diff --git a/background.png b/background.png new file mode 100644 index 0000000..3f88aef Binary files /dev/null and b/background.png differ diff --git a/default_dirt.png b/default_dirt.png new file mode 100644 index 0000000..ca7e4ae Binary files /dev/null and b/default_dirt.png differ diff --git a/default_grass_side.png b/default_grass_side.png new file mode 100644 index 0000000..10486b7 Binary files /dev/null and b/default_grass_side.png differ diff --git a/default_gravel.png b/default_gravel.png new file mode 100644 index 0000000..949e79c Binary files /dev/null and b/default_gravel.png differ diff --git a/default_mineral_coal.png b/default_mineral_coal.png new file mode 100644 index 0000000..6d1386b Binary files /dev/null and b/default_mineral_coal.png differ diff --git a/default_mineral_copper.png b/default_mineral_copper.png new file mode 100644 index 0000000..c4c518e Binary files /dev/null and b/default_mineral_copper.png differ diff --git a/default_mineral_diamond.png b/default_mineral_diamond.png new file mode 100644 index 0000000..39c0f83 Binary files /dev/null and b/default_mineral_diamond.png differ diff --git a/default_mineral_gold.png b/default_mineral_gold.png new file mode 100644 index 0000000..2220add Binary files /dev/null and b/default_mineral_gold.png differ diff --git a/default_mineral_iron.png b/default_mineral_iron.png new file mode 100644 index 0000000..bfec8b1 Binary files /dev/null and b/default_mineral_iron.png differ diff --git a/default_mineral_mese.png b/default_mineral_mese.png new file mode 100644 index 0000000..2c66a35 Binary files /dev/null and b/default_mineral_mese.png differ diff --git a/default_mineral_tin.png b/default_mineral_tin.png new file mode 100644 index 0000000..232d4b5 Binary files /dev/null and b/default_mineral_tin.png differ diff --git a/default_stone.png b/default_stone.png new file mode 100644 index 0000000..63cb7c4 Binary files /dev/null and b/default_stone.png differ diff --git a/generate_bg.py b/generate_bg.py new file mode 100644 index 0000000..2bd1a22 --- /dev/null +++ b/generate_bg.py @@ -0,0 +1,37 @@ +import PIL +import random +from PIL import Image + +size=(60,40) +dirtlevel=3*16 +gravellevel=5*16 + +dirt=Image.open("default_dirt.png") +gravel=Image.open("default_gravel.png") +grass=Image.open("default_grass_side.png") +stone=Image.open("default_stone.png") +orechance=0.1 + +minerals=["gold","iron","copper","coal","diamond","mese","tin"] +minimgs=[] + +for mineral in minerals: + minimgs.append(Image.open("default_mineral_"+mineral+".png").convert("RGBA")) + +result=Image.new("RGBA",(size[0]*16,size[1]*16)) + +for x in range(0,size[0]*16,16): + for y in range(0,size[1]*16,16): + if (y <= dirtlevel): + result.paste(dirt,(x,y)) + elif (y <= gravellevel): + result.paste(gravel,(x,y)) + else: + result.paste(stone,(x,y)) + r=random.random() + if (r < orechance): + i=int(round(random.random()*(len(minimgs)-1),0)) + result.paste(minimgs[i],(x,y),minimgs[i]) + if (y == 0): + result.paste(grass,(x,y),grass) +result.save("background.png") diff --git a/jumbotron.css b/jumbotron.css new file mode 100644 index 0000000..f787049 --- /dev/null +++ b/jumbotron.css @@ -0,0 +1,100 @@ +:root { + --selection-color: white; + --selection-bg: skyblue; +} + +h3 { + font-size: 120%; + text-decoration: underline; +} + +ul.justify-content-center { + padding-top: 0.5rem; +} +label.btn { + padding: 0.15rem 1rem; +} +::-moz-selection { + color: var(--selection-color); + background: var(--selection-bg); +} + +::selection { + color: var(--selection-color); + background: var(--selection-bg); +} + +div.col-md-4, div.col-lg { + padding: 10px; + background: rgba(255, 255, 255, 0.6); +} + +body { + position: relative; +} + +div.position-fixed { + position:fixed; + padding:0; + margin:0; + overflow-y: scroll; + top: 20px; + right: 20px; + z-index: 1000; + width:17.5%; + height:80%; + background: rgba(255, 255, 255, 0.6); +} + +.affix { + padding: 0; + margin: 0; + /*overflow-x: scroll;*/ +} + +li.a.nav-link { + display: block; + float: left; + width: 100%; +} + +li.a.nav-link h1, li.a.nav-link h1,h2,h3,h4,h5,h6 { + margin-top:0px; + margin-bottom:0px; +} + +a.nav-link:active, a.nav-link.active { + background-color: grey; +} + +a.nav-link h1 { + font-size:120%; + font-weight: bold; +} + +a.nav-link h2 { + margin-left: 30px; + text-decoration: underline; + font-size:110% +} + +a.nav-link h3 { + margin-left: 60px; + font-size: 100%; + text-decoration:none; +} + +a.nav-link h4 { + margin-left: 90px; + font-size: 75% +} + +a.nav-link h5 { + margin-left: 120px; + font-size: 75% +} + +a.nav-link h6 { + margin-left: 150px; + font-size: 75% +} diff --git a/lua_api.html b/lua_api.html new file mode 100644 index 0000000..b1cb7f1 --- /dev/null +++ b/lua_api.html @@ -0,0 +1,70 @@ + + + + + + + + +
+ + Minetest Lua API + + + + + + + + + + + + +
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Minetest Lua Modding API Reference



Introduction


Content and functionality can be added to Minetest using Lua scripting

in run-time loaded mods.


A mod is a self-contained bunch of scripts, textures and other related

things, which is loaded by and interfaces with Minetest.


Mods are contained and ran solely on the server side. Definitions and media

files are automatically transferred to the client.


If you see a deficiency in the API, feel free to attempt to add the

functionality in the engine and API, and to document it here.


Programming in Lua


If you have any difficulty in understanding this, please read

Programming in Lua


Startup


Mods are loaded during server startup from the mod load paths by running

the init.lua scripts in a shared environment.


Paths


  • RUN_IN_PLACE=1 (Windows release, local build)

    • $path_user:

      • Linux: <build directory>

      • Windows: <build directory>

    • $path_share

      • Linux: <build directory>

      • Windows: <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)


Games


Games are looked up from:


  • $path_share/games/gameid/

  • $path_user/games/gameid/


Where gameid is unique to each game.


The game directory can contain the following files:


  • game.conf, with the following keys:

    • name - required, human readable name e.g. name = Minetest

    • description - Short description to be shown in the content tab

    • disallowed_mapgens = <comma-separated mapgens>

e.g. disallowed_mapgens = v5,v6,flat

These mapgens are removed from the list of mapgens for the game.

  • minetest.conf:

Used to set default settings when running this game.

  • settingtypes.txt:

In the same format as the one in builtin.

This settingtypes.txt will be parsed by the menu and the settings will be

displayed in the "Games" category in the advanced settings tab.

  • If the game contains a folder called textures the server will load it as a

texturepack, overriding mod textures.

Any server texturepack will override mod textures and the game texturepack.


Menu images


Games can provide custom main menu images. They are put inside a menu

directory inside the game directory.


The images are named $identifier.png, where $identifier is one of

overlay, background, footer, header.

If you want to specify multiple images for one identifier, add additional

images named like $identifier.$n.png, with an ascending number $n starting

with 1, and a random image will be chosen from the provided ones.


Mod load path


Generic:


  • $path_share/games/gameid/mods/

  • $path_share/mods/

  • $path_user/games/gameid/mods/

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

  • $worldpath/worldmods/


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


  • minetest-0.4.x/games/gameid/mods/

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

  • minetest-0.4.x/worlds/worldname/worldmods/


On an installed version on Linux:


  • /usr/share/minetest/games/gameid/mods/

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

  • $HOME/.minetest/worlds/worldname/worldmods


Mod load path for world-specific games


It is possible to include a game in a world; in this case, no mods or

games are loaded or checked from anywhere else.


This is useful for e.g. adventure worlds.


This happens if the following directory exists:


$world/game/


Mods should be then be placed in:


$world/game/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.txt. This file shall be

empty, except for lines starting with #, which are comments.


Mod directory structure



mods

|-- modname

| |-- mod.conf

| |-- screenshot.png

| |-- settingtypes.txt

| |-- init.lua

| |-- models

| |-- textures

| | |-- modname_stuff.png

| |

| |-- sounds

| |-- media

| |-- locale

|


modname

The location of this directory can be fetched by using

minetest.get_modpath(modname).


mod.conf

A key-value store of mod details.


  • 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 mainmenu.

  • 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.


Note: to support 0.4.x, please also provide depends.txt.


screenshot.png

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 300200 pixels.


depends.txt

Deprecated: you should use mod.conf instead.


This file is used if there are no dependencies in mod.conf.


List of mods that have to be loaded before loading this mod.


A single line contains a single modname.


Optional dependencies can be defined by appending a question mark

to a single modname. This means that if the specified mod

is missing, it does not prevent this mod from being loaded.


description.txt

Deprecated: you should use mod.conf instead.


This file is used if there is no description in mod.conf.


A file containing a description to be shown in the Mods tab of the mainmenu.


settingtypes.txt

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.


init.lua

The main Lua script. Running this script should register everything it

wants to register. Subsequent execution depends on minetest calling the

registered callbacks.


minetest.settings can be used to read custom or existing settings at load

time, if necessary. (See Settings)


models

Models for entities or meshnodes.


textures, sounds, media

Media files (textures, sounds, whatever) that will be transferred to the

client and will be available for use by the mod.


locale

Translation files for the clients. (See Translations)


Naming convention for registered textual names


Registered names should generally be in this format:


modname:<whatever>


<whatever> can have these 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.


Aliases


Aliases can be added by using minetest.register_alias(name, convert_to) or

minetest.register_alias_force(name, convert_to).


This converts anything called name to convert_to.


The only difference between minetest.register_alias and

minetest.register_alias_force is that if an item called name exists,

minetest.register_alias will do nothing while

minetest.register_alias_force will unregister it.


This can be used for maintaining backwards compatibility.


This can also set quick access names for things, e.g. if

you have an item called epiclylongmodname:stuff, you could do


minetest.register_alias("stuff", "epiclylongmodname:stuff")


and be able to use /giveme stuff.


Mapgen aliases


In a game, a certain number of these must be set to tell core mapgens which

of the game's nodes are to be used by the core mapgens. For example:


minetest.register_alias("mapgen_stone", "default:stone")


Aliases needed for all mapgens except Mapgen v6


Base terrain:


"mapgen_stone"

"mapgen_water_source"

"mapgen_river_water_source"


Caves:


"mapgen_lava_source"


Dungeons:


Only needed for registered biomes where 'node_stone' is stone:

"mapgen_cobble"

"mapgen_stair_cobble"

"mapgen_mossycobble"

Only needed for registered biomes where 'node_stone' is desert stone:

"mapgen_desert_stone"

"mapgen_stair_desert_stone"

Only needed for registered biomes where 'node_stone' is sandstone:

"mapgen_sandstone"

"mapgen_sandstonebrick"

"mapgen_stair_sandstone_block"


Aliases needed for Mapgen v6


Terrain and biomes:


"mapgen_stone"

"mapgen_water_source"

"mapgen_lava_source"

"mapgen_dirt"

"mapgen_dirt_with_grass"

"mapgen_sand"

"mapgen_gravel"

"mapgen_desert_stone"

"mapgen_desert_sand"

"mapgen_dirt_with_snow"

"mapgen_snowblock"

"mapgen_snow"

"mapgen_ice"


Flora:


"mapgen_tree"

"mapgen_leaves"

"mapgen_apple"

"mapgen_jungletree"

"mapgen_jungleleaves"

"mapgen_junglegrass"

"mapgen_pine_tree"

"mapgen_pine_needles"


Dungeons:


"mapgen_cobble"

"mapgen_stair_cobble"

"mapgen_mossycobble"

"mapgen_stair_desert_stone"


Textures


Mods should generally prefix their textures with modname_, e.g. given

the mod name foomod, a texture could be called:


foomod_foothing.png


Textures are referred to by their complete name, or alternatively by

stripping out the file extension:


  • e.g. foomod_foothing.png

  • e.g. foomod_foothing


Texture modifiers


There are various texture modifiers that can be used

to generate textures on-the-fly.


Texture overlaying

Textures can be overlaid by putting a ^ between them.


Example:


default_dirt.png^default_grass_side.png


default_grass_side.png is overlaid over default_dirt.png.

The texture with the lower resolution will be automatically upscaled to

the higher resolution texture.


Texture grouping

Textures can be grouped together by enclosing them in ( and ).


Example: cobble.png^(thing1.png^thing2.png)


A texture for thing1.png^thing2.png is created and the resulting

texture is overlaid on top of cobble.png.


Escaping

Modifiers that accept texture names (e.g. [combine) accept escaping to allow

passing complex texture names as arguments. Escaping is done with backslash and

is required for ^ and :.


Example: cobble.png^[lowpart:50:color.png\^[mask\:trans.png


The lower 50 percent of color.png^[mask:trans.png are overlaid

on top of cobble.png.


Advanced texture modifiers


Crack

  • [crack:<n>:<p>

  • [cracko:<n>:<p>

  • [crack:<t>:<n>:<p>

  • [cracko:<t>:<n>:<p>


Parameters:

  • <t> = tile count (in each direction)

  • <n> = animation frame count

  • <p> = current animation frame


Draw a step of the crack animation on the texture.

crack draws it normally, while cracko lays it over, keeping transparent

pixels intact.


Example:


default_cobble.png^[crack:10:1


[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...

  • <w> = width

  • <h> = height

  • <x> = x position

  • <y> = y position

  • <file> = texture to combine


Creates a texture of size <w> times <h> and blits the listed files to their

specified coordinates.


Example:


[combine:16x32:0,0=default_cobble.png:0,16=default_wood.png


[resize:<w>x<h>

Resizes the texture to the given dimensions.


Example:


default_sandstone.png^[resize:16x16


[opacity:<r>

Makes the base image transparent according to the given ratio.


r must be between 0 and 255.

0 means totally transparent. 255 means totally opaque.


Example:


default_sandstone.png^[opacity:127


[invert:<mode>

Inverts the given channels of the base image.

Mode may contain the characters "r", "g", "b", "a".

Only the channels that are mentioned in the mode string will be inverted.


Example:


default_apple.png^[invert:rgb


[brighten

Brightens the texture.


Example:


tnt_tnt_side.png^[brighten


[noalpha

Makes the texture completely opaque.


Example:


default_leaves.png^[noalpha


[makealpha:<r>,<g>,<b>

Convert one color to transparency.


Example:


default_cobble.png^[makealpha:128,128,128


[transform<t>

  • <t> = transformation(s) to apply


Rotates and/or flips the image.


<t> can be a number (between 0 and 7) or a transform name.

Rotations are counter-clockwise.


0 I identity

1 R90 rotate by 90 degrees

2 R180 rotate by 180 degrees

3 R270 rotate by 270 degrees

4 FX flip X

5 FXR90 flip X then rotate by 90 degrees

6 FY flip Y

7 FYR90 flip Y then rotate by 90 degrees


Example:


default_stone.png^[transformFXR90


[inventorycube{<top>{<left>{<right>

Escaping does not apply here and ^ is replaced by & in texture names

instead.


Create an inventory cube texture using the side textures.


Example:


[inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png


Creates an inventorycube with grass.png, dirt.png^grass_side.png and

dirt.png^grass_side.png textures


[lowpart:<percent>:<file>

Blit the lower <percent>% part of <file> on the texture.


Example:


base.png^[lowpart:25:overlay.png


[verticalframe:<t>:<n>

  • <t> = animation frame count

  • <n> = current animation frame


Crops the texture to a frame of a vertical animation.


Example:


default_torch_animated.png^[verticalframe:16:8


[mask:<file>

Apply a mask to the base image.


The mask is applied using binary AND.


[sheet:<w>x<h>:<x>,<y>

Retrieves a tile at position x,y from the base image

which it assumes to be a tilesheet with dimensions w,h.



[colorize:<color>:<ratio>

Colorize the textures with the given color.

<color> is specified as a ColorString.

<ratio> is an int ranging from 0 to 255 or the word "alpha". If

it is an int, then it specifies how far to interpolate between the

colors where 0 is only the texture color and 255 is only <color>. If

omitted, the alpha of <color> will be used as the ratio. If it is

the word "alpha", then each texture pixel will contain the RGB of

<color> and the alpha of <color> multiplied by the alpha of the

texture pixel.


[multiply:<color>

Multiplies texture colors with the given color.

<color> is specified as a ColorString.

Result is more like what you'd expect if you put a color on top of another

color. Meaning white surfaces get a lot of your new color while black parts

don't change very much.


Hardware coloring


The goal of hardware coloring is to simplify the creation of

colorful nodes. If your textures use the same pattern, and they only

differ in their color (like colored wool blocks), you can use hardware

coloring instead of creating and managing many texture files.

All of these methods use color multiplication (so a white-black texture

with red coloring will result in red-black color).


Static coloring

This method is useful if you wish to create nodes/items with

the same texture, in different colors, each in a new node/item definition.


Global color

When you register an item or node, set its color field (which accepts a

ColorSpec) to the desired color.


An ItemStacks static color can be overwritten by the color metadata

field. If you set that field to a ColorString, that color will be used.


Tile color

Each tile may have an individual static color, which overwrites every

other coloring methods. To disable the coloring of a face,

set its color to white (because multiplying with white does nothing).

You can set the color property of the tiles in the node's definition

if the tile is in table format.


Palettes

For nodes and items which can have many colors, a palette is more

suitable. A palette is a texture, which can contain up to 256 pixels.

Each pixel is one possible color for the node/item.

You can register one node/item, which can have up to 256 colors.


Palette indexing

When using palettes, you always provide a pixel index for the given

node or ItemStack. The palette is read from left to right and from

top to bottom. If the palette has less than 256 pixels, then it is

stretched to contain exactly 256 pixels (after arranging the pixels

to one line). The indexing starts from 0.


Examples:


  • 16x16 palette, index = 0: the top left corner

  • 16x16 palette, index = 4: the fifth pixel in the first row

  • 16x16 palette, index = 16: the pixel below the top left corner

  • 16x16 palette, index = 255: the bottom right corner

  • 2 (width)x4 (height) palette, index=31: the top left corner.

The palette has 8 pixels, so each pixel is stretched to 32 pixels,

to ensure the total 256 pixels.

  • 2x4 palette, index=32: the top right corner

  • 2x4 palette, index=63: the top right corner

  • 2x4 palette, index=64: the pixel below the top left corner


Using palettes with items

When registering an item, set the item definition's palette field to

a texture. You can also use texture modifiers.


The ItemStack's color depends on the palette_index field of the

stack's metadata. palette_index is an integer, which specifies the

index of the pixel to use.


Linking palettes with nodes

When registering a node, set the item definition's palette field to

a texture. You can also use texture modifiers.

The node's color depends on its param2, so you also must set an

appropriate paramtype2:


  • paramtype2 = "color" for nodes which use their full param2 for

palette indexing. These nodes can have 256 different colors.

The palette should contain 256 pixels.

  • paramtype2 = "colorwallmounted" for nodes which use the first

five bits (most significant) of param2 for palette indexing.

The remaining three bits are describing rotation, as in wallmounted

paramtype2. Division by 8 yields the palette index (without stretching the

palette). These nodes can have 32 different colors, and the palette

should contain 32 pixels.

Examples:

    • param2 = 17 is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)

pixel will be picked from the palette.

    • param2 = 35 is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)

pixel will be picked from the palette.

  • paramtype2 = "colorfacedir" for nodes which use the first

three bits of param2 for palette indexing. The remaining

five bits are describing rotation, as in facedir paramtype2.

Division by 32 yields the palette index (without stretching the

palette). These nodes can have 8 different colors, and the

palette should contain 8 pixels.

Examples:

    • param2 = 17 is 0 * 32 + 17, so the rotation is 17 and the

first (= 0 + 1) pixel will be picked from the palette.

    • param2 = 35 is 1 * 32 + 3, so the rotation is 3 and the

second (= 1 + 1) pixel will be picked from the palette.


To colorize a node on the map, set its param2 value (according

to the node's paramtype2).


Conversion between nodes in the inventory and the on the map

Static coloring is the same for both cases, there is no need

for conversion.


If the ItemStack's metadata contains the color field, it will be

lost on placement, because nodes on the map can only use palettes.


If the ItemStack's metadata contains the palette_index field, it is

automatically transferred between node and item forms by the engine,

when a player digs or places a colored node.

You can disable this feature by setting the drop field of the node

to itself (without metadata).

To transfer the color to a special drop, you need a drop table.


Example:


minetest.register_node("mod:stone", {

description = "Stone",

tiles = {"default_stone.png"},

paramtype2 = "color",

palette = "palette.png",

drop = {

items = {

-- assume that mod:cobblestone also has the same palette

{items = {"mod:cobblestone"}, inherit_color = true },

}

}

})


Colored items in craft recipes

Craft recipes only support item strings, but fortunately item strings

can also contain metadata. Example craft recipe registration:


minetest.register_craft({

output = minetest.itemstring_with_palette("wool:block", 3),

type = "shapeless",

recipe = {

"wool:block",

"dye:red",

},

})


To set the color field, you can use minetest.itemstring_with_color.


Metadata field filtering in the recipe field are not supported yet,

so the craft output is independent of the color of the ingredients.


Soft texture overlay


Sometimes hardware coloring is not enough, because it affects the

whole tile. Soft texture overlays were added to Minetest to allow

the dynamic coloring of only specific parts of the node's texture.

For example a grass block may have colored grass, while keeping the

dirt brown.


These overlays are 'soft', because unlike texture modifiers, the layers

are not merged in the memory, but they are simply drawn on top of each

other. This allows different hardware coloring, but also means that

tiles with overlays are drawn slower. Using too much overlays might

cause FPS loss.


For inventory and wield images you can specify overlays which

hardware coloring does not modify. You have to set inventory_overlay

and wield_overlay fields to an image name.


To define a node overlay, simply set the overlay_tiles field of the node

definition. These tiles are defined in the same way as plain tiles:

they can have a texture name, color etc.

To skip one face, set that overlay tile to an empty string.


Example (colored grass block):


minetest.register_node("default:dirt_with_grass", {

description = "Dirt with Grass",

-- Regular tiles, as usual

-- The dirt tile disables palette coloring

tiles = {{name = "default_grass.png"},

{name = "default_dirt.png", color = "white"}},

-- Overlay tiles: define them in the same style

-- The top and bottom tile does not have overlay

overlay_tiles = {"", "",

{name = "default_grass_side.png", tileable_vertical = false}},

-- Global color, used in inventory

color = "green",

-- Palette in the world

paramtype2 = "color",

palette = "default_foilage.png",

})


Sounds


Only Ogg Vorbis files are supported.


For positional playing of sounds, only single-channel (mono) files are

supported. Otherwise OpenAL will play them non-positionally.


Mods should generally prefix their 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 on all clients

{

gain = 1.0, -- default

fade = 0.0, -- default, change to a value > 0 to fade the sound in

pitch = 1.0, -- default

}

-- Play locationless to one player

{

to_player = name,

gain = 1.0, -- default

fade = 0.0, -- default, change to a value > 0 to fade the sound in

pitch = 1.0, -- default

}

-- Play locationless to one player, looped

{

to_player = name,

gain = 1.0, -- default

loop = true,

}

-- Play in a location

{

pos = {x = 1, y = 2, z = 3},

gain = 1.0, -- default

max_hear_distance = 32, -- default, uses an euclidean metric

}

-- Play connected to an object, looped

{

object = an ObjectRef,

gain = 1.0, -- default

max_hear_distance = 32, -- default, uses an euclidean metric

loop = true,

}


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

one player using to_player = name,


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}

  • e.g. {name = "default_place_node", gain = 1.0, pitch = 1.0}


Registered definitions of stuff


Anything added using certain minetest.register_* functions get added to

the global minetest.registered_* tables.


  • minetest.register_entity(name, prototype table)

    • added to minetest.registered_entities[name]


  • minetest.register_node(name, node definition)

    • added to minetest.registered_items[name]

    • added to minetest.registered_nodes[name]


  • minetest.register_tool(name, item definition)

    • added to minetest.registered_items[name]


  • minetest.register_craftitem(name, item definition)

    • added to minetest.registered_items[name]


  • minetest.unregister_item(name)

    • Unregisters the item name from engine, and deletes the entry with key

    • name from minetest.registered_items and from the associated item

    • table according to its nature: minetest.registered_nodes[] etc


  • minetest.register_biome(biome definition)

    • returns an integer uniquely identifying the registered biome

    • added to minetest.registered_biome with the key of biome.name

    • if biome.name is nil, the key is the returned ID


  • minetest.unregister_biome(name)

    • Unregisters the biome name from engine, and deletes the entry with key

    • name from minetest.registered_biome


  • minetest.register_ore(ore definition)

    • returns an integer uniquely identifying the registered ore

    • added to minetest.registered_ores with the key of ore.name

    • if ore.name is nil, the key is the returned ID


  • minetest.register_decoration(decoration definition)

    • returns an integer uniquely identifying the registered decoration

    • added to minetest.registered_decorations with the key of

decoration.name.

    • if decoration.name is nil, the key is the returned ID


  • minetest.register_schematic(schematic definition)

    • returns an integer uniquely identifying the registered schematic

    • added to minetest.registered_schematic with the key of schematic.name

    • if schematic.name is nil, the key is the returned ID

    • if the schematic is loaded from a file, schematic.name is set to the

filename.

