diff --git a/.vscode/settings.json b/.vscode/settings.json index 3c19226..12f62c6 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -4,7 +4,6 @@ ], "spellright.documentTypes": [ "latex", - "plaintext", - "markdown" + "plaintext" ] } \ No newline at end of file diff --git a/_en/items/node_drawtypes.md b/_en/items/node_drawtypes.md index b194706..24fb6ae 100644 --- a/_en/items/node_drawtypes.md +++ b/_en/items/node_drawtypes.md @@ -28,12 +28,12 @@ The node params are used to control how a node is individually rendered. - [Cubic Nodes: Normal and Allfaces](#cubic-nodes-normal-and-allfaces) - [Glasslike Nodes](#glasslike-nodes) - - [Glasslike_Framed](#glasslikeframed) + - [Glasslike_Framed](#glasslike_framed) - [Airlike Nodes](#airlike-nodes) - [Lighting and Sunlight Propagation](#lighting-and-sunlight-propagation) - [Liquid Nodes](#liquid-nodes) - [Node Boxes](#node-boxes) - - [Wallmounted Node Boxes](#wallmounted-node-boxes) + - [Wallmounted Node Boxes](#wallmounted-node-boxes) - [Mesh Nodes](#mesh-nodes) - [Signlike Nodes](#signlike-nodes) - [Plantlike Nodes](#plantlike-nodes) @@ -442,5 +442,5 @@ This is not a comprehensive list, there are more types including: The torches in Minetest Game actually use two different node definitions of mesh nodes (default:torch and default:torch_wall). -As always, read the [Lua API documentation](../../lua_api.html#node-drawtypes) +As always, read the [Lua API documentation](https://minetest.gitlab.io/minetest/nodes/#node-drawtypes) for the complete list. diff --git a/_en/map/objects.md b/_en/map/objects.md index 1b86fac..1adf098 100644 --- a/_en/map/objects.md +++ b/_en/map/objects.md @@ -151,7 +151,7 @@ print("entity is at " .. minetest.pos_to_string(object:get_pos())) ``` There are a number of available callbacks for use with entities. -A complete list can be found in [lua_api.txt]({{ page.root }}/lua_api.html#registered-entities). +A complete list can be found in [lua_api.txt](https://minetest.gitlab.io/minetest/minetest-namespace-reference/#registered-definition-tables). ```lua function MyEntity:on_step(dtime) diff --git a/_en/players/formspecs.md b/_en/players/formspecs.md index e3ba1db..a3061d8 100644 --- a/_en/players/formspecs.md +++ b/_en/players/formspecs.md @@ -77,7 +77,7 @@ on multiple lines, like so: Elements are items such as text boxes or buttons, or can be metadata such as size or background. You should refer to -[lua_api.txt](../../lua_api.html#elements) +[lua_api.txt](https://minetest.gitlab.io/minetest/formspec/) for a list of all possible elements. @@ -89,7 +89,7 @@ game-wide theme should be applied. The elements in the header must be defined in a specific order, otherwise you will see an error. This order is given in the above paragraph, and, as always, -documented in [lua_api.txt](../../lua_api.html#sizewhfixed_size). +documented in the Lua API reference. The size is in formspec slots - a unit of measurement which is roughly around 64 pixels, but varies based on the screen density and scaling diff --git a/_en/players/hud.md b/_en/players/hud.md index 0a757c1..991c944 100644 --- a/_en/players/hud.md +++ b/_en/players/hud.md @@ -14,15 +14,15 @@ Heads Up Display (HUD) elements allow you to show text, images, and other graphi The HUD doesn't accept user input; for that, you should use a [formspec](formspecs.html). - [Positioning](#positioning) - - [Position and Offset](#position-and-offset) - - [Alignment](#alignment) - - [Scoreboard](#scoreboard) + - [Position and Offset](#position-and-offset) + - [Alignment](#alignment) + - [Scoreboard](#scoreboard) - [Text Elements](#text-elements) - - [Parameters](#parameters) - - [Our Example](#our-example) + - [Parameters](#parameters) + - [Our Example](#our-example) - [Image Elements](#image-elements) - - [Parameters](#parameters-1) - - [Scale](#scale) + - [Parameters](#parameters-1) + - [Scale](#scale) - [Changing an Element](#changing-an-element) - [Storing IDs](#storing-ids) - [Other Elements](#other-elements) @@ -291,4 +291,4 @@ end) ## Other Elements -Read [lua_api.txt]({{ page.root }}/lua_api.html#hud-element-types) for a complete list of HUD elements. +Read [lua_api.txt](https://minetest.gitlab.io/minetest/hud/) for a complete list of HUD elements. diff --git a/_en/players/player_physics.md b/_en/players/player_physics.md index 321cdb4..e94c5fd 100644 --- a/_en/players/player_physics.md +++ b/_en/players/player_physics.md @@ -42,7 +42,7 @@ minetest.register_chatcommand("antigravity", { ## Available Overrides `player:set_physics_override()` is given a table of overrides.\\ -According to [lua_api.txt]({{ page.root }}/lua_api.html#player-only-no-op-for-other-objects), +According to [lua_api.txt](https://minetest.gitlab.io/minetest/class-reference/#player-only-no-op-for-other-objects), these can be: * speed: multiplier to default walking speed value (default: 1) diff --git a/_en/quality/readmore.md b/_en/quality/readmore.md index 8dc1218..7ce3dc9 100644 --- a/_en/quality/readmore.md +++ b/_en/quality/readmore.md @@ -12,7 +12,7 @@ After you've read this book, take a look at the following. ### Minetest Modding -* Minetest's Lua API Reference - [HTML version]({{ page.root }}/lua_api.html) | +* Minetest's Lua API Reference - [HTML version](https://minetest.gitlab.io/minetest/class-reference/#player-only-no-op-for-other-objects) | [Text version](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt). * Explore the [Developer Wiki](http://dev.minetest.net/Main_Page). * Look at [existing mods](https://forum.minetest.net/viewforum.php?f=11). diff --git a/_it/items/node_drawtypes.md b/_it/items/node_drawtypes.md index 4a8b16e..1460949 100644 --- a/_it/items/node_drawtypes.md +++ b/_it/items/node_drawtypes.md @@ -9,8 +9,8 @@ redirect_from: /it/chapters/node_drawtypes.html ## Introduzione -Il metodo col quale un nodo viene disegnato in gioco è chiamato *drawtype*. -Ci sono diversi tipi di drawtype: il loro comportamento è determinato dalle proprietà impostate durante la definizione del tipo di nodo. +Il metodo col quale un nodo viene disegnato in gioco è chiamato *drawtype*. +Ci sono diversi tipi di drawtype: il loro comportamento è determinato dalle proprietà impostate durante la definizione del tipo di nodo. Queste proprietà sono fisse, uguali per tutte le istanze, tuttavia è possibile manipolarne alcune per singolo nodo usando una cosa chiamata `param2`. Il concetto di nodo è stato introdotto nello scorso capitolo, ma non è mai stata data una definizione completa. @@ -410,4 +410,4 @@ Questa non è una lista esaustiva, in quanto ci sono infatti altri tipi di nodi Le torce in Minetest Game usano in verità due