Basic Map Operations: Add chapter
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- hr: true
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- title: Node Metadata
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- title: Basic Map Operations
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num: 6
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num: 6
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link: chapters/node_metadata.html
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link: chapters/environment.html
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- title: Active Block Modifiers
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- title: Active Block Modifiers
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num: 7
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num: 7
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link: chapters/abms.html
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link: chapters/abms.html
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- title: Node Metadata
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num: 8
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link: chapters/node_metadata.html
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- hr: true
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- hr: true
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- title: Privileges
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- title: Privileges
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num: 8
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num: 9
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link: chapters/privileges.html
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link: chapters/privileges.html
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- title: Chat and Commands
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- title: Chat and Commands
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num: 9
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num: 10
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link: chapters/chat.html
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link: chapters/chat.html
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- title: Complex Chat Commands
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- title: Complex Chat Commands
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num: 10
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num: 11
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link: chapters/chat_complex.html
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link: chapters/chat_complex.html
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- title: Player Physics
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- title: Player Physics
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num: 11
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num: 12
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link: chapters/player_physics.html
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link: chapters/player_physics.html
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- title: Formspecs
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- title: Formspecs
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num: 12
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num: 13
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link: chapters/formspecs.html
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link: chapters/formspecs.html
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- title: HUD
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- title: HUD
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num: 13
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num: 14
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link: chapters/hud.html
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link: chapters/hud.html
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- title: "SFINV: Inventory Formspec"
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- title: "SFINV: Inventory Formspec"
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num: 14
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num: 15
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link: chapters/sfinv.html
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link: chapters/sfinv.html
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- hr: true
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- hr: true
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- title: ItemStacks
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- title: ItemStacks
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num: 15
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num: 16
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link: chapters/itemstacks.html
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link: chapters/itemstacks.html
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- title: Inventories
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- title: Inventories
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num: 16
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num: 17
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link: chapters/inventories.html
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link: chapters/inventories.html
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- hr: true
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- hr: true
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- title: Releasing a Mod
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- title: Releasing a Mod
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num: 17
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num: 18
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link: chapters/releasing.html
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link: chapters/releasing.html
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- title: Read More
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- title: Read More
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num: 18
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num: 19
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link: chapters/readmore.html
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link: chapters/readmore.html
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- hr: true
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- hr: true
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196
en/chapters/environment.md
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en/chapters/environment.md
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---
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title: Basic Map Operations
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layout: default
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root: ../../
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---
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## Introduction
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In this chapter you will learn how to perform basic actions on the map.
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* [Map Structure](#map-structure)
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* [Reading](#reading)
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* [Reading nodes](#reading-nodes)
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* [Finding nodes](#finding-nodes)
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* [Writing](#writing)
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* [Loading and Deleting](#loading-and-deleting)
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## Map Structure
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The Minetest map is split into MapBlocks, each MapBlocks being a cube of size 16.
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As players travel around the map, MapBlocks are created, loaded, and unloaded.
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Areas of the map which are not yet loaded are full of *ignore* nodes, an impassable
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unselectable placeholder node. Empty space is full of *air* nodes, an invisible node
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you can walk through.
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Loaded map blocks are often refered to as *active blocks*. Active Blocks can be
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read from or written to by mods or players, have active entities. The Engine also
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performs operations on the map, such as performing liquid physics.
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MapBlocks can either be loaded from the world database or generated. MapBlocks
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will be generated up to the map generation limit (`mapgen_limit`) which is set
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at its maximum value, 31000, by default. Existing MapBlocks can however be
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loaded from the world database outside of the generation limit.
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<!--Multiple MapBlocks are generated at a time in groups called *MapChunks*. Each
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MapChunk is by default 5x5x5<sup>1</sup> MapBlocks, which is 80x80x80 nodes.
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The size of a MapChunk can change using the chunk_size setting but will always
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be a cube. -->
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## Reading
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### Reading nodes
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You can read from the map once you have a position:
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{% highlight lua %}
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local node = minetest.get_node({ x = 1, y = 3, z = 4 })
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print(dump(node)) --> { name=.., param1=.., param2=.. }
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{% endhighlight %}
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If the position is a decimal, it will be rounded to the containing node.
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The function will always return a table containing the node information:
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* `name` - The node name, will be ignore when the area is unloaded.
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* `param1` - See the node definition, will commonly be light.
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* `param2` - See the node definition.
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It's worth noting that the function won't load the containing block if the block
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is inactive, but will instead return a table with `name` being `ignore`.