    • if the function is called when loading the mod, and schematic.name is a

relative path, then the current mod path will be prepended to the

schematic filename.


  • minetest.clear_registered_biomes()

    • clears all biomes currently registered


  • minetest.clear_registered_ores()

    • clears all ores currently registered


  • minetest.clear_registered_decorations()

    • clears all decorations currently registered


  • minetest.clear_registered_schematics()

    • clears all schematics currently registered


Note that in some cases you will stumble upon things that are not contained

in these tables (e.g. when a mod has been removed). Always check for

existence before trying to access the fields.


Example: If you want to check the drawtype of a node, you could do:


local function get_nodedef_field(nodename, fieldname)

if not minetest.registered_nodes[nodename] then

return nil

end

return minetest.registered_nodes[nodename][fieldname]

end

local drawtype = get_nodedef_field(nodename, "drawtype")


Example: minetest.get_item_group(name, group) has been implemented as:


function minetest.get_item_group(name, group)

if not minetest.registered_items[name] or not

minetest.registered_items[name].groups[group] then

return 0

end

return minetest.registered_items[name].groups[group]

end


Nodes


Nodes are the bulk data of the world: cubes and other things that take the

space of a cube. Huge amounts of them are handled efficiently, but they

are quite static.


The definition of a node is stored and can be accessed by name in


minetest.registered_nodes[node.name]


See "Registered definitions of stuff".


Nodes are passed by value between Lua and the engine.

They are represented by a table:


{name="name", param1=num, param2=num}


param1 and param2 are 8-bit integers ranging from 0 to 255. The engine uses

them for certain automated functions. If you don't use these functions, you can

use them to store arbitrary values.


The functions of param1 and param2 are determined by certain fields in the

node definition:


param1 is reserved for the engine when paramtype != "none":


paramtype = "light"

^ The value stores light with and without sun in its upper and lower 4 bits

respectively.

Required by a light source node to enable spreading its light.

Required by the following drawtypes as they determine their visual

brightness from their internal light value:

torchlike,

signlike,

firelike,

fencelike,

raillike,

nodebox,

mesh,

plantlike,

plantlike_rooted.


param2 is reserved for the engine when any of these are used:


liquidtype == "flowing"

^ The level and some flags of the liquid is stored in param2

drawtype == "flowingliquid"

^ The drawn liquid level is read from param2

drawtype == "torchlike"

drawtype == "signlike"

paramtype2 == "wallmounted"

^ The rotation of the node is stored in param2. You can make this value

by using minetest.dir_to_wallmounted().

paramtype2 == "facedir"

^ The rotation of the node is stored in param2. Furnaces and chests are

rotated this way. Can be made by using minetest.dir_to_facedir().

Values range 0 - 23

facedir / 4 = axis direction:

0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-

facedir modulo 4 = rotation around that axis

paramtype2 == "leveled"

^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".

Leveled nodebox:

The level of the top face of the nodebox is stored in param2.

The other faces are defined by 'fixed = {}' like 'type = "fixed"'

nodeboxes.

The nodebox height is (param2 / 64) nodes.

The maximum accepted value of param2 is 127.

Rooted plantlike:

The height of the 'plantlike' section is stored in param2.

The height is (param2 / 16) nodes.

paramtype2 == "degrotate"

^ Only valid for "plantlike". The rotation of the node is stored in param2.

Values range 0 - 179. The value stored in param2 is multiplied by two to

get the actual rotation in degrees of the node.

paramtype2 == "meshoptions"

^ Only valid for "plantlike". The value of param2 becomes a bitfield which

can be used to change how the client draws plantlike nodes.

Bits 0, 1 and 2 form a mesh selector.

Currently the following meshes are choosable:

0 = a "x" shaped plant (ordinary plant)

1 = a "+" shaped plant (just rotated 45 degrees)

2 = a "*" shaped plant with 3 faces instead of 2

3 = a "#" shaped plant with 4 faces instead of 2

4 = a "#" shaped plant with 4 faces that lean outwards

5-7 are unused and reserved for future meshes.

Bits 3 through 7 are optional flags that can be combined and give these

effects:

bit 3 (0x08) - Makes the plant slightly vary placement horizontally

bit 4 (0x10) - Makes the plant mesh 1.4x larger

bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)

bits 6-7 are reserved for future use.

paramtype2 == "color"

^ param2 tells which color is picked from the palette.

The palette should have 256 pixels.

paramtype2 == "colorfacedir"

^ Same as facedir, but with colors.

The first three bits of param2 tells which color

is picked from the palette.

The palette should have 8 pixels.

paramtype2 == "colorwallmounted"

^ Same as wallmounted, but with colors.

The first five bits of param2 tells which color

is picked from the palette.

The palette should have 32 pixels.

paramtype2 == "glasslikeliquidlevel"

^ Only valid for "glasslike_framed" or "glasslike_framed_optional"

drawtypes.

param2 values 0-63 define 64 levels of internal liquid, 0 being empty and

63 being full.

Liquid texture is defined using special_tiles = {"modname_tilename.png"},


Nodes can also contain extra data. See "Node Metadata".


Node drawtypes


There are a bunch of different looking node types.


Look for examples in games/minimal or games/minetest_game.


  • normal

    • A node-sized cube.

  • airlike

    • Invisible, uses no texture.

  • liquid

    • The cubic source node for a liquid.

  • flowingliquid

    • The flowing version of a liquid, appears with various heights and slopes.

  • glasslike

    • Often used for partially-transparent nodes.

    • Only external sides of textures are visible.

  • glasslike_framed

    • All face-connected nodes are drawn as one volume within a surrounding

frame.

    • The frame appearence is generated from the edges of the first texture

specified in tiles. The width of the edges used are 1/16th of texture

size: 1 pixel for 16x16, 2 pixels for 32x32 etc.

    • The glass 'shine' (or other desired detail) on each node face is supplied

by the second texture specified in tiles.

  • glasslike_framed_optional

    • This switches between the above 2 drawtypes according to the menu setting

'Connected Glass'.

  • allfaces

    • Often used for partially-transparent nodes.

    • External and internal sides of textures are visible.

  • allfaces_optional

    • Often used for leaves nodes.

    • This switches between normal, glasslike and allfaces according to

the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.

    • With 'Simple Leaves' selected, the texture specified in special_tiles

is used instead, if present. This allows a visually thicker texture to be

used to compensate for how glasslike reduces visual thickness.

  • torchlike

    • A single vertical texture.

    • If placed on top of a node, uses the first texture specified in tiles.

    • If placed against the underside of a node, uses the second texture

specified in tiles.

    • If placed on the side of a node, uses the third texture specified in

tiles and is perpendicular to that node.

  • signlike

    • A single texture parallel to, and mounted against, the top, underside or

side of a node.

  • plantlike

    • Two vertical and diagonal textures at right-angles to each other.

    • See paramtype2 == "meshoptions" above for other options.

  • firelike

    • When above a flat surface, appears as 6 textures, the central 2 as

plantlike plus 4 more surrounding those.

    • If not above a surface the central 2 do not appear, but the texture

appears against the faces of surrounding nodes if they are present.

  • fencelike

    • A 3D model suitable for a wooden fence.

    • One placed node appears as a single vertical post.

    • Adjacently-placed nodes cause horizontal bars to appear between them.

  • raillike

    • Often used for tracks for mining carts.

    • Requires 4 textures to be specified in tiles, in order: Straight,

curved, t-junction, crossing.

    • Each placed node automatically switches to a suitable rotated texture

determined by the adjacent raillike nodes, in order to create a

continuous track network.

    • Becomes a sloping node if placed against stepped nodes.

  • nodebox

    • Often used for stairs and slabs.

    • Allows defining nodes consisting of an arbitrary number of boxes.

    • See 'Node boxes' below for more information.

  • mesh

    • Uses models for nodes.

    • Tiles should hold model materials textures.

    • Only static meshes are implemented.

    • For supported model formats see Irrlicht engine documentation.

  • plantlike_rooted

    • Enables underwater plantlike without air bubbles around the nodes.

    • Consists of a base cube at the co-ordinates of the node plus a

plantlike extension above with a height of param2 / 16 nodes.

    • The plantlike extension visually passes through any nodes above the

base cube without affecting them.

    • The base cube texture tiles are defined as normal, the plantlike

extension uses the defined special tile, for example:

special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},


*_optional drawtypes need less rendering time if deactivated

(always client-side).


Node boxes


Node selection boxes are defined using "node boxes".


A nodebox is defined as any of:


{

-- A normal cube; the default in most things

type = "regular"

}

{

-- A fixed box (or boxes) (facedir param2 is used, if applicable)

type = "fixed",

fixed = box OR {box1, box2, ...}

}

{

-- A variable height box (or boxes) with the top face position defined

-- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'

-- by param2.

-- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.

type = "leveled",

fixed = box OR {box1, box2, ...}

}

{

-- A box like the selection box for torches

-- (wallmounted param2 is used, if applicable)

type = "wallmounted",

wall_top = box,

wall_bottom = box,

wall_side = box

}

{

-- A node that has optional boxes depending on neighbouring nodes'

-- presence and type. See also connects_to.

type = "connected",

fixed = box OR {box1, box2, ...}

connect_top = box OR {box1, box2, ...}

connect_bottom = box OR {box1, box2, ...}

connect_front = box OR {box1, box2, ...}

connect_left = box OR {box1, box2, ...}

connect_back = box OR {box1, box2, ...}

connect_right = box OR {box1, box2, ...}

-- 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

}


A box is defined as:


{x1, y1, z1, x2, y2, z2}


A box of a regular node would look like:


{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},




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.


image

Displays an image on the HUD.


  • scale: The scale of the image, with 1 being the original texture size.

Only the X coordinate scale is used (positive values).

Negative values represent that percentage of the screen it

should take; e.g. x=-100 means 100% (width).

  • text: The name of the texture that is displayed.

  • alignment: The alignment of the image.

  • offset: offset in pixels from position.


text

Displays text on the HUD.


  • scale: Defines the bounding rectangle of the text.

A value such as {x=100, y=100} should work.

  • text: The text to be displayed in the HUD element.

  • number: An integer containing the RGB value of the color used to draw the

text. Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.

  • alignment: The alignment of the text.

  • offset: offset in pixels from position.


statbar

Displays a horizontal bar made up of half-images.


  • text: The name of the texture that is used.

  • number: The number of half-textures that are displayed.

If odd, will end with a vertically center-split texture.

  • direction

  • offset: offset in pixels from position.

  • size: If used, will force full-image size to this value (override texture

pack image size)


inventory

  • text: The name of the inventory list to be displayed.

  • number: Number of items in the inventory to be displayed.

  • item: Position of item that is selected.

  • direction

  • offset: offset in pixels from position.


waypoint

Displays distance to selected world position.


  • name: The name of the waypoint.

  • text: Distance suffix. Can be blank.

  • number: An integer containing the RGB value of the color used to draw the

text.

  • world_pos: World position of the waypoint.


Representations of simple things



Position/vector


{x=num, y=num, z=num}


For helper functions see "Spatial Vectors".


pointed_thing

  • {type="nothing"}

  • {type="node", under=pos, above=pos}

  • {type="object", ref=ObjectRef}


Flag Specifier Format


Flags using the standardized flag specifier format can be specified in either

of two ways, by string or table.


The string format is a comma-delimited set of flag names; whitespace and

unrecognized flag fields are ignored. Specifying a flag in the string sets the

flag, and specifying a flag prefixed by the string "no" explicitly

clears the flag from whatever the default may be.


In addition to the standard string flag format, the schematic flags field can

also be a table of flag names to boolean values representing whether or not the

flag is set. Additionally, if a field with the flag name prefixed with "no"

is present, mapped to a boolean of any value, the specified flag is unset.


E.g. A flag field of value


{place_center_x = true, place_center_y=false, place_center_z=true}


is equivalent to


{place_center_x = true, noplace_center_y=true, place_center_z=true}


which is equivalent to


"place_center_x, noplace_center_y, place_center_z"


or even


"place_center_x, place_center_z"


since, by default, no schematic attributes are set.


Items



Item types

There are three kinds of items: nodes, tools and craftitems.


  • Node (register_node): A node from the world.

  • Tool (register_tool): A tool/weapon that can dig and damage

things according to tool_capabilities.

  • Craftitem (register_craftitem): A miscellaneous item.


Amount and wear

All item stacks have an amount between 0 to 65535. It is 1 by

default. Tool item stacks can not have an amount greater than 1.


Tools use a wear (=damage) value ranging from 0 to 65535. The

value 0 is the default and used is for unworn tools. The values

1 to 65535 are used for worn tools, where a higher value stands for

a higher wear. Non-tools always have a wear value of 0.


Item formats

Items and item stacks can exist in three formats: Serializes, table format

and ItemStack.


Serialized

This is called "stackstring" or "itemstring". It is a simple string with

1-3 components: the full item identifier, an optional amount and an optional

wear value. Syntax:


identifier [amount[ wear]]


Examples:


  • 'default:apple': 1 apple

  • 'default:dirt 5': 5 dirt

  • 'default:pick_stone': a new stone pickaxe

  • 'default:pick_wood 1 21323': a wooden pickaxe, ca. 1/3 worn out


Table format

Examples:


5 dirt nodes:


{name="default:dirt", count=5, wear=0, metadata=""}


A wooden pick about 1/3 worn out:


{name="default:pick_wood", count=1, wear=21323, metadata=""}


An apple:


{name="default:apple", count=1, wear=0, metadata=""}


ItemStack

A native C++ format with many helper methods. Useful for converting

between formats. See the Class reference section for details.


When an item must be passed to a function, it can usually be in any of

these formats.



Groups


In a number of places, there is a group table. Groups define the

properties of a thing (item, node, armor of entity, capabilities of

tool) in such a way that the engine and other mods can can interact with

the thing without actually knowing what the thing is.


Usage

Groups are stored in a table, having the group names with keys and the

group ratings as values. For example:


groups = {crumbly=3, soil=1}

-- ^ Default dirt


groups = {crumbly=2, soil=1, level=2, outerspace=1}

-- ^ A more special dirt-kind of thing


Groups always have a rating associated with them. If there is no

useful meaning for a rating for an enabled group, it shall be 1.


When not defined, the rating of a group defaults to 0. Thus when you

read groups, you must interpret nil and 0 as the same value, 0.


You can read the rating of a group for an item or a node by using


minetest.get_item_group(itemname, groupname)


Groups of items

Groups of items can define what kind of an item it is (e.g. wool).


Groups of nodes

In addition to the general item things, groups are used to define whether

a node is destroyable and how long it takes to destroy by a tool.


Groups of entities

For entities, groups are, as of now, used only for calculating damage.

The rating is the percentage of damage caused by tools with this damage group.

See "Entity damage mechanism".


object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})

object.set_armor_groups({fleshy=30, cracky=80})


Groups of tools

Groups in tools define which groups of nodes and entities they are

effective towards.


Groups in crafting recipes

An example: Make meat soup from any meat, any water and any bowl:


{

output = 'food:meat_soup_raw',

recipe = {

{'group:meat'},

{'group:water'},

{'group:bowl'},

},

-- preserve = {'group:bowl'}, -- Not implemented yet (TODO)

}


Another example: Make red wool from white wool and red dye:


{

type = 'shapeless',

output = 'wool:red',

recipe = {'wool:white', 'group:dye,basecolor_red'},

}


Special groups

  • immortal: Disables the group damage system for an entity

  • punch_operable: For entities; disables the regular damage mechanism for

players punching it by hand or a non-tool item, so that it can do something

else than take damage.

  • level: Can be used to give an additional sense of progression in the game.

    • A larger level will cause e.g. a weapon of a lower level make much less

damage, and get worn out much faster, or not be able to get drops

from destroyed nodes.

    • 0 is something that is directly accessible at the start of gameplay

    • There is no upper limit

  • dig_immediate: (player can always pick up node without reducing tool wear)

    • 2: the node always gets the digging time 0.5 seconds (rail, sign)

    • 3: the node always gets the digging time 0 seconds (torch)

  • disable_jump: Player (and possibly other things) cannot jump from node

  • fall_damage_add_percent: damage speed = speed * (1 + value/100)

  • bouncy: value is bounce speed in percent

  • falling_node: if there is no walkable block under the node it will fall

  • attached_node: if the node under it is not a walkable block the node will be

dropped as an item. If the node is wallmounted the wallmounted direction is

checked.

  • soil: saplings will grow on nodes in this group

  • connect_to_raillike: makes nodes of raillike drawtype with same group value

connect to each other

  • slippery: Players and items will slide on the node.

Slipperiness rises steadily with slippery value, starting at 1.



Known damage and digging time defining groups

  • crumbly: dirt, sand

  • cracky: tough but crackable stuff like stone.

  • snappy: something that can be cut using fine tools; e.g. leaves, small

plants, wire, sheets of metal

  • choppy: something that can be cut using force; e.g. trees, wooden planks

  • fleshy: Living things like animals and the player. This could imply

some blood effects when hitting.

  • explody: Especially prone to explosions

  • oddly_breakable_by_hand:

Can be added to nodes that shouldn't logically be breakable by the

hand but are. Somewhat similar to dig_immediate, but times are more

like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the

speed of a tool if the tool can dig at a faster speed than this

suggests for the hand.


Examples of custom groups

Item groups are often used for defining, well, _groups of items_.


  • meat: any meat-kind of a thing (rating might define the size or healing

ability or be irrelevant -- it is not defined as of yet)

  • eatable: anything that can be eaten. Rating might define HP gain in half

hearts.

  • flammable: can be set on fire. Rating might define the intensity of the

fire, affecting e.g. the speed of the spreading of an open fire.

  • wool: any wool (any origin, any color)

  • metal: any metal

  • weapon: any weapon

  • heavy: anything considerably heavy


Digging time calculation specifics

Groups such as crumbly, cracky and snappy are used for this

purpose. Rating is 1, 2 or 3. A higher rating for such a group implies

faster digging time.


The level group is used to limit the toughness of nodes a tool can dig

and to scale the digging times / damage to a greater extent.


Please do understand this, otherwise you cannot use the system to it's

full potential.


Tools define their properties by a list of parameters for groups. They

cannot dig other groups; thus it is important to use a standard bunch of

groups to enable interaction with tools.


Tools definition

Tools define:


  • Full punch interval

  • Maximum drop level

  • For an arbitrary list of groups:

    • Uses (until the tool breaks)

      • Maximum level (usually 0, 1, 2 or 3)

      • Digging times

      • Damage groups


Full punch interval

When used as a weapon, the tool will do full damage if this time is spent

between punches. If e.g. half the time is spent, the tool will do half

damage.


Maximum drop level

Suggests the maximum level of node, when dug with the tool, that will drop

it's useful item. (e.g. iron ore to drop a lump of iron).


This is not automated; it is the responsibility of the node definition

to implement this.


Uses

Determines how many uses the tool has when it is used for digging a node,

of this group, of the maximum level. For lower leveled nodes, the use count

is multiplied by 3^leveldiff.


  • uses=10, leveldiff=0: actual uses: 10

  • uses=10, leveldiff=1: actual uses: 30

  • uses=10, leveldiff=2: actual uses: 90


Maximum level

Tells what is the maximum level of a node of this group that the tool will

be able to dig.


Digging times

List of digging times for different ratings of the group, for nodes of the

maximum level.


For example, as a Lua table, times={2=2.00, 3=0.70}. This would

result in the tool to be able to dig nodes that have a rating of 2 or 3

for this group, and unable to dig the rating 1, which is the toughest.

Unless there is a matching group that enables digging otherwise.


If the result digging time is 0, a delay of 0.15 seconds is added between

digging nodes; If the player releases LMB after digging, this delay is set to 0,

i.e. players can more quickly click the nodes away instead of holding LMB.


Damage groups

List of damage for groups of entities. See "Entity damage mechanism".


Example definition of the capabilities of a tool


tool_capabilities = {

full_punch_interval=1.5,

max_drop_level=1,

groupcaps={

crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}

}

damage_groups = {fleshy=2},

}


This makes the tool be able to dig nodes that fulfil both of these:


  • Have the crumbly group

  • Have a level group less or equal to 2


Table of resulting digging times:


crumbly 0 1 2 3 4

-> 0 - - - - -

1 0.80 1.60 1.60 - -

2 0.60 1.20 1.20 - -

3 0.40 0.80 0.80 - -


level diff: 2 1 0 -1 -2


Table of resulting tool uses:


-> 0 - - - - -

1 180 60 20 - -

2 180 60 20 - -

3 180 60 20 - -


Notes:


  • At crumbly==0, the node is not diggable.

  • At crumbly==3, the level difference digging time divider kicks in and makes

easy nodes to be quickly breakable.

  • At level > 2, the node is not diggable, because it's level > maxlevel


Entity damage mechanism


Damage calculation:


damage = 0

foreach group in cap.damage_groups:

damage += cap.damage_groups[group] * limit(actual_interval /

cap.full_punch_interval, 0.0, 1.0)

          • (object.armor_groups[group] / 100.0)

-- Where object.armor_groups[group] is 0 for inexistent values

return damage


Client predicts damage based on damage groups. Because of this, it is able to

give an immediate response when an entity is damaged or dies; the response is

pre-defined somehow (e.g. by defining a sprite animation) (not implemented;

TODO).

Currently a smoke puff will appear when an entity dies.


The group immortal completely disables normal damage.


Entities can define a special armor group, which is punch_operable. This

group disables the regular damage mechanism for players punching it by hand or

a non-tool item, so that it can do something else than take damage.


On the Lua side, every punch calls:


entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)


This should never be called directly, because damage is usually not handled by

the entity itself.


  • puncher is the object performing the punch. Can be nil. Should never be

accessed unless absolutely required, to encourage interoperability.

  • time_from_last_punch is time from last punch (by puncher) or nil.

  • tool_capabilities can be nil.

  • direction is a unit vector, pointing from the source of the punch to

the punched object.

  • damage damage that will be done to entity

Return value of this function will determine if damage is done by this function

(retval true) or shall be done by engine (retval false)


To punch an entity/object in Lua, call:


object:punch(puncher, time_from_last_punch, tool_capabilities, direction)


  • Return value is tool wear.

  • Parameters are equal to the above callback.

  • If direction equals nil and puncher does not equal nil, direction

will be automatically filled in based on the location of puncher.


Node Metadata


The instance of a node in the world normally only contains the three values

mentioned in "Nodes". However, it is possible to insert extra data into a

node. It is called "node metadata"; See NodeMetaRef.


Node metadata contains two things:


  • A key-value store

  • An inventory


Some of the values in the key-value store are handled specially:


  • formspec: Defines a right-click inventory menu. See "Formspec".

  • infotext: Text shown on the screen when the node is pointed at


Example stuff:


local meta = minetest.get_meta(pos)

meta:set_string("formspec",

"size[8,9]"..

"list[context;main;0,0;8,4;]"..

"list[current_player;main;0,5;8,4;]")

meta:set_string("infotext", "Chest");

local inv = meta:get_inventory()

inv:set_size("main", 8*4)

print(dump(meta:to_table()))

meta:from_table({

inventory = {

main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",

[5] = "", [6] = "", [7] = "", [8] = "", [9] = "",

[10] = "", [11] = "", [12] = "", [13] = "",

[14] = "default:cobble", [15] = "", [16] = "", [17] = "",

[18] = "", [19] = "", [20] = "default:cobble", [21] = "",

[22] = "", [23] = "", [24] = "", [25] = "", [26] = "",

[27] = "", [28] = "", [29] = "", [30] = "", [31] = "",

[32] = ""}

},

fields = {

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

infotext = "Chest"

}

})


Item Metadata


Item stacks can store metadata too. See ItemStackMetaRef.


Item metadata only contains a key-value store.


Some of the values in the key-value store are handled specially:


  • description: Set the item stack's description. Defaults to

idef.description.

  • color: A ColorString, which sets the stack's color.

  • palette_index: If the item has a palette, this is used to get the

current color from the palette.


Example stuff:


local meta = stack:get_meta()

meta:set_string("key", "value")

print(dump(meta:to_table()))


Formspec


Formspec defines a menu. Currently not much else than inventories are

supported. It is a string, with a somewhat strange format.


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

examples.


WARNING: Minetest allows you to add elements to every single formspec instance

using player:set_formspec_prepend(), which may be the reason backgrounds are

appearing when you don't expect them to. See no_prepend[]


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>;]


position[<X>,<Y>]

  • Must be used after size element.

  • Defines the position on the game window of the formspec's anchor point.

  • For X and Y, 0.0 and 1.0 represent opposite edges of the game window,

for example:

    • [0.0, 0.0] sets the position to the top left corner of the game window.

    • [1.0, 1.0] sets the position to the bottom right of the game window.

  • Defaults to the center of the game window [0.5, 0.5].


anchor[<X>,<Y>]

  • Must be used after both size and position (if present) elements.

  • Defines the location of the anchor point within the formspec.

  • For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,

for example:

    • [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.

    • [1.0, 0.0] sets the anchor to the top right of the formspec.

  • Defaults to the center of the formspec [0.5, 0.5].


  • position and anchor elements need suitable values to avoid a formspec

extending off the game window due to particular game window sizes.


no_prepend[]

  • Must be used after the size, position, and anchor elements (if present).

  • Disables player:set_formspec_prepend() from applying to this formspec.


container[<X>,<Y>]

  • Start of a container block, moves all physical elements in the container by

(X, Y).

  • Must have matching container_end

  • Containers can be nested, in which case the offsets are added

(child containers are relative to parent containers)


container_end[]

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

container.