diverse definizioni dei nodi mesh (default:torch e default:torch_wall). -Come al solito, consulta la [documentazione sull'API Lua](../../lua_api.html#node-drawtypes) per l'elenco completo. +Come al solito, consulta la [documentazione sull'API Lua](https://minetest.gitlab.io/minetest/nodes/#node-drawtypes) per l'elenco completo. diff --git a/_it/map/objects.md b/_it/map/objects.md index 657fb40..6b1d082 100644 --- a/_it/map/objects.md +++ b/_it/map/objects.md @@ -15,10 +15,10 @@ degrad: In questo capitolo imparerai come manipolare gli oggetti e come definirne di tuoi. -- [Cosa sono gli oggetti, i giocatori e le entità?](#cosa-sono-gli-oggetti-i-giocatori-e-le-entita) -- [Posizione e velocità](#posizione-e-velocita) -- [Proprietà degli oggetti](#proprieta-degli-oggetti) -- [Entità](#entita) +- [Cosa sono gli oggetti, i giocatori e le entità?](#cosa-sono-gli-oggetti-i-giocatori-e-le-entità) +- [Posizione e velocità](#posizione-e-velocità) +- [Proprietà degli oggetti](#proprietà-degli-oggetti) +- [Entità](#entità) - [Oggetti figli](#oggetti-figli) - [Il tuo turno](#il-tuo-turno) @@ -129,7 +129,7 @@ print("L'entità si trova a " .. minetest.pos_to_string(oggetto:get_pos())) ``` Ci sono diversi callback disponibili da usare per le entità. -Una lista completa può essere trovata in [lua_api.txt]({{ page.root }}/lua_api.html#registered-entities). +Una lista completa può essere trovata in [lua_api.txt](https://minetest.gitlab.io/minetest/minetest-namespace-reference/#registered-definition-tables). ```lua function MiaEntita:on_step(dtime) diff --git a/_it/players/formspecs.md b/_it/players/formspecs.md index 11baae8..26083b7 100644 --- a/_it/players/formspecs.md +++ b/_it/players/formspecs.md @@ -64,7 +64,7 @@ Si possono concatenare più elementi, piazzandoli eventualmente su più linee: bo[param1] Gli elementi sono o oggetti come i campi di testo e i pulsanti, o dei metadati come la grandezza e lo sfondo. -Per una lista esaustiva di tutti i possibili elementi, si rimanda a [lua_api.txt](../../lua_api.html#elements). +Per una lista esaustiva di tutti i possibili elementi, si rimanda a [lua_api.txt](https://minetest.gitlab.io/minetest/formspec/). ### Intestazione @@ -72,7 +72,7 @@ L'intestazione di un formspec contiene informazioni che devono apparire prima di Questo include la grandezza del formspec, la posizione, l'ancoraggio, e se il tema specifico del gioco debba venir applicato. Gli elementi nell'intestazione devono essere definiti in un ordine preciso, altrimenti ritorneranno un errore. -L'ordine è dato nel paragrafo qui in alto e, come sempre, documentato in [lua_api.txt](../../lua_api.html#sizewhfixed_size). +L'ordine è dato nel paragrafo qui in alto e, come sempre, documentato inlua_api.txt. La grandezza è in caselle formspec - un'unità di misura che è circa 64 pixel, ma varia a seconda della densità dello schermo e delle impostazioni del client. Ecco un formspec di 2x2: diff --git a/_it/players/hud.md b/_it/players/hud.md index 986b5f2..899dfba 100644 --- a/_it/players/hud.md +++ b/_it/players/hud.md @@ -13,15 +13,15 @@ Le HUD (Heads Up Display) ti permettono di mostrare testi, immagini e altri elem Le HUD, infatti, non accettano input dall'utente, lasciando quel ruolo ai [formspec](formspecs.html). - [Posizionamento](#posizionamento) - - [Posizione e scostamento](#posizione-e-scostamento) - - [Allineamento](#allineamento) - - [Esempio: tabellone segnapunti](#esempio-tabellone-segnapunti) + - [Posizione e scostamento](#posizione-e-scostamento) + - [Allineamento](#allineamento) + - [Esempio: tabellone segnapunti](#esempio-tabellone-segnapunti) - [Elementi di testo](#elementi-di-testo) - - [Parametri](#parametri) - - [Tornando all'esempio](#tornando-all-esempio) + - [Parametri](#parametri) + - [Tornando all'esempio](#tornando-allesempio) - [Elementi immagine](#elementi-immagine) - - [Parametri](#parametri-1) - - [Tornando all'esempio](#tornando-all-esempio-1) + - [Parametri](#parametri-1) + - [Tornando all'esempio](#tornando-allesempio-1) - [Cambiare un elemento](#cambiare-un-elemento) - [Salvare gli ID](#salvare-gli-id) - [Altri elementi](#altri-elementi) @@ -278,4 +278,4 @@ end) ## Altri elementi -Dai un occhio a [lua_api.txt]({{ page.root }}/lua_api.html#hud-element-types) per una lista completa degli elementi HUD. +Dai un occhio a [lua_api.txt](https://minetest.gitlab.io/minetest/hud/) per una lista completa degli elementi HUD. diff --git a/_it/players/player_physics.md b/_it/players/player_physics.md index 8575862..22aa9b4 100644 --- a/_it/players/player_physics.md +++ b/_it/players/player_physics.md @@ -14,8 +14,8 @@ Per esempio, un valore di 2 sulla gravità, renderà la gravità di un utente du - [Esempio base](#esempio-base) - [Sovrascritture disponibili](#sovrascritture-disponibili) - - [Vecchio sistema di movimento](#vecchio-sistema-di-movimento) -- [Incompatibilità tra mod](#incompatibilita-tra-mod) + - [Vecchio sistema di movimento](#vecchio-sistema-di-movimento) +- [Incompatibilità tra mod](#incompatibilità-tra-mod) - [Il tuo turno](#il-tuo-turno) ## Esempio base @@ -36,7 +36,7 @@ minetest.register_chatcommand("antigrav", { ## Sovrascritture disponibili -`set_physics_override()` è una tabella. Stando a [lua_api.txt]({{ page.root }}/lua_api.html#player-only-no-op-for-other-objects), le chiavi possono essere: +`set_physics_override()` è una tabella. Stando a [lua_api.txt](https://minetest.gitlab.io/minetest/class-reference/#player-only-no-op-for-other-objects), le chiavi possono essere: * `speed`: moltiplicatore della velocità di movimento (predefinito: 1) * `jump`: moltiplicatore del salto (predefinito: 1) diff --git a/_it/quality/readmore.md b/_it/quality/readmore.md index 295b8ea..add445b 100644 --- a/_it/quality/readmore.md +++ b/_it/quality/readmore.md @@ -12,7 +12,7 @@ Dopo aver letto questo libro, se mastichi l'inglese dai un occhio a ciò che seg ### Modding di Minetest -* Riferimento alla API Lua di Minetest - [versione HTML]({{ page.root }}/lua_api.html) | +* Riferimento alla API Lua di Minetest - [versione HTML](https://minetest.gitlab.io/minetest/) | [versione solo testo](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt). * Esplora la [Wiki Sviluppatore](http://dev.minetest.net/Main_Page). * Spulcia le [mod esistenti](https://forum.minetest.net/viewforum.php?f=11). diff --git a/_layouts/default.html b/_layouts/default.html index 83222ae..4ad7444 100644 --- a/_layouts/default.html +++ b/_layouts/default.html @@ -31,8 +31,6 @@ layout: base {% assign last_section = section %} {% assign num = num | plus:1 %} {% endfor %} - -
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.
