns a vector where the function <code>func</code> has been applied to each component.</li>
</ul>
</li>
<li><a class="anchor" href="#vectorequalsv1v2" name="vectorequalsv1v2">#</a><code>vector.equals(v1, v2)</code>:<ul>
<li><a class="anchor" href="#true_4" name="true_4">#</a>Returns a boolean, <code>true</code> if the vectors are identical.</li>
</ul>
</li>
<li><a class="anchor" href="#vectorsortv1v2" name="vectorsortv1v2">#</a><code>vector.sort(v1, v2)</code>:<ul>
<li><a class="anchor" href="#v1" name="v1">#</a>Returns in order minp, maxp vectors of the cuboid defined by <code>v1</code>, <code>v2</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#vectordirectionp1p2" name="vectordirectionp1p2">#</a><code>vector.direction(p1, p2)</code>: returns a vector</li>
<li><a class="anchor" href="#vectordistancep1p2" name="vectordistancep1p2">#</a><code>vector.distance(p1, p2)</code>: returns a number</li>
<li><a class="anchor" href="#vectorlengthv" name="vectorlengthv">#</a><code>vector.length(v)</code>: returns a number</li>
<li><a class="anchor" href="#vectornormalizev" name="vectornormalizev">#</a><code>vector.normalize(v)</code>: returns a vector</li>
<li><a class="anchor" href="#vectorfloorv" name="vectorfloorv">#</a><code>vector.floor(v)</code>: returns a vector, each dimension rounded down</li>
<li><a class="anchor" href="#vectorroundv" name="vectorroundv">#</a><code>vector.round(v)</code>: returns a vector, each dimension rounded to nearest int</li>
<li><a class="anchor" href="#vectorapplyvfunc" name="vectorapplyvfunc">#</a><code>vector.apply(v, func)</code>: returns a vector</li>
<li><a class="anchor" href="#vectorequalsv1v2" name="vectorequalsv1v2">#</a><code>vector.equals(v1, v2)</code>: returns a boolean</li>
<li><a class="anchor" href="#vectorsortv1v2" name="vectorsortv1v2">#</a><code>vector.sort(v1, v2)</code>: returns minp, maxp vectors of the cuboid defined by v1 and v2</li>
</ul>
<p>For the following functions <code>x</code> can be either a vector or a number:</p>
<ul>
<li><a class="anchor" href="#vectoraddvx" name="vectoraddvx">#</a><code>vector.add(v, x)</code>: returns a vector</li>
<li><a class="anchor" href="#vectorsubtractvx" name="vectorsubtractvx">#</a><code>vector.subtract(v, x)</code>: returns a vector</li>
<li><a class="anchor" href="#vectormultiplyvx" name="vectormultiplyvx">#</a><code>vector.multiply(v, x)</code>: returns a scaled vector or Schur product</li>
<li><a class="anchor" href="#vectordividevx" name="vectordividevx">#</a><code>vector.divide(v, x)</code>: returns a scaled vector or Schur quotient</li>
<li><a class="anchor" href="#vectoraddvx" name="vectoraddvx">#</a><code>vector.add(v, x)</code>:<ul>
<li>Returns a vector.</li>
</ul>
</li>
<li><a class="anchor" href="#vectorsubtractvx" name="vectorsubtractvx">#</a><code>vector.subtract(v, x)</code>:<ul>
<li>Returns a vector.</li>
</ul>
</li>
<li><a class="anchor" href="#vectormultiplyvx" name="vectormultiplyvx">#</a><code>vector.multiply(v, x)</code>:<ul>
<li>Returns a scaled vector or Schur product.</li>
</ul>
</li>
<li><a class="anchor" href="#vectordividevx" name="vectordividevx">#</a><code>vector.divide(v, x)</code>:<ul>
<li>Returns a scaled vector or Schur quotient.</li>
</ul>
</li>
</ul>
<h2 id="helper-functions">Helper functions</h2>
<ul>
@ -2644,7 +2705,7 @@ The file should be a text file, with the following format:</p>
when translation. Due to how translations are implemented, the original translation string <strong>must</strong> have
its arguments in increasing order, without gaps or repetitions, starting from 1.
<em> <code>@=</code> acts as a literal <code>=</code>. It is not required in strings given to <code>minetest.translate</code>, but is in translation
files to avoid begin confused with the <code>=</code> separating the original from the translation.
files to avoid being confused with the <code>=</code> separating the original from the translation.
</em> <code>@\n</code> (where the <code>\n</code> is a literal newline) acts as a literal newline. As with <code>@=</code>, this escape is not required
in strings given to <code>minetest.translate</code>, but is in translation files.