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

  • Show an inventory list


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

  • Show an inventory list


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

  • Allows to create a ring of inventory lists

  • Shift-clicking on items in one element of the ring

will send them to the next inventory list inside the ring

  • The first occurrence of an element inside the ring will

determine the inventory where items will be sent to


listring[]

  • Shorthand for doing listring[<inventory location>;<list name>]

for the last two inventory lists added by list[...]


listcolors[<slot_bg_normal>;<slot_bg_hover>]

  • Sets background color of slots as ColorString

  • Sets background color of slots on mouse hovering


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

  • Sets background color of slots as ColorString

  • Sets background color of slots on mouse hovering

  • Sets color of slots border


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

  • Sets background color of slots as ColorString

  • Sets background color of slots on mouse hovering

  • Sets color of slots border

  • Sets default background color of tooltips

  • Sets default font color of tooltips


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

  • Adds tooltip for an element

  • <bgcolor> tooltip background color as ColorString (optional)

  • <fontcolor> tooltip font color as ColorString (optional)


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

  • Show an image

  • Position and size units are inventory slots


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

  • Show an inventory image of registered item/node

  • Position and size units are inventory slots


bgcolor[<color>;<fullscreen>]

  • Sets background color of formspec as ColorString

  • If true, the background color is drawn fullscreen (does not effect the size

of the formspec).


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

  • Use a background. Inventory rectangles are not drawn then.

  • Position and size units are inventory slots

  • Example for formspec 8x4 in 16x resolution: image shall be sized

8 times 16px times 4 times 16px.


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

  • Use a background. Inventory rectangles are not drawn then.

  • Position and size units are inventory slots

  • Example for formspec 8x4 in 16x resolution:

image shall be sized 8 times 16px times 4 times 16px

  • If true the background is clipped to formspec size

(x and y are used as offset values, w and h are ignored)


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

  • Textual password style field; will be sent to server when a button is clicked

  • When enter is pressed in field, fields.key_enter_field will be sent with the

name of this field.

  • x and y position the field relative to the top left of the menu

  • w and h are the size of the field

  • Fields are a set height, but will be vertically centred on h

  • Position and size units are inventory slots

  • name is the name of the field as returned in fields to on_receive_fields

  • label, if not blank, will be text printed on the top left above the field

  • 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 centred on h

  • Position and size units are inventory slots

  • name is the name of the field as returned in fields to on_receive_fields

  • label, if not blank, will be text printed on the top left above the field

  • default is the default value of the field

    • default may contain variable references such as ${text}' which

will fill the value from the metadata value text

    • Note: no extra text or more than a single variable is supported ATM.

  • 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>]

  • name 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

  • if the text overflows a vertical scrollbar is added

  • if the name is empty the textarea is readonly, the label is not displayed.


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 centred 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: core.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 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.

If the alpha component is left blank, the box will be semitransparent.


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: core.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: core.explode_table_event).


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

  • Sets options for table[]

  • color=#RRGGBB

    • default text color (ColorString), defaults to #FFFFFF

  • background=#RRGGBB

    • table background color (ColorString), defaults to #000000

  • border=<true/false>

    • should the table be drawn with a border? (default: true)

  • highlight=#RRGGBB

    • highlight background color (ColorString), defaults to #466432

  • highlight_text=#RRGGBB

    • highlight text color (ColorString), defaults to #FFFFFF

  • opendepth=<value>

    • all subtrees up to depth < value are open (default value = 0)

    • only useful when there is a column of type "tree"


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

  • Sets columns for table[]

  • Types: text, image, color, indent, tree

    • text: show cell contents as text

    • image: cell contents are an image index, use column options to define

images.

    • color: cell contents are a ColorString and define color of following

cell.

    • indent: cell contents are a number and define indentation of following

cell.

    • tree: same as indent, but user can open and close subtrees

(treeview-like).

  • Column options:

    • align=<value>

      • for text and image: content alignment within cells.

Available values: left (default), center, right, inline

    • width=<value>

      • for text and image: minimum width in em (default: 0)

      • for indent and tree: indent width in em (default: 1.5)

    • padding=<value>: padding left of the column, in em (default 0.5).

Exception: defaults to 0 for indent columns

    • tooltip=<value>: tooltip text (default: empty)

    • image column options:

      • 0=<value> sets image for image index 0

      • 1=<value> sets image for image index 1

      • 2=<value> sets image for image index 2

      • and so on; defined indices need not be contiguous empty or

non-numeric cells are treated as 0.

    • color column options:

      • span=<value>: number of following columns to affect

(default: infinite).


Note: do _not_ use a element name starting with key_; those names are

reserved to pass key press events to formspec!


Inventory locations


  • "context": Selected node metadata (deprecated: "current_name")

  • "current_player": Player to whom the menu is shown

  • "player:<name>": Any player

  • "nodemeta:<X>,<Y>,<Z>": Any node metadata

  • "detached:<name>": A detached inventory


Player Inventory lists


  • main: list containing the default inventory

  • craft: list containing the craft input

  • craftpreview: list containing the craft output

  • hand: list containing an override for the empty hand


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 #AA to the end of the color

name (e.g. colorname#08). For named colors the hexadecimal string

representing the alpha value must (always) be two hexadecimal digits.


ColorSpec


A ColorSpec specifies a 32-bit color. It can be written in either:

table form, each element ranging from 0..255 (a, if absent, defaults to 255):

colorspec = {a=255, r=0, g=255, b=0}

numerical form, the raw integer value of an ARGB8 quad:

colorspec = 0xFF00FF00

or string form, a ColorString (defined above):

colorspec = "green"


Escape sequences


Most text can contain escape sequences, that can for example color the text.

There are a few exceptions: tab headers, dropdowns and vertical labels can't.

The following functions provide escape sequences:


  • 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:

message ..

minetest.get_color_escape_sequence("#ffffff")

  • minetest.get_background_escape_sequence(color)

    • color is a ColorString

    • The escape sequence sets the background of the whole text element to

color. Only defined for item descriptions and tooltips.

  • minetest.strip_foreground_colors(str)

    • Removes foreground colors added by get_color_escape_sequence.

  • minetest.strip_background_colors(str)

    • Removes background colors added by get_background_escape_sequence.

  • minetest.strip_colors(str)

    • Removes all color escape sequences.


Spatial Vectors


For the following functions, v, v1, v2 are vectors,

p1, p2 are positions:


  • 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 of a, b, c are defined numbers.

  • vector.direction(p1, p2):

    • Returns a vector of length 1 with direction p1 to p2.

    • If p1 and p2 are identical, returns {x = 0, y = 0, z = 0}.

  • vector.distance(p1, p2):

    • Returns zero or a positive number, the distance between p1 and p2.

  • vector.length(v):

    • Returns zero or a positive number, the length of vector v.

  • vector.normalize(v):

    • Returns a vector of length 1 with direction of vector v.

    • If v has zero length, returns {x = 0, y = 0, z = 0}.

  • vector.floor(v):

    • Returns a vector, each dimension rounded down.

  • vector.round(v):

    • Returns a vector, each dimension rounded to nearest integer.

  • vector.apply(v, func):

    • Returns a vector where the function func has been applied to each

component.

  • vector.equals(v1, v2):

    • Returns a boolean, true if the vectors are identical.

  • vector.sort(v1, v2):

    • Returns in order minp, maxp vectors of the cuboid defined by v1, v2.


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): returns a string which makes obj

human-readable, handles reference loops.

    • obj: arbitrary variable

    • name: string, default: "_"

    • dumped: table, default: {}

  • dump(obj, dumped): returns a string which makes obj human-readable

    • obj: arbitrary variable

    • dumped: table, default: {}

  • math.hypot(x, y)

    • Get the hypotenuse of a triangle with legs x and y.

Useful for distance calculation.

  • math.sign(x, tolerance): returns -1, 0 or 1

    • Get the sign of a number.

    • tolerance: number, default: 0.0

    • If the absolute value of x is within the tolerance or x is NaN,

0 is returned.

  • string.split(str, separator, include_empty, max_splits, sep_is_pattern)

    • separator: string, default: ","

    • include_empty: boolean, default: false

    • max_splits: number, if it's positive, splits aren't limited,

default: -1

    • sep_is_pattern: boolean, it specifies whether separator is a plain

string or a pattern (regex), default: false

    • e.g. "a,b":split"," returns {"a","b"}

  • string:trim(): returns the string without whitespace pre- and suffixes

    • e.g. "\n \t\tfoo bar\t ":trim() returns "foo bar"

  • minetest.wrap_text(str, limit, as_table): returns a string or table

    • Adds newlines to the string to keep it within the specified character

limit

    • Note that the returned lines may be longer than the limit since it only

splits at word borders.

    • limit: number, maximal amount of characters in one line

    • as_table: boolean, if set to true, a table of lines instead of a string

is returned, default: false

  • minetest.pos_to_string(pos, decimal_places): returns string "(X,Y,Z)"

    • pos: table {x=X, y=Y, z=Z}

    • Converts the position pos to a human-readable, printable string

    • decimal_places: number, if specified, the x, y and z values of

the position are rounded to the given decimal place.

  • minetest.string_to_pos(string): returns a position or nil

    • Same but in reverse.

    • If the string can't be parsed to a position, nothing is returned.

  • minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)"): returns two positions

    • Converts a string representing an area box into two positions

  • minetest.formspec_escape(string): returns a string

    • escapes the characters "[", "]", "\", "," and ";", which can not be used

in formspecs.

  • minetest.is_yes(arg)

    • returns true if passed 'y', 'yes', 'true' or a number that isn't zero.

  • minetest.is_nan(arg)

    • returns true when the passed number represents NaN.

  • minetest.get_us_time()

    • returns time with microsecond precision. May not return wall time.

  • table.copy(table): returns a table

    • returns a deep copy of table

  • table.insert_all(table, other_table):

    • Appends all values in other_table to table - uses #table + 1 to

find new indices.

  • minetest.pointed_thing_to_face_pos(placer, pointed_thing): returns a

position.

    • returns the exact position on the surface of a pointed node


Translations



Texts can be translated client-side with the help of minetest.translate and

translation files.


Translating a string

Two functions are provided to translate strings: minetest.translate and

minetest.get_translator.


  • minetest.get_translator(textdomain) is a simple wrapper around

minetest.translate, and minetest.get_translator(textdomain)(str, ...) is

equivalent to minetest.translate(textdomain, str, ...).

It is intended to be used in the following way, so that it avoids verbose

repetitions of minetest.translate:


local S = minetest.get_translator(textdomain)

S(str, ...)


As an extra commodity, if textdomain is nil, it is assumed to be "" instead.


  • minetest.translate(textdomain, str, ...) translates the string str with

the given textdomain for disambiguation. The textdomain must match the

textdomain specified in the translation file in order to get the string

translated. This can be used so that a string is translated differently in

different contexts.

It is advised to use the name of the mod as textdomain whenever possible, to

avoid clashes with other mods.

This function must be given a number of arguments equal to the number of

arguments the translated string expects.

Arguments are literal strings -- they will not be translated, so if you want

them to be, they need to come as outputs of minetest.translate as well.


For instance, suppose we want to translate "@1 Wool" with "@1" being replaced

by the translation of "Red". We can do the following:


local S = minetest.get_translator()

S("@1 Wool", S("Red"))


This will be displayed as "Red Wool" on old clients and on clients that do

not have localization enabled. However, if we have for instance a translation

file named wool.fr.tr containing the following:


@1 Wool=Laine @1

Red=Rouge


this will be displayed as "Laine Rouge" on clients with a French locale.


Operations on translated strings


The output of minetest.translate is a string, with escape sequences adding

additional information to that string so that it can be translated on the

different clients. In particular, you can't expect operations like string.length

to work on them like you would expect them to, or string.gsub to work in the

expected manner. However, string concatenation will still work as expected

(note that you should only use this for things like formspecs; do not translate

sentences by breaking them into parts; arguments should be used instead), and

operations such as minetest.colorize which are also concatenation.


Translation file format

A translation file has the suffix .[lang].tr, where [lang] is the language

it corresponds to. It must be put into the locale subdirectory of the mod.

The file should be a text file, with the following format:


  • Lines beginning with # textdomain: (the space is significant) can be used

to specify the text domain of all following translations in the file.

  • All other empty lines or lines beginning with # are ignored.

  • Other lines should be in the format original=translated. Both original

and translated can contain escape sequences beginning with @ to insert

arguments, literal @, = or newline (See ### Escapes below).

There must be no extraneous whitespace around the = or at the beginning or

the end of the line.


Escapes

Strings that need to be translated can contain several escapes, preceded by @.


  • @@ acts as a literal @.

  • @n, where n is a digit between 1 and 9, is an argument for the translated

string that will be inlined when translation. Due to how translations are

implemented, the original translation string must have its arguments in

increasing order, without gaps or repetitions, starting from 1.

  • @= acts as a literal =. It is not required in strings given to

minetest.translate, but is in translation files to avoid being confused

with the = separating the original from the translation.

  • @\n (where the \n is a literal newline) acts as a literal newline.

As with @=, this escape is not required in strings given to

minetest.translate, but is in translation files.

  • @n acts as a literal newline as well.


Perlin noise


Perlin noise creates a continuously-varying value depending on the input values.

Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.

The result is used during map generation to create the terrain shape, vary heat

and humidity to distribute biomes, vary the density of decorations or vary the

structure of ores.


Structure of perlin noise

An 'octave' is a simple noise generator that outputs a value between -1 and 1.

The smooth wavy noise it generates has a single characteristic scale, almost

like a 'wavelength', so on its own does not create fine detail.

Due to this perlin noise combines several octaves to create variation on

multiple scales. Each additional octave has a smaller 'wavelength' than the

previous.


This combination results in noise varying very roughly between -2.0 and 2.0 and

with an average value of 0.0, so scale and offset are then used to multiply

and offset the noise variation.


The final perlin noise variation is created as follows:


noise = offset + scale * (octave1 +

octave2 * persistence +

octave3 * persistence ^ 2 +

octave4 * persistence ^ 3 +

...)


Noise Parameters


Noise Parameters are commonly called NoiseParams.


offset

After the multiplication by scale this is added to the result and is the final

step in creating the noise value.

Can be positive or negative.


scale

Once all octaves have been combined, the result is multiplied by this.

Can be positive or negative.


spread

For octave1, this is roughly the change of input value needed for a very large

variation in the noise value generated by octave1. It is almost like a

'wavelength' for the wavy noise variation.

Each additional octave has a 'wavelength' that is smaller than the previous

octave, to create finer detail. spread will therefore roughly be the typical

size of the largest structures in the final noise variation.


spread is a vector with values for x, y, z to allow the noise variation to be

stretched or compressed in the desired axes.

Values are positive numbers.


seed

This is a whole number that determines the entire pattern of the noise

variation. Altering it enables different noise patterns to be created.

With other parameters equal, different seeds produce different noise patterns

and identical seeds produce identical noise patterns.


For this parameter you can randomly choose any whole number. Usually it is

preferable for this to be different from other seeds, but sometimes it is useful

to be able to create identical noise patterns.


When used in mapgen this is actually a 'seed offset', it is added to the

'world seed' to create the seed used by the noise, to ensure the noise has a

different pattern in different worlds.


octaves

The number of simple noise generators that are combined.

A whole number, 1 or more.

Each additional octave adds finer detail to the noise but also increases the

noise calculation load.

3 is a typical minimum for a high quality, complex and natural-looking noise

variation. 1 octave has a slight 'gridlike' appearence.


Choose the number of octaves according to the spread and lacunarity, and the

size of the finest detail you require. For example:

if spread is 512 nodes, lacunarity is 2.0 and finest detail required is 16

nodes, octaves will be 6 because the 'wavelengths' of the octaves will be

512, 256, 128, 64, 32, 16 nodes.

Warning: If the 'wavelength' of any octave falls below 1 an error will occur.


persistence

Each additional octave has an amplitude that is the amplitude of the previous

octave multiplied by persistence, to reduce the amplitude of finer details,

as is often helpful and natural to do so.

Since this controls the balance of fine detail to large-scale detail

persistence can be thought of as the 'roughness' of the noise.


A positive or negative non-zero number, often between 0.3 and 1.0.

A common medium value is 0.5, such that each octave has half the amplitude of

the previous octave.

This may need to be tuned when altering lacunarity; when doing so consider

that a common medium value is 1 / lacunarity.


lacunarity

Each additional octave has a 'wavelength' that is the 'wavelength' of the

previous octave multiplied by 1 / lacunarity, to create finer detail.

'lacunarity' is often 2.0 so 'wavelength' often halves per octave.


A positive number no smaller than 1.0.

Values below 2.0 create higher quality noise at the expense of requiring more

octaves to cover a paticular range of 'wavelengths'.


flags

Leave this field unset for no special handling.

Currently supported are defaults, eased and absvalue:


defaults

Specify this if you would like to keep auto-selection of eased/not-eased while

specifying some other flags.


eased

Maps noise gradient values onto a quintic S-curve before performing

interpolation. This results in smooth, rolling noise.

Disable this (noeased) for sharp-looking noise with a slightly gridded

appearence.

If no flags are specified (or defaults is), 2D noise is eased and 3D noise is

not eased.

Easing a 3D noise significantly increases the noise calculation load, so use

with restraint.


absvalue

The absolute value of each octave's noise variation is used when combining the

octaves. The final perlin noise variation is created as follows:


noise = offset + scale * (abs(octave1) +

abs(octave2) * persistence +

abs(octave3) * persistence ^ 2 +

abs(octave4) * persistence ^ 3 +

...)


Format example

For 2D or 3D perlin noise or perlin noise maps:


np_terrain = {

offset = 0,

scale = 1,

spread = {x = 500, y = 500, z = 500},

seed = 571347,

octaves = 5,

persist = 0.63,

lacunarity = 2.0,

flags = "defaults, absvalue",

}


For 2D noise the Z component of spread is still defined but is ignored.

A single noise parameter table can be used for 2D or 3D noise.


Ore types


These tell in what manner the ore is generated.


All default ores are of the uniformly-distributed scatter type.


scatter

Randomly chooses a location and generates a cluster of ore.


If noise_params is specified, the ore will be placed if the 3D perlin noise

at that point is greater than the noise_threshold, giving the ability to

create a non-equal distribution of ore.


sheet

Creates a sheet of ore in a blob shape according to the 2D perlin noise

described by noise_params and noise_threshold. This is essentially an

improved version of the so-called "stratus" ore seen in some unofficial mods.


This sheet consists of vertical columns of uniform randomly distributed height,

varying between the inclusive range column_height_min and column_height_max.

If column_height_min is not specified, this parameter defaults to 1.

If column_height_max is not specified, this parameter defaults to clust_size

for reverse compatibility. New code should prefer column_height_max.


The column_midpoint_factor parameter controls the position of the column at

which ore emanates from.

If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow

equally starting from each direction.

column_midpoint_factor is a decimal number ranging in value from 0 to 1. If

this parameter is not specified, the default is 0.5.


The ore parameters clust_scarcity and clust_num_ores are ignored for this

ore type.


puff

Creates a sheet of ore in a cloud-like puff shape.


As with the sheet ore type, the size and shape of puffs are described by

noise_params and noise_threshold and are placed at random vertical

positions within the currently generated chunk.


The vertical top and bottom displacement of each puff are determined by the

noise parameters np_puff_top and np_puff_bottom, respectively.


blob

Creates a deformed sphere of ore according to 3d perlin noise described by

noise_params. The maximum size of the blob is clust_size, and

clust_scarcity has the same meaning as with the scatter type.


vein

Creates veins of ore varying in density by according to the intersection of two

instances of 3d perlin noise with different seeds, both described by

noise_params.


random_factor varies the influence random chance has on placement of an ore

inside the vein, which is 1 by default. Note that modifying this parameter

may require adjusting noise_threshold.


The parameters clust_scarcity, clust_num_ores, and clust_size are ignored

by this ore type.


This ore type is difficult to control since it is sensitive to small changes.

The following is a decent set of parameters to work from:


noise_params = {

offset = 0,

scale = 3,

spread = {x=200, y=200, z=200},

seed = 5390,

octaves = 4,

persist = 0.5,

lacunarity = 2.0,

flags = "eased",

},

noise_threshold = 1.6


WARNING: Use this ore type *very* sparingly since it is ~200x more

computationally expensive than any other ore.


stratum

Creates a single undulating ore stratum that is continuous across mapchunk

borders and horizontally spans the world.


The 2D perlin noise described by noise_params defines the Y co-ordinate of

the stratum midpoint. The 2D perlin noise described by np_stratum_thickness

defines the stratum's vertical thickness (in units of nodes). Due to being

continuous across mapchunk borders the stratum's vertical thickness is

unlimited.


If the noise parameter noise_params is omitted the ore will occur from y_min

to y_max in a simple horizontal stratum.


A parameter stratum_thickness can be provided instead of the noise parameter

np_stratum_thickness, to create a constant thickness.


Leaving out one or both noise parameters makes the ore generation less

intensive, useful when adding multiple strata.


y_min and y_max define the limits of the ore generation and for performance

reasons should be set as close together as possible but without clipping the

stratum's Y variation.


Each node in the stratum has a 1-in-clust_scarcity chance of being ore, so a

solid-ore stratum would require a clust_scarcity of 1.


The parameters clust_num_ores, clust_size, noise_threshold and

random_factor are ignored by this ore type.


Ore attributes


See section "Flag Specifier Format".


Currently supported flags:

puff_cliffs, puff_additive_composition.


puff_cliffs

If set, puff ore generation will not taper down large differences in

displacement when approaching the edge of a puff. This flag has no effect for

ore types other than puff.


puff_additive_composition

By default, when noise described by np_puff_top or np_puff_bottom results

in a negative displacement, the sub-column at that point is not generated. With

this attribute set, puff ore generation will instead generate the absolute

difference in noise displacement values. This flag has no effect for ore types

other than puff.


Decoration types


The varying types of decorations that can be placed.


simple

Creates a 1 times H times 1 column of a specified node (or a random node from

a list, if a decoration list is specified). Can specify a certain node it must

spawn next to, such as water or lava, for example. Can also generate a

decoration of random height between a specified lower and upper bound.

This type of decoration is intended for placement of grass, flowers, cacti,

papyri, waterlilies and so on.


schematic

Copies a box of MapNodes from a specified schematic file (or raw description).

Can specify a probability of a node randomly appearing when placed.

This decoration type is intended to be used for multi-node sized discrete

structures, such as trees, cave spikes, rocks, and so on.


Schematic specifier


A schematic specifier identifies a schematic by either a filename to a

Minetest Schematic file (.mts) or through raw data supplied through Lua,

in the form of a table. This table specifies the following fields:


  • The size field is a 3D vector containing the dimensions of the provided

schematic. (required)

  • The yslice_prob field is a table of {ypos, prob} which sets the yposth

vertical slice of the schematic to have a prob / 256 * 100 chance of

occurring. (default: 255)

  • The data field is a flat table of MapNode tables making up the schematic,

in the order of [z [y [x]]]. (required)

Each MapNode table contains:

    • name: the name of the map node to place (required)

    • prob (alias param1): the probability of this node being placed

(default: 255)

    • param2: the raw param2 value of the node being placed onto the map

(default: 0)

    • force_place: boolean representing if the node should forcibly overwrite

any previous contents (default: false)


About probability values:


  • A probability value of 0 or 1 means that node will never appear

(0% chance).

  • A probability value of 254 or 255 means the node will always appear

(100% chance).

  • If the probability value p is greater than 1, then there is a

(p / 256 * 100) percent chance that node will appear when the schematic is

placed on the map.


Schematic attributes


See section "Flag Specifier Format".


Currently supported flags: place_center_x, place_center_y, place_center_z,

force_placement.


  • place_center_x: Placement of this decoration is centered along the X axis.

  • place_center_y: Placement of this decoration is centered along the Y axis.

  • place_center_z: Placement of this decoration is centered along the Z axis.

  • force_placement: Schematic nodes other than "ignore" will replace existing

nodes.


Lua Voxel Manipulator


About VoxelManip

VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'

facility. The purpose of this object is for fast, low-level, bulk access to

reading and writing Map content. As such, setting map nodes through VoxelManip

will lack many of the higher level features and concepts you may be used to

with other methods of setting nodes. For example, nodes will not have their

construction and destruction callbacks run, and no rollback information is

logged.


It is important to note that VoxelManip is designed for speed, and *not* ease

of use or flexibility. If your mod requires a map manipulation facility that

will handle 100% of all edge cases, or the use of high level node placement

features, perhaps minetest.set_node() is better suited for the job.


In addition, VoxelManip might not be faster, or could even be slower, for your

specific use case. VoxelManip is most effective when setting large areas of map

at once - for example, if only setting a 3x3x3 node area, a

minetest.set_node() loop may be more optimal. Always profile code using both

methods of map manipulation to determine which is most appropriate for your

usage.


A recent simple test of setting cubic areas showed that minetest.set_node()

is faster than a VoxelManip for a 3x3x3 node cube or smaller.


Using VoxelManip

A VoxelManip object can be created any time using either:

VoxelManip([p1, p2]), or minetest.get_voxel_manip([p1, p2]).


If the optional position parameters are present for either of these routines,

the specified region will be pre-loaded into the VoxelManip object on creation.

Otherwise, the area of map you wish to manipulate must first be loaded into the

VoxelManip object using VoxelManip:read_from_map().


Note that VoxelManip:read_from_map() returns two position vectors. The region

formed by these positions indicate the minimum and maximum (respectively)

positions of the area actually loaded in the VoxelManip, which may be larger

than the area requested. For convenience, the loaded area coordinates can also

be queried any time after loading map data with VoxelManip:get_emerged_area().