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You can use `minetest.get_node_or_nil` instead, which will return `nil` rather
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than a table with a name of `ignore`. It still won't load the block, however.
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This may still return `ignore` if a block actually contains ignore.
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This will happen near the edge of the map as defined by the map generation
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limit (`mapgen_limit`).
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### Finding nodes
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Minetest offers a number of helper functions to speed up common map actions.
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The most commonly used of these are for finding nodes.
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For example, say we wanted to make a certain type of plant that grows
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better near mese. You would need to search for any nearby mese nodes,
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and adapt the growth rate accordingly.
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{% highlight lua %}
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local grow_speed = 1
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local node_pos = minetest.find_node_near(pos, 5, { "default:mese" })
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if node_pos then
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minetest.chat_send_all("Node found at: " .. dump(node_pos))
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grow_speed = 2
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end
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{% endhighlight %}
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Lets say, for example, that the growth rate increases the more mese there is
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nearby. You should then use a function which can find multiple nodes in area:
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{% highlight lua %}
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local pos1 = vector.subtract(pos, { x = 5, y = 5, z = 5 })
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local pos2 = vector.add(pos, { x = 5, y = 5, z = 5 })
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local pos_list = minetest.find_nodes_in_area(pos1, pos2, { "default:mese" })
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local grow_speed = 1 + #pos_list
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{% endhighlight %}
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The above code doesn't quite do what we want, as it checks based on area, whereas
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`find_node_near` checks based on range. In order to fix this we will,
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unfortunately, need to manually check the range ourselves.
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{% highlight lua %}
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local pos1 = vector.subtract(pos, { x = 5, y = 5, z = 5 })
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local pos2 = vector.add(pos, { x = 5, y = 5, z = 5 })
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local pos_list = minetest.find_nodes_in_area(pos1, pos2, { "default:mese" })
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local grow_speed = 1
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for i=1, #pos_list do
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local delta = vector.subtract(pos_list[i], pos)
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if delta.x*delta.x + delta.y*delta.y <= 5*5 then
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grow_speed = grow_speed + 1
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end
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end
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{% endhighlight %}
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Now your code will correctly increase `grow_speed` based on mese nodes in range.
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Note how we compared the squared distance from the position, rather than square
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rooting it to obtain the actual distance. This is because computers find square
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roots computationally expensive, so you should avoid them as much as possible.
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There are more variations of the above two functions, such as
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`find_nodes_with_meta` and `find_nodes_in_area_under_air`, which work in a
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similar way and are useful in other circumstances.
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## Writing
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### Writing nodes
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You can use `set_node` to write to the map. Each call to set_node will cause
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lighting to be recalculated, which means that set_node is fairly slow for large
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numbers of nodes.
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{% highlight lua %}
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minetest.set_node({ x = 1, y = 3, z = 4 }, { name = "default:mese" })
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local node = minetest.get_node({ x = 1, y = 3, z = 4 })
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print(node.name) --> default:mese
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{% endhighlight %}
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### Moving and swapping nodes
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Moving a node is the same as swapping a node, except that one of the nodes
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becomes air.
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Here is a naive example to move a node:
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{% highlight lua %}
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-- DO NOT ACTUALLY USE THIS
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local pos1 = { x = 1, y = 3, z = 4 }
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local pos2 = vector.add(pos, { x = 1, y = 0, z = 0 })
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local node1 = minetest.get_node(pos1)
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local node2 = minetest.get_node(pos2)
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minetest.set_node(pos1, node2)
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minetest.set_node(pos2, node1)
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-- DO NOT ACTUALLY USE THIS
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{% endhighlight %}
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This won't copy any node meta data to the new position, or delete the old meta
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data. Luckily Minetest has a function which you can use instead of the above:
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{% highlight lua %}
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minetest.swap_node(pos, vector.add(pos, { x = 1, y = 0, z = 0 }))
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{% endhighlight %}
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### Removing nodes
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A node must always be present. When someone says to remove a node, what
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is usually meant is they want to set the node to `air`.
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The following two lines will both remove a node, and are both identical:
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{% highlight lua %}
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minetest.remove_node(pos)
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minetest.set_node(pos, { name = "air" })
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{% endhighlight %}
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## Loading and Deleting
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You can use `minetest.emerge_area` and `minetest.delete_area` to load
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and delete map blocks.
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<div class="notice">
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<h2>To Do</h2>
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This section will be added soon™.
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</div>
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<!--
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## Efficient Bulk Operations
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## To Do
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* line_of_sight
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* raycast
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* dig_node
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* place_node
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* punch_node
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-->
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