* <code>@n</code> acts as a literal newline as well.</p>
@ -2736,7 +2797,7 @@ The file should be a text file, with the following format:</p>
<li><a class="anchor" href="#hash" name="hash">#</a><code>hash</code>: 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 verifyable. Compatible forks will have a different name and
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:
<code>if minetest.check_for_falling then ... end</code>.</li>
@ -2822,7 +2883,7 @@ The file should be a text file, with the following format:</p>
</li>
<li><a class="anchor" href="#minetestregister_on_placenodefuncposnewnodeplaceroldnodeitemstackpointed_thing" name="minetestregister_on_placenodefuncposnewnodeplaceroldnodeitemstackpointed_thing">#</a><code>minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))</code><ul>
<li>Called when a node has been placed</li>
<li><a class="anchor" href="#true_4" name="true_4">#</a>If return <code>true</code> no item is taken from <code>itemstack</code></li>
<li><a class="anchor" href="#true_5" name="true_5">#</a>If return <code>true</code> no item is taken from <code>itemstack</code></li>
<li><a class="anchor" href="#placer" name="placer">#</a><code>placer</code> may be any valid ObjectRef or nil.</li>
<li><a class="anchor" href="#on_construct" name="on_construct">#</a><strong>Not recommended</strong>; use <code>on_construct</code> or <code>after_place_node</code> in node definition
whenever possible</li>
@ -2860,7 +2921,7 @@ The file should be a text file, with the following format:</p>
<li><a class="anchor" href="#dir" name="dir">#</a><code>dir</code>: unit vector of direction of punch. Always defined. Points from
the puncher to the punched.</li>
<li><a class="anchor" href="#damage_1" name="damage_1">#</a><code>damage</code> - number that represents the damage calculated by the engine</li>
<li><a class="anchor" href="#true_5" name="true_5">#</a>should return <code>true</code> to prevent the default damage mechanism</li>
<li><a class="anchor" href="#true_6" name="true_6">#</a>should return <code>true</code> to prevent the default damage mechanism</li>
</ul>
</li>
<li><a class="anchor" href="#minetestregister_on_player_hpchangefuncplayerhp_changemodifier" name="minetestregister_on_player_hpchangefuncplayerhp_changemodifier">#</a><code>minetest.register_on_player_hpchange(func(player, hp_change), modifier)</code><ul>
@ -2908,13 +2969,13 @@ The file should be a text file, with the following format:</p>
</li>
<li><a class="anchor" href="#minetestregister_on_chat_messagefuncnamemessage" name="minetestregister_on_chat_messagefuncnamemessage">#</a><code>minetest.register_on_chat_message(func(name, message))</code><ul>
<li>Called always when a player says something</li>
<li><a class="anchor" href="#true_6" name="true_6">#</a>Return <code>true</code> to mark the message as handled, which means that it will not be sent to other players</li>
<li><a class="anchor" href="#true_7" name="true_7">#</a>Return <code>true</code> to mark the message as handled, which means that it will not be sent to other players</li>
</ul>
</li>
<li><a class="anchor" href="#minetestregister_on_player_receive_fieldsfuncplayerformnamefields" name="minetestregister_on_player_receive_fieldsfuncplayerformnamefields">#</a><code>minetest.register_on_player_receive_fields(func(player, formname, fields))</code><ul>
<li>Called when a button is pressed in player's inventory form</li>
<li>Newest functions are called first</li>
<li><a class="anchor" href="#true_7" name="true_7">#</a>If function returns <code>true</code>, remaining functions are not called</li>
<li><a class="anchor" href="#true_8" name="true_8">#</a>If function returns <code>true</code>, remaining functions are not called</li>
</ul>
</li>
<li><a class="anchor" href="#minetestregister_on_craftfuncitemstackplayerold_craft_gridcraft_inv" name="minetestregister_on_craftfuncitemstackplayerold_craft_gridcraft_inv">#</a><code>minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))</code><ul>
@ -2941,7 +3002,7 @@ The file should be a text file, with the following format:</p>
</li>
<li><a class="anchor" href="#minetestregister_on_item_eatfunchp_changereplace_with_itemitemstackuserpointed_thing" name="minetestregister_on_item_eatfunchp_changereplace_with_itemitemstackuserpointed_thing">#</a><code>minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))</code><ul>
<li><a class="anchor" href="#minetestitem_eat" name="minetestitem_eat">#</a>Called when an item is eaten, by <code>minetest.item_eat</code></li>
<li><a class="anchor" href="#true_8" name="true_8">#</a>Return <code>true</code> or <code>itemstack</code> to cancel the default item eat response (i.e.: hp increase)</li>
<li><a class="anchor" href="#true_9" name="true_9">#</a>Return <code>true</code> or <code>itemstack</code> to cancel the default item eat response (i.e.: hp increase)</li>
</ul>
</li>
<li><a class="anchor" href="#minetestregister_on_priv_grantfunctionnamegranterpriv" name="minetestregister_on_priv_grantfunctionnamegranterpriv">#</a><code>minetest.register_on_priv_grant(function(name, granter, priv))</code><ul>
@ -2958,7 +3019,7 @@ The file should be a text file, with the following format:</p>
</li>
<li><a class="anchor" href="#minetestregister_can_bypass_userlimitfunctionnameip" name="minetestregister_can_bypass_userlimitfunctionnameip">#</a><code>minetest.register_can_bypass_userlimit(function(name, ip))</code><ul>
<li><a class="anchor" href="#name_12" name="name_12">#</a>Called when <code>name</code> user connects with <code>ip</code>.</li>
<li><a class="anchor" href="#true_9" name="true_9">#</a>Return <code>true</code> to by pass the player limit</li>
<li><a class="anchor" href="#true_10" name="true_10">#</a>Return <code>true</code> to by pass the player limit</li>
</ul>
</li>
<li><a class="anchor" href="#minetestregister_on_modchannel_messagefuncchannel_namesendermessage" name="minetestregister_on_modchannel_messagefuncchannel_namesendermessage">#</a><code>minetest.register_on_modchannel_message(func(channel_name, sender, message))</code><ul>
@ -2996,8 +3057,9 @@ The file should be a text file, with the following format:</p>
<li>Return true in the above callbacks to stop register_on_priv_grant or revoke being called.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestregister_authentication_handlerhandler" name="minetestregister_authentication_handlerhandler">#</a><code>minetest.register_authentication_handler(handler)</code><ul>
<li><a class="anchor" href="#minetestbuiltin_auth_handler" name="minetestbuiltin_auth_handler">#</a>See <code>minetest.builtin_auth_handler</code> in <code>builtin.lua</code> for reference</li>
<li><a class="anchor" href="#minetestregister_authentication_handlerauthenticationhandlerdefinition" name="minetestregister_authentication_handlerauthenticationhandlerdefinition">#</a><code>minetest.register_authentication_handler(authentication handler definition)</code><ul>
<li>Registers an auth handler that overrides the builtin one</li>
<li>This function can be called by a single mod once only.</li>
</ul>
</li>
</ul>
@ -3010,47 +3072,66 @@ The file should be a text file, with the following format:</p>
</ul>
<h3 id="authentication">Authentication</h3>
<ul>
<li><a class="anchor" href="#minetestnotify_authentication_modifiedname" name="minetestnotify_authentication_modifiedname">#</a><code>minetest.notify_authentication_modified(name)</code><ul>
<li>Should be called by the authentication handler if privileges changes.</li>
<li><a class="anchor" href="#name_13" name="name_13">#</a><code>name</code>: string, if omitted, everybody is reported</li>
</ul>
</li>