-If you have any difficulty in understanding this, please read -Programming in Lua.
-Mods are loaded during server startup from the mod load paths by running
-the init.lua
scripts in a shared environment.
Games are looked up from:
- -Where gameid
is unique to each game.
The game directory can contain the following files:
-game.conf
, which contains:
-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.textures
the server will load it as a
- texturepack, overriding mod textures.
- Any server texturepack will override mod textures and the game texturepack.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 $n starting
-with 1, and a random image will be chosen from the provided ones.
Generic:
-$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
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/
-
-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.
mods
-|-- modname
-| |-- mod.conf
-| |-- screenshot.png
-| |-- settingtypes.txt
-| |-- init.lua
-| |-- models
-| |-- textures
-| | |-- modname_stuff.png
-| | `-- modname_something_else.png
-| |-- sounds
-| |-- media
-| |-- locale
-| `-- <custom data>
-`-- another
-
-The location of this directory can be fetched by using
-minetest.get_modpath(modname)
.
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 300×200 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
)
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.
-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 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
.
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")
-
-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"
-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"
-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:
- -There are various texture modifiers that can be used -to generate textures on-the-fly.
-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.
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
.
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
.
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>:...
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 applyRotates 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>
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.
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).
-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.
-When you register an item or node, set its color
field (which accepts a
-ColorSpec
) to the desired color.
An ItemStack
s static color can be overwritten by the color
metadata
-field. If you set that field to a ColorString
, that color will be used.
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.
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.
-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:
-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.
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:
-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:
-To colorize a node on the map, set its param2
value (according
-to the node's paramtype2).
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 },
- }
- }
-})
-
-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.
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",
-})
-
-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
""
"default_place_node"
{}
{name = "default_place_node"}
{name = "default_place_node", gain = 1.0}
{name = "default_place_node", gain = 1.0, pitch = 1.0}
Anything added using certain minetest.register_*
functions get added to
-the global minetest.registered_*
tables.
minetest.register_entity(name, prototype table)
minetest.registered_entities[name]
minetest.register_node(name, node definition)
minetest.register_tool(name, item definition)
minetest.registered_items[name]
minetest.register_craftitem(name, item definition)
minetest.registered_items[name]
minetest.unregister_item(name)
minetest.register_biome(biome definition)
minetest.unregister_biome(name)
name
from minetest.registered_biome
minetest.register_ore(ore definition)
minetest.register_decoration(decoration definition)
minetest.register_schematic(schematic definition)
minetest.registered_schematic
with the key of schematic.name
schematic.name
is nil, the key is the returned IDminetest.clear_registered_biomes()
minetest.clear_registered_ores()
minetest.clear_registered_decorations()
minetest.clear_registered_schematics()
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 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. Allows light to propagate from or through the node with
- light value falling by 1 per node. This is essential for a light source
- node to spread its light.
-
-param2
is reserved for the engine when any of these are used:
liquidtype == "flowing"
-^ The level and some flags of the liquid is stored in param2
-drawtype == "flowingliquid"
-^ The drawn liquid level is read from param2
-drawtype == "torchlike"
-drawtype == "signlike"
-paramtype2 == "wallmounted"
-^ The rotation of the node is stored in param2. You can make this value
- by using minetest.dir_to_wallmounted().
-paramtype2 == "facedir"
-^ The rotation of the node is stored in param2. Furnaces and chests are
- rotated this way. Can be made by using minetest.dir_to_facedir().
- Values range 0 - 23
- facedir / 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".
-There are a bunch of different looking node types.
-Look for examples in games/minimal
or games/minetest_game
.
normal
airlike
liquid
flowingliquid
glasslike
glasslike_framed
tiles
. The width of the edges used are 1/16th of texture
- size: 1 pixel for 16x16, 2 pixels for 32x32 etc.tiles
.glasslike_framed_optional
allfaces
allfaces_optional
normal
, glasslike
and allfaces
according to
- the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.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
tiles
.tiles
.tiles
and is perpendicular to that node.signlike
plantlike
paramtype2 == "meshoptions"
above for other options.firelike
plantlike
plus 4 more surrounding those.fencelike
raillike
tiles
, in order: Straight,
- curved, t-junction, crossing.raillike
nodes, in order to create a
- continuous track network.nodebox
mesh
plantlike_rooted
plantlike
without air bubbles around the nodes.plantlike
extension above with a height of param2 / 16
nodes.plantlike
extension visually passes through any nodes above the
- base cube without affecting them.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 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},
-
-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.
-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 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.
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 + - ...)
-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.
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.
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
.
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.
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:
size
field is a 3D vector containing the dimensions of the provided
- schematic. (required)yslice_prob
field is a table of {ypos, prob} which sets the ypos
th
- vertical slice of the schematic to have a prob / 256 * 100
chance of
- occurring. (default: 255)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:
-0
or 1
means that node will never appear
- (0% chance).254
or 255
means the node will always appear
- (100% chance).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.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.The position field is used for all element types.
-To account for differing resolutions, the position coordinates are the
-percentage of the screen, ranging in value from 0
to 1
.
The name field is not yet used, but should contain a description of what the -HUD element represents. The direction field is the direction in which something -is drawn.
-0
draws from left to right, 1
draws from right to left, 2
draws from
-top to bottom, and 3
draws from bottom to top.
The alignment
field specifies how the item will be aligned. It ranges from
--1
to 1
, with 0
being the center. -1
is moved to the left/up, and 1
-is to the right/down. Fractional values can be used.
The offset
field specifies a pixel offset from the position. Contrary to
-position, the offset is not scaled to screen size. This allows for some
-precisely positioned items in the HUD.
Note: offset
will adapt to screen DPI as well as user defined scaling
-factor!
Below are the specific uses for fields in each type; fields not listed for that -type are ignored.
-Note: Future revisions to the HUD API may be incompatible; the HUD API is -still in the experimental stages.
-image
Displays an image on the HUD.
-scale
: The scale of the image, with 1 being the original texture size.
- Only the X coordinate scale is used (positive values).
- Negative values represent that percentage of the screen it
- should take; e.g. x=-100
means 100% (width).text
: The name of the texture that is displayed.alignment
: The alignment of the image.offset
: offset in pixels from position.text
Displays text on the HUD.