Now that the VoxelManip object is populated with map data, your mod can fetch a

copy of this data using either of two methods. VoxelManip:get_node_at(),

which retrieves an individual node in a MapNode formatted table at the position

requested is the simplest method to use, but also the slowest.


Nodes in a VoxelManip object may also be read in bulk to a flat array table

using:


  • VoxelManip:get_data() for node content (in Content ID form, see section

'Content IDs'),

  • VoxelManip:get_light_data() for node light levels, and

  • VoxelManip:get_param2_data() for the node type-dependent "param2" values.


See section 'Flat array format' for more details.


It is very important to understand that the tables returned by any of the above

three functions represent a snapshot of the VoxelManip's internal state at the

time of the call. This copy of the data will not magically update itself if

another function modifies the internal VoxelManip state.

Any functions that modify a VoxelManip's contents work on the VoxelManip's

internal state unless otherwise explicitly stated.


Once the bulk data has been edited to your liking, the internal VoxelManip

state can be set using:


  • VoxelManip:set_data() for node content (in Content ID form, see section

'Content IDs'),

  • VoxelManip:set_light_data() for node light levels, and

  • VoxelManip:set_param2_data() for the node type-dependent param2 values.


The parameter to each of the above three functions can use any table at all in

the same flat array format as produced by get_data() etc. and is not required

to be a table retrieved from get_data().


Once the internal VoxelManip state has been modified to your liking, the

changes can be committed back to the map by calling VoxelManip:write_to_map()



Flat array format

Let

Nx = p2.X - p1.X + 1,

Ny = p2.Y - p1.Y + 1, and

Nz = p2.Z - p1.Z + 1.


Then, for a loaded region of p1..p2, this array ranges from 1 up to and

including the value of the expression Nx * Ny * Nz.


Positions offset from p1 are present in the array with the format of:



+[ + (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0), + (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0), + ... + (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0), + (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1), + ... + (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2), + ... + (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz) +] +



and the array index for a position p contained completely in p1..p2 is:


(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1


Note that this is the same "flat 3D array" format as

PerlinNoiseMap:get3dMap_flat().

VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation

of the index for a single point in a flat VoxelManip array.


Content IDs

A Content ID is a unique integer identifier for a specific node type.

These IDs are used by VoxelManip in place of the node name string for

VoxelManip:get_data() and VoxelManip:set_data(). You can use

minetest.get_content_id() to look up the Content ID for the specified node

name, and minetest.get_name_from_content_id() to look up the node name string

for a given Content ID.

After registration of a node, its Content ID will remain the same throughout

execution of the mod.

Note that the node being queried needs to have already been been registered.


The following builtin node types have their Content IDs defined as constants:


  • minetest.CONTENT_UNKNOWN: ID for "unknown" nodes

  • minetest.CONTENT_AIR: ID for "air" nodes

  • minetest.CONTENT_IGNORE: ID for "ignore" nodes


Mapgen VoxelManip objects

Inside of on_generated() callbacks, it is possible to retrieve the same

VoxelManip object used by the core's Map Generator (commonly abbreviated

Mapgen). Most of the rules previously described still apply but with a few

differences:


  • The Mapgen VoxelManip object is retrieved using:

minetest.get_mapgen_object("voxelmanip")

  • This VoxelManip object already has the region of map just generated loaded

into it; it's not necessary to call VoxelManip:read_from_map() before using

a Mapgen VoxelManip.

  • The on_generated() callbacks of some mods may place individual nodes in the

generated area using non-VoxelManip map modification methods. Because the

same Mapgen VoxelManip object is passed through each on_generated()

callback, it becomes necessary for the Mapgen VoxelManip object to maintain

consistency with the current map state. For this reason, calling any of the

following functions:

minetest.add_node(), minetest.set_node(), or minetest.swap_node()

will also update the Mapgen VoxelManip object's internal state active on the

current thread.

  • After modifying the Mapgen VoxelManip object's internal buffer, it may be

necessary to update lighting information using either:

VoxelManip:calc_lighting() or VoxelManip:set_lighting().


Other API functions operating on a VoxelManip

If any VoxelManip contents were set to a liquid node,

VoxelManip:update_liquids() must be called for these liquid nodes to begin

flowing. It is recommended to call this function only after having written all

buffered data back to the VoxelManip object, save for special situations where

the modder desires to only have certain liquid nodes begin flowing.


The functions minetest.generate_ores() and minetest.generate_decorations()

will generate all registered decorations and ores throughout the full area

inside of the specified VoxelManip object.


minetest.place_schematic_on_vmanip() is otherwise identical to

minetest.place_schematic(), except instead of placing the specified schematic

directly on the map at the specified position, it will place the schematic

inside the VoxelManip.


Notes

  • Attempting to read data from a VoxelManip object before map is read will

result in a zero-length array table for VoxelManip:get_data(), and an

"ignore" node at any position for VoxelManip:get_node_at().

  • If either a region of map has not yet been generated or is out-of-bounds of

the map, that region is filled with "ignore" nodes.

  • Other mods, or the core itself, could possibly modify the area of map

currently loaded into a VoxelManip object. With the exception of Mapgen

VoxelManips (see above section), the internal buffers are not updated. For

this reason, it is strongly encouraged to complete the usage of a particular

VoxelManip object in the same callback it had been created.

  • If a VoxelManip object will be used often, such as in an on_generated()

callback, consider passing a file-scoped table as the optional parameter to

VoxelManip:get_data(), which serves as a static buffer the function can use

to write map data to instead of returning a new table each call. This greatly

enhances performance by avoiding unnecessary memory allocations.


Methods

  • read_from_map(p1, p2): Loads a chunk of map into the VoxelManip object

containing the region formed by p1 and p2.

    • returns actual emerged pmin, actual emerged pmax

  • write_to_map([light]): Writes the data loaded from the VoxelManip back to

the map.

    • important: data must be set using VoxelManip:set_data() before

calling this.

    • if light is true, then lighting is automatically recalculated.

The default value is true.

If light is false, no light calculations happen, and you should correct

all modified blocks with minetest.fix_light() as soon as possible.

Keep in mind that modifying the map where light is incorrect can cause

more lighting bugs.

  • get_node_at(pos): Returns a MapNode table of the node currently loaded in

the VoxelManip at that position

  • set_node_at(pos, node): Sets a specific MapNode in the VoxelManip at

that position.

  • get_data([buffer]): Retrieves the node content data loaded into the

VoxelManip object.

    • returns raw node data in the form of an array of node content IDs

    • if the param buffer is present, this table will be used to store the

result instead.

  • set_data(data): Sets the data contents of the VoxelManip object

  • update_map(): Does nothing, kept for compatibility.

  • set_lighting(light, [p1, p2]): Set the lighting within the VoxelManip to

a uniform value.

    • light is a table, {day=<0...15>, night=<0...15>}

    • To be used only by a VoxelManip object from

minetest.get_mapgen_object.

    • (p1, p2) is the area in which lighting is set, defaults to the whole

area if left out.

  • get_light_data(): Gets the light data read into the VoxelManip object

    • Returns an array (indices 1 to volume) of integers ranging from 0 to

255.

    • Each value is the bitwise combination of day and night light values

(0 to 15 each).

    • light = day + (night * 16)

  • set_light_data(light_data): Sets the param1 (light) contents of each node

in the VoxelManip.

    • expects lighting data in the same format that get_light_data() returns

  • get_param2_data([buffer]): Gets the raw param2 data read into the

VoxelManip object.

    • Returns an array (indices 1 to volume) of integers ranging from 0 to

255.

    • If the param buffer is present, this table will be used to store the

result instead.

  • set_param2_data(param2_data): Sets the param2 contents of each node in

the VoxelManip.

  • calc_lighting([p1, p2], [propagate_shadow]): Calculate lighting within the

VoxelManip.

    • To be used only by a VoxelManip object from

minetest.get_mapgen_object.

    • (p1, p2) is the area in which lighting is set, defaults to the whole

area if left out or nil.

    • propagate_shadow is an optional boolean deciding whether shadows in a

generated mapchunk above are propagated down into the mapchunk, defaults

to true if left out.

  • update_liquids(): Update liquid flow

  • was_modified(): Returns true or false if the data in the voxel

manipulator had been modified since the last read from map, due to a call to

minetest.set_data() on the loaded area elsewhere.

  • get_emerged_area(): Returns actual emerged minimum and maximum positions.


VoxelArea

A helper class for voxel areas.

It can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}.

The coordinates are *inclusive*, like most other things in Minetest.


Methods

  • getExtent(): returns a 3D vector containing the size of the area formed by

MinEdge and MaxEdge.

  • getVolume(): returns the volume of the area formed by MinEdge and

MaxEdge.

  • index(x, y, z): returns the index of an absolute position in a flat array

starting at 1.

    • x, y and z must be integers to avoid an incorrect index result.

    • The position (x, y, z) is not checked for being inside the area volume,

being outside can cause an incorrect index result.

    • Useful for things like VoxelManip, raw Schematic specifiers,

PerlinNoiseMap:get2d/3dMap, and so on.

  • indexp(p): same functionality as index(x, y, z) but takes a vector.

    • As with index(x, y, z), the components of p must be integers, and p

is not checked for being inside the area volume.

  • position(i): returns the absolute position vector corresponding to index

i.

  • contains(x, y, z): check if (x,y,z) is inside area formed by

MinEdge and MaxEdge.

  • containsp(p): same as above, except takes a vector

  • containsi(i): same as above, except takes an index i

  • iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns

indices.

    • from (minx,miny,minz) to (maxx,maxy,maxz) in the order of

[z [y [x]]].

  • iterp(minp, maxp): same as above, except takes a vector


Mapgen objects


A mapgen object is a construct used in map generation. Mapgen objects can be

used by an on_generate callback to speed up operations by avoiding

unnecessary recalculations, these can be retrieved using the

minetest.get_mapgen_object() function. If the requested Mapgen object is

unavailable, or get_mapgen_object() was called outside of an on_generate()

callback, nil is returned.


The following Mapgen objects are currently available:


voxelmanip

This returns three values; the VoxelManip object to be used, minimum and

maximum emerged position, in that order. All mapgens support this object.


heightmap

Returns an array containing the y coordinates of the ground levels of nodes in

the most recently generated chunk by the current mapgen.


biomemap

Returns an array containing the biome IDs of nodes in the most recently

generated chunk by the current mapgen.


heatmap

Returns an array containing the temperature values of nodes in the most

recently generated chunk by the current mapgen.


humiditymap

Returns an array containing the humidity values of nodes in the most recently

generated chunk by the current mapgen.


gennotify

Returns a table mapping requested generation notification types to arrays of

positions at which the corresponding generated structures are located within

the current chunk. To set the capture of positions of interest to be recorded

on generate, use minetest.set_gen_notify().

For decorations, the returned positions are the ground surface 'place_on'

nodes, not the decorations themselves. A 'simple' type decoration is often 1

node above the returned position and possibly displaced by 'place_offset_y'.


Possible fields of the table returned are:


  • dungeon

  • temple

  • cave_begin

  • cave_end

  • large_cave_begin

  • large_cave_end

  • decoration


Decorations have a key in the format of "decoration#id", where id is the

numeric unique decoration ID.


Registered entities


  • Functions receive a "luaentity" as self:

    • It has the member .name, which is the registered name ("mod:thing")

    • It has the member .object, which is an ObjectRef pointing to the

object.

    • The original prototype stuff is visible directly via a metatable

  • Callbacks:

    • on_activate(self, staticdata, dtime_s)

      • Called when the object is instantiated.

      • dtime_s is the time passed since the object was unloaded, which can

be used for updating the entity state.

    • on_step(self, dtime)

      • Called on every server tick, after movement and collision processing.

dtime is usually 0.1 seconds, as per the dedicated_server_step

setting in minetest.conf.

    • on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)

      • Called when somebody punches the object.

      • Note that you probably want to handle most punches using the

automatic armor group system.

      • puncher: an ObjectRef (can be nil)

      • time_from_last_punch: Meant for disallowing spamming of clicks

(can be nil).

      • tool_capabilities: capability table of used tool (can be nil)

      • dir: unit vector of direction of punch. Always defined. Points from

the puncher to the punched.

    • on_death(self, killer)

      • Called when the object dies.

      • killer: an ObjectRef (can be nil)

    • on_rightclick(self, clicker)

    • on_attach_child(self, child)

      • child: an ObjectRef of the child that attaches

    • on_detach_child(self, child)

      • child: an ObjectRef of the child that detaches

    • on_detach(self, parent)

      • parent: an ObjectRef (can be nil) from where it got detached

      • This happens before the parent object is removed from the world

    • get_staticdata(self)

      • Should return a string that will be passed to on_activate when

the object is instantiated the next time.


L-system trees



Tree definition


treedef={

axiom, --string initial tree axiom

rules_a, --string rules set A

rules_b, --string rules set B

rules_c, --string rules set C

rules_d, --string rules set D

trunk, --string trunk node name

leaves, --string leaves node name

leaves2, --string secondary leaves node name

leaves2_chance,--num chance (0-100) to replace leaves with leaves2

angle, --num angle in deg

iterations, --num max # of iterations, usually 2 -5

random_level, --num factor to lower nr of iterations, usually 0 - 3

trunk_type, --string single/double/crossed) type of trunk: 1 node,

-- 2x2 nodes or 3x3 in cross shape

thin_branches, --boolean true -> use thin (1 node) branches

fruit, --string fruit node name

fruit_chance, --num chance (0-100) to replace leaves with fruit node

seed, --num random seed, if no seed is provided, the engine

will create one.

}


Key for Special L-System Symbols used in Axioms


  • G: move forward one unit with the pen up

  • F: move forward one unit with the pen down drawing trunks and branches

  • f: move forward one unit with the pen down drawing leaves (100% chance)

  • T: move forward one unit with the pen down drawing trunks only

  • R: move forward one unit with the pen down placing fruit

  • A: replace with rules set A

  • B: replace with rules set B

  • C: replace with rules set C

  • D: replace with rules set D

  • a: replace with rules set A, chance 90%

  • b: replace with rules set B, chance 80%

  • c: replace with rules set C, chance 70%

  • d: replace with rules set D, chance 60%

  • +: yaw the turtle right by angle parameter

  • -: yaw the turtle left by angle parameter

  • &: pitch the turtle down by angle parameter

  • ^: pitch the turtle up by angle parameter

  • /: roll the turtle to the right by angle parameter

  • *: roll the turtle to the left by angle parameter

  • [: save in stack current state info

  • ]: recover from stack state info


Example

Spawn a small apple tree:


pos = {x=230,y=20,z=4}

apple_tree={

axiom="FFFFFAFFBF",

rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",

rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",

trunk="default:tree",

leaves="default:leaves",

angle=30,

iterations=2,

random_level=0,

trunk_type="single",

thin_branches=true,

fruit_chance=10,

fruit="default:apple"

}

minetest.spawn_tree(pos,apple_tree)



minetest namespace reference



Utilities


  • minetest.get_current_modname(): returns the currently loading mod's name,

when loading a mod.

  • minetest.get_modpath(modname): returns e.g.

"/home/user/.minetest/usermods/modname".

    • Useful for loading additional .lua modules or static data from mod

  • minetest.get_modnames(): returns a list of installed mods

    • Return a list of installed mods, sorted alphabetically

  • minetest.get_worldpath(): returns e.g. "/home/user/.minetest/world"

    • Useful for storing custom data

  • minetest.is_singleplayer()

  • minetest.features: Table containing API feature flags


{

glasslike_framed = true,

nodebox_as_selectionbox = true,

chat_send_player_param3 = true,

get_all_craft_recipes_works = true,

use_texture_alpha = true,

-- ^ The transparency channel of textures can optionally be used on nodes

no_legacy_abms = true,

-- ^ Tree and grass ABMs are no longer done from C++

texture_names_parens = true,

-- ^ Texture grouping is possible using parentheses

area_store_custom_ids = true,

-- ^ Unique Area ID for AreaStore:insert_area

add_entity_with_staticdata = true,

-- ^ add_entity supports passing initial staticdata to on_activate

no_chat_message_prediction = true,

-- ^ Chat messages are no longer predicted

object_use_texture_alpha = true

-- ^ The transparency channel of textures can optionally be used on

-- objects (ie: players and lua entities)

}

  • minetest.has_feature(arg): returns boolean, missing_features

    • arg: string or table in format {foo=true, bar=true}

    • missing_features: {foo=true, bar=true}

  • minetest.get_player_information(player_name):

    • Returns a table containing information about a player.

Example return value:


{

address = "127.0.0.1", -- IP address of client

ip_version = 4, -- IPv4 / IPv6

min_rtt = 0.01, -- minimum round trip time

max_rtt = 0.2, -- maximum round trip time

avg_rtt = 0.02, -- average round trip time

min_jitter = 0.01, -- minimum packet time jitter

max_jitter = 0.5, -- maximum packet time jitter

avg_jitter = 0.03, -- average packet time jitter

connection_uptime = 200, -- seconds since client connected

protocol_version = 32, -- protocol version used by client

-- following information is available on debug build only!!!

-- DO NOT USE IN MODS

--ser_vers = 26, -- serialization version used by client

--major = 0, -- major version number

--minor = 4, -- minor version number

--patch = 10, -- patch version number

--vers_string = "0.4.9-git", -- full version string

--state = "Active" -- current client state

}

  • minetest.mkdir(path): returns success.

    • Creates a directory specified by path, creating parent directories

if they don't exist.

  • minetest.get_dir_list(path, [is_dir]): returns list of entry names

    • is_dir is one of:

      • nil: return all entries,

      • true: return only subdirectory names, or

      • false: return only file names.

  • minetest.safe_file_write(path, content): returns boolean indicating success

    • Replaces contents of file at path with new contents in a safe (atomic)

way. Use this instead of below code when writing e.g. database files:

local f = io.open(path, "wb"); f:write(content); f:close()

  • minetest.get_version(): returns a table containing components of the

engine version. Components:

    • project: Name of the project, eg, "Minetest"

    • string: Simple version, eg, "1.2.3-dev"

    • 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


Logging

  • minetest.debug(...)

    • Equivalent to minetest.log(table.concat({...}, "\t"))

  • minetest.log([level,] text)

    • level is one of "none", "error", "warning", "action",

"info", or "verbose". Default is "none".


Registration functions

Call these functions only at load time!


  • minetest.register_entity(name, prototype table)

  • minetest.register_abm(abm definition)

  • minetest.register_lbm(lbm definition)

  • minetest.register_node(name, node definition)

  • minetest.register_tool(name, item definition)

  • minetest.register_craftitem(name, item definition)

  • minetest.unregister_item(name)

  • minetest.register_alias(name, convert_to)

    • Also use this to set the 'mapgen aliases' needed in a game for the core

    • mapgens. See 'Mapgen aliases' section above.

  • minetest.register_alias_force(name, convert_to)

  • minetest.register_craft(recipe)

    • Check recipe table syntax for different types below.

  • minetest.clear_craft(recipe)

    • Will erase existing craft based either on output item or on input recipe.

    • Specify either output or input only. If you specify both, input will be

ignored. For input use the same recipe table syntax as for

minetest.register_craft(recipe). For output specify only the item,

without a quantity.

    • If no erase candidate could be found, Lua exception will be thrown.

    • Warning! The type field ("shaped","cooking" or any other) will be

ignored if the recipe contains output. Erasing is then done independently

from the crafting method.

  • minetest.register_ore(ore definition)

  • minetest.register_biome(biome definition)

  • minetest.register_decoration(decoration definition)

  • minetest.override_item(name, redefinition)

    • Overrides fields of an item registered with register_node/tool/craftitem.

    • Note: Item must already be defined, (opt)depend on the mod defining it.

    • Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})

  • minetest.clear_registered_ores()

  • minetest.clear_registered_biomes()

  • minetest.clear_registered_decorations()


Global callback registration functions

Call these functions only at load time!


  • minetest.register_globalstep(func(dtime))

    • Called every server step, usually interval of 0.1s

  • minetest.register_on_mods_loaded(func())

    • Called after mods have finished loading and before the media is cached or the

aliases handled.

  • minetest.register_on_shutdown(func())

    • Called before server shutdown

    • Warning: If the server terminates abnormally (i.e. crashes), the

registered callbacks will likely not be run. Data should be saved at

semi-frequent intervals as well as on server shutdown.

  • minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))

    • Called when a node has been placed

    • If return true no item is taken from itemstack

    • placer may be any valid ObjectRef or nil.

    • Not recommended; use on_construct or after_place_node in node

definition whenever possible.

  • minetest.register_on_dignode(func(pos, oldnode, digger))

    • Called when a node has been dug.

    • Not recommended; Use on_destruct or after_dig_node in node

definition whenever possible.

  • minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))

    • Called when a node is punched

  • minetest.register_on_generated(func(minp, maxp, blockseed))

    • Called after generating a piece of world. Modifying nodes inside the area

is a bit faster than usually.

  • minetest.register_on_newplayer(func(ObjectRef))

    • Called after a new player has been created

  • minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))

    • Called when a player is punched

    • player - ObjectRef - Player that was punched

    • hitter - ObjectRef - Player that hit

    • time_from_last_punch: Meant for disallowing spamming of clicks

(can be nil).

    • tool_capabilities: capability table of used tool (can be nil)

    • dir: unit vector of direction of punch. Always defined. Points from

the puncher to the punched.

    • damage - number that represents the damage calculated by the engine

    • should return true to prevent the default damage mechanism

  • minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)

    • Called when the player gets damaged or healed

    • player: ObjectRef of the player

    • hp_change: the amount of change. Negative when it is damage.

    • reason: a PlayerHPChangeReason table.

      • The type field will have one of the following values:

          • set_hp - A mod or the engine called set_hp without

giving a type - use this for custom damage types.

          • punch - Was punched. reason.object will hold the puncher, or nil if none.

          • fall

          • node_damage - damage_per_second from a neighbouring node.

          • drown

          • respawn

      • Any of the above types may have additional fields from mods.

      • reason.from will be mod or engine.

    • modifier: when true, the function should return the actual hp_change.

Note: modifiers only get a temporary hp_change that can be modified by later modifiers.

modifiers can return true as a second argument to stop the execution of further functions.

Non-modifiers receive the final hp change calculated by the modifiers.

  • minetest.register_on_dieplayer(func(ObjectRef, reason))

    • Called when a player dies

    • reason: a PlayerHPChangeReason table, see register_on_player_hpchange

  • minetest.register_on_respawnplayer(func(ObjectRef))

    • Called when player is to be respawned

    • Called _before_ repositioning of player occurs

    • return true in func to disable regular player placement

  • minetest.register_on_prejoinplayer(func(name, ip))

    • Called before a player joins the game

    • If it returns a string, the player is disconnected with that string as

reason.

  • minetest.register_on_joinplayer(func(ObjectRef))

    • Called when a player joins the game

  • minetest.register_on_leaveplayer(func(ObjectRef, timed_out))

    • Called when a player leaves the game

    • timed_out: True for timeout, false for other reasons.

  • minetest.register_on_auth_fail(func(name, ip))

    • Called when a client attempts to log into an account but supplies the

wrong password.

    • ip: The IP address of the client.

    • name: The account the client attempted to log into.

  • minetest.register_on_cheat(func(ObjectRef, cheat))

    • Called when a player cheats

    • cheat: {type=<cheat_type>}, where <cheat_type> is one of:

      • moved_too_fast

      • interacted_too_far

      • interacted_while_dead

      • finished_unknown_dig

      • dug_unbreakable

      • dug_too_fast

  • minetest.register_on_chat_message(func(name, message))

    • Called always when a player says something

    • Return true to mark the message as handled, which means that it will

not be sent to other players.

  • minetest.register_on_player_receive_fields(func(player, formname, fields))

    • Called when a button is pressed in player's inventory form

    • Newest functions are called first

    • If function returns true, remaining functions are not called

  • minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))

    • Called when player crafts something

    • itemstack is the output

    • old_craft_grid contains the recipe (Note: the one in the inventory is

cleared).

    • craft_inv is the inventory with the crafting grid

    • Return either an ItemStack, to replace the output, or nil, to not

modify it.

  • minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))

    • The same as before, except that it is called before the player crafts, to

make craft prediction, and it should not change anything.

  • minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))

    • Determinates how much of a stack may be taken, put or moved to a

player inventory.

    • player (type ObjectRef) is the player who modified the inventory

inventory (type InvRef).

    • List of possible action (string) values and their

inventory_info (table) contents:

      • move: {from_list=string, to_list=string, from_index=number, to_index=number, count=number}

      • put: {listname=string, index=number, stack=ItemStack}

      • take: Same as put

    • Return a numeric value to limit the amount of items to be taken, put or

moved. A value of -1 for take will make the source stack infinite.

  • minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))

    • Called after a take, put or move event from/to/in a player inventory

    • Function arguments: see minetest.register_allow_player_inventory_action

    • Does not accept or handle any return value.

  • minetest.register_on_protection_violation(func(pos, name))

    • Called by builtin and mods when a player violates protection at a

position (eg, digs a node or punches a protected entity).

    • The registered functions can be called using

minetest.record_protection_violation.

    • The provided function should check that the position is protected by the

mod calling this function before it prints a message, if it does, to

allow for multiple protection mods.

  • minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))

    • Called when an item is eaten, by minetest.item_eat

    • Return true or itemstack to cancel the default item eat response

(i.e.: hp increase).

  • minetest.register_on_priv_grant(function(name, granter, priv))

    • Called when granter grants the priv priv to name.

    • Note that the callback will be called twice if it's done by a player,

once with granter being the player name, and again with granter being nil.

  • minetest.register_on_priv_revoke(function(name, revoker, priv))

    • Called when revoker revokes the priv priv from name.