<li><a class="anchor" href="#minetestcheck_password_entrynameentrypassword" name="minetestcheck_password_entrynameentrypassword">#</a><code>minetest.check_password_entry(name, entry, password)</code><ul>
<li>Returns true if the "db entry" for a player with name matches given</li>
<li>password, false otherwise.</li>
<li>The "db entry" is the usually player-individual value that is derived</li>
<li>from the player's chosen password and stored on the server in order to allow</li>
<li>authentication whenever the player desires to log in.</li>
<li>Only use this function for making it possible to log in via the password from</li>
<li>via protocols like IRC, other uses for inside the game are frowned upon.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestget_password_hashnameraw_password" name="minetestget_password_hashnameraw_password">#</a><code>minetest.get_password_hash(name, raw_password)</code><ul>
<li>Convert a name-password pair to a password hash that Minetest can use.</li>
<li>The returned value alone is not a good basis for password checks based</li>
<li>on comparing the password hash in the database with the password hash</li>
<li>from the function, with an externally provided password, as the hash</li>
<li>in the db might use the new SRP verifier format.</li>
<li><a class="anchor" href="#minetestcheck_password_entry" name="minetestcheck_password_entry">#</a>For this purpose, use <code>minetest.check_password_entry</code> instead.</li>
</ul>
</li>
<li><a class="anchor" href="#mineteststring_to_privsstr" name="mineteststring_to_privsstr">#</a><code>minetest.string_to_privs(str)</code>: returns <code>{priv1=true,...}</code></li>
<li><a class="anchor" href="#minetestprivs_to_stringprivs" name="minetestprivs_to_stringprivs">#</a><code>minetest.privs_to_string(privs)</code>: returns <code>"priv1,priv2,..."</code><ul>
<li>Convert between two privilege representations</li>
</ul>
</li>
<li><a class="anchor" href="#minetestset_player_passwordnamepassword_hash" name="minetestset_player_passwordnamepassword_hash">#</a><code>minetest.set_player_password(name, password_hash)</code></li>
<li><a class="anchor" href="#minetestset_player_privsnamepriv1true" name="minetestset_player_privsnamepriv1true">#</a><code>minetest.set_player_privs(name, {priv1=true,...})</code></li>
<li><a class="anchor" href="#minetestget_player_privsnamepriv1true" name="minetestget_player_privsnamepriv1true">#</a><code>minetest.get_player_privs(name) -&gt; {priv1=true,...}</code></li>
<li><a class="anchor" href="#minetestauth_reload" name="minetestauth_reload">#</a><code>minetest.auth_reload()</code></li>
<li><a class="anchor" href="#minetestcheck_player_privsplayer_or_name" name="minetestcheck_player_privsplayer_or_name">#</a><code>minetest.check_player_privs(player_or_name, ...)</code>: returns <code>bool, missing_privs</code><ul>
<li><a class="anchor" href="#minetestcheck_player_privsplayer_or_name" name="minetestcheck_player_privsplayer_or_name">#</a>
<p><code>minetest.check_player_privs(player_or_name, ...)</code>: returns <code>bool, missing_privs</code></p>
<ul>
<li>A quickhand for checking privileges.</li>
<li><a class="anchor" href="#player_or_name" name="player_or_name">#</a><code>player_or_name</code>: Either a Player object or the name of a player.</li>
<li><code>...</code> is either a list of strings, e.g. <code>"priva", "privb"</code> or
a table, e.g. <code>{ priva = true, privb = true }</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestget_player_ipname" name="minetestget_player_ipname">#</a><code>minetest.get_player_ip(name)</code>: returns an IP address string</li>
<li><a class="anchor" href="#minetestcheck_password_entrynameentrypassword" name="minetestcheck_password_entrynameentrypassword">#</a>
<p><code>minetest.check_password_entry(name, entry, password)</code></p>
<ul>
<li>Returns true if the "password entry" for a player with name matches given
password, false otherwise.</li>
<li><a class="anchor" href="#get_auth" name="get_auth">#</a>The "password entry" is the password representation generated by the engine
as returned as part of a <code>get_auth()</code> call on the auth handler.</li>
<li>Only use this function for making it possible to log in via password from
external protocols such as IRC, other uses are frowned upon.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestget_password_hashnameraw_password" name="minetestget_password_hashnameraw_password">#</a><code>minetest.get_password_hash(name, raw_password)</code><ul>
<li>Convert a name-password pair to a password hash that Minetest can use.</li>
<li>The returned value alone is not a good basis for password checks based
on comparing the password hash in the database with the password hash
from the function, with an externally provided password, as the hash
in the db might use the new SRP verifier format.</li>
<li><a class="anchor" href="#minetestcheck_password_entry" name="minetestcheck_password_entry">#</a>For this purpose, use <code>minetest.check_password_entry</code> instead.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestget_player_ipname" name="minetestget_player_ipname">#</a>
<p><code>minetest.get_player_ip(name)</code>: returns an IP address string for the player <code>name</code></p>
<ul>
<li>The player needs to be online for this to be successful.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestget_auth_handler" name="minetestget_auth_handler">#</a>
<p><code>minetest.get_auth_handler()</code>: Return the currently active auth handler</p>
<ul>
<li><a class="anchor" href="#Authenticationhandlerdefinition" name="Authenticationhandlerdefinition">#</a>See the <code>Authentication handler definition</code></li>
<li><a class="anchor" href="#localauth_dataminetestget_auth_handlerget_authplayername" name="localauth_dataminetestget_auth_handlerget_authplayername">#</a>Use this to e.g. get the authentication data for a player:
<code>local auth_data = minetest.get_auth_handler().get_auth(playername)</code></li>
</ul>
</li>
<li><a class="anchor" href="#minetestnotify_authentication_modifiedname" name="minetestnotify_authentication_modifiedname">#</a><code>minetest.notify_authentication_modified(name)</code><ul>
<li>Must be called by the authentication handler for privilege changes.</li>
<li><a class="anchor" href="#name_13" name="name_13">#</a><code>name</code>: string; if omitted, all auth data should be considered modified</li>
</ul>
</li>
<li><a class="anchor" href="#minetestset_player_passwordnamepassword_hash" name="minetestset_player_passwordnamepassword_hash">#</a><code>minetest.set_player_password(name, password_hash)</code>: Set password hash of player <code>name</code></li>
<li><a class="anchor" href="#minetestset_player_privsnamepriv1true" name="minetestset_player_privsnamepriv1true">#</a><code>minetest.set_player_privs(name, {priv1=true,...})</code>: Set privileges of player <code>name</code></li>
<li><a class="anchor" href="#minetestauth_reload" name="minetestauth_reload">#</a><code>minetest.auth_reload()</code><ul>
<li><a class="anchor" href="#reload" name="reload">#</a>See <code>reload()</code> in authentication handler definition</li>
</ul>
</li>
</ul>
<p><code>minetest.set_player_password</code>, <code>minetest_set_player_privs</code>, <code>minetest_get_player_privs</code>
and <code>minetest.auth_reload</code> call the authentication handler.</p>
@ -3102,7 +3183,7 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
</li>
<li><a class="anchor" href="#minetestdig_nodepos" name="minetestdig_nodepos">#</a><code>minetest.dig_node(pos)</code><ul>
<li>Dig node with the same effects that a player would cause</li>
<li><a class="anchor" href="#true_10" name="true_10">#</a>Returns <code>true</code> if successful, <code>false</code> on failure (e.g. protected location)</li>