-scale
: Defines the bounding rectangle of the text.
- A value such as {x=100, y=100}
should work.text
: The text to be displayed in the HUD element.number
: An integer containing the RGB value of the color used to draw the
- text. Specify 0xFFFFFF
for white text, 0xFF0000
for red, and so on.alignment
: The alignment of the text.offset
: offset in pixels from position.statbar
Displays a horizontal bar made up of half-images.
-text
: The name of the texture that is used.number
: The number of half-textures that are displayed.
- If odd, will end with a vertically center-split texture.direction
offset
: offset in pixels from position.size
: If used, will force full-image size to this value (override texture
- pack image size)inventory
text
: The name of the inventory list to be displayed.number
: Number of items in the inventory to be displayed.item
: Position of item that is selected.direction
offset
: offset in pixels from position.waypoint
Displays distance to selected world position.
-name
: The name of the waypoint.text
: Distance suffix. Can be blank.number:
An integer containing the RGB value of the color used to draw the
- text.world_pos
: World position of the waypoint.{x=num, y=num, z=num}
-
-For helper functions see "Vector helpers".
-pointed_thing
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.
-There are three kinds of items: nodes, tools and craftitems.
-register_node
): A node from the world.register_tool
): A tool/weapon that can dig and damage
- things according to tool_capabilities
.register_craftitem
): A miscellaneous item.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.
-Items and item stacks can exist in three formats: Serializes, table format
-and ItemStack
.
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 outExamples:
-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.
-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.
-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 can define what kind of an item it is (e.g. wool).
-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.
-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 in tools define which groups of nodes and entities they are -effective towards.
-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'},
-}
-
-immortal
: Disables the group damage system for an entitypunch_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.0
is something that is directly accessible at the start of gameplaydig_immediate
: (player can always pick up node without reducing tool wear)
-disable_jump
: Player (and possibly other things) cannot jump from nodefall_damage_add_percent
: damage speed = speed * (1 + value/100)
bouncy
: value is bounce speed in percentfalling_node
: if there is no walkable block under the node it will fallattached_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 groupconnect_to_raillike
: makes nodes of raillike drawtype with same group value
- connect to each otherslippery
: Players and items will slide on the node.
- Slipperiness rises steadily with slippery
value, starting at 1.crumbly
: dirt, sandcracky
: tough but crackable stuff like stone.snappy
: something that can be cut using fine tools; e.g. leaves, small
- plants, wire, sheets of metalchoppy
: something that can be cut using force; e.g. trees, wooden planksfleshy
: Living things like animals and the player. This could imply
- some blood effects when hitting.explody
: Especially prone to explosionsoddly_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.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 metalweapon
: any weaponheavy
: anything considerably heavyGroups 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 define:
-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.
-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.
-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: 10uses=10, leveldiff=1
: actual uses: 30uses=10, leveldiff=2
: actual uses: 90Tells what is the maximum level of a node of this group that the tool will -be able to dig.
-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.
-List of damage for groups of entities. See "Entity damage mechanism".
-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:
- -Table of resulting digging times:
-crumbly 0 1 2 3 4 <- level
- -> 0 - - - - -
- 1 0.80 1.60 1.60 - -
- 2 0.60 1.20 1.20 - -
- 3 0.40 0.80 0.80 - -
-
-level diff: 2 1 0 -1 -2
-
-Table of resulting tool uses:
--> 0 - - - - -
- 1 180 60 20 - -
- 2 180 60 20 - -
- 3 180 60 20 - -
-
-Notes:
-crumbly==0
, the node is not diggable.crumbly==3
, the level difference digging time divider kicks in and makes
- easy nodes to be quickly breakable.level > 2
, the node is not diggable, because it's level > maxlevel
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)
-direction
equals nil
and puncher
does not equal nil
, direction
- will be automatically filled in based on the location of puncher
.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:
-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 atExample 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 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 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[]
size[8,9]
-list[context;main;0,0;8,4;]
-list[current_player;main;0,5;8,4;]
-
-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;]
-
-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;]
-
-size[<W>,<H>,<fixed_size>]
fixed_size
: true
/false
(optional)invsize[<W>,<H>;]
position[<X>,<Y>]
size
element.anchor
point.anchor[<X>,<Y>]
size
and position
(if present) elements.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[]
size
, position
, and anchor
elements (if present).container[<X>,<Y>]
container_end
container_end[]
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
listring[<inventory location>;<list name>]
listring[]
listring[<inventory location>;<list name>]
- for the last two inventory lists added by list[...]listcolors[<slot_bg_normal>;<slot_bg_hover>]
ColorString
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
ColorString
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
ColorString
tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]
<bgcolor>
tooltip background color as ColorString
(optional)<fontcolor>
tooltip font color as ColorString
(optional)image[<X>,<Y>;<W>,<H>;<texture name>]
item_image[<X>,<Y>;<W>,<H>;<item name>]
bgcolor[<color>;<fullscreen>]
ColorString
true
, the background color is drawn fullscreen (does not effect the size
- of the formspec).background[<X>,<Y>;<W>,<H>;<texture name>]
background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
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>]
x
and y
position the field relative to the top left of the menuw
and h
are the size of the fieldh
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 fieldfield[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
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 menuw
and h
are the size of the fieldh
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 fielddefault
is the default value of the fielddefault
may contain variable references such as ${text}'
which
- will fill the value from the metadata value text
field_close_on_enter
to stop enter closing the formspecfield[<name>;<label>;<default>]
fields.key_enter_field
will be sent with
- the name of this field.size[]
elementfield_close_on_enter
to stop enter closing the formspecfield_close_on_enter[<name>;<close_on_enter>]
textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
label[<X>,<Y>;<label>]
x
and y
work as per fieldlabel
is the text on the labelvertlabel[<X>,<Y>;<label>]
x
and y
work as per fieldlabel
is the text on the labelbutton[<X>,<Y>;<W>,<H>;<name>;<label>]
x
, y
and name
work as per fieldw
and h
are the size of the buttonh
label
is the text on the buttonimage_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
x
, y
, w
, h
, and name
work as per buttontexture name
is the filename of an imageimage_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
x
, y
, w
, h
, and name
work as per buttontexture name
is the filename of an imagenoclip=true
means the image button doesn't need to be within specified
- formsize.drawborder
: draw button border or notpressed texture name
is the filename of an image on pressed stateitem_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
x
, y
, w
, h
, name
and label
work as per buttonitem name
is the registered name of an item/node,
- tooltip will be made out of its description
- to override it use tooltip elementbutton_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
x
and y
position the itemlist relative to the top left of the menuw
and h
are the size of the itemlistname
fieldname sent to server on doubleclick value is current selected
- element.listelements
can be prepended by #color in hexadecimal format RRGGBB
- (only).textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
x
and y
position the item list relative to the top left of the menuw
and h
are the size of the item listname
fieldname sent to server on doubleclick value is current selected
- element.listelements
can be prepended by #RRGGBB (only) in hexadecimal formattrue
/false
: draw transparent backgroundminetest.explode_textlist_event
- (main menu: engine.explode_textlist_event
).tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
x
and y
position the itemlist relative to the top left of the menuname
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): show transparentdraw_border
(optional): draw borderbox[<X>,<Y>;<W>,<H>;<color>]
x
and y
position the box relative to the top left of the menuw
and h
are the size of boxcolor
is color specified as a ColorString
dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
x
and y
position of dropdowncheckbox[<X>,<Y>;<name>;<label>;<selected>]
x
and y
: position of checkboxname
fieldname data is transferred to Lualabel
to be shown left of checkboxselected
(optional): true
/false
scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
x
and y
: position of trackbarw
and h
: width and heightorientation
: vertical
/horizontal
0
-1000
)minetest.explode_scrollbar_event
- (main menu: engine.explode_scrollbar_event
).table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
tableoptions[]
tablecolumns[]
x
and y
: position the itemlist relative to the top left of the menuw
and h
are the size of the itemlistname
: fieldname sent to server on row select or doubleclickcell 1
...cell n
: cell contents given in row-major orderselected idx
: index of row to be selected within table (first row = 1
)minetest.explode_table_event
- (main menu: engine.explode_table_event
).tableoptions[<opt 1>;<opt 2>;...]