    • Note that the callback will be called twice if it's done by a player,

once with revoker being the player name, and again with revoker being nil.

  • minetest.register_can_bypass_userlimit(function(name, ip))

    • Called when name user connects with ip.

    • Return true to by pass the player limit

  • minetest.register_on_modchannel_message(func(channel_name, sender, message))

    • Called when an incoming mod channel message is received

    • You should have joined some channels to receive events.

    • If message comes from a server mod, sender field is an empty string.


Other registration functions

  • minetest.register_chatcommand(cmd, chatcommand definition)

    • Adds definition to minetest.registered_chatcommands

  • minetest.override_chatcommand(name, redefinition)

    • Overrides fields of a chatcommand registered with register_chatcommand.

  • minetest.unregister_chatcommand(name)

    • Unregisters a chatcommands registered with register_chatcommand.

  • minetest.register_privilege(name, definition)

    • definition: "description text"

    • definition:

{description = "description text", give_to_singleplayer = boolean}

the default of give_to_singleplayer is true.

    • To allow players with basic_privs to grant, see basic_privs

minetest.conf setting.

    • on_grant(name, granter_name): Called when given to player name by

granter_name.

granter_name will be nil if the priv was granted by a mod.

    • on_revoke(name, revoker_name): Called when taken from player name by

revoker_name.

revoker_name will be nil if the priv was revoked by a mod

    • Note that the above two callbacks will be called twice if a player is

responsible, once with the player name, and then with a nil player name.

    • Return true in the above callbacks to stop register_on_priv_grant or

revoke being called.

  • minetest.register_authentication_handler(authentication handler definition)

    • Registers an auth handler that overrides the builtin one

    • This function can be called by a single mod once only.


Setting-related

  • minetest.settings: Settings object containing all of the settings from the

main config file (minetest.conf).

  • minetest.setting_get_pos(name): Loads a setting from the main settings and

parses it as a position (in the format (1,2,3)). Returns a position or nil.


Authentication

  • minetest.string_to_privs(str): returns {priv1=true,...}

  • minetest.privs_to_string(privs): returns "priv1,priv2,..."

    • Convert between two privilege representations

  • minetest.get_player_privs(name) -> {priv1=true,...}

  • minetest.check_player_privs(player_or_name, ...):

returns bool, missing_privs

    • A quickhand for checking privileges.

    • player_or_name: Either a Player object or the name of a player.

    • ... is either a list of strings, e.g. "priva", "privb" or

a table, e.g. { priva = true, privb = true }.


  • minetest.check_password_entry(name, entry, password)

    • Returns true if the "password entry" for a player with name matches given

password, false otherwise.

    • The "password entry" is the password representation generated by the

engine as returned as part of a get_auth() call on the auth handler.

    • Only use this function for making it possible to log in via password from

external protocols such as IRC, other uses are frowned upon.

  • minetest.get_password_hash(name, raw_password)

    • Convert a name-password pair to a password hash that Minetest can use.

    • The returned value alone is not a good basis for password checks based

on comparing the password hash in the database with the password hash

from the function, with an externally provided password, as the hash

in the db might use the new SRP verifier format.

    • For this purpose, use minetest.check_password_entry instead.

  • minetest.get_player_ip(name): returns an IP address string for the player

name.

    • The player needs to be online for this to be successful.


  • minetest.get_auth_handler(): Return the currently active auth handler

    • See the Authentication handler definition

    • Use this to e.g. get the authentication data for a player:

local auth_data = minetest.get_auth_handler().get_auth(playername)

  • minetest.notify_authentication_modified(name)

    • Must be called by the authentication handler for privilege changes.

    • name: string; if omitted, all auth data should be considered modified

  • minetest.set_player_password(name, password_hash): Set password hash of

player name.

  • minetest.set_player_privs(name, {priv1=true,...}): Set privileges of player

name.

  • minetest.auth_reload()

    • See reload() in authentication handler definition


minetest.set_player_password, minetest_set_player_privs,

minetest_get_player_privs and minetest.auth_reload call the authentication

handler.


Chat

  • minetest.chat_send_all(text)

  • minetest.chat_send_player(name, text)


Environment access

  • minetest.set_node(pos, node)

  • minetest.add_node(pos, node): alias to minetest.set_node

    • Set node at position pos

    • node: table {name=string, param1=number, param2=number}

    • If param1 or param2 is omitted, it's set to 0.

    • e.g. minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})

  • minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)

    • Set node on all positions set in the first argument.

    • e.g. minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})

    • For node specification or position syntax see minetest.set_node call

    • Faster than set_node due to single call, but still considerably slower

than Lua Voxel Manipulators (LVM) for large numbers of nodes.

Unlike LVMs, this will call node callbacks. It also allows setting nodes

in spread out positions which would cause LVMs to waste memory.

For setting a cube, this is 1.3x faster than set_node whereas LVM is 20

times faster.

  • minetest.swap_node(pos, node)

    • Set node at position, but don't remove metadata

  • minetest.remove_node(pos)

    • By default it does the same as minetest.set_node(pos, {name="air"})

  • minetest.get_node(pos)

    • Returns the node at the given position as table in the format

{name="node_name", param1=0, param2=0},

returns {name="ignore", param1=0, param2=0} for unloaded areas.

  • minetest.get_node_or_nil(pos)

    • Same as get_node but returns nil for unloaded areas.

  • minetest.get_node_light(pos, timeofday)

    • Gets the light value at the given position. Note that the light value

"inside" the node at the given position is returned, so you usually want

to get the light value of a neighbor.

    • pos: The position where to measure the light.

    • timeofday: nil for current time, 0 for night, 0.5 for day

    • Returns a number between 0 and 15 or nil

  • minetest.place_node(pos, node)

    • Place node with the same effects that a player would cause

  • minetest.dig_node(pos)

    • Dig node with the same effects that a player would cause

    • Returns true if successful, false on failure (e.g. protected location)

  • minetest.punch_node(pos)

    • Punch node with the same effects that a player would cause

  • minetest.spawn_falling_node(pos)

    • Change node into falling node

    • Returns true if successful, false on failure


  • minetest.find_nodes_with_meta(pos1, pos2)

    • Get a table of positions of nodes that have metadata within a region

{pos1, pos2}.

  • minetest.get_meta(pos)

    • Get a NodeMetaRef at that position

  • minetest.get_node_timer(pos)

    • Get NodeTimerRef


  • minetest.add_entity(pos, name, [staticdata]): Spawn Lua-defined entity at

position.

    • Returns ObjectRef, or nil if failed

  • minetest.add_item(pos, item): Spawn item

    • Returns ObjectRef, or nil if failed

  • minetest.get_player_by_name(name): Get an ObjectRef to a player

  • minetest.get_objects_inside_radius(pos, radius): returns a list of

ObjectRefs.

    • radius: using an euclidean metric

  • minetest.set_timeofday(val)

    • val is between 0 and 1; 0 for midnight, 0.5 for midday

  • minetest.get_timeofday()

  • minetest.get_gametime(): returns the time, in seconds, since the world was

created.

  • minetest.get_day_count(): returns number days elapsed since world was

created.

    • accounts for time changes.

  • 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): returns a list of

positions.

    • nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"

    • First return value: Table with all node positions

    • Second return value: Table with the count of each node with the node name

as index.

    • Area volume is limited to 4,096,000 nodes

  • minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames): returns a

list of positions.

    • nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"

    • Return value: Table with all node positions with a node air above

    • Area volume is limited to 4,096,000 nodes

  • minetest.get_perlin(noiseparams)

  • minetest.get_perlin(seeddiff, octaves, persistence, scale)

    • Return world-specific perlin noise (int(worldseed)+seeddiff)

  • minetest.get_voxel_manip([pos1, pos2])

    • Return voxel manipulator object.

    • Loads the manipulator from the map if positions are passed.

  • minetest.set_gen_notify(flags, {deco_ids})

    • Set the types of on-generate notifications that should be collected.

    • flags is a flag field with the available flags:

      • dungeon

      • temple

      • cave_begin

      • cave_end

      • large_cave_begin

      • large_cave_end

      • decoration

    • The second parameter is a list of IDS of decorations which notification

is requested for.

  • minetest.get_gen_notify()

    • Returns a flagstring and a table with the deco_ids.

    • Returns the decoration ID number for the provided decoration name string,

or nil on failure.

  • minetest.get_mapgen_object(objectname)

    • Return requested mapgen object if available (see "Mapgen objects")

  • minetest.get_heat(pos)

    • Returns the heat at the position, or nil on failure.

  • minetest.get_humidity(pos)

    • Returns the humidity at the position, or nil on failure.

  • minetest.get_biome_data(pos)

    • Returns a table containing:

      • biome the biome id of the biome at that position

      • heat the heat at the position

      • humidity the humidity at the position

    • Or returns nil on failure.

  • minetest.get_biome_id(biome_name)

    • Returns the biome id, as used in the biomemap Mapgen object and returned

by minetest.get_biome_data(pos), for a given biome_name string.

  • minetest.get_biome_name(biome_id)

    • Returns the biome name string for the provided biome id, or nil on

failure.

    • If no biomes have been registered, such as in mgv6, returns default.

  • minetest.get_mapgen_params()

    • Deprecated: use minetest.get_mapgen_setting(name) instead.

    • Returns a table containing:

      • mgname

      • seed

      • chunksize

      • water_level

      • flags

  • minetest.set_mapgen_params(MapgenParams)

    • Deprecated: use minetest.set_mapgen_setting(name, value, override)

instead.

    • Set map generation parameters.

    • Function cannot be called after the registration period; only

initialization and on_mapgen_init.

    • Takes a table as an argument with the fields:

      • mgname

      • seed

      • chunksize

      • water_level

      • flags

    • Leave field unset to leave that parameter unchanged.

    • flags contains a comma-delimited string of flags to set, or if the

prefix "no" is attached, clears instead.

    • flags is in the same format and has the same options as mg_flags in

minetest.conf.

  • minetest.get_mapgen_setting(name)

    • Gets the *active* mapgen setting (or nil if none exists) in string

format with the following order of precedence:

1) Settings loaded from map_meta.txt or overrides set during mod

execution.

2) Settings set by mods without a metafile override

3) Settings explicitly set in the user config file, minetest.conf

4) Settings set as the user config default

  • minetest.get_mapgen_setting_noiseparams(name)

    • Same as above, but returns the value as a NoiseParams table if the

setting name exists and is a valid NoiseParams.

  • minetest.set_mapgen_setting(name, value, [override_meta])

    • Sets a mapgen param to value, and will take effect if the corresponding

mapgen setting is not already present in map_meta.txt.

    • override_meta is an optional boolean (default: false). If this is set

to true, the setting will become the active setting regardless of the map

metafile contents.

    • Note: to set the seed, use "seed", not "fixed_map_seed".

  • minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])

    • Same as above, except value is a NoiseParams table.

  • minetest.set_noiseparams(name, noiseparams, set_default)

    • Sets the noiseparams setting of name to the noiseparams table specified

in noiseparams.

    • set_default is an optional boolean (default: true) that specifies

whether the setting should be applied to the default config or current

active config.

  • minetest.get_noiseparams(name)

    • Returns a table of the noiseparams for name.

  • minetest.generate_ores(vm, pos1, pos2)

    • Generate all registered ores within the VoxelManip vm and in the area

from pos1 to pos2.

    • pos1 and pos2 are optional and default to mapchunk minp and maxp.

  • minetest.generate_decorations(vm, pos1, pos2)

    • Generate all registered decorations within the VoxelManip vm and in the

area from pos1 to pos2.

    • pos1 and pos2 are optional and default to mapchunk minp and maxp.

  • minetest.clear_objects([options])

    • Clear all objects in the environment

    • Takes an optional table as an argument with the field mode.

      • mode = "full" : Load and go through every mapblock, clearing

objects (default).

      • mode = "quick": Clear objects immediately in loaded mapblocks,

clear objects in unloaded mapblocks only when the

mapblocks are next activated.

  • minetest.emerge_area(pos1, pos2, [callback], [param])

    • Queue all blocks in the area from pos1 to pos2, inclusive, to be

asynchronously fetched from memory, loaded from disk, or if inexistent,

generates them.

    • If callback is a valid Lua function, this will be called for each block

emerged.

    • The function signature of callback is:

      • function EmergeAreaCallback(blockpos, action, calls_remaining, param)

          • blockpos is the *block* coordinates of the block that had been

emerged.

          • action could be one of the following constant values:

            • minetest.EMERGE_CANCELLED

            • minetest.EMERGE_ERRORED

            • minetest.EMERGE_FROM_MEMORY

            • minetest.EMERGE_FROM_DISK

            • minetest.EMERGE_GENERATED

          • calls_remaining is the number of callbacks to be expected after

this one.

          • param is the user-defined parameter passed to emerge_area (or

nil if the parameter was absent).

  • minetest.delete_area(pos1, pos2)

    • delete all mapblocks in the area from pos1 to pos2, inclusive

  • minetest.line_of_sight(pos1, pos2): returns boolean, pos

    • Checks if there is anything other than air between pos1 and pos2.

    • Returns false if something is blocking the sight.

    • Returns the position of the blocking node when false

    • pos1: First position

    • pos2: Second position

  • minetest.raycast(pos1, pos2, objects, liquids): 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_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)

    • returns table containing path

    • returns a table of 3D points representing a path from pos1 to pos2 or

nil.

    • pos1: start position

    • pos2: end position

    • searchdistance: number of blocks to search in each direction using a

maximum metric.

    • max_jump: maximum height difference to consider walkable

    • max_drop: maximum height difference to consider droppable

    • algorithm: One of "A*_noprefetch" (default), "A*", "Dijkstra"

  • minetest.spawn_tree (pos, {treedef})

    • spawns L-system tree at given pos with definition in treedef table

  • minetest.transforming_liquid_add(pos)

    • add node to liquid update queue

  • minetest.get_node_max_level(pos)

    • get max available level for leveled node

  • minetest.get_node_level(pos)

    • get level of leveled node (water, snow)

  • minetest.set_node_level(pos, level)

    • set level of leveled node, default level equals 1

    • if totallevel > maxlevel, returns rest (total-max).

  • minetest.add_node_level(pos, level)

    • increase level of leveled node by level, default level equals 1

    • if totallevel > maxlevel, returns rest (total-max)

    • can be negative for decreasing

  • minetest.fix_light(pos1, pos2): returns true/false

    • resets the light in a cuboid-shaped part of

the map and removes lighting bugs.

    • Loads the area if it is not loaded.

    • pos1 is the corner of the cuboid with the least coordinates

(in node coordinates), inclusive.

    • pos2 is the opposite corner of the cuboid, inclusive.

    • The actual updated cuboid might be larger than the specified one,

because only whole map blocks can be updated.

The actual updated area consists of those map blocks that intersect

with the given cuboid.

    • However, the neighborhood of the updated area might change

as well, as light can spread out of the cuboid, also light

might be removed.

    • returns false if the area is not fully generated,

true otherwise

  • minetest.check_single_for_falling(pos)

    • causes an unsupported group:falling_node node to fall and causes an

unattached group:attached_node node to fall.

    • does not spread these updates to neighbours.

  • minetest.check_for_falling(pos)

    • causes an unsupported group:falling_node node to fall and causes an

unattached group:attached_node node to fall.

    • spread these updates to neighbours and can cause a cascade

of nodes to fall.

  • minetest.get_spawn_level(x, z)

    • Returns a player spawn y co-ordinate for the provided (x, z)

co-ordinates, or nil for an unsuitable spawn point.

    • For most mapgens a 'suitable spawn point' is one with y between

water_level and water_level + 16, and in mgv7 well away from rivers,

so nil will be returned for many (x, z) co-ordinates.

    • The spawn level returned is for a player spawn in unmodified terrain.

    • The spawn level is intentionally above terrain level to cope with

full-node biome 'dust' nodes.


Mod channels

You can find mod channels communication scheme in docs/mod_channels.png.


  • minetest.mod_channel_join(channel_name)

    • Server 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.


Inventory

minetest.get_inventory(location): returns an InvRef


  • location = e.g.

    • {type="player", name="celeron55"}

    • {type="node", pos={x=, y=, z=}}

    • {type="detached", name="creative"}

  • minetest.create_detached_inventory(name, callbacks, [player_name]): returns

an InvRef.

    • callbacks: See "Detached inventory callbacks"

    • player_name: Make detached inventory available to one player

exclusively, by default they will be sent to every player (even if not

used).

Note that this parameter is mostly just a workaround and will be removed

in future releases.

    • Creates a detached inventory. If it already exists, it is cleared.

  • minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing):

returns left over ItemStack.

    • See minetest.item_eat and minetest.register_on_item_eat


Formspec

  • minetest.show_formspec(playername, formname, formspec)

    • playername: name of player to show formspec

    • formname: name passed to on_player_receive_fields callbacks.

It should follow the "modname:<whatever>" naming convention

    • formspec: formspec to display

  • minetest.close_formspec(playername, formname)

    • playername: name of player to close formspec

    • formname: has to exactly match the one given in show_formspec, or the

formspec will not close.

    • calling show_formspec(playername, formname, "") is equal to this

expression.

    • to close a formspec regardless of the formname, call

minetest.close_formspec(playername, "").

USE THIS ONLY WHEN ABSOLUTELY NECESSARY!

  • minetest.formspec_escape(string): returns a string

    • escapes the characters "[", "]", "\", "," and ";", which can not be used

in formspecs.

  • minetest.explode_table_event(string): returns a table

    • returns e.g. {type="CHG", row=1, column=2}

    • type is one of:

      • "INV": no row selected)

      • "CHG": selected)

      • "DCL": double-click

  • minetest.explode_textlist_event(string): returns a table

    • returns e.g. {type="CHG", index=1}

    • type is one of:

      • "INV": no row selected)

      • "CHG": selected)

      • "DCL": double-click

  • minetest.explode_scrollbar_event(string): returns a table

    • returns e.g. {type="CHG", value=500}

    • type is one of:

      • "INV": something failed

      • "CHG": has been changed

      • "VAL": not changed


Item handling

  • minetest.inventorycube(img1, img2, img3)

    • Returns a string for making an image of a cube (useful as an item image)

  • minetest.get_pointed_thing_position(pointed_thing, above)

    • Get position of a pointed_thing (that you can get from somewhere)

  • minetest.dir_to_facedir(dir, is6d)

    • Convert a vector to a facedir value, used in param2 for

paramtype2="facedir".

    • passing something non-nil/false for the optional second parameter

causes it to take the y component into account.

  • minetest.facedir_to_dir(facedir)

    • Convert a facedir back into a vector aimed directly out the "back" of a

node.

  • minetest.dir_to_wallmounted(dir)

    • Convert a vector to a wallmounted value, used for

paramtype2="wallmounted".

  • minetest.wallmounted_to_dir(wallmounted)

    • Convert a wallmounted value back into a vector aimed directly out the

"back" of a node.

  • minetest.dir_to_yaw(dir)

    • Convert a vector into a yaw (angle)

  • minetest.yaw_to_dir(yaw)

    • Convert yaw (angle) to a vector

  • minetest.is_colored_paramtype(ptype)

    • Returns a boolean. Returns true if the given paramtype2 contains

color information (color, colorwallmounted or colorfacedir).

  • minetest.strip_param2_color(param2, paramtype2)

    • Removes everything but the color information from the

given param2 value.

    • Returns nil if the given paramtype2 does not contain color

information.

  • minetest.get_node_drops(nodename, toolname)

    • Returns list of item names.

    • Note: This will be removed or modified in a future version.

  • minetest.get_craft_result(input): returns output, decremented_input

    • input.method = "normal" or "cooking" or "fuel"

    • input.width = for example 3

    • input.items = for example

{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}

    • output.item = ItemStack, if unsuccessful: empty ItemStack

    • output.time = a number, if unsuccessful: 0

    • output.replacements = list of ItemStacks that couldn't be placed in

decremented_input.items

    • decremented_input = like input

  • minetest.get_craft_recipe(output): returns input

    • returns last registered recipe for output item (node)

    • output is a node or item type such as "default:torch"

    • input.method = "normal" or "cooking" or "fuel"

    • input.width = for example 3

    • input.items = for example

{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}

      • input.items = nil if no recipe found

  • minetest.get_all_craft_recipes(query item): returns a table or nil

    • returns indexed table with all registered recipes for query item (node)

or nil if no recipe was found.

    • recipe entry table:


{

method = 'normal' or 'cooking' or 'fuel'

width = 0-3, 0 means shapeless recipe

items = indexed [1-9] table with recipe items

output = string with item name and quantity

}

    • Example query for "default:gold_ingot" will return table:


{

[1]={method = "cooking", width = 3, output = "default:gold_ingot",

items = {1 = "default:gold_lump"}},

[2]={method = "normal", width = 1, output = "default:gold_ingot 9",

items = {1 = "default:goldblock"}}

}

  • minetest.handle_node_drops(pos, drops, digger)

    • drops: list of itemstrings

    • Handles drops from nodes after digging: Default action is to put them

into digger's inventory.

    • Can be overridden to get different functionality (e.g. dropping items on

ground)

  • minetest.itemstring_with_palette(item, palette_index): returns an item

string.

    • Creates an item string which contains palette index information

for hardware colorization. You can use the returned string

as an output in a craft recipe.

    • item: the item stack which becomes colored. Can be in string,

table and native form.

    • palette_index: this index is added to the item stack

  • minetest.itemstring_with_color(item, colorstring): returns an item string

    • Creates an item string which contains static color information

for hardware colorization. Use this method if you wish to colorize

an item that does not own a palette. You can use the returned string

as an output in a craft recipe.

    • item: the item stack which becomes colored. Can be in string,

table and native form.

    • colorstring: the new color of the item stack


Rollback

  • minetest.rollback_get_node_actions(pos, range, seconds, limit):

returns {{actor, pos, time, oldnode, newnode}, ...}

    • Find who has done something to a node, or near a node

    • actor: "player:<name>", also "liquid".

  • minetest.rollback_revert_actions_by(actor, seconds): returns

boolean, log_messages.

    • Revert latest actions of someone

    • actor: "player:<name>", also "liquid".


Defaults for the on_* item definition functions

These functions return the leftover itemstack.


  • minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])

    • Place item as a node

    • param2 overrides facedir and wallmounted param2

    • prevent_after_place: if set to true, after_place_node is not called

for the newly placed node to prevent a callback and placement loop

    • returns itemstack, success

  • minetest.item_place_object(itemstack, placer, pointed_thing)

    • Place item as-is

  • minetest.item_place(itemstack, placer, pointed_thing, param2)

    • Use one of the above based on what the item is.

    • Calls on_rightclick of pointed_thing.under if defined instead

    • Note: is not called when wielded item overrides on_place

    • param2 overrides facedir and wallmounted param2

    • returns itemstack, success

  • minetest.item_drop(itemstack, dropper, pos)

    • Drop the item

  • minetest.item_eat(hp_change, replace_with_item)

    • Eat the item.

    • replace_with_item is the itemstring which is added to the inventory.

If the player is eating a stack, then replace_with_item goes to a

different spot. Can be nil

    • See minetest.do_item_eat


Defaults for the on_punch and on_dig node definition callbacks

  • minetest.node_punch(pos, node, puncher, pointed_thing)

    • Calls functions registered by minetest.register_on_punchnode()

  • minetest.node_dig(pos, node, digger)

    • Checks if node can be dug, puts item into inventory, removes node

    • Calls functions registered by minetest.registered_on_dignodes()


Sounds

  • minetest.sound_play(spec, parameters): returns a handle

    • spec is a SimpleSoundSpec

    • parameters is a sound parameter table

  • minetest.sound_stop(handle)

  • 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


Server

  • minetest.request_shutdown([message],[reconnect],[delay]): request for

server shutdown. Will display message to clients.

    • reconnect == true displays a reconnect button

    • delay adds an optional delay (in seconds) before shutdown.

Negative delay cancels the current active shutdown.

Zero delay triggers an immediate shutdown.

  • minetest.cancel_shutdown_requests(): cancel current delayed shutdown

  • minetest.get_server_status(): returns server status string

  • minetest.get_server_uptime(): returns the server uptime in seconds

  • minetest.remove_player(name): remove player from database (if they are not

connected).

    • As auth data is not removed, minetest.player_exists will continue to

return true. Call the below method as well if you want to remove auth

data too.

    • Returns a code (0: successful, 1: no such player, 2: player is connected)

  • minetest.remove_player_auth(name): remove player authentication data

    • Returns boolean indicating success (false if player nonexistant)


Bans

  • minetest.get_ban_list(): returns the ban list

(same as minetest.get_ban_description("")).

  • minetest.get_ban_description(ip_or_name): returns ban description (string)

  • minetest.ban_player(name): ban a player

  • minetest.unban_player_or_ip(name): unban player or IP address

  • minetest.kick_player(name, [reason]): disconnect a player with a optional

reason.


Particles

  • minetest.add_particle(particle definition)

    • Deprecated:

expirationtime, size, collisiondetection, texture, playername)


  • minetest.add_particlespawner(particlespawner definition)

    • Add a ParticleSpawner, an object that spawns an amount of particles

over time seconds.

    • Returns an id, and -1 if adding didn't succeed

minpos, maxpos,

minvel, maxvel,

minacc, maxacc,

minexptime, maxexptime,

minsize, maxsize,

collisiondetection, texture, playername)


  • minetest.delete_particlespawner(id, player)

    • Delete ParticleSpawner with id (return value from

minetest.add_particlespawner).

    • If playername is specified, only deletes on the player's client,

otherwise on all clients.


Schematics

  • minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)

    • Create a schematic from the volume of map specified by the box formed by

p1 and p2.