<li><a class="anchor" href="#true_11" name="true_11">#</a>Returns <code>true</code> if successful, <code>false</code> on failure (e.g. protected location)</li>
</ul>
</li>
<li><a class="anchor" href="#minetestpunch_nodepos" name="minetestpunch_nodepos">#</a><code>minetest.punch_node(pos)</code><ul>
@ -3113,7 +3194,7 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
<p><code>minetest.spawn_falling_node(pos)</code></p>
<ul>
<li>Change node into falling node</li>
<li><a class="anchor" href="#true_11" name="true_11">#</a>Returns <code>true</code> if successful, <code>false</code> on failure</li>
<li><a class="anchor" href="#true_12" name="true_12">#</a>Returns <code>true</code> if successful, <code>false</code> on failure</li>
</ul>
</li>
<li><a class="anchor" href="#minetestfind_nodes_with_metapos1pos2" name="minetestfind_nodes_with_metapos1pos2">#</a>
@ -3304,18 +3385,17 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
<li>delete all mapblocks in the area from pos1 to pos2, inclusive</li>
</ul>
</li>
<li><a class="anchor" href="#minetestline_of_sightpos1pos2stepsize" name="minetestline_of_sightpos1pos2stepsize">#</a><code>minetest.line_of_sight(pos1, pos2, stepsize)</code>: returns <code>boolean, pos</code><ul>
<li><a class="anchor" href="#pos1_3" name="pos1_3">#</a>Check if there is a direct line of sight between <code>pos1</code> and <code>pos2</code></li>
<li><a class="anchor" href="#minetestline_of_sightpos1pos2" name="minetestline_of_sightpos1pos2">#</a><code>minetest.line_of_sight(pos1, pos2)</code>: returns <code>boolean, pos</code><ul>
<li>Checks if there is anything other than air between pos1 and pos2.</li>
<li>Returns false if something is blocking the sight.</li>
<li><a class="anchor" href="#false" name="false">#</a>Returns the position of the blocking node when <code>false</code></li>
<li><a class="anchor" href="#pos1_4" name="pos1_4">#</a><code>pos1</code>: First position</li>
<li><a class="anchor" href="#pos1_3" name="pos1_3">#</a><code>pos1</code>: First position</li>
<li><a class="anchor" href="#pos2" name="pos2">#</a><code>pos2</code>: Second position</li>
<li><a class="anchor" href="#stepsize" name="stepsize">#</a><code>stepsize</code>: smaller gives more accurate results but requires more computing
time. Default is <code>1</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestraycastpos1pos2objectsliquids" name="minetestraycastpos1pos2objectsliquids">#</a><code>minetest.raycast(pos1, pos2, objects, liquids)</code>: returns <code>Raycast</code><ul>
<li><a class="anchor" href="#Raycast" name="Raycast">#</a>Creates a <code>Raycast</code> object.</li>
<li><a class="anchor" href="#pos1_5" name="pos1_5">#</a><code>pos1</code>: start of the ray</li>
<li><a class="anchor" href="#pos1_4" name="pos1_4">#</a><code>pos1</code>: start of the ray</li>
<li><a class="anchor" href="#pos2_1" name="pos2_1">#</a><code>pos2</code>: end of the ray</li>
<li><a class="anchor" href="#objects" name="objects">#</a><code>objects</code> : if false, only nodes will be returned. Default is <code>true</code>.</li>
<li><a class="anchor" href="#liquidsiffalseliquidnodeswontbereturnedDefaultis" name="liquidsiffalseliquidnodeswontbereturnedDefaultis">#</a><code>liquids' : if false, liquid nodes won't be returned. Default is</code>false`.</li>
@ -3323,8 +3403,8 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
</li>
<li><a class="anchor" href="#minetestfind_pathpos1pos2searchdistancemax_jumpmax_dropalgorithm" name="minetestfind_pathpos1pos2searchdistancemax_jumpmax_dropalgorithm">#</a><code>minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)</code><ul>
<li>returns table containing path</li>
<li><a class="anchor" href="#pos1_6" name="pos1_6">#</a>returns a table of 3D points representing a path from <code>pos1</code> to <code>pos2</code> or <code>nil</code></li>
<li><a class="anchor" href="#pos1_7" name="pos1_7">#</a><code>pos1</code>: start position</li>
<li><a class="anchor" href="#pos1_5" name="pos1_5">#</a>returns a table of 3D points representing a path from <code>pos1</code> to <code>pos2</code> or <code>nil</code></li>
<li><a class="anchor" href="#pos1_6" name="pos1_6">#</a><code>pos1</code>: start position</li>
<li><a class="anchor" href="#pos2_2" name="pos2_2">#</a><code>pos2</code>: end position</li>
<li><a class="anchor" href="#searchdistance" name="searchdistance">#</a><code>searchdistance</code>: number of blocks to search in each direction using a maximum metric</li>
<li><a class="anchor" href="#max_jump" name="max_jump">#</a><code>max_jump</code>: maximum height difference to consider walkable</li>
@ -3363,7 +3443,7 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
<li>resets the light in a cuboid-shaped part of
the map and removes lighting bugs.</li>
<li>Loads the area if it is not loaded.</li>
<li><a class="anchor" href="#pos1_8" name="pos1_8">#</a><code>pos1</code> is the corner of the cuboid with the least coordinates
<li><a class="anchor" href="#pos1_7" name="pos1_7">#</a><code>pos1</code> is the corner of the cuboid with the least coordinates
(in node coordinates), inclusive.</li>
<li><a class="anchor" href="#pos2_3" name="pos2_3">#</a><code>pos2</code> is the opposite corner of the cuboid, inclusive.</li>
<li>The actual updated cuboid might be larger than the specified one,
@ -3514,7 +3594,7 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
</ul>
</li>
<li><a class="anchor" href="#minetestis_colored_paramtypeptype" name="minetestis_colored_paramtypeptype">#</a><code>minetest.is_colored_paramtype(ptype)</code><ul>
<li><a class="anchor" href="#true_12" name="true_12">#</a>Returns a boolean. Returns <code>true</code> if the given <code>paramtype2</code> contains color
<li><a class="anchor" href="#true_13" name="true_13">#</a>Returns a boolean. Returns <code>true</code> if the given <code>paramtype2</code> contains color
information (<code>color</code>, <code>colorwallmounted</code> or <code>colorfacedir</code>).</li>
</ul>
</li>
@ -3681,8 +3761,8 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
<h3 id="timing">Timing</h3>
<ul>
<li><a class="anchor" href="#minetestaftertimefunc" name="minetestaftertimefunc">#</a><code>minetest.after(time, func, ...)</code><ul>
<li><a class="anchor" href="#func" name="func">#</a>Call the function <code>func</code> after <code>time</code> seconds, may be fractional</li>
<li><a class="anchor" href="#func_1" name="func_1">#</a>Optional: Variable number of arguments that are passed to <code>func</code></li>
<li><a class="anchor" href="#func_1" name="func_1">#</a>Call the function <code>func</code> after <code>time</code> seconds, may be fractional</li>
<li><a class="anchor" href="#func_2" name="func_2">#</a>Optional: Variable number of arguments that are passed to <code>func</code></li>
</ul>
</li>
</ul>
@ -3697,10 +3777,15 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
<li><a class="anchor" href="#minetestget_server_status" name="minetestget_server_status">#</a><code>minetest.get_server_status()</code>: returns server status string</li>
<li><a class="anchor" href="#minetestget_server_uptime" name="minetestget_server_uptime">#</a><code>minetest.get_server_uptime()</code>: returns the server uptime in seconds</li>
<li><a class="anchor" href="#minetestremove_playername" name="minetestremove_playername">#</a><code>minetest.remove_player(name)</code>: remove player from database (if he is not connected).<ul>
<li>Does not remove player authentication data, minetest.player_exists will continue to return true.</li>
<li>As auth data is not removed, minetest.player_exists will continue to return true.