table[]
color=#RRGGBB
ColorString
), defaults to #FFFFFF
background=#RRGGBB
ColorString
), defaults to #000000
border=<true/false>
true
)highlight=#RRGGBB
ColorString
), defaults to #466432
highlight_text=#RRGGBB
ColorString
), defaults to #FFFFFF
opendepth=<value>
depth < value
are open (default value = 0
)tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
table[]
text
, image
, color
, indent
, tree
text
: show cell contents as textimage
: 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).align=<value>
text
and image
: content alignment within cells.
- Available values: left
(default), center
, right
, inline
width=<value>
-padding=<value>
: padding left of the column, in em (default 0.5
).
- Exception: defaults to 0 for indent columnstooltip=<value>
: tooltip text (default: empty)image
column options:
-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!
"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 inventorymain
: list containing the default inventorycraft
: list containing the craft inputcraftpreview
: list containing the craft outputhand
: list containing an override for the empty handColorString
#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"
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)
:
-minetest.colorize(color, message)
:minetest.get_color_escape_sequence(color) ..
- message ..
- minetest.get_color_escape_sequence("#ffffff")
minetest.get_background_escape_sequence(color)
-minetest.strip_foreground_colors(str)
get_color_escape_sequence
.minetest.strip_background_colors(str)
get_background_escape_sequence
.minetest.strip_colors(str)
For the following functions, v
, v1
, v2
are vectors,
-p1
, p2
are positions:
vector.new(a[, b, c])
:
-vector.direction(p1, p2)
:
-vector.distance(p1, p2)
:p1
and p2
.vector.length(v)
:v
.vector.normalize(v)
:
-vector.floor(v)
:vector.round(v)
:vector.apply(v, func)
:func
has been applied to each
- component.vector.equals(v1, v2)
:true
if the vectors are identical.vector.sort(v1, v2)
:v1
, v2
.For the following functions x
can be either a vector or a number:
vector.add(v, x)
:vector.subtract(v, x)
:vector.multiply(v, x)
:vector.divide(v, x)
:dump2(obj, name, dumped)
: returns a string which makes obj
- human-readable, handles reference loops.
-dump(obj, dumped)
: returns a string which makes obj
human-readable
-math.hypot(x, y)
math.sign(x, tolerance)
: returns -1
, 0
or 1
-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
"a,b":split","
returns {"a","b"}
string:trim()
: returns the string without whitespace pre- and suffixes"\n \t\tfoo bar\t ":trim()
returns "foo bar"
minetest.wrap_text(str, limit, as_table)
: returns a string or tablelimit
: number, maximal amount of characters in one lineas_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)"
-minetest.string_to_pos(string)
: returns a position or nil
minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")
: returns two positionsminetest.formspec_escape(string)
: returns a stringminetest.is_yes(arg)
minetest.get_us_time()
table.copy(table)
: returns a tabletable
minetest.pointed_thing_to_face_pos(placer, pointed_thing)
: returns a
- position.Texts can be translated client-side with the help of minetest.translate
and
-translation files.
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.
-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.
A translation file has the suffix .[lang].tr
, where [lang]
is the language
-it corresponds to.
-The file should be a text file, with the following format:
# textdomain:
(the space is significant) can be used
- to specify the text domain of all following translations in the file.#
are ignored.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.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.minetest
namespace referenceminetest.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"
..lua
modules or static data from modminetest.get_modnames()
: returns a list of installed modsminetest.get_worldpath()
: returns e.g. "/home/user/.minetest/world"
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)
:{
- 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.path
, creating parent directories
- if they don't exist.minetest.get_dir_list(path, [is_dir])
: returns list of entry namesminetest.safe_file_write(path, content)
: returns boolean indicating successlocal 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
-minetest.debug(...)
minetest.log(table.concat({...}, "\t"))
minetest.log([level,] text)
level
is one of "none"
, "error"
, "warning"
, "action"
,
- "info"
, or "verbose"
. Default is "none"
.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)
minetest.register_alias_force(name, convert_to)
minetest.register_craft(recipe)
minetest.clear_craft(recipe)
minetest.register_craft(recipe)
. For output specify only the item,
- without a quantity.minetest.register_ore(ore definition)
minetest.register_biome(biome definition)
minetest.register_decoration(decoration definition)
minetest.override_item(name, redefinition)
minetest.override_item("default:mese", {light_source=LIGHT_MAX})
minetest.clear_registered_ores()
minetest.clear_registered_biomes()
minetest.clear_registered_decorations()
Call these functions only at load time!
-minetest.register_globalstep(func(dtime))
minetest.register_on_shutdown(func())
minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
-minetest.register_on_dignode(func(pos, oldnode, digger))
on_destruct
or after_dig_node
in node
- definition whenever possible.minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
minetest.register_on_generated(func(minp, maxp, blockseed))
minetest.register_on_newplayer(func(ObjectRef))
minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))
player
- ObjectRef - Player that was punchedhitter
- ObjectRef - Player that hittime_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 enginetrue
to prevent the default damage mechanismminetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)
player
: ObjectRef of the playerhp_change
: the amount of change. Negative when it is damage.reason
: a PlayerHPChangeReason table.