    • Apply the specified probability and per-node force-place to the specified

nodes according to the probability_list.

      • probability_list is an array of tables containing two fields, pos

and prob.

          • pos is the 3D vector specifying the absolute coordinates of the

node being modified,

          • prob is an integer value from 0 to 255 that encodes

probability and per-node force-place. Probability has levels

0-127, then 128 may be added to encode per-node force-place.

For probability stated as 0-255, divide by 2 and round down to

get values 0-127, then add 128 to apply per-node force-place.

          • If there are two or more entries with the same pos value, the

last entry is used.

          • If pos is not inside the box formed by p1 and p2, it is

ignored.

          • If probability_list equals nil, no probabilities are applied.

    • Apply the specified probability to the specified horizontal slices

according to the slice_prob_list.

      • slice_prob_list is an array of tables containing two fields, ypos

and prob.

          • ypos indicates the y position of the slice with a probability

applied, the lowest slice being ypos = 0.

          • If slice probability list equals nil, no slice probabilities

are applied.

    • Saves schematic in the Minetest Schematic format to filename.


  • minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)

    • Place the schematic specified by schematic (see: Schematic specifier) at

pos.

    • rotation can equal "0", "90", "180", "270", or "random".

    • If the rotation parameter is omitted, the schematic is not rotated.

    • replacements = {["old_name"] = "convert_to", ...}

    • force_placement is a boolean indicating whether nodes other than air

and ignore are replaced by the schematic.

    • Returns nil if the schematic could not be loaded.

    • Warning: Once you have loaded a schematic from a file, it will be

cached. Future calls will always use the cached version and the

replacement list defined for it, regardless of whether the file or the

replacement list parameter have changed. The only way to load the file

anew is to restart the server.

    • flags is a flag field with the available flags:

      • place_center_x

      • place_center_y

      • place_center_z


  • minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags):

    • This function is analogous to minetest.place_schematic, but places a

schematic onto the specified VoxelManip object vmanip instead of the

map.

    • Returns false if any part of the schematic was cut-off due to the

VoxelManip not containing the full area required, and true if the whole

schematic was able to fit.

    • Returns nil if the schematic could not be loaded.

    • After execution, any external copies of the VoxelManip contents are

invalidated.

    • flags is a flag field with the available flags:

      • place_center_x

      • place_center_y

      • place_center_z


  • minetest.serialize_schematic(schematic, format, options)

    • Return the serialized schematic specified by schematic

(see: Schematic specifier)

    • in the format of either "mts" or "lua".

    • "mts" - a string containing the binary MTS data used in the MTS file

format.

    • "lua" - a string containing Lua code representing the schematic in table

format.

    • options is a table containing the following optional parameters:

      • If lua_use_comments is true and format is "lua", the Lua code

generated will have (X, Z) position comments for every X row

generated in the schematic data for easier reading.

      • If lua_num_indent_spaces is a nonzero number and format is "lua",

the Lua code generated will use that number of spaces as indentation

instead of a tab character.


HTTP Requests:

  • minetest.request_http_api():

    • returns HTTPApiTable containing http functions if the calling mod has

been granted access by being listed in the secure.http_mods or

secure.trusted_mods setting, otherwise returns nil.

    • The returned table contains the functions fetch, fetch_async and

fetch_async_get described below.

    • Only works at init time and must be called from the mod's main scope

(not from a function).

    • Function only exists if minetest server was built with cURL support.

A LOCAL VARIABLE!

  • HTTPApiTable.fetch(HTTPRequest req, callback)

    • Performs given request asynchronously and calls callback upon completion

    • callback: function(HTTPRequestResult res)

    • Use this HTTP function if you are unsure, the others are for advanced use

  • HTTPApiTable.fetch_async(HTTPRequest req): returns handle

    • Performs given request asynchronously and returns handle for

HTTPApiTable.fetch_async_get

  • HTTPApiTable.fetch_async_get(handle): returns HTTPRequestResult

    • Return response data for given asynchronous HTTP request


Storage API:

  • minetest.get_mod_storage():

    • returns reference to mod private StorageRef

    • must be called during mod load time


Misc.

  • minetest.get_connected_players(): returns list of ObjectRefs

  • minetest.is_player(o): boolean, whether o is a player

  • minetest.player_exists(name): boolean, whether player exists

(regardless of online status)

  • minetest.hud_replace_builtin(name, hud_definition)

    • Replaces definition of a builtin hud element

    • name: "breath" or "health"

    • hud_definition: definition to replace builtin definition

  • minetest.send_join_message(player_name)

    • This function can be overridden by mods to change the join message.

  • minetest.send_leave_message(player_name, timed_out)

    • This function can be overridden by mods to change the leave message.

  • minetest.hash_node_position(pos): returns an 48-bit integer

    • pos: table {x=number, y=number, z=number},

    • Gives a unique hash number for a node position (16+16+16=48bit)

  • minetest.get_position_from_hash(hash): returns a position

    • Inverse transform of minetest.hash_node_position

  • minetest.get_item_group(name, group): returns a rating

    • Get rating of a group of an item. (0 means: not in group)

  • minetest.get_node_group(name, group): returns a rating

    • Deprecated: An alias for the former.

  • minetest.raillike_group(name): returns a rating

    • Returns rating of the connect_to_raillike group corresponding to name

    • If name is not yet the name of a connect_to_raillike group, a new group

id is created, with that name.

  • minetest.get_content_id(name): returns an integer

    • Gets the internal content ID of name

  • minetest.get_name_from_content_id(content_id): returns a string

    • Gets the name of the content with that content ID

  • minetest.parse_json(string[, nullvalue]): returns something

    • Convert a string containing JSON data into the Lua equivalent

    • nullvalue: returned in place of the JSON null; defaults to nil

    • On success returns a table, a string, a number, a boolean or nullvalue

    • On failure outputs an error message and returns nil

    • Example: parse_json("[10, {\"a\":false}]"), returns {10, {a = false}}

  • minetest.write_json(data[, styled]): returns a string or nil and an error

message.

    • Convert a Lua table into a JSON string

    • styled: Outputs in a human-readable format if this is set, defaults to

false.

    • Unserializable things like functions and userdata will cause an error.

    • Warning: JSON is more strict than the Lua table format.

1. You can only use strings and positive integers of at least one as

keys.

2. You can not mix string and integer keys.

This is due to the fact that JSON has two distinct array and object

values.

    • Example: write_json({10, {a = false}}),

returns "[10, {\"a\": false}]"

  • minetest.serialize(table): returns a string

    • Convert a table containing tables, strings, numbers, booleans and 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), returns

error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)

  • minetest.compress(data, method, ...): returns compressed_data

    • Compress a string of data.

    • method is a string identifying the compression method to be used.

    • Supported compression methods:

      • Deflate (zlib): "deflate"

    • ... indicates method-specific arguments. Currently defined arguments

are:

      • Deflate: level - Compression level, 0-9 or nil.

  • minetest.decompress(compressed_data, method, ...): returns data

    • Decompress a string of data (using ZLib).

    • See documentation on minetest.compress() for supported compression

methods.

    • ... indicates method-specific arguments. Currently, no methods use this

  • minetest.rgba(red, green, blue[, alpha]): returns a string

    • Each argument is a 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

    • Decodes a string encoded in base64.

  • minetest.is_protected(pos, name): returns boolean

    • Returns true, if player name shouldn't be able to dig at pos or do

other 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.

    • name will be "" for non-players or unknown players.

    • This function should be overridden by protection mods and should be used

to check if a player can interact at a position.

    • This function should call the old version of itself if the position is

not protected by the mod.

    • Example:


local old_is_protected = minetest.is_protected

function minetest.is_protected(pos, name)

if mymod:position_protected_from(pos, name) then

return true

end

return old_is_protected(pos, name)

end

  • minetest.record_protection_violation(pos, name)

    • This function calls functions registered with

minetest.register_on_protection_violation.

    • Returns the position of the first node that player_name may not modify

in the specified cuboid between pos1 and pos2.

    • Returns false if no protections were found.

    • Applies is_protected() to a 3D lattice of points in the defined volume.

The points are spaced evenly throughout the volume and have a spacing

similar to, but no larger than, interval.

    • All corners and edges of the defined volume are checked.

    • interval defaults to 4.

    • interval should be carefully chosen and maximised to avoid an excessive

number of points being checked.

    • Like minetest.is_protected, this function may be extended or

overwritten by mods to provide a faster implementation to check the

cuboid for intersections.

orient_flags, prevent_after_place])

    • Attempt to predict the desired orientation of the facedir-capable node

defined by itemstack, and place it accordingly (on-wall, on the floor,

or hanging from the ceiling).

    • infinitestacks: if true, the itemstack is not changed. Otherwise the

stacks are handled normally.

    • orient_flags: Optional table containing extra tweaks to the placement code:

      • invert_wall: if true, place wall-orientation on the ground and

ground-orientation on the wall.

      • force_wall : if true, always place the node in wall orientation.

      • force_ceiling: if true, always place on the ceiling.

      • force_floor: if true, always place the node on the floor.

      • force_facedir: if true, forcefully reset the facedir to north

when placing on the floor or ceiling.

      • The first four options are mutually-exclusive; the last in the list

takes precedence over the first.

    • prevent_after_place is directly passed to minetest.item_place_node

    • Returns the new itemstack after placement

  • minetest.rotate_node(itemstack, placer, pointed_thing)

    • calls rotate_and_place() with infinitestacks set according to the state

of the creative mode setting, checks for "sneak" to set the invert_wall

parameter and prevent_after_place set to true.


  • minetest.forceload_block(pos[, transient])

    • forceloads the position pos.

    • returns true if area could be forceloaded

    • If transient is false or absent, the forceload will be persistent

(saved between server runs). If true, the forceload will be transient

(not saved between server runs).


  • minetest.forceload_free_block(pos[, transient])

    • stops forceloading the position pos

    • If transient is false or absent, frees a persistent forceload.

If true, frees a transient forceload.


  • minetest.request_insecure_environment(): returns an environment containing

insecure functions if the calling mod has been listed as trusted in the

secure.trusted_mods setting or security is disabled, otherwise returns

nil.

    • Only works at init time and must be called from the mod's main scope (not

from a function).

IT IN A LOCAL VARIABLE!


  • minetest.global_exists(name)

    • Checks if a global variable has been set, without triggering a warning.


Global objects

  • minetest.env: EnvRef of the server environment and world.

    • Any function in the minetest namespace can be called using the syntax

minetest.env:somefunction(somearguments)

instead of minetest.somefunction(somearguments)

    • Deprecated, but support is not to be dropped soon


Global tables

  • minetest.registered_items

    • Map of registered items, indexed by name

  • minetest.registered_nodes

    • Map of registered node definitions, indexed by name

  • minetest.registered_craftitems

    • Map of registered craft item definitions, indexed by name

  • minetest.registered_tools

    • Map of registered tool definitions, indexed by name

  • minetest.registered_entities

    • Map of registered entity prototypes, indexed by name

  • minetest.object_refs

    • Map of object references, indexed by active object id

  • minetest.luaentities

    • Map of Lua entities, indexed by active object id

  • minetest.registered_chatcommands

    • Map of registered chat command definitions, indexed by name

  • minetest.registered_ores

    • List of registered ore definitions.

  • minetest.registered_biomes

    • List of registered biome definitions.

  • minetest.registered_decorations

    • List of registered decoration definitions.



Class reference



AreaStore

A fast access data structure to store areas, and find areas near a given

position or area.

Every area has a data string attribute to store additional information.

You can create an empty AreaStore by calling AreaStore(), or

AreaStore(type_name).

If you chose the parameter-less constructor, a fast implementation will be

automatically chosen for you.


Methods

  • get_area(id, include_borders, include_data): returns the area with the id

id.

(optional) Boolean values include_borders and include_data control what's

copied.

Returns nil if specified area id does not exist.

  • get_areas_for_pos(pos, include_borders, include_data): returns all areas

that contain the position pos.

(optional) Boolean values include_borders and include_data control what's

copied.

  • get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data):

returns all areas that contain all nodes inside the area specified by edge1

and edge2 (inclusive).

If accept_overlap is true, also areas are returned that have nodes in

common with the specified area.

(optional) Boolean values include_borders and include_data control what's

copied.

  • insert_area(edge1, edge2, data, [id]): inserts an area into the store.

Returns the new area's ID, or nil if the insertion failed.

The (inclusive) positions edge1 and edge2 describe the area.

data is a string stored with the area. If passed, id will be used as the

internal area ID, it must be a unique number between 0 and 2^32-2. If you use

the id parameter you must always use it, or insertions are likely to fail

due to conflicts.

  • reserve(count): reserves resources for at most count many contained

areas.

Only needed for efficiency, and only some implementations profit.

  • remove_area(id): removes the area with the given id from the store, returns

success.

  • set_cache_params(params): sets params for the included prefiltering cache.

Calling invalidates the cache, so that its elements have to be newly

generated.

    • params:

{

enabled = boolean, -- whether to enable, default true

block_radius = number, -- the radius (in nodes) of the areas the cache

generates prefiltered lists for, minimum 16,

default 64.

limit = number, -- the cache's size, minimum 20, default 1000

}

  • to_string(): Experimental. Returns area store serialized as a (binary)

string.

  • to_file(filename): Experimental. Like to_string(), but writes the data to

a file.

  • from_string(str): Experimental. Deserializes string and loads it into the

AreaStore.

Returns success and, optionally, an error message.

  • from_file(filename): Experimental. Like from_string(), but reads the data

from a file.


InvRef

An InvRef is a reference to an inventory.


Methods

  • is_empty(listname): return true if list is empty

  • get_size(listname): get size of a list

  • set_size(listname, size): set size of a list

    • returns false on error (e.g. invalid listname or size)

  • get_width(listname): get width of a list

  • set_width(listname, width): set width of list; currently used for crafting

  • get_stack(listname, i): get a copy of stack index i in list

  • set_stack(listname, i, stack): copy stack to index i in list

  • get_list(listname): return full list

  • set_list(listname, list): set full list (size will not change)

  • get_lists(): returns list of inventory lists

  • set_lists(lists): sets inventory lists (size will not change)

  • add_item(listname, stack): add item somewhere in list, returns leftover

ItemStack.

  • room_for_item(listname, stack): returns true if the stack of items

can be fully added to the list

  • contains_item(listname, stack, [match_meta]): returns true if

the stack of items can be fully taken from the list.

If match_meta is false, only the items' names are compared

(default: false).

  • remove_item(listname, stack): take as many items as specified from the

list, returns the items that were actually removed (as an ItemStack)

-- note that any item metadata is ignored, so attempting to remove a specific

unique item this way will likely remove the wrong one -- to do that use

set_stack with an empty ItemStack.

  • get_location(): returns a location compatible to

minetest.get_inventory(location).

    • returns {type="undefined"} in case location is not known


ItemStack

An ItemStack is a stack of items.


It can be created via ItemStack(x), where x is an ItemStack,

an itemstring, a table or nil.


Methods

  • is_empty(): returns true if stack is empty.

  • get_name(): returns item name (e.g. "default:stone").

  • set_name(item_name): returns a boolean indicating whether the item was

cleared.

  • get_count(): Returns number of items on the stack.

  • set_count(count): returns a boolean indicating whether the item was cleared

    • count: number, unsigned 16 bit integer

  • get_wear(): returns tool wear (0-65535), 0 for non-tools.

  • set_wear(wear): returns boolean indicating whether item was cleared

    • wear: number, unsigned 16 bit integer

  • get_meta(): returns ItemStackMetaRef. See section for more details

  • get_metadata(): (DEPRECATED) Returns metadata (a string attached to an item

stack).

  • set_metadata(metadata): (DEPRECATED) Returns true.

  • clear(): removes all items from the stack, making it empty.

  • replace(item): replace the contents of this stack.

    • item can also be an itemstring or table.

  • to_string(): returns the stack in itemstring form.

  • to_table(): returns the stack in Lua table form.

  • get_stack_max(): returns the maximum size of the stack (depends on the

item).

  • get_free_space(): returns get_stack_max() - get_count().

  • is_known(): returns true if the item name refers to a defined item type.

  • get_definition(): returns the item definition table.

  • get_tool_capabilities(): returns the digging properties of the item,

or those of the hand if none are defined for this item type

  • add_wear(amount)

    • Increases wear by amount if the item is a tool

    • amount: number, integer

  • add_item(item): returns leftover ItemStack

    • Put some item or stack onto this stack

  • item_fits(item): returns true if item or stack can be fully added to

this one.

  • take_item(n): returns taken ItemStack

    • Take (and remove) up to n items from this stack

    • n: number, default: 1

  • peek_item(n): returns taken ItemStack

    • Copy (don't remove) up to n items from this stack

    • n: number, default: 1


ItemStackMetaRef

ItemStack metadata: reference extra data and functionality stored in a stack.

Can be obtained via item:get_meta().


Methods

  • All methods in MetaDataRef

  • set_tool_capabilities([tool_capabilities])

    • Overrides the item's tool capabilities

    • A nil value will clear the override data and restore the original

behavior.


MetaDataRef

See StorageRef, NodeMetaRef, ItemStackMetaRef, and PlayerMetaRef.


Methods

  • contains(key): Returns true if key present, otherwise false.

    • Returns nil when the MetaData is inexistent.

  • get(key): Returns nil if key not present, else the stored string.

  • set_string(key, value): Value of "" will delete the key.

  • get_string(key): Returns "" if key not present.

  • set_int(key, value)

  • get_int(key): Returns 0 if key not present.

  • set_float(key, value)

  • get_float(key): Returns 0 if key not present.

  • to_table(): returns nil or a table with keys:

    • fields: key-value storage

    • inventory: {list1 = {}, ...}} (NodeMetaRef only)

  • from_table(nil or {})

    • Any non-table value will clear the metadata

    • See "Node Metadata" for an example

    • returns true on success

  • equals(other)

    • returns true if this metadata has the same key-value pairs as other


ModChannel

An interface to use mod channels on client and server


Methods

  • leave(): leave the mod channel.

    • Server leaves channel channel_name.

    • No more incoming or outgoing messages can be sent to this channel from

server mods.

    • This invalidate all future object usage.

    • Ensure your set mod_channel to nil after that to free Lua resources.

  • is_writeable(): returns true if channel is writeable and mod can send over

it.

  • send_all(message): Send message though the mod channel.

    • If mod channel is not writeable or invalid, message will be dropped.

    • Message size is limited to 65535 characters by protocol.


NodeMetaRef

Node metadata: reference extra data and functionality stored in a node.

Can be obtained via minetest.get_meta(pos).


Methods

  • All methods in MetaDataRef

  • get_inventory(): returns InvRef

  • mark_as_private(name or {name1, name2, ...}): Mark specific vars as private

This will prevent them from being sent to the client. Note that the "private"

status will only be remembered if an associated key-value pair exists,

meaning it's best to call this when initializing all other meta (e.g.

on_construct).


NodeTimerRef

Node Timers: a high resolution persistent per-node timer.

Can be gotten via minetest.get_node_timer(pos).


Methods

  • set(timeout,elapsed)

    • set a timer's state

    • timeout is in seconds, and supports fractional values (0.1 etc)

    • elapsed is in seconds, and supports fractional values (0.1 etc)

    • will trigger the node's on_timer function after (timeout - elapsed)

seconds.

  • start(timeout)

    • start a timer

    • equivalent to set(timeout,0)

  • stop()

    • stops the timer

  • get_timeout(): returns current timeout in seconds

    • if timeout equals 0, timer is inactive

  • get_elapsed(): returns current elapsed time in seconds

    • the node's on_timer function will be called after (timeout - elapsed)

seconds.

  • is_started(): returns boolean state of timer

    • returns true if timer is started, otherwise false


ObjectRef

Moving things in the game are generally these.


This is basically a reference to a C++ ServerActiveObject


Methods

  • remove(): remove object (after returning from Lua)

    • Note: Doesn't work on players, use minetest.kick_player instead

  • get_pos(): returns {x=num, y=num, z=num}

  • set_pos(pos); pos={x=num, y=num, z=num}

  • move_to(pos, continuous=false): interpolated move

  • punch(puncher, time_from_last_punch, tool_capabilities, direction)

    • puncher = another ObjectRef,

    • time_from_last_punch = time since last punch action of the puncher

    • direction: can be nil

  • right_click(clicker); clicker is another ObjectRef

  • get_hp(): returns number of hitpoints (2 * number of hearts)

  • set_hp(hp, reason): set number of hitpoints (2 * number of hearts).

    • See reason in register_on_player_hpchange

  • get_inventory(): returns an InvRef

  • get_wield_list(): returns the name of the inventory list the wielded item

is in.

  • get_wield_index(): returns the index of the wielded item

  • get_wielded_item(): returns an ItemStack

  • set_wielded_item(item): replaces the wielded item, returns true if

successful.

  • set_armor_groups({group1=rating, group2=rating, ...})

  • get_armor_groups(): returns a table with the armor group ratings

  • set_animation(frame_range, frame_speed, frame_blend, frame_loop)

    • frame_range: table {x=num, y=num}, default: {x=1, y=1}

    • frame_speed: number, default: 15.0

    • frame_blend: number, default: 0.0

    • frame_loop: boolean, default: true

  • get_animation(): returns range, frame_speed, frame_blend and

frame_loop.

  • set_animation_frame_speed(frame_speed)

    • frame_speed: number, default: 15.0

  • set_attach(parent, bone, position, rotation)

    • bone: string

    • position: {x=num, y=num, z=num} (relative)

    • rotation: {x=num, y=num, z=num} = Rotation on each axis, in degrees

  • get_attach(): returns parent, bone, position, rotation or nil if it isn't

attached.

  • set_detach()

  • set_bone_position(bone, position, rotation)

    • bone: string

    • position: {x=num, y=num, z=num} (relative)

    • rotation: {x=num, y=num, z=num}

  • get_bone_position(bone): returns position and rotation of the bone

  • set_properties(object property table)

  • get_properties(): returns object property table

  • is_player(): returns true for players, false otherwise

  • get_nametag_attributes()

    • returns a table with the attributes of the nametag of an object

    • {

color = {a=0..255, r=0..255, g=0..255, b=0..255},

text = "",

}

  • set_nametag_attributes(attributes)

    • sets the attributes of the nametag of an object

    • attributes:

{

color = ColorSpec,

text = "My Nametag",

}


LuaEntitySAO-only (no-op for other objects)

  • set_velocity(vel)

    • vel is a vector, e.g. {x=0.0, y=2.3, z=1.0}

  • add_velocity(vel)

    • vel is a vector, e.g. {x=0.0, y=2.3, z=1.0}

    • In comparison to using get_velocity, adding the velocity and then using

set_velocity, add_velocity is supposed to avoid synchronization problems.

  • get_velocity(): returns the velocity, a vector

  • set_acceleration(acc)

    • acc is a vector

  • get_acceleration(): returns the acceleration, a vector

  • set_yaw(radians)

  • get_yaw(): returns number in radians

  • set_texture_mod(mod)

  • get_texture_mod() returns current texture modifier

  • set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)

    • Select sprite from spritesheet with optional animation and Dungeon Master

style texture selection based on yaw relative to camera

    • p: {x=number, y=number}, the coordinate of the first frame

(x: column, y: row), default: {x=0, y=0}

    • num_frames: number, default: 1

    • framelength: number, default: 0.2

    • select_horiz_by_yawpitch: boolean, this was once used for the Dungeon

Master mob, default: false

  • get_entity_name() (Deprecated: Will be removed in a future version)

  • get_luaentity()


Player-only (no-op for other objects)

  • get_player_name(): returns "" if is not a player

  • get_player_velocity(): returns nil if is not a player, otherwise a

table {x, y, z} representing the player's instantaneous velocity in nodes/s

  • get_look_dir(): get camera direction as a unit vector

  • get_look_vertical(): pitch in radians

    • Angle ranges between -pi/2 and pi/2, which are straight up and down

respectively.

  • get_look_horizontal(): yaw in radians

    • Angle is counter-clockwise from the +z direction.

  • set_look_vertical(radians): sets look pitch

    • radians - Angle from looking forward, where positive is downwards.

  • set_look_horizontal(radians): sets look yaw

    • radians - Angle from the +z direction, where positive is

counter-clockwise.

  • get_look_pitch(): pitch in radians - Deprecated as broken. Use

get_look_vertical.

    • Angle ranges between -pi/2 and pi/2, which are straight down and up

respectively.

  • get_look_yaw(): yaw in radians - Deprecated as broken. Use

get_look_horizontal.

    • Angle is counter-clockwise from the +x direction.

  • set_look_pitch(radians): sets look pitch - Deprecated. Use

set_look_vertical.

  • set_look_yaw(radians): sets look yaw - Deprecated. Use

set_look_horizontal.

  • get_breath(): returns players breath

  • set_breath(value): sets players breath

    • values:

      • 0: player is drowning

      • max: bubbles bar is not shown

      • See Object Properties for more information

  • set_attribute(attribute, value): DEPRECATED, use get_meta() instead

    • Sets an extra attribute with value on player.

    • value must be a string, or a number which will be converted to a

string.

    • If value is nil, remove attribute from player.

  • get_attribute(attribute): DEPRECATED, use get_meta() instead

    • Returns value (a string) for extra attribute.

    • Returns nil if no attribute found.

  • get_meta(): Returns a PlayerMetaRef.

  • set_inventory_formspec(formspec)

    • Redefine player's inventory form

    • Should usually be called in on_joinplayer

  • get_inventory_formspec(): returns a formspec string

  • set_formspec_prepend(formspec):

    • the formspec string will be added to every formspec shown to the user,

except for those with a no_prepend[] tag.