Call the below method as well if you want to remove auth data too.</li>
<li>Returns a code (0: successful, 1: no such player, 2: player is connected)</li>
</ul>
</li>
<li><a class="anchor" href="#minetestremove_player_authname" name="minetestremove_player_authname">#</a><code>minetest.remove_player_auth(name)</code>: remove player authentication data<ul>
<li>Returns boolean indicating success (false if player nonexistant)</li>
</ul>
</li>
</ul>
<h3 id="bans">Bans</h3>
<ul>
@ -3789,12 +3874,16 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
<li><a class="anchor" href="#force_placement_1" name="force_placement_1">#</a><code>force_placement</code> is a boolean indicating whether nodes other than <code>air</code> and
<code>ignore</code> are replaced by the schematic</li>
<li>Returns nil if the schematic could not be loaded.</li>
<li><strong>Warning</strong>: Once you have loaded a schematic from a file, it will be cached. Future calls
will always use the cached version and the replacement list defined for it,
regardless of whether the file or the replacement list parameter have changed.
The only way to load the file anew is to restart the server.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestplace_schematic_on_vmanipvmanipposschematicrotationreplacementforce_placement" name="minetestplace_schematic_on_vmanipvmanipposschematicrotationreplacementforce_placement">#</a>
<p><code>minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)</code>:</p>
<ul>
<li><a class="anchor" href="#vmanip" name="vmanip">#</a>This function is analagous to minetest.place_schematic, but places a schematic onto the
<li><a class="anchor" href="#vmanip" name="vmanip">#</a>This function is analogous to minetest.place_schematic, but places a schematic onto the
specified VoxelManip object <code>vmanip</code> instead of the whole map.</li>
<li>Returns false if any part of the schematic was cut-off due to the VoxelManip not
containing the full area required, and true if the whole schematic was able to fit.</li>
@ -3975,7 +4064,7 @@ and <code>minetest.auth_reload</code> call the authentication handler.</p>
<p><code>minetest.is_protected(pos, name)</code>: returns boolean</p>
<ul>
<li><a class="anchor" href="#name_18" name="name_18">#</a>Returns true, if player <code>name</code> shouldn't be abled to dig at <code>pos</code> or do other
actions, defineable by mods, due to some mod-defined ownership-like concept.
actions, definable by mods, due to some mod-defined ownership-like concept.
Returns false or nil, if the player is allowed to do such actions.</li>
<li><a class="anchor" href="#name_19" name="name_19">#</a><code>name</code> will be "" for non-players or unknown players.</li>
<li>This function should be overridden by protection mods and should be used to
@ -4027,7 +4116,7 @@ end
<p><code>minetest.forceload_block(pos[, transient])</code></p>
<ul>
<li><a class="anchor" href="#pos_9" name="pos_9">#</a>forceloads the position <code>pos</code>.</li>
<li><a class="anchor" href="#true_13" name="true_13">#</a>returns <code>true</code> if area could be forceloaded</li>
<li><a class="anchor" href="#true_14" name="true_14">#</a>returns <code>true</code> if area could be forceloaded</li>
<li><a class="anchor" href="#transient" name="transient">#</a>If <code>transient</code> is <code>false</code> or absent, the forceload will be persistent
(saved between server runs). If <code>true</code>, the forceload will be transient
(not saved between server runs).</li>
@ -4152,11 +4241,11 @@ end
<li><a class="anchor" href="#from_tablenilor" name="from_tablenilor">#</a><code>from_table(nil or {})</code><ul>
<li>Any non-table value will clear the metadata</li>
<li>See "Node Metadata" for an example</li>
<li><a class="anchor" href="#true_14" name="true_14">#</a>returns <code>true</code> on success</li>
<li><a class="anchor" href="#true_15" name="true_15">#</a>returns <code>true</code> on success</li>
</ul>
</li>
<li><a class="anchor" href="#equalsother" name="equalsother">#</a><code>equals(other)</code><ul>
<li><a class="anchor" href="#true_15" name="true_15">#</a>returns <code>true</code> if this metadata has the same key-value pairs as <code>other</code></li>
<li><a class="anchor" href="#true_16" name="true_16">#</a>returns <code>true</code> if this metadata has the same key-value pairs as <code>other</code></li>
</ul>
</li>
</ul>
@ -4221,7 +4310,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
</ul>
</li>
<li><a class="anchor" href="#is_started" name="is_started">#</a><code>is_started()</code>: returns boolean state of timer<ul>
<li><a class="anchor" href="#true_16" name="true_16">#</a>returns <code>true</code> if timer is started, otherwise <code>false</code></li>
<li><a class="anchor" href="#true_17" name="true_17">#</a>returns <code>true</code> if timer is started, otherwise <code>false</code></li>
</ul>
</li>
</ul>
@ -4425,7 +4514,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
<li><a class="anchor" href="#hud_set_flagsflags" name="hud_set_flagsflags">#</a><code>hud_set_flags(flags)</code>: sets specified HUD flags to <code>true</code>/<code>false</code><ul>
<li><a class="anchor" href="#flags_4" name="flags_4">#</a><code>flags</code>: (is visible) <code>hotbar</code>, <code>healthbar</code>, <code>crosshair</code>, <code>wielditem</code>, <code>breathbar</code>,
<code>minimap</code>, <code>minimap_radar</code></li>
<li><a class="anchor" href="#true_17" name="true_17">#</a>pass a table containing a <code>true</code>/<code>false</code> value of each flag to be set or unset</li>
<li><a class="anchor" href="#true_18" name="true_18">#</a>pass a table containing a <code>true</code>/<code>false</code> value of each flag to be set or unset</li>