-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))
reason
: a PlayerHPChangeReason table, see register_on_player_hpchangeminetest.register_on_respawnplayer(func(ObjectRef))
minetest.register_on_prejoinplayer(func(name, ip))
minetest.register_on_joinplayer(func(ObjectRef))
minetest.register_on_leaveplayer(func(ObjectRef, timed_out))
timed_out
: True for timeout, false for other reasons.minetest.register_on_auth_fail(func(name, ip))
-minetest.register_on_cheat(func(ObjectRef, cheat))
-minetest.register_on_chat_message(func(name, message))
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))
true
, remaining functions are not calledminetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
-minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
minetest.register_on_protection_violation(func(pos, name))
builtin
and mods when a player violates protection at a
- position (eg, digs a node or punches a protected entity).minetest.record_protection_violation
.minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
-minetest.register_on_priv_grant(function(name, granter, priv))
granter
grants the priv priv
to name
.minetest.register_on_priv_revoke(function(name, revoker, priv))
revoker
revokes the priv priv
from name
.minetest.register_can_bypass_userlimit(function(name, ip))
-minetest.register_on_modchannel_message(func(channel_name, sender, message))
sender
field is an empty string.minetest.register_chatcommand(cmd, chatcommand definition)
minetest.registered_chatcommands
minetest.override_chatcommand(name, redefinition)
register_chatcommand
.minetest.unregister_chatcommand(name)
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.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 modminetest.register_authentication_handler(authentication handler definition)
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.minetest.string_to_privs(str)
: returns {priv1=true,...}
minetest.privs_to_string(privs)
: returns "priv1,priv2,..."
minetest.get_player_privs(name) -> {priv1=true,...}
minetest.check_player_privs(player_or_name, ...)
:
- returns bool, missing_privs
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)
get_auth()
call on the auth handler.minetest.get_password_hash(name, raw_password)
minetest.check_password_entry
instead.minetest.get_player_ip(name)
: returns an IP address string for the player
- name
.
minetest.get_auth_handler()
: Return the currently active auth handler
minetest.notify_authentication_modified(name)
name
: string; if omitted, all auth data should be considered modifiedminetest.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()
reload()
in authentication handler definitionminetest.set_player_password
, minetest_set_player_privs
,
-minetest_get_player_privs
and minetest.auth_reload
call the authentication
-handler.
minetest.set_node(pos, node)
minetest.add_node(pos, node): alias to
minetest.set_node`
-minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)
minetest.bulk_set_node({ {x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})
minetest.set_node
callminetest.swap_node(pos, node)
minetest.remove_node(pos)
minetest.set_node(pos, {name="air"})
minetest.get_node(pos)
{name="node_name", param1=0, param2=0}
,
- returns {name="ignore", param1=0, param2=0}
for unloaded areas.minetest.get_node_or_nil(pos)
get_node
but returns nil
for unloaded areas.minetest.get_node_light(pos, timeofday)
pos
: The position where to measure the light.timeofday
: nil
for current time, 0
for night, 0.5
for day0
and 15
or nil
minetest.place_node(pos, node)
minetest.dig_node(pos)
true
if successful, false
on failure (e.g. protected location)minetest.punch_node(pos)
minetest.spawn_falling_node(pos)
true
if successful, false
on failureminetest.find_nodes_with_meta(pos1, pos2)
minetest.get_meta(pos)
NodeMetaRef
at that positionminetest.get_node_timer(pos)
NodeTimerRef
minetest.add_entity(pos, name, [staticdata])
: Spawn Lua-defined entity at
- position.
ObjectRef
, or nil
if failedminetest.add_item(pos, item)
: Spawn itemObjectRef
, or nil
if failedminetest.get_player_by_name(name)
: Get an ObjectRef
to a playerminetest.get_objects_inside_radius(pos, radius)
: returns a list of
- ObjectRefs.radius
: using an euclidean metricminetest.set_timeofday(val)
val
is between 0
and 1
; 0
for midnight, 0.5
for middayminetest.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.minetest.find_node_near(pos, radius, nodenames, [search_center])
: returns
- pos or nil
.
-minetest.find_nodes_in_area(pos1, pos2, nodenames)
: returns a list of
- positions.nodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)
: returns a
- list of positions.nodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
minetest.get_perlin(noiseparams)
minetest.get_perlin(seeddiff, octaves, persistence, scale)
int(worldseed)+seeddiff
)minetest.get_voxel_manip([pos1, pos2])
minetest.set_gen_notify(flags, {deco_ids})
flags
is a flag field with the available flags:minetest.get_gen_notify()
deco_id
s.nil
on failure.minetest.get_mapgen_object(objectname)
minetest.get_heat(pos)
nil
on failure.minetest.get_humidity(pos)
nil
on failure.minetest.get_biome_data(pos)
-minetest.get_biome_id(biome_name)
minetest.get_biome_data(pos)
, for a given biome_name string.minetest.get_biome_name(biome_id)
-minetest.get_mapgen_params()
-minetest.set_mapgen_params(MapgenParams)
minetest.set_mapgen_setting(name, value, override)
- instead.on_mapgen_init
.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)
minetest.get_mapgen_setting_noiseparams(name)
name
exists and is a valid NoiseParams.minetest.set_mapgen_setting(name, value, [override_meta])
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."seed"
, not "fixed_map_seed"
.minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])
minetest.set_noiseparams(name, noiseparams, set_default)
-minetest.get_noiseparams(name)
minetest.generate_ores(vm, pos1, pos2)
-minetest.generate_decorations(vm, pos1, pos2)
-minetest.clear_objects([options])
mode
.
-minetest.emerge_area(pos1, pos2, [callback], [param])
pos1
to pos2
, inclusive, to be
- asynchronously fetched from memory, loaded from disk, or if inexistent,
- generates them.callback
is a valid Lua function, this will be called for each block
- emerged.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:
-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)
minetest.line_of_sight(pos1, pos2)
: returns boolean, pos
-minetest.raycast(pos1, pos2, objects, liquids)
: returns Raycast
-minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
pos1
to pos2
or
- nil
.pos1
: start positionpos2
: end positionsearchdistance
: number of blocks to search in each direction using a
- maximum metric.max_jump
: maximum height difference to consider walkablemax_drop
: maximum height difference to consider droppablealgorithm
: One of "A*_noprefetch"
(default), "A*"
, "Dijkstra"
minetest.spawn_tree (pos, {treedef})
pos
with definition in treedef
tableminetest.transforming_liquid_add(pos)
minetest.get_node_max_level(pos)
minetest.get_node_level(pos)
minetest.set_node_level(pos, level)
-minetest.add_node_level(pos, level)
-minetest.fix_light(pos1, pos2)
: returns true
/false
pos1
is the corner of the cuboid with the least coordinates
- (in node coordinates), inclusive.pos2
is the opposite corner of the cuboid, inclusive.false
if the area is not fully generated,
- true
otherwiseminetest.check_single_for_falling(pos)
group:falling_node
node to fall and causes an
- unattached group:attached_node
node to fall.minetest.check_for_falling(pos)
group:falling_node
node to fall and causes an
- unattached group:attached_node
node to fall.minetest.get_spawn_level(x, z)
nil
for an unsuitable spawn point.water_level
and water_level + 16
, and in mgv7 well away from rivers,
- so nil
will be returned for many (x, z) co-ordinates.You can find mod channels communication scheme in docs/mod_channels.png
.
minetest.mod_channel_join(channel_name)
channel_name
, and creates it if necessary. You
- should listen from incoming messages with
- minetest.register_on_modchannel_message
call to receive incoming
- messages.minetest.get_inventory(location)
: returns an InvRef
location
= e.g.