    • This should be used to set style elements such as background[] and

bgcolor[], any non-style elements (eg: label) may result in weird behaviour.

    • Only affects formspecs shown after this is called.

  • get_formspec_prepend(formspec): returns a formspec string.

  • get_player_control(): returns table with player pressed keys

    • The table consists of fields with boolean value representing the pressed

keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.

    • example:

sneak=true, aux1=false, down=false, up=false}

  • get_player_control_bits(): returns integer with bit packed player pressed

keys.

    • bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,

7/LMB, 8/RMB

  • set_physics_override(override_table)

    • override_table is a table with the following fields:

      • speed: multiplier to default walking speed value (default: 1)

      • jump: multiplier to default jump value (default: 1)

      • gravity: multiplier to default gravity value (default: 1)

      • sneak: whether player can sneak (default: true)

      • sneak_glitch: whether player can use the new move code replications

of the old sneak side-effects: sneak ladders and 2 node sneak jump

(default: false)

      • new_move: use new move/sneak code. When false the exact old code

is used for the specific old sneak behaviour (default: true)

  • get_physics_override(): returns the table given to set_physics_override

  • hud_add(hud definition): add a HUD element described by HUD def, returns ID

number on success

  • hud_remove(id): remove the HUD element of the specified id

  • hud_change(id, stat, value): change a value of a previously added HUD

element.

    • element stat values:

position, name, scale, text, number, item, dir

  • hud_get(id): gets the HUD element definition structure of the specified ID

  • hud_set_flags(flags): sets specified HUD flags to true/false

    • flags: (is visible) hotbar, healthbar, crosshair, wielditem,

breathbar, minimap, minimap_radar

    • pass a table containing a true/false value of each flag to be set or

unset.

    • if a flag equals nil, the flag is not modified

    • note that setting minimap modifies the client's permission to view the

minimap - the client may locally elect to not view the minimap.

    • minimap radar is only usable when minimap is true

  • hud_get_flags(): returns a table containing status of hud flags

    • returns

breathbar=true, minimap=true, minimap_radar=true}

  • hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar

    • count: number of items, must be between 1 and 23

  • hud_get_hotbar_itemcount: returns number of visible items

  • hud_set_hotbar_image(texturename)

    • sets background image for hotbar

  • hud_get_hotbar_image: returns texturename

  • hud_set_hotbar_selected_image(texturename)

    • sets image for selected item of hotbar

  • hud_get_hotbar_selected_image: returns texturename

  • set_sky(bgcolor, type, {texture names}, clouds)

    • bgcolor: ColorSpec, defaults to white

    • type: Available types:

      • "regular": Uses 0 textures, bgcolor ignored

      • "skybox": Uses 6 textures, bgcolor used

      • "plain": Uses 0 textures, bgcolor used

    • clouds: Boolean for whether clouds appear in front of "skybox" or

"plain" custom skyboxes (default: true)

  • get_sky(): returns bgcolor, type, table of textures, clouds

  • set_clouds(parameters): set cloud parameters

    • parameters is a table with the following optional fields:

      • density: from 0 (no clouds) to 1 (full clouds) (default 0.4)

      • color: basic cloud color with alpha channel, ColorSpec

(default #fff0f0e5).

      • ambient: cloud color lower bound, use for a "glow at night" effect.

ColorSpec (alpha ignored, default #000000)

      • height: cloud height, i.e. y of cloud base (default per conf,

usually 120)

      • thickness: cloud thickness in nodes (default 16)

      • speed: 2D cloud speed + direction in nodes per second

(default {x=0, z=-2}).

  • get_clouds(): returns a table with the current cloud parameters as in

set_clouds.

  • override_day_night_ratio(ratio or nil)

    • 0...1: Overrides day-night ratio, controlling sunlight to a specific

amount.

    • nil: Disables override, defaulting to sunlight based on day-night cycle

  • get_day_night_ratio(): returns the ratio or nil if it isn't overridden

  • set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed):

set animation for player model in third person view


set_local_animation({x=0, y=79}, --

{x=168, y=187}, --

{x=189, y=198}, --

{x=200, y=219}, --

frame_speed=30): --

  • get_local_animation(): returns stand, walk, dig, dig+walk tables and

frame_speed.

  • set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for

camera per player.

    • in first person view

    • in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})

  • get_eye_offset(): returns offset_first and offset_third


PcgRandom

A 32-bit pseudorandom number generator.

Uses PCG32, an algorithm of the permuted congruential generator family,

offering very strong randomness.


It can be created via PcgRandom(seed) or PcgRandom(seed, sequence).


Methods

  • next(): return next integer random number [-2147483648...2147483647]

  • next(min, max): return next integer random number [min...max]

  • rand_normal_dist(min, max, num_trials=6): return normally distributed

random number [min...max].

    • This is only a rough approximation of a normal distribution with:

    • mean = (max - min) / 2, and

    • variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)

    • Increasing num_trials improves accuracy of the approximation


PerlinNoise

A perlin noise generator.

It can be created via PerlinNoise(seed, octaves, persistence, scale)

or PerlinNoise(noiseparams).

Alternatively with minetest.get_perlin(seeddiff, octaves, persistence, scale)

or minetest.get_perlin(noiseparams).


Methods

  • get_2d(pos): returns 2D noise value at pos={x=,y=}

  • get_3d(pos): returns 3D noise value at pos={x=,y=,z=}


PerlinNoiseMap

A fast, bulk perlin noise generator.


It can be created via PerlinNoiseMap(noiseparams, size) or

minetest.get_perlin_map(noiseparams, size).


Format of size is {x=dimx, y=dimy, z=dimz}. The z component is omitted

for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise

nil is returned).


For each of the functions with an optional buffer parameter: If buffer is

not nil, this table will be used to store the result instead of creating a new

table.


Methods

  • get_2d_map(pos): returns a <size.x> times <size.y> 2D array of 2D noise

with values starting at pos={x=,y=}

  • get_3d_map(pos): returns a <size.x> times <size.y> times <size.z>

3D array of 3D noise with values starting at pos={x=,y=,z=}.

  • get_2d_map_flat(pos, buffer): returns a flat <size.x * size.y> element

array of 2D noise with values starting at pos={x=,y=}

  • get_3d_map_flat(pos, buffer): Same as get2dMap_flat, but 3D noise

  • calc_2d_map(pos): Calculates the 2d noise map starting at pos. The result

is stored internally.

  • calc_3d_map(pos): Calculates the 3d noise map starting at pos. The result

is stored internally.

  • get_map_slice(slice_offset, slice_size, buffer): In the form of an array,

returns a slice of the most recently computed noise results. The result slice

begins at coordinates slice_offset and takes a chunk of slice_size.

E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer

offset y = 20:

noisevals = noise:get_map_slice({y=20}, {y=2})

It is important to note that slice_offset offset coordinates begin at 1,

and are relative to the starting position of the most recently calculated

noise.

To grab a single vertical column of noise starting at map coordinates

x = 1023, y=1000, z = 1000:

noise:calc_3d_map({x=1000, y=1000, z=1000})

noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})


PlayerMetaRef

Player metadata.

Uses the same method of storage as the deprecated player attribute API, so

data there will also be in player meta.

Can be obtained using player:get_meta().


Methods

  • All methods in MetaDataRef


PseudoRandom

A 16-bit pseudorandom number generator.

Uses a well-known LCG algorithm introduced by K&R.


It can be created via PseudoRandom(seed).


Methods

  • next(): return next integer random number [0...32767]

  • next(min, max): return next integer random number [min...max]

    • ((max - min) == 32767) or ((max-min) <= 6553)) must be true

due to the simple implementation making bad distribution otherwise.


Raycast

A raycast on the map. It works with selection boxes.

Can be used as an iterator in a for loop.


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.


Methods

  • next(): returns a pointed_thing

    • Returns the next thing pointed by the ray or nil.


SecureRandom

Interface for the operating system's crypto-secure PRNG.


It can be created via SecureRandom(). The constructor returns nil if a

secure random device cannot be found on the system.


Methods

  • next_bytes([count]): return next count (default 1, capped at 2048) many

random bytes, as a string.


Settings

An interface to read config files in the format of minetest.conf.


It can be created via Settings(filename).


Methods

  • get(key): returns a value

  • get_bool(key, [default]): returns a boolean

    • default is the value returned if key is not found.

    • Returns nil if key is not found and default not specified.

  • get_np_group(key): returns a NoiseParams table

  • set(key, value)

    • Setting names can't contain whitespace or any of ="{}#.

    • Setting values can't contain the sequence \n""".

    • Setting names starting with "secure." can't be set on the main settings

object (minetest.settings).

  • set_bool(key, value)

    • See documentation for set() above.

  • set_np_group(key, value)

    • value is a NoiseParams table.

    • Also, see documentation for set() above.

  • remove(key): returns a boolean (true for success)

  • get_names(): returns {key1,...}

  • write(): returns a boolean (true for success)

    • Writes changes to file.

  • to_table(): returns {[key1]=value1,...}


StorageRef

Mod metadata: per mod metadata, saved automatically.

Can be obtained via minetest.get_mod_storage() during load time.


Methods

  • All methods in MetaDataRef



Definition tables



Object Properties


{

hp_max = 1,

-- ^ For players: Defaults to minetest.PLAYER_MAX_HP_DEFAULT

breath_max = 0,

-- ^ For players only. Defaults to minetest.PLAYER_MAX_BREATH_DEFAULT

zoom_fov = 0.0,

-- ^ For players only. Zoom FOV in degrees.

-- Note that zoom loads and/or generates world beyond the server's

-- maximum send and generate distances, so acts like a telescope.

-- Smaller 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,

collide_with_objects = true,

-- ^ Collide with other objects if physical = true.

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.

-- ^ 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.

-- ^ "wielditem" is used for dropped items

-- (see builtin/game/item_entity.lua).

-- For this use 'textures = {itemname}'.

-- If the item has a 'wield_image' the object will be an extrusion of

-- that, otherwise:

-- If 'itemname' is a cubic node or nodebox the object will appear

-- identical to 'itemname'.

-- If 'itemname' is a plantlike node the object will be an extrusion of

-- its texture.

-- Otherwise for non-node items, the object will be an extrusion of

-- 'inventory_image'.

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}.

-- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).

colors = {},

-- ^ Number of required colors depends on visual.

use_texture_alpha = false,

-- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"

-- ^ Note: currently causes visual issues when viewed through other

-- ^ semi-transparent materials such as water.

spritediv = {x = 1, y = 1},

-- ^ Used with spritesheet textures for animation and/or frame selection

-- according to position relative to player.

-- ^ Defines the number of columns and rows in the spritesheet:

-- {columns, rows}.

initial_sprite_basepos = {x = 0, y = 0},

-- ^ Used with spritesheet textures.

-- ^ Defines the {column, row} position of the initially used frame in the

-- spritesheet.

is_visible = true,

makes_footstep_sound = 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,

-- 'false' to disable.

automatic_face_movement_max_rotation_per_sec = -1,

-- ^ Limit automatic rotation to this value in degrees per second,

-- value

backface_culling = true,

-- ^ Set to false to disable backface_culling for model.

glow = 0,

-- ^ Add this much extra lighting when calculating texture color.

-- Value

-- For faking self-lighting, UI style entities, or programmatic coloring

-- in mods.

nametag = "",

-- ^ By default empty, for players their name is shown if empty.

nametag_color = color,

-- ^ Sets color of nametag as ColorSpec.

infotext = "",

-- ^ By default empty, text to be shown when pointed at object.

static_save = true,

-- ^ If false, never save this object statically. It will simply be

-- deleted when the block gets unloaded.

-- The get_staticdata() callback is never called then.

-- Defaults to 'true'

}


Entity definition (register_entity)


{

-- Deprecated: Everything in object properties is read directly from here


initial_properties = --[[initial object properties]],


on_activate = function(self, staticdata, dtime_s),

on_step = function(self, dtime),

on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),

on_rightclick = function(self, clicker),

get_staticdata = function(self),

-- ^ Called sometimes; the string returned is passed to on_activate when

-- the entity is re-activated from static state


_custom_field = whatever,

-- ^ You can define arbitrary member variables here (see item definition

-- for more info) by using a '_' prefix.

}


ABM (ActiveBlockModifier) definition (register_abm)


{

label = "Lava cooling",

^ Descriptive label for profiling purposes (optional).

Definitions with identical labels will be listed as one.

nodenames = {"default:lava_source"},

^ Apply action function to these nodes.

^ group:groupname can also be used here.

neighbors = {"default:water_source", "default:water_flowing"},

^ Only apply action to nodes that have one of, or any

combination of, these neighbors.

^ If left out or empty, any neighbor will do.

^ group:groupname can also be used here.

interval = 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.

}


LBM (LoadingBlockModifier) definition (register_lbm)


{

label = "Upgrade legacy doors",

-- ^ Descriptive label for profiling purposes (optional).

-- Definitions with identical labels will be listed as one.

name = "modname:replace_legacy_door",

nodenames = {"default:lava_source"},

-- ^ List of node names to trigger the LBM on.

-- Also non-registered nodes will work.

-- Groups (as of group:groupname) will work as well.

run_at_every_load = false,

-- ^ Whether to run the LBM's action every time a block gets loaded,

-- and not just for blocks that were saved last time before LBMs were

-- introduced to the world.

action = func(pos, node),

}


Item definition (register_node, register_craftitem, register_tool)


{

description = "Steel Axe",

groups = {}, -- key = name, value = rating; rating = 1..3.

if rating not applicable, use 1.

e.g. {wool = 1, fluffy = 3}

{soil = 2, outerspace = 1, crumbly = 1}

{bendy = 2, snappy = 1},

{hard = 1, metal = 1, spikes = 1}

inventory_image = "default_tool_steelaxe.png",

inventory_overlay = "overlay.png",

^ An overlay which does not get colorized.

wield_image = "",

wield_overlay = "",

palette = "",

--[[

^ An image file containing the palette of a node.

^ You can set the currently used color as the

^ "palette_index" field of the item stack metadata.

^ The palette is always stretched to fit indices

^ between 0 and 255, to ensure compatibility with

^ "colorfacedir" and "colorwallmounted" nodes.

]]

color = "0xFFFFFFFF",

^ The color of the item. The palette overrides this.

wield_scale = {x = 1, y = 1, z = 1},

stack_max = 99,

range = 4.0,

liquids_pointable = false,

tool_capabilities = {

full_punch_interval = 1.0,

max_drop_level = 0,

groupcaps = {

-- For example:

choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},

uses = 20, maxlevel = 2},

},

damage_groups = {groupname = damage},

},

node_placement_prediction = nil,

--[[

^ If nil and item is node, prediction is made automatically

^ If nil and item is not a node, no prediction is made

^ If "" and item is anything, no prediction is made

^ Otherwise should be name of node which the client immediately places

on ground when the player places the item. Server will always update

actual result to client in a short moment.

]]

node_dig_prediction = "air",

--[[

^ if "", no prediction is made

^ if "air", node is removed

^ Otherwise should be name of node which the client immediately places

upon digging. Server will always update actual result shortly.

]]

sound = {

breaks = "default_tool_break", -- tools only

place = --[[SimpleSoundSpec]],

},


on_place = func(itemstack, placer, pointed_thing),

--[[

^ Shall place item and return the leftover itemstack

^ The placer may be any ObjectRef or nil.

^ default: minetest.item_place ]]

on_secondary_use = func(itemstack, user, pointed_thing),

--[[

^ Same as on_place but called when pointing at nothing.

^ The user may be any ObjectRef or nil.

^ pointed_thing : always { type = "nothing" }

]]

on_drop = func(itemstack, dropper, pos),

--[[

^ Shall drop item and return the leftover itemstack

^ The dropper may be any ObjectRef or nil.

^ default: minetest.item_drop ]]

on_use = func(itemstack, user, pointed_thing),

--[[

^ default: nil

^ Function must return either nil if no item shall be removed from

inventory, or an itemstack to replace the original itemstack.

e.g. itemstack:take_item(); return itemstack

^ Otherwise, the function is free to do what it wants.

^ The user may be any ObjectRef or nil.

^ The default functions handle regular use cases.

]]

after_use = func(itemstack, user, node, digparams),

--[[

^ default: nil

^ If defined, should return an itemstack and will be called instead of

wearing out the tool. If returns nil, does nothing.

If after_use doesn't exist, it is the same as:

function(itemstack, user, node, digparams)

itemstack:add_wear(digparams.wear)

return itemstack

end

^ The user may be any ObjectRef or nil.

]]

_custom_field = whatever,

--[[

^ Add your own custom fields. By convention, all custom field names

should start with _ to avoid naming collisions with future engine

usage.

]]

}


Tile definition

  • "image.png"

  • {name="image.png", animation={Tile Animation definition}}

tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}

    • backface culling enabled by default for most nodes

    • tileable flags are info for shaders, how they should treat texture

when displacement mapping is used

Directions are from the point of view of the tile texture,

not the node it's on

    • align style determines whether the texture will be rotated with the node

or kept aligned with its surroundings. "user" means that client

setting will be used, similar to glasslike_framed_optional.

Note: supported by solid nodes and nodeboxes only.

    • scale is used to make texture span several (exactly scale) nodes,

instead of just one, in each direction. Works for world-aligned

textures only.

Note that as the effect is applied on per-mapblock basis, 16 should

be equally divisible by scale or you may get wrong results.

  • {name="image.png", color=ColorSpec}

    • the texture's color will be multiplied with this color.

    • the tile's color overrides the owning node's color in all cases.

  • deprecated, yet still supported field names:

    • image (name)


Tile animation definition


{

type = "vertical_frames",

aspect_w = 16,

-- ^ specify width of a frame in pixels

aspect_h = 16,

-- ^ specify height of a frame in pixels

length = 3.0,

-- ^ specify full loop length

}


{

type = "sheet_2d",

frames_w = 5,

-- ^ specify width in number of frames

frames_h = 3,

-- ^ specify height in number of frames

frame_length = 0.5,

-- ^ specify length of a single frame

}


Node definition (register_node)


{

-- all fields allowed in item definitions,


drawtype = "normal", -- See "Node drawtypes"

visual_scale = 1.0, --[[

^ Supported for drawtypes "plantlike", "signlike", "torchlike",

^ "firelike", "mesh".

^ For plantlike and firelike, the image will start at the bottom of the

^ node, for the other drawtypes the image will be centered on the node.

^ Note that positioning for "torchlike" may still change. ]]

tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[

^ Textures of node; +Y, -Y, +X, -X, +Z, -Z

^ Old field name was 'tile_images'.

^ List can be shortened to needed length ]]

overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[

^ Same as tiles, but these textures are drawn on top of the

^ base tiles. You can use this to colorize only specific parts of

^ your texture. If the texture name is an empty string, that

^ overlay is not drawn. Since such tiles are drawn twice, it

^ is not recommended to use overlays on very common nodes. ]]

special_tiles = {tile definition 1, Tile definition 2}, --[[

^ Special textures of node; used rarely

^ Old field name was 'special_materials'.

^ List can be shortened to needed length ]]

color = ColorSpec, --[[

^ The node's original color will be multiplied with this color.

^ If the node has a palette, then this setting only has an effect

^ in the inventory and on the wield item. ]]

use_texture_alpha = false,

^ Use texture's alpha channel.

palette = "palette.png", --[[

^ The node's param2 is used to select a pixel from the image

^ (pixels are arranged from left to right and from top to bottom).

^ The node's color will be multiplied with the selected pixel's

^ color. Tiles can override this behavior.

^ Only when paramtype2 supports palettes. ]]

post_effect_color = "green#0F",

^ Screen tint if player is inside node, see "ColorSpec".

paramtype = "none", -- See "Nodes".

paramtype2 = "none", -- See "Nodes"

place_param2 = nil, -- Force value for param2 when player places node

is_ground_content = true,

^ If false, the cave generator will not carve through this node.

sunlight_propagates = false,

^ If true, sunlight will go infinitely through this.

walkable = true, -- If true, objects collide with node

pointable = true, -- If true, can be pointed at

diggable = true, -- If false, can never be dug

climbable = false, -- If true, can be climbed on (ladder)

buildable_to = false, -- If true, placed nodes can replace this node

floodable = false, --[[

^ If true, liquids flow into and replace this node.

^ Warning: making a liquid node 'floodable' will cause problems. ]]

liquidtype = "none", -- "none"/"source"/"flowing"

liquid_alternative_flowing = "", -- Flowing version of source liquid

liquid_alternative_source = "", -- Source version of flowing liquid

liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)

liquid_renewable = true, --[[

^ If true, a new liquid source can be created by placing two or more

sources nearby. ]]

leveled = 16, --[[

^ Only valid for "nodebox" drawtype with 'type = "leveled"'.

^ Allows defining the nodebox height without using param2.

^ The nodebox height is 'leveled' / 64 nodes.

^ The maximum value of 'leveled' is 127. ]]

liquid_range = 8, -- number of flowing nodes around source (max. 8)

drowning = 0,

^ Player will take this amount of damage if no bubbles are left.

light_source = 0, --[[

^ Amount of light emitted by node.

^ To set the maximum (currently 14), use the value

^ 'minetest.LIGHT_MAX'.

^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined

^ behavior.]]

damage_per_second = 0,

^ If player is inside node, this damage is caused.

node_box = {type="regular"}, -- See "Node boxes"

connects_to = nodenames, --[[

^ Used for nodebox nodes with the type == "connected"

^ Specifies to what neighboring nodes connections will be drawn

^ e.g. {"group:fence", "default:wood"} or "default:stone" ]]

connect_sides = { "top", "bottom", "front", "left", "back", "right" },

-- [[

^ Tells connected nodebox nodes to connect only to these sides of this

^ node. ]]

mesh = "model",

selection_box = {

type = "fixed",

fixed = {

{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},

},

},

^ Custom selection box definition. Multiple boxes can be defined.

^ If drawtype "nodebox" is used and selection_box is nil, then node_box

^ definition is used for the selection box.

collision_box = {

type = "fixed",

fixed = {

{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},

},

},

^ Custom collision box definition. Multiple boxes can be defined.

^ If drawtype "nodebox" is used and collision_box is nil, then node_box

^ definition is used for the collision box.

^ For both of the above a box is defined as:

^ {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.

legacy_facedir_simple = false,

^ Support maps made in and before January 2012.

legacy_wallmounted = false,

^ Support maps made in and before January 2012.

waving = 0, --[[

^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.

^ 1 - wave node like plants (top of node moves, bottom is fixed)

^ 2 - wave node like leaves (whole node moves side-to-side)

^ caveats: not all models will properly wave.

^ plantlike drawtype nodes can only wave like plants.

^ allfaces_optional drawtype nodes can only wave like leaves. --]]

sounds = {

footstep = SimpleSoundSpec,

dig = SimpleSoundSpec, -- "__group" = group-based sound (default)

dug = SimpleSoundSpec,

place = SimpleSoundSpec,

place_failed = SimpleSoundSpec,

},

drop = "",

^ Name of dropped node when dug. Default is the node itself.

^ Alternatively:

drop = {

max_items = 1, -- Maximum number of items to drop.

items = { -- Choose max_items randomly from this list.

{

items = {"foo:bar", "baz:frob"}, -- Items to drop.

rarity = 1, -- Probability of dropping is 1 / rarity.

inherit_color = true, -- To inherit palette color from the

node.

},

},

},


on_construct = func(pos), --[[

^ Node constructor; called after adding node

^ Can set up metadata and stuff like that

^ Not called for bulk node placement (i.e. schematics and VoxelManip)

^ default: nil ]]


on_destruct = func(pos), --[[

^ Node destructor; called before removing node

^ Not called for bulk node placement (i.e. schematics and VoxelManip)

^ default: nil ]]


after_destruct = func(pos, oldnode), --[[

^ Node destructor; called after removing node

^ Not called for bulk node placement (i.e. schematics and VoxelManip)

^ default: nil ]]


on_flood = func(pos, oldnode, newnode), --[[

^ Called when a liquid (newnode) is about to flood oldnode, if

^ it has floodable = true in the nodedef. Not called for bulk

^ node placement (i.e. schematics and VoxelManip) or air nodes. If

^ return true the node is not flooded, but on_flood callback will

^ most likely be called over and over again every liquid update

^ interval. Default: nil.

^ Warning: making a liquid node 'floodable' will cause problems. ]]


preserve_metadata = 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

^ default: nil ]]


after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[

^ oldmetadata is in table format

^ Called after destructing node when node was dug using

^ minetest.node_dig / minetest.dig_node

^ default: nil ]]


can_dig = function(pos, [player]) --[[

^ returns true if node can be dug, or false if not

^ default: nil ]]


on_punch = func(pos, node, puncher, pointed_thing), --[[

^ default: minetest.node_punch

^ By default: Calls minetest.register_on_punchnode callbacks ]]


on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),

--[[

^ default: nil

^ itemstack will hold clicker's wielded item

^ Shall return the leftover itemstack

^ Note: pointed_thing can be nil, if a mod calls this function

^ This function does not get triggered by clients

^ "formspec" node metadata field is set ]]


on_dig = func(pos, node, digger), --[[

^ default: minetest.node_dig

^ By default: checks privileges, wears out tool and removes node ]]


on_timer = function(pos,elapsed), --[[

^ default: nil

^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef

^ elapsed is the total time passed since the timer was started

^ return true to run the timer for another cycle with the same timeout

^ value. ]]


on_receive_fields = func(pos, formname, fields, sender), --[[

^ fields = {name1 = value1, name2 = value2, ...}

^ Called when an UI form (e.g. sign text input) returns data

^ default: nil ]]


allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),

--[[

^ Called when a player wants to move items inside the inventory

^ Return value: number of items allowed to move ]]


allow_metadata_inventory_put = func(pos, listname, index, stack, player),

--[[

^ Called when a player wants to put something into the inventory

^ Return value: number of items allowed to put

^ Return value: -1: Allow and don't modify item count in inventory ]]


allow_metadata_inventory_take = func(pos, listname, index, stack, player),

--[[

^ Called when a player wants to take something out of the inventory

^ Return value: number of items allowed to take

^ Return value: -1: Allow and don't modify item count in inventory ]]


on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),

on_metadata_inventory_put = func(pos, listname, index, stack, player),

on_metadata_inventory_take = func(pos, listname, index, stack, player),

--[[

^ Called after the actual action has happened, according to what was

^ allowed.