<li><a class="anchor" href="#nil_7" name="nil_7">#</a>if a flag equals <code>nil</code>, the flag is not modified</li>
<li><a class="anchor" href="#minimap" name="minimap">#</a>note that setting <code>minimap</code> modifies the client's permission to view the minimap -</li>
<li>the client may locally elect to not view the minimap</li>
@ -4485,10 +4574,8 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
</ul>
</li>
<li><a class="anchor" href="#get_day_night_ratio" name="get_day_night_ratio">#</a><code>get_day_night_ratio()</code>: returns the ratio or nil if it isn't overridden</li>
<li><a class="anchor" href="#set_local_animationstandidlewalkdigwalkdigframe_speedframe_speed" name="set_local_animationstandidlewalkdigwalkdigframe_speedframe_speed">#</a>
<p><code>set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)</code></p>
<p>set animation for player model in third person view</p>
<pre><code>set_local_animation({x=0, y=79}, -- &lt; stand/idle animation key frames
<li><a class="anchor" href="#set_local_animationstandidlewalkdigwalkdigframe_speedframe_speed" name="set_local_animationstandidlewalkdigwalkdigframe_speedframe_speed">#</a><code>set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)</code>:
set animation for player model in third person view<pre><code>set_local_animation({x=0, y=79}, -- &lt; stand/idle animation key frames
{x=168, y=187}, -- &lt; walk animation key frames
{x=189, y=198}, -- &lt; dig animation key frames
{x=200, y=219}, -- &lt; walk+dig animation key frames
@ -4682,8 +4769,8 @@ Alternatively with <code>minetest.get_perlin(seeddiff, octaves, persistence, sca
or <code>minetest.get_perlin(noiseparams)</code>.</p>
<h4 id="methods_13">Methods</h4>
<ul>
<li><a class="anchor" href="#get2dpos" name="get2dpos">#</a><code>get2d(pos)</code>: returns 2D noise value at <code>pos={x=,y=}</code></li>
<li><a class="anchor" href="#get3dpos" name="get3dpos">#</a><code>get3d(pos)</code>: returns 3D noise value at <code>pos={x=,y=,z=}</code></li>
<li><a class="anchor" href="#get_2dpos" name="get_2dpos">#</a><code>get_2d(pos)</code>: returns 2D noise value at <code>pos={x=,y=}</code></li>
<li><a class="anchor" href="#get_3dpos" name="get_3dpos">#</a><code>get_3d(pos)</code>: returns 3D noise value at <code>pos={x=,y=,z=}</code></li>
</ul>
<h3 id="perlinnoisemap"><code>PerlinNoiseMap</code></h3>
<p>A fast, bulk perlin noise generator.</p>
@ -4696,25 +4783,25 @@ for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
nil, this table will be used to store the result instead of creating a new table.</p>
<h4 id="methods_14">Methods</h4>
<ul>
<li><a class="anchor" href="#get2dMappos" name="get2dMappos">#</a><code>get2dMap(pos)</code>: returns a <code>&lt;size.x&gt;</code> times <code>&lt;size.y&gt;</code> 2D array of 2D noise
<li><a class="anchor" href="#get_2d_mappos" name="get_2d_mappos">#</a><code>get_2d_map(pos)</code>: returns a <code>&lt;size.x&gt;</code> times <code>&lt;size.y&gt;</code> 2D array of 2D noise
with values starting at <code>pos={x=,y=}</code></li>
<li><a class="anchor" href="#get3dMappos" name="get3dMappos">#</a><code>get3dMap(pos)</code>: returns a <code>&lt;size.x&gt;</code> times <code>&lt;size.y&gt;</code> times <code>&lt;size.z&gt;</code> 3D array
<li><a class="anchor" href="#get_3d_mappos" name="get_3d_mappos">#</a><code>get_3d_map(pos)</code>: returns a <code>&lt;size.x&gt;</code> times <code>&lt;size.y&gt;</code> times <code>&lt;size.z&gt;</code> 3D array
of 3D noise with values starting at <code>pos={x=,y=,z=}</code></li>
<li><a class="anchor" href="#get2dMap_flatposbuffer" name="get2dMap_flatposbuffer">#</a><code>get2dMap_flat(pos, buffer)</code>: returns a flat <code>&lt;size.x * size.y&gt;</code> element array of 2D noise
<li><a class="anchor" href="#get_2d_map_flatposbuffer" name="get_2d_map_flatposbuffer">#</a><code>get_2d_map_flat(pos, buffer)</code>: returns a flat <code>&lt;size.x * size.y&gt;</code> element array of 2D noise
with values starting at <code>pos={x=,y=}</code></li>
<li><a class="anchor" href="#get3dMap_flatposbuffer" name="get3dMap_flatposbuffer">#</a><code>get3dMap_flat(pos, buffer)</code>: Same as <code>get2dMap_flat</code>, but 3D noise</li>
<li><a class="anchor" href="#calc2dMappos" name="calc2dMappos">#</a><code>calc2dMap(pos)</code>: Calculates the 2d noise map starting at <code>pos</code>. The result is stored internally.</li>
<li><a class="anchor" href="#calc3dMappos" name="calc3dMappos">#</a><code>calc3dMap(pos)</code>: Calculates the 3d noise map starting at <code>pos</code>. The result is stored internally.</li>
<li><a class="anchor" href="#getMapSliceslice_offsetslice_sizebuffer" name="getMapSliceslice_offsetslice_sizebuffer">#</a><code>getMapSlice(slice_offset, slice_size, buffer)</code>: In the form of an array, returns a slice of the
<li><a class="anchor" href="#get_3d_map_flatposbuffer" name="get_3d_map_flatposbuffer">#</a><code>get_3d_map_flat(pos, buffer)</code>: Same as <code>get2dMap_flat</code>, but 3D noise</li>
<li><a class="anchor" href="#calc_2d_mappos" name="calc_2d_mappos">#</a><code>calc_2d_map(pos)</code>: Calculates the 2d noise map starting at <code>pos</code>. The result is stored internally.</li>
<li><a class="anchor" href="#calc_3d_mappos" name="calc_3d_mappos">#</a><code>calc_3d_map(pos)</code>: Calculates the 3d noise map starting at <code>pos</code>. The result is stored internally.</li>
<li><a class="anchor" href="#get_map_sliceslice_offsetslice_sizebuffer" name="get_map_sliceslice_offsetslice_sizebuffer">#</a><code>get_map_slice(slice_offset, slice_size, buffer)</code>: In the form of an array, returns a slice of the
most recently computed noise results. The result slice begins at coordinates <code>slice_offset</code> and
takes a chunk of <code>slice_size</code>.