-minetest.create_detached_inventory(name, callbacks, [player_name])
: returns
- an InvRef
.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.minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
:
- returns left over ItemStack.minetest.item_eat
and minetest.register_on_item_eat
minetest.show_formspec(playername, formname, formspec)
-minetest.close_formspec(playername, formname)
playername
: name of player to close formspecformname
: has to exactly match the one given in show_formspec
, or the
- formspec will not close.show_formspec(playername, formname, "")
is equal to this
- expression.minetest.close_formspec(playername, "")
.
- USE THIS ONLY WHEN ABSOLUTELY NECESSARY!minetest.formspec_escape(string)
: returns a stringminetest.explode_table_event(string)
: returns a table
-minetest.explode_textlist_event(string)
: returns a table
-minetest.explode_scrollbar_event(string)
: returns a table
-minetest.inventorycube(img1, img2, img3)
minetest.get_pointed_thing_position(pointed_thing, above)
pointed_thing
(that you can get from somewhere)minetest.dir_to_facedir(dir, is6d)
-minetest.facedir_to_dir(facedir)
minetest.dir_to_wallmounted(dir)
paramtype2="wallmounted"
.minetest.wallmounted_to_dir(wallmounted)
minetest.dir_to_yaw(dir)
minetest.yaw_to_dir(yaw)
minetest.is_colored_paramtype(ptype)
true
if the given paramtype2
contains
- color information (color
, colorwallmounted
or colorfacedir
).minetest.strip_param2_color(param2, paramtype2)
-minetest.get_node_drops(nodename, toolname)
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 ItemStack
s that couldn't be placed in
- decremented_input.items
decremented_input
= like input
minetest.get_craft_recipe(output)
: returns inputoutput
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 foundminetest.get_all_craft_recipes(query item)
: returns a table or nil
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
minetest.rollback_get_node_actions(pos, range, seconds, limit)
:
- returns { {actor, pos, time, oldnode, newnode}, ...}
actor
: "player:<name>"
, also "liquid"
.minetest.rollback_revert_actions_by(actor, seconds)
: returns
- boolean, log_messages
.actor
: "player:<name>"
, also "liquid"
.on_*
item definition functionsThese functions return the leftover itemstack.
-minetest.item_place_node(itemstack, placer, pointed_thing, param2)
-minetest.item_place_object(itemstack, placer, pointed_thing)
minetest.item_place(itemstack, placer, pointed_thing, param2)
-minetest.item_drop(itemstack, dropper, pos)
minetest.item_eat(hp_change, replace_with_item)
-on_punch
and on_dig
node definition callbacksminetest.node_punch(pos, node, puncher, pointed_thing)
minetest.register_on_punchnode()
minetest.node_dig(pos, node, digger)
minetest.registered_on_dignodes()
minetest.sound_play(spec, parameters)
: returns a handle
-minetest.sound_stop(handle)
minetest.sound_fade(handle, step, gain)
-minetest.after(time, func, ...)
-minetest.request_shutdown([message],[reconnect],[delay])
: request for
- server shutdown. Will display message
to clients.
-minetest.cancel_shutdown_requests()
: cancel current delayed shutdownminetest.get_server_status()
: returns server status stringminetest.get_server_uptime()
: returns the server uptime in secondsminetest.remove_player(name)
: remove player from database (if they are not
- connected).minetest.remove_player_auth(name)
: remove player authentication dataminetest.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 playerminetest.unban_player_or_ip(name)
: unban player or IP addressminetest.kick_player(name, [reason])
: disconnect a player with a optional
- reason.minetest.add_particle(particle definition)
minetest.add_particle(pos, velocity, acceleration,
- expirationtime, size, collisiondetection, texture, playername)
minetest.add_particlespawner(particlespawner definition)
ParticleSpawner
, an object that spawns an amount of particles
- over time
seconds.id
, and -1 if adding didn't succeedDeprecated: minetest.add_particlespawner(amount, time,
- minpos, maxpos,
- minvel, maxvel,
- minacc, maxacc,
- minexptime, maxexptime,
- minsize, maxsize,
- collisiondetection, texture, playername)
minetest.delete_particlespawner(id, player)
ParticleSpawner
with id
(return value from
- minetest.add_particlespawner
).minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
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.pos
is not inside the box formed by p1
and p2
, it is
- ignored.probability_list
equals nil
, no probabilities are applied.slice_prob_list
.
-minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)
pos
.rotation
can equal "0"
, "90"
, "180"
, "270"
, or "random"
.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.flags
is a flag field with the available flags:minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)
:
vmanip
instead of the
- map.flags
is a flag field with the available flags:minetest.serialize_schematic(schematic, format, options)
format
of either "mts" or "lua".options
is a table containing the following optional parameters: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.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.minetest.request_http_api()
: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
.fetch
, fetch_async
and
- fetch_async_get
described below.HTTPApiTable.fetch(HTTPRequest req, callback)
function(HTTPRequestResult res)
HTTPApiTable.fetch_async(HTTPRequest req)
: returns handleHTTPApiTable.fetch_async_get
HTTPApiTable.fetch_async_get(handle)
: returns HTTPRequestResultminetest.get_mod_storage()
:StorageRef
minetest.get_connected_players()
: returns list of ObjectRefs
minetest.is_player(o)
: boolean, whether o
is a playerminetest.player_exists(name)
: boolean, whether player exists
- (regardless of online status)minetest.hud_replace_builtin(name, hud_definition)
-minetest.send_join_message(player_name)
minetest.send_leave_message(player_name, timed_out)
minetest.hash_node_position(pos)
: returns an 48-bit integerpos
: table {x=number, y=number, z=number},minetest.get_position_from_hash(hash)
: returns a positionminetest.hash_node_position
minetest.get_item_group(name, group)
: returns a rating0
means: not in group)minetest.get_node_group(name, group)
: returns a ratingminetest.raillike_group(name)
: returns a ratingminetest.get_content_id(name)
: returns an integername
minetest.get_name_from_content_id(content_id)
: returns a stringminetest.parse_json(string[, nullvalue])
: returns somethingnullvalue
: returned in place of the JSON null; defaults to nil
nullvalue
nil
parse_json("[10, {\"a\":false}]")
, returns {10, {a = false}}
minetest.write_json(data[, styled])
: returns a string or nil
and an error
- message.write_json({10, {a = false}})
,
- returns "[10, {\"a\": false}]"
minetest.serialize(table)
: returns a string
-minetest.deserialize(string)
: returns a tableminetest.deserialize
into a tablestring
is loaded in an empty sandbox environment.deserialize('return { ["foo"] = "bar" }')
,
- returns {foo='bar'}
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
-minetest.decompress(compressed_data, method, ...)