^ No return value ]]


on_blast = func(pos, intensity), --[[

^ intensity: 1.0 = mid range of regular TNT

^ If defined, called when an explosion touches the node, instead of

removing the node ]]

}


Recipe for register_craft (shaped)


{

output = 'default:pick_stone',

recipe = {

{'default:cobble', 'default:cobble', 'default:cobble'},

{'', 'default:stick', ''},

{'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'

},

replacements = --[[

replace one input item with another item on crafting>]]

}


Recipe for register_craft (shapeless)


{

type = "shapeless",

output = 'mushrooms:mushroom_stew',

recipe = {

"mushrooms:bowl",

"mushrooms:mushroom_brown",

"mushrooms:mushroom_red",

},

replacements = --[[

replace one input item with another item on crafting>]]

}


Recipe for register_craft (tool repair)


{

type = "toolrepair",

additional_wear = -0.02,

}


Recipe for register_craft (cooking)


{

type = "cooking",

output = "default:glass",

recipe = "default:sand",

cooktime = 3,

}


Recipe for register_craft (furnace fuel)


{

type = "fuel",

recipe = "default:leaves",

burntime = 1,

}


Ore definition (register_ore)


See 'Ore types' section above for essential information.


{

ore_type = "scatter",

ore = "default:stone_with_coal",

ore_param2 = 3,

-- ^ Facedir rotation. Default is 0 (unchanged rotation)

wherein = "default:stone",

-- ^ a list of nodenames is supported too

clust_scarcity = 8 * 8 * 8,

-- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node

-- ^ If the desired average distance between ores is 'd', set this to

-- ^ d * d * d.

clust_num_ores = 8,

-- ^ Number of ores in a cluster

clust_size = 3,

-- ^ Size of the bounding box of the cluster

-- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27

-- ^ nodes are coal ore.

y_min = -31000,

y_max = 64,

-- ^ Lower and upper limits for ore.

flags = "",

-- ^ Attributes for this ore generation, see 'Ore attributes' section

-- ^ above.

noise_threshold = 0.5,

-- ^ If noise is above this threshold, ore is placed. Not needed for a

-- ^ uniform distribution.

noise_params = {

offset = 0,

scale = 1,

spread = {x = 100, y = 100, z = 100},

seed = 23,

octaves = 3,

persist = 0.7

},

-- ^ NoiseParams structure describing one of the perlin noises used for

-- ^ ore distribution.

-- ^ Needed by "sheet", "puff", "blob" and "vein" ores.

-- ^ Omit from "scatter" ore for a uniform ore distribution.

-- ^ Omit from "stratum ore for a simple horizontal strata from y_min to

-- ^ y_max.

biomes = {"desert", "rainforest"}

-- ^ List of biomes in which this decoration occurs.

-- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen

-- ^ being used does not support biomes.

-- ^ Can be a list of (or a single) biome names, IDs, or definitions.

column_height_min = 1,

column_height_max = 16,

column_midpoint_factor = 0.5,

-- ^ See 'Ore types' section above.

-- ^ The above 3 parameters are only valid for "sheet" ore.

np_puff_top = {

offset = 4,

scale = 2,

spread = {x = 100, y = 100, z = 100},

seed = 47,

octaves = 3,

persist = 0.7

},

np_puff_bottom = {

offset = 4,

scale = 2,

spread = {x = 100, y = 100, z = 100},

seed = 11,

octaves = 3,

persist = 0.7

},

-- ^ See 'Ore types' section above.

-- ^ The above 2 parameters are only valid for "puff" ore.

random_factor = 1.0,

-- ^ See 'Ore types' section above.

-- ^ Only valid for "vein" ore.

np_stratum_thickness = {

offset = 8,

scale = 4,

spread = {x = 100, y = 100, z = 100},

seed = 17,

octaves = 3,

persist = 0.7

},

stratum_thickness = 8,

-- ^ See 'Ore types' section above.

-- ^ The above 2 parameters are only valid for "stratum" ore.

}


Biome definition (register_biome)


{

name = "tundra",

node_dust = "default:snow",

-- ^ Node dropped onto upper surface after all else is generated.

node_top = "default:dirt_with_snow",

depth_top = 1,

-- ^ Node forming surface layer of biome and thickness of this layer.

node_filler = "default:permafrost",

depth_filler = 3,

-- ^ Node forming lower layer of biome and thickness of this layer.

node_stone = "default:bluestone",

-- ^ Node that replaces all stone nodes between roughly y_min and y_max.

node_water_top = "default:ice",

depth_water_top = 10,

-- ^ Node forming a surface layer in seawater with the defined thickness.

node_water = "",

-- ^ Node that replaces all seawater nodes not in the defined surface

-- ^ layer.

node_river_water = "default:ice",

-- ^ Node that replaces river water in mapgens that use

-- ^ default:river_water.

node_riverbed = "default:gravel",

depth_riverbed = 2,

-- ^ Node placed under river water and thickness of this layer.

node_cave_liquid = "default:water_source",

-- ^ Nodes placed as a blob of liquid in 50% of large caves.

-- ^ If absent, cave liquids fall back to classic behaviour of lava or

-- ^ water distributed according to a hardcoded 3D noise.

node_dungeon = "default:cobble",

-- ^ Node used for primary dungeon structure.

-- ^ If absent, dungeon materials fall back to classic behaviour.

-- ^ If present, the following two nodes are also used.

node_dungeon_alt = "default:mossycobble",

-- ^ Node used for randomly-distributed alternative structure nodes.

-- ^ If alternative structure nodes are not wanted leave this absent for

-- ^ performance reasons.

node_dungeon_stair = "stairs:stair_cobble",

-- ^ Node used for dungeon stairs.

-- ^ If absent, stairs fall back to 'node_dungeon'.

y_max = 31000,

y_min = 1,

-- ^ Upper and lower limits for biome.

-- ^ Alternatively you can use xyz limits as shown below.

max_pos = {x = 31000, y = 128, z = 31000},

min_pos = {x = -31000, y = 9, z = -31000},

-- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.

-- ^ Biome is limited to a cuboid defined by these positions.

-- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or

-- ^ 31000 in 'max_pos'.

vertical_blend = 8,

-- ^ Vertical distance in nodes above 'y_max' over which the biome will

-- ^ blend with the biome above.

-- ^ Set to 0 for no vertical blend. Defaults to 0.

heat_point = 0,

humidity_point = 50,

-- ^ Characteristic temperature and humidity for the biome.

-- ^ These values create 'biome points' on a voronoi diagram with heat and

-- ^ humidity as axes. The resulting voronoi cells determine the

-- ^ distribution of the biomes.

-- ^ Heat and humidity have average values of 50, vary mostly between

-- ^ 0 and 100 but can exceed these values.

}


Decoration definition (register_decoration)


{

deco_type = "simple", -- See "Decoration types"

place_on = "default:dirt_with_grass",

-- ^ Node (or list of nodes) that the decoration can be placed on

sidelen = 8,

-- ^ Size of the square divisions of the mapchunk being generated.

-- ^ Determines the resolution of noise variation if used.

-- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made

-- ^ equal to the chunk size.

fill_ratio = 0.02,

-- ^ The value determines 'decorations per surface node'.

-- ^ Used only if noise_params is not specified.

-- ^ If >= 10.0 complete coverage is enabled and decoration placement uses

-- ^ a different and much faster method.

noise_params = {

offset = 0,

scale = 0.45,

spread = {x = 100, y = 100, z = 100},

seed = 354,

octaves = 3,

persist = 0.7,

lacunarity = 2.0,

flags = "absvalue"

},

-- ^ NoiseParams structure describing the perlin noise used for decoration

-- ^ distribution.

-- ^ A noise value is calculated for each square division and determines

-- ^ 'decorations per surface node' within each division.

-- ^ If the noise value >= 10.0 complete coverage is enabled and decoration

-- ^ placement uses a different and much faster method.

biomes = {"Oceanside", "Hills", "Plains"},

-- ^ List of biomes in which this decoration occurs. Occurs in all biomes

-- ^ if this is omitted, and ignored if the Mapgen being used does not

-- ^ support biomes.

-- ^ Can be a list of (or a single) biome names, IDs, or definitions.

y_min = -31000

y_max = 31000

-- ^ Lower and upper limits for decoration.

-- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.

spawn_by = "default:water",

-- ^ Node (or list of nodes) that the decoration only spawns next to.

-- ^ Checks two horizontal planes of 8 neighbouring nodes (including

-- ^ diagonal neighbours), one plane level with the 'place_on' node and a

-- ^ plane one node above that.

num_spawn_by = 1,

-- ^ Number of spawn_by nodes that must be surrounding the decoration

-- ^ position to occur.

-- ^ If absent or -1, decorations occur next to any nodes.

flags = "liquid_surface, force_placement, all_floors, all_ceilings",

-- ^ Flags for all decoration types.

-- ^ "liquid_surface": Instead of placement on the highest solid surface

-- ^ in a mapchunk column, placement is on the highest liquid surface.

-- ^ Placement is disabled if solid nodes are found above the liquid

-- ^ surface.

-- ^ "force_placement": Nodes other than "air" and "ignore" are replaced

-- ^ by the decoration.

-- ^ "all_floors", "all_ceilings": Instead of placement on the highest

-- ^ surface in a mapchunk the decoration is placed on all floor and/or

-- ^ ceiling surfaces, for example in caves.

-- ^ Ceiling decorations act as an inversion of floor decorations so the

-- ^ effect of 'place_offset_y' is inverted.

-- ^ If a single decoration registration has both flags the floor and

-- ^ ceiling decorations will be aligned vertically and may sometimes

-- ^ meet to form a column.


----- Simple-type parameters

decoration = "default:grass",

-- ^ The node name used as the decoration.

-- ^ If instead a list of strings, a randomly selected node from the list

-- ^ is placed as the decoration.

height = 1,

-- ^ Decoration height in nodes.

-- ^ If height_max is not 0, this is the lower limit of a randomly

-- ^ selected height.

height_max = 0,

-- ^ Upper limit of the randomly selected height.

-- ^ If absent, the parameter 'height' is used as a constant.

param2 = 0,

-- ^ Param2 value of decoration nodes.

-- ^ If param2_max is not 0, this is the lower limit of a randomly

-- ^ selected param2.

param2_max = 0,

-- ^ Upper limit of the randomly selected param2.

-- ^ If absent, the parameter 'param2' is used as a constant.

place_offset_y = 0,

-- ^ Y offset of the decoration base node relative to the standard base

-- ^ node position.

-- ^ Can be positive or negative. Default is 0.

-- ^ Effect is inverted for "all_ceilings" decorations.

-- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer

-- ^ to the 'place_on' node.


----- Schematic-type parameters

schematic = "foobar.mts",

-- ^ If schematic is a string, it is the filepath relative to the current

-- ^ working directory of the specified Minetest schematic file.

-- ^ - OR -, could be the ID of a previously registered schematic

-- ^ - OR -, could instead be a table containing two mandatory fields,

-- ^ size and data, and an optional table yslice_prob:

schematic = {

size = {x = 4, y = 6, z = 4},

data = {

{name = "default:cobble", param1 = 255, param2 = 0},

{name = "default:dirt_with_grass", param1 = 255, param2 = 0},

{name = "air", param1 = 255, param2 = 0},

...

},

yslice_prob = {

{ypos = 2, prob = 128},

{ypos = 5, prob = 64},

...

},

},

-- ^ See 'Schematic specifier' for details.

replacements = {["oldname"] = "convert_to", ...},

flags = "place_center_x, place_center_y, place_center_z",

-- ^ Flags for schematic decorations. See 'Schematic attributes'.

rotation = "90",

-- ^ Rotation can be "0", "90", "180", "270", or "random".

place_offset_y = 0,

-- ^ If the flag 'place_center_y' is set this parameter is ignored.

-- ^ Y offset of the schematic base node layer relative to the 'place_on'

-- ^ node.

-- ^ Can be positive or negative. Default is 0.

-- ^ Effect is inverted for "all_ceilings" decorations.

-- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer

-- ^ to the 'place_on' node.

}


Chat command definition (register_chatcommand)


{

params = "name privilege", -- Short parameter description

description = "Remove privilege from player", -- Full description

privs = {privs=true}, -- Require the "privs" privilege to run

func = function(name, param), -- Called when command is run.

-- Returns boolean success and text

-- output.

}


Note that in params, use of symbols is as follows:


  • <> signifies a placeholder to be replaced when the command is used. For

example, when a player name is needed: <name>

  • [] signifies param is optional and not required when the command is used.

For example, if you require param1 but param2 is optional:

<param1> [<param2>]

  • | signifies exclusive or. The command requires one param from the options

provided. For example: <param1> | <param2>

  • () signifies grouping. For example, when param1 and param2 are both

required, or only param3 is required: (<param1> <param2>) | <param3>


Detached inventory callbacks


{

allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),

-- ^ Called when a player wants to move items inside the inventory

-- ^ Return value: number of items allowed to move


allow_put = func(inv, listname, index, stack, player),

-- ^ Called when a player wants to put something into the inventory

-- ^ Return value: number of items allowed to put

-- ^ Return value: -1: Allow and don't modify item count in inventory


allow_take = func(inv, listname, index, stack, player),

-- ^ Called when a player wants to take something out of the inventory

-- ^ Return value: number of items allowed to take

-- ^ Return value: -1: Allow and don't modify item count in inventory


on_move = func(inv, from_list, from_index, to_list, to_index, count, player),

on_put = func(inv, listname, index, stack, player),

on_take = func(inv, listname, index, stack, player),

-- ^ Called after the actual action has happened, according to what was

-- ^ allowed.

-- ^ No return value

}


HUD Definition (hud_add, hud_get)


{

hud_elem_type = "image", -- see HUD element types

-- ^ type of HUD element, can be either of "image", "text", "statbar",

"inventory".

position = {x=0.5, y=0.5},

-- ^ Left corner position of element

name = "name",

scale = {x = 2, y = 2},

text = "text",

number = 2,

item = 3,

-- ^ Selected item in inventory. 0 for no item selected.

direction = 0,

-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top

alignment = {x=0, y=0},

-- ^ See "HUD Element Types"

offset = {x=0, y=0},

-- ^ See "HUD Element Types"

size = { x=100, y=100 },

-- ^ Size of element in pixels

}


Particle definition (add_particle)


{

pos = {x=0, y=0, z=0},

velocity = {x=0, y=0, z=0},

acceleration = {x=0, y=0, z=0},

-- ^ Spawn particle at pos with velocity and acceleration

expirationtime = 1,

-- ^ Disappears after expirationtime seconds

size = 1,

collisiondetection = false,

-- ^ collisiondetection: if true collides with physical objects

collision_removal = false,

-- ^ collision_removal: if true then particle is removed when it collides,

-- ^ requires collisiondetection = true to have any effect

vertical = false,

-- ^ vertical: if true faces player using y axis only

texture = "image.png",

-- ^ Uses texture (string)

playername = "singleplayer",

-- ^ Optional, if specified spawns particle only on the player's client

animation = {Tile Animation definition},

-- ^ Optional, specifies how to animate the particle texture

glow = 0

-- ^ Optional, specify particle self-luminescence in darkness.

-- ^ Values 0-14.

}



ParticleSpawner definition (add_particlespawner)


{

amount = 1,

time = 1,

-- ^ If time is 0 has infinite lifespan and spawns the amount on a

-- ^ per-second basis.

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

attached = ObjectRef,

-- ^ attached: if defined, particle positions, velocities and

-- ^ accelerations are relative to this object's position and yaw.

vertical = false,

-- ^ vertical: if true faces player using y axis only

texture = "image.png",

-- ^ Uses texture (string)

playername = "singleplayer"

-- ^ Playername is optional, if specified spawns particle only on the

-- ^ player's client.

animation = {Tile Animation definition},

-- ^ Optional, specifies how to animate the particle texture

glow = 0

-- ^ Optional, specify particle self-luminescence in darkness.

-- ^ Values 0-14.

}


HTTPRequest definition (HTTPApiTable.fetch_async, HTTPApiTable.fetch_async)


{

url = "http://example.org",

timeout = 10,

-- ^ Timeout for connection in seconds. Default is 3 seconds.

post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},

-- ^ Optional, if specified a POST request with post_data is performed.

-- ^ Accepts both a string and a table. If a table is specified, encodes

-- ^ table as x-www-form-urlencoded key-value pairs.

-- ^ If post_data ist not specified, a GET request is performed instead.

user_agent = "ExampleUserAgent",

-- ^ Optional, if specified replaces the default minetest user agent with

-- ^ given string.

extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },

-- ^ Optional, if specified adds additional headers to the HTTP request.

-- ^ You must make sure that the header strings follow HTTP specification

-- ^ ("Key: Value").

multipart = boolean

-- ^ Optional, if true performs a multipart HTTP request.

-- ^ Default is false.

}


HTTPRequestResult definition (HTTPApiTable.fetch callback, HTTPApiTable.fetch_async_get)


{

completed = true,

-- ^ If true, the request has finished (either succeeded, failed or timed

out).

succeeded = true,

-- ^ If true, the request was successful

timeout = false,

-- ^ If true, the request timed out

code = 200,

-- ^ HTTP status code

data = "response"

}


Authentication handler definition


{

get_auth = func(name),

-- ^ Get authentication data for existing player name (nil if player

doesn't exist).

-- ^ returns following structure:

-- ^ {password=<string>, privileges=<table>, last_login=<number or nil>}

create_auth = 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.

}


+ +
+
+
+
+
+
+ + + + + + \ No newline at end of file diff --git a/parserv5.py b/parserv5.py new file mode 100644 index 0000000..a5858d8 --- /dev/null +++ b/parserv5.py @@ -0,0 +1,228 @@ +# -*- coding: utf-8 -*- +print("**Minetest lua_api.txt Markdown parser - mt-lua-api-pyparse - converts Markdown to HTML document with navigation**") +print("**Written by Lars Müller alias LMD in Python 3.5 - requires Python >= 3.2**") +print("**Furthermore, this script has to be in the same folder as generate_bg.py, template.html, jumbotron.css, and the images taken from Minetest Game.**") +print("**The images taken from Minetest Game are licensed under CC-BY-SA 3.0, credits go to the Minetest Artists.**") +from cgi import html +import urllib.request as url +import urllib.parse as parse +print("**Generating underground Minetest scene...**") +exec(open("generate_bg.py","r").read()) # IMPORTANT - GENERATES THE BEAUTIFUL BACKGROUND ! +print("**...finished generating scene.**") +import math + +# This python script grabs the newest lua_api.txt from Minetest GitHub repo and converts it to HTML, plus adding some bookmarks & css +# So mainly MD -> HTML. Written by me to improve my rusty Python skills. +# © Lars Müller @appguru.eu + +print("**Grabbing newest lua_api.txt, make sure you have an internet connection...**") + +link = "https://raw.githubusercontent.com/minetest/minetest/master/doc/lua_api.txt" # Grab newest lua_api.txt +f = url.urlopen(link) +markdown = parse.unquote(str(f.read().decode("ascii","ignore"))) # Read & convert + +print("**...grabbed newest lua_api.txt from official Minetest repository.**") + +liste=0 # Which sublist we are in right NOW +headers=[] # Stores all the headers + IDs +ID=0 # Stores header ID counter + +print("**Starting parsing...**") + +def parse_markdown(string,lco=0,parent=False): # PARSES A SINGLE LINE ! + global liste + global ID + global headers + suffix="" + prefix="" + if string.find("*") != -1 and (string[0:string.find("*")].count(" ") == string.find("*")) and not (parent or string[string.find("*")+1]=="*"): # LISTS + #print("Liste : "+str(liste)+", lco : "+str(lco)) + prevliste=liste + liste=1+int(string.find("*")/3) + if (liste > prevliste): + for i in range(0,liste-prevliste): + prefix+="" + return prefix+"
  • "+parse_markdown(string[string.find("*")+2:],lco=lco+2,parent=True)+"
  • "+suffix + if not parent and liste != 0: + for i in range(0,liste): + prefix+="" + liste=0 + if (len(string)) == 0: + return prefix+"
    " + if (string[-2:]==" "): + return prefix+parse_markdown(string[:-2])+"
    " + if (string[0]=="#"): + space=string.find(" ") + c=string[0:space-1].count("#") + if (space-1==c): + ID+=1 + c+=1 + temp="'+parse_markdown(string[space+1:])+"" + headers.append((temp,str(ID))) + temp=prefix+temp[:3]+' id="gheader'+str(ID)+'"'+temp[3:] + return temp + bold=False + boldamount=string.count("**") + ba=0 + italic=False + code=False + link=False + link2=False + codeamount=string.count("`") + ca=0 + startindex=0 + tags=[] + currentstring="" + index=-1 + while index in range(-1,len(string)-1): + index+=1 + appendtag=False + c=string[index] + if c == "`": + if ca < codeamount: + code=not code + ca=ca+1 + if not code: # We have just closed a code fragment + tags.append((string[startindex+1:index],"code")) + continue + else: # A new one starts : SAVE INDEX + SAVE CURRENT STRING ! + appendtag=True + elif not code: + if c == "*" and len(string) > index+1 and string[index+1] == "*": + if ba < boldamount: + index+=1 + bold=not bold + ba=ba+1 + if not bold: # We have just closed a code fragment + tags.append((string[startindex+1:index-1],"bold")) + continue + else: # A new one starts : SAVE INDEX + SAVE CURRENT STRING ! + appendtag=True + elif c == "<" and not link: + appendtag=True + link=True + elif c == ">" and link: + link=False + tags.append((string[startindex+1:index],"link")) + continue + elif c == "[": + breakit=False + text="" + for i in range(index+2,len(string)-3): + c2=string[i] + if (c2 == "]"): + text=string[index+1:i] + if string[i+1]=="(": + for j in range(i+3,len(string)): + c3=string[j] + if (c3 == ")"): + breakit=True + tags.append((text,"link",string[i+2:j])) + index=j+1 + break + if breakit: + continue + if appendtag: + tags.append((currentstring,"normal")) + currentstring="" + startindex=index + continue + if not bold and not code and not link and not link2: + currentstring+=c + if len(currentstring) != 0: + tags.append((currentstring,"normal")) + result="" + for tag in tags: + string=tag[0] + p="" + s="" + if tag[1]=="code": + p,s="","" + elif tag[1]=="bold": + p,s="","" + elif tag[1]=="link": + if len(tag) == 2: + if tag[0][0:4] == "http": # CHECK LINKS ! + p,s='',"" + else: + p,s='',"" + elif tag[1]=="italic": + p,s="","" + result+=p+html.escape(string)+s + return prefix+"

    "+result+"

    " + +def parse_md(string): # Parse line by line + lines=string.split("\n") + ret="" + for i in range(len(lines)-1,0,-1): # Convert alternate header writings(underlines) + if abs(len(lines[i-1])-len(lines[i])) < 3: + if lines[i].count("=")==len(lines[i]): + lines[i]="" + lines[i-1]="# "+lines[i-1] + elif lines[i].count("-")==len(lines[i]): + lines[i]="" + lines[i-1]="## "+lines[i-1] + i=0 + for line in lines: + ret+=parse_markdown(line) + i=i+1 + return ret + +def code(): # Parse multi-line code fragments + global markdown + last=-1 + i=0 + stuff=[] + while (i < len(markdown)): + if markdown[i:i+3]=="`"*3: + i=i+3 + if last < 0: + start=-(last+1) + last=i + stuff.append((markdown[start:last-3],False)) + else: + stuff.append((markdown[last:i-3],True)) + last=-i-1 + i=i+1 + + start=-(last+1) + stuff.append((markdown[start:],False)) + #print(stuff) + + markdown="" + for s in stuff: + if s[1]: + markdown+=""+s[0]+"" + else: + markdown+=parse_md(s[0]) + +code() + +print("**...finished parsing.**") + +nav="" + +print("**Creating content table...**") + +for header in headers: + nav+="""
  • """+header[0]+"""
  • """ # Create navbar + +print("**...finished creating content table. "+str(len(headers))+" Headers are included.**") + +# FINAL - THE FINAL HTML, BOOTSTRAP BASED DOCUMENT OUR HTML IS INSERTED IN +final = open('template.html', 'r').read() +print("**Inserting content into template file...**") +markdown=final.replace("",markdown) +print("**...finished inserting content.**") +print("**Inserting content table into template file...**") +markdown=markdown.replace("",nav) +print("**...finished inserting content table.**") +print("**Saving as lua_api.html...**") +file = open('lua_api.html', 'w') # SAVE AS lua_api.html +file.write(markdown) +print("**...saved.**") +print("**Parser finished successfully and lua_api.html was generated.**") +file.close() diff --git a/template.html b/template.html new file mode 100644 index 0000000..729a446 --- /dev/null +++ b/template.html @@ -0,0 +1,58 @@ + + + + + + + + +
    + + Minetest Lua API + + + + + + + + + + + + +
    + + + +
    + + + +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    +
    + + + + + + \ No newline at end of file