E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
<code>noisevals = noise:getMapSlice({y=20}, {y=2})</code>
<code>noisevals = noise:get_map_slice({y=20}, {y=2})</code>
It is important to note that <code>slice_offset</code> offset coordinates begin at 1, and are relative to
the starting position of the most recently calculated noise.
To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
<code>noise:calc3dMap({x=1000, y=1000, z=1000})</code>
<code>noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})</code></li>
<code>noise:calc_3d_map({x=1000, y=1000, z=1000})</code>
<code>noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})</code></li>
</ul>
<h3 id="voxelmanip"><code>VoxelManip</code></h3>
<h4 id="about-voxelmanip">About VoxelManip</h4>
@ -4871,7 +4958,7 @@ will place the schematic inside of the VoxelManip.</p>
<li><a class="anchor" href="#set_lightinglightp1p2" name="set_lightinglightp1p2">#</a><code>set_lighting(light, [p1, p2])</code>: Set the lighting within the <code>VoxelManip</code> to a uniform value<ul>
<li><a class="anchor" href="#light_1" name="light_1">#</a><code>light</code> is a table, <code>{day=&lt;0...15&gt;, night=&lt;0...15&gt;}</code></li>
<li><a class="anchor" href="#VoxelManip" name="VoxelManip">#</a>To be used only by a <code>VoxelManip</code> object from <code>minetest.get_mapgen_object</code></li>
<li><a class="anchor" href="#p1" name="p1">#</a>(<code>p1</code>, <code>p2</code>) is the area in which lighting is set;
<li><a class="anchor" href="#p1_3" name="p1_3">#</a>(<code>p1</code>, <code>p2</code>) is the area in which lighting is set;
defaults to the whole area if left out</li>
</ul>
</li>
@ -4894,7 +4981,7 @@ will place the schematic inside of the VoxelManip.</p>
<li><a class="anchor" href="#set_param2_dataparam2_data" name="set_param2_dataparam2_data">#</a><code>set_param2_data(param2_data)</code>: Sets the <code>param2</code> contents of each node in the <code>VoxelManip</code></li>
<li><a class="anchor" href="#calc_lightingp1p2propagate_shadow" name="calc_lightingp1p2propagate_shadow">#</a><code>calc_lighting([p1, p2], [propagate_shadow])</code>: Calculate lighting within the <code>VoxelManip</code><ul>
<li><a class="anchor" href="#VoxelManip_1" name="VoxelManip_1">#</a>To be used only by a <code>VoxelManip</code> object from <code>minetest.get_mapgen_object</code></li>
<li><a class="anchor" href="#p1_1" name="p1_1">#</a>(<code>p1</code>, <code>p2</code>) is the area in which lighting is set; defaults to the whole area
<li><a class="anchor" href="#p1_4" name="p1_4">#</a>(<code>p1</code>, <code>p2</code>) is the area in which lighting is set; defaults to the whole area
if left out or nil</li>
<li><a class="anchor" href="#propagate_shadow" name="propagate_shadow">#</a><code>propagate_shadow</code> is an optional boolean deciding whether shadows in a generated
mapchunk above are propagated down into the mapchunk; defaults to <code>true</code> if left out</li>
@ -4937,7 +5024,11 @@ The coordinates are <em>inclusive</em>, like most other things in Minetest.</p>
<h4 id="methods_17">Methods</h4>
<ul>
<li><a class="anchor" href="#getkey" name="getkey">#</a><code>get(key)</code>: returns a value</li>
<li><a class="anchor" href="#get_boolkey" name="get_boolkey">#</a><code>get_bool(key)</code>: returns a boolean</li>
<li><a class="anchor" href="#get_boolkeydefault" name="get_boolkeydefault">#</a><code>get_bool(key, [default])</code>: returns a boolean<ul>
<li><a class="anchor" href="#default_2" name="default_2">#</a><code>default</code> is the value returned if <code>key</code> is not found.</li>
<li><a class="anchor" href="#nil_9" name="nil_9">#</a>Returns <code>nil</code> if <code>key</code> is not found and <code>default</code> not specified.</li>
</ul>
</li>
<li><a class="anchor" href="#get_np_groupkey" name="get_np_groupkey">#</a><code>get_np_group(key)</code>: returns a NoiseParams table</li>
<li><a class="anchor" href="#setkeyvalue" name="setkeyvalue">#</a><code>set(key, value)</code><ul>
<li>Setting names can't contain whitespace or any of <code>="{}#</code>.</li>
@ -5143,8 +5234,13 @@ minetest.spawn_tree(pos,apple_tree)
-- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
breath_max = 0,
-- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
can_zoom = true,
-- ^ For players only. Enables the zoom feature. Defaults to true
zoom_fov = 0.0,
-- ^ For players only. Zoom FOV in degrees.
-- Note that zoom loads and/or generates world beyond the server's maximum
-- send and generate distances, so acts like a telescope.
-- Smaller zoomFOV values increase the distance loaded and/or generated.
-- Defaults to 15 in creative mode, 0 in survival mode.
-- zoom_fov = 0 disables zooming for the player.
eye_height = 1.625,
-- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
physical = true,
@ -5152,18 +5248,37 @@ minetest.spawn_tree(pos,apple_tree)
weight = 5,
collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
-- ^ Default, uses collision box dimensions when not set
-- ^ Default, uses collision box dimensions when not set.
-- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
-- object position.
pointable = true, -- overrides selection box when false
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
-- ^ "cube" is a node-sized cube.
-- ^ "sprite" is a flat texture always facing the player.
-- ^ "upright_sprite" is a vertical flat texture.
-- ^ "mesh" uses the defined mesh model.
visual_size = {x = 1, y = 1},
-- ^ `x` multiplies horizontal (X and Z) visual size.
-- ^ `y` multiplies vertical (Y) visual size.
mesh = "model",
textures = {}, -- number of required textures depends on visual
-- ^ "cube" uses 6 textures in the way a node does.
-- ^ "sprite" uses 1 texture.
-- ^ "upright_sprite" uses 2 textures: {front, back}.
colors = {}, -- number of required colors depends on visual
spritediv = {x = 1, y = 1},
-- ^ Used with spritesheet textures for animation and/or frame selection according
-- to position relative to player.
-- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
initial_sprite_basepos = {x = 0, y = 0},
-- ^ Used with spritesheet textures.
-- ^ Defines the {column, row} position of the initially used frame in the
-- spritesheet.
is_visible = true,
makes_footstep_sound = false,
automatic_rotate = false,
automatic_rotate = 0,
-- ^ Set constant rotation in radians per second, positive or negative.
-- ^ Set to 0 to disable constant rotation.
stepheight = 0,
automatic_face_movement_dir = 0.0,
-- ^ Automatically set yaw to movement direction, offset in degrees,
@ -5208,19 +5323,30 @@ minetest.spawn_tree(pos,apple_tree)
<h3 id="abm-activeblockmodifier-definition-register_abm">ABM (ActiveBlockModifier) definition (<code>register_abm</code>)</h3>
<pre><code>{
label = "Lava cooling",
-- ^ Descriptive label for profiling purposes (optional).
-- Definitions with identical labels will be listed as one.
-- In the following two fields, also group:groupname will work.
^ Descriptive label for profiling purposes (optional).
Definitions with identical labels will be listed as one.
nodenames = {"default:lava_source"},
neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
^ If left out or empty, any neighbor will do ]]
interval = 1.0, -- Operation interval in seconds
chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
catch_up = true, -- If true, catch-up behaviour is enabled --[[
^ The chance value is temporarily reduced when returning to
an area to simulate time lost by the area being unattended.
^ Note chance value can often be reduced to 1 ]]
action = func(pos, node, active_object_count, active_object_count_wider),
^ Apply `action` function to these nodes.
^ `group:groupname` can also be used here.
neighbors = {"default:water_source", "default:water_flowing"},
^ Only apply `action` to nodes that have one of, or any
combination of, these neighbors.
^ If left out or empty, any neighbor will do.
^ `group:groupname` can also be used here.
interval = 1.0,
^ Operation interval in seconds.
chance = 1,
^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
catch_up = true,
^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
reduced when returning to an area to simulate time lost by the area being
unattended. Note that the `chance` value can often be reduced to 1.
action = function(pos, node, active_object_count, active_object_count_wider),
^ Function triggered for each qualifying node.
^ `active_object_count` is number of active objects in the node's mapblock.
^ `active_object_count_wider` is number of active objects in the node's
mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
are unloaded an estmate is calculated for them based on loaded mapblocks.
}
</code></pre>
<h3 id="lbm-loadingblockmodifier-definition-register_lbm">LBM (LoadingBlockModifier) definition (<code>register_lbm</code>)</h3>
@ -5527,11 +5653,18 @@ minetest.spawn_tree(pos,apple_tree)
^ interval. Default: nil.
^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
^ Called when oldnode is about be converted to an item, but before the
node is deleted from the world or the drops are added. This is generally
the result of either the node being dug or an attached node becoming detached.
^ drops is a table of ItemStacks, so any metadata to be preserved can be
added directly to one or more of the dropped items. See "ItemStackMetaRef".
^ default: nil ]]
after_place_node = 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
^ `placer` may be any valid ObjectRef or nil
^ `placer` may be any valid ObjectRef or nil
^ default: nil ]]
after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
^ oldmetadata is in table format
@ -5752,18 +5885,18 @@ minetest.spawn_tree(pos,apple_tree)
y_min = 1,
y_max = 31000,
-- ^ Lower and upper limits for biome.
vertical_blend = 8,
-- ^ Vertical distance in nodes above 'y_max' over which the biome will
-- ^ blend with the biome above.
-- ^ Set to 0 for no vertical blend. Defaults to 0.
heat_point = 0,
humidity_point = 50,
-- ^ Characteristic average temperature and humidity for the biome.
-- ^ These values create 'biome points' on a voronoi diagram that has heat
-- ^ and humidity as axes. The resulting voronoi cells determine which
-- ^ heat/humidity points belong to which biome, and therefore determine
-- ^ the area and location of each biome in the world.
-- ^ The biome points need to be carefully and evenly spaced on the voronoi
-- ^ diagram to result in roughly equal size biomes.
-- ^ Characteristic temperature and humidity for the biome.
-- ^ These values create 'biome points' on a voronoi diagram with heat and
-- ^ humidity as axes. The resulting voronoi cells determine the
-- ^ distribution of the biomes.
-- ^ Heat and humidity have average values of 50, vary mostly between
-- ^ 0 and 100 but also often exceed these values.
-- ^ Heat is not in degrees Celsius, both values are abstract.
-- ^ 0 and 100 but can exceed these values.
}
</code></pre>
<h3 id="decoration-definition-register_decoration">Decoration definition (<code>register_decoration</code>)</h3>
@ -6019,4 +6152,29 @@ minetest.spawn_tree(pos,apple_tree)
-- ^ HTTP status code
data = "response"
}
</code></pre>
<h3 id="authentication-handler-definition">Authentication handler definition</h3>
<pre><code>{
get_auth = func(name),
-- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
-- ^ returns following structure `{password=&lt;string&gt;, privileges=&lt;table&gt;, last_login=&lt;number or nil&gt;}`
create_auth = func(name, password),
-- ^ Create new auth data for player `name`
-- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
delete_auth = func(name),
-- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
set_password = func(name, password),
-- ^ Set password of player `name` to `password`
Auth data should be created if not present
set_privileges = func(name, privileges),
-- ^ Set privileges of player `name`
-- ^ `privileges` is in table form, auth data should be created if not present
reload = func(),
-- ^ Reload authentication data from the storage location
-- ^ Returns boolean indicating success
record_login = func(name),
-- ^ Called when player joins, used for keeping track of last_login
iterate = func(),
-- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database
}
</code></pre>

View File

@ -34,8 +34,8 @@ text = unicode(text, "utf-8")
print("Pre-generation replacements...")
header = """Minetest Lua Modding API Reference 0.5.0
========================================="""
header = """Minetest Lua Modding API Reference
=================================="""
text = text.replace(header, "")
#