: returns dataminetest.compress()
for supported compression
- methods....
indicates method-specific arguments. Currently, no methods use thisminetest.rgba(red, green, blue[, alpha])
: returns a stringminetest.rgba(10, 20, 30, 40)
, returns "#0A141E28"
minetest.encode_base64(string)
: returns string encoded in base64minetest.decode_base64(string)
: returns stringminetest.is_protected(pos, name)
: returns boolean
name
shouldn't be able to dig at pos
or do
- other actions, definable by mods, due to some mod-defined ownership-like
- concept.name
will be "" for non-players or unknown players.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)
minetest.register_on_protection_violation
.player_name
may not modify
- in the specified cuboid between pos1
and pos2
.false
if no protections were found.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
.interval
defaults to 4.interval
should be carefully chosen and maximised to avoid an excessive
- number of points being checked.minetest.is_protected
, this function may be extended or
- overwritten by mods to provide a faster implementation to check the
- cuboid for intersections.minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
itemstack
, and place it accordingly (on-wall, on the floor,
- or hanging from the ceiling). Stacks are handled normally if the
- infinitestacks
field is false or omitted (else, the itemstack is not
- changed). orient_flags
is an optional table containing extra tweaks to
- the placement code:invert_wall
: if true
, place wall-orientation on the ground and
- ground-orientation on the wall.force_wall
: if true
, always place the node in wall orientation.force_ceiling
: if true
, always place on the ceiling.force_floor
: if true
, always place the node on the floor.force_facedir
: if true
, forcefully reset the facedir to north
- when placing on the floor or ceiling.minetest.rotate_node(itemstack, placer, pointed_thing)
rotate_and_place()
with infinitestacks set according to the state
- of the creative mode setting, and checks for "sneak" to set the
- invert_wall
parameter.minetest.forceload_block(pos[, transient])
minetest.forceload_free_block(pos[, transient])
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
.
minetest.global_exists(name)
minetest.env
: EnvRef
of the server environment and world.minetest.env:somefunction(somearguments)
- instead of minetest.somefunction(somearguments)
minetest.registered_items
minetest.registered_nodes
minetest.registered_craftitems
minetest.registered_tools
minetest.registered_entities
minetest.object_refs
minetest.luaentities
minetest.registered_chatcommands
minetest.registered_ores
minetest.registered_biomes
minetest.registered_decorations
An interface to use mod channels on client and server
-leave()
: leave the mod channel.channel_name
.is_writeable()
: returns true if channel is writeable and mod can send over
- it.send_all(message)
: Send message
though the mod channel.MetaDataRef
See StorageRef
, NodeMetaRef
and ItemStackMetaRef
.
set_string(name, value)
get_string(name)
set_int(name, value)
get_int(name)
set_float(name, value)
get_float(name)
to_table()
: returns nil
or a table with keys:
-from_table(nil or {})
true
on successequals(other)
true
if this metadata has the same key-value pairs as other
NodeMetaRef
Node metadata: reference extra data and functionality stored in a node.
-Can be obtained via minetest.get_meta(pos)
.
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
).ItemStackMetaRef
ItemStack metadata: reference extra data and functionality stored in a stack.
-Can be obtained via item:get_meta()
.
set_tool_capabilities([tool_capabilities])
StorageRef
Mod metadata: per mod metadata, saved automatically.
-Can be obtained via minetest.get_mod_storage()
during load time.
NodeTimerRef
Node Timers: a high resolution persistent per-node timer.
-Can be gotten via minetest.get_node_timer(pos)
.
set(timeout,elapsed)
-start(timeout)
set(timeout,0)
stop()
get_timeout()
: returns current timeout in secondstimeout
equals 0
, timer is inactiveget_elapsed()
: returns current elapsed time in secondson_timer
function will be called after (timeout - elapsed)
- seconds.is_started()
: returns boolean state of timertrue
if timer is started, otherwise false
ObjectRef
Moving things in the game are generally these.
-This is basically a reference to a C++ ServerActiveObject
remove()
: remove object (after returning from Lua)minetest.kick_player
insteadget_pos()
: returns {x=num, y=num, z=num}
set_pos(pos)
; pos
={x=num, y=num, z=num}
move_to(pos, continuous=false)
: interpolated movepunch(puncher, time_from_last_punch, tool_capabilities, direction)
-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).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 itemget_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 ratingsset_animation(frame_range, frame_speed, frame_blend, frame_loop)
-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)
-get_attach()
: returns parent, bone, position, rotation or nil if it isn't
- attached.set_detach()
set_bone_position(bone, position, rotation)
-get_bone_position(bone)
: returns position and rotation of the boneset_properties(object property table)
get_properties()
: returns object property tableis_player()
: returns true for players, false otherwiseget_nametag_attributes()
set_nametag_attributes(attributes)
attributes
:
- {
- color = ColorSpec,
- text = "My Nametag",
- }set_velocity(vel)
vel
is a vector, e.g. {x=0.0, y=2.3, z=1.0}
get_velocity()
: returns the velocity, a vectorset_acceleration(acc)
acc
is a vectorget_acceleration()
: returns the acceleration, a vectorset_yaw(radians)
get_yaw()
: returns number in radiansset_texture_mod(mod)
get_texture_mod()
returns current texture modifierset_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)
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()
get_player_name()
: returns ""
if is not a playerget_player_velocity()
: returns nil
if is not a player, otherwise a
- table {x, y, z} representing the player's instantaneous velocity in nodes/sget_look_dir()
: get camera direction as a unit vectorget_look_vertical()
: pitch in radiansget_look_horizontal()
: yaw in radiansset_look_vertical(radians)
: sets look pitchset_look_horizontal(radians)
: sets look yawget_look_pitch()
: pitch in radians - Deprecated as broken. Use
- get_look_vertical
.get_look_yaw()
: yaw in radians - Deprecated as broken. Use
- get_look_horizontal
.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 breathset_breath(value)
: sets players breath
-set_attribute(attribute, value)
:
-get_attribute(attribute)
:nil
if no attribute found.set_inventory_formspec(formspec)
on_joinplayer
get_inventory_formspec()
: returns a formspec stringset_formspec_prepend(formspec)
:get_formspec_prepend(formspec)
: returns a formspec string.get_player_control()
: returns table with player pressed keys{jump=false, right=true, left=false, LMB=false, RMB=false,
- sneak=true, aux1=false, down=false, up=false}
get_player_control_bits()
: returns integer with bit packed player pressed
- keys.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 successhud_remove(id)
: remove the HUD element of the specified idhud_change(id, stat, value)
: change a value of a previously added HUD
- element.stat
values:
- position
, name
, scale
, text
, number
, item
, dir
hud_get(id)
: gets the HUD element definition structure of the specified IDhud_set_flags(flags)
: sets specified HUD flags to true
/false
flags
: (is visible) hotbar
, healthbar
, crosshair
, wielditem
,
- breathbar
, minimap
, minimap_radar
true
/false
value of each flag to be set or
- unset.nil
, the flag is not modifiedminimap
modifies the client's permission to view the
- minimap - the client may locally elect to not view the minimap.radar
is only usable when minimap
is truehud_get_flags()
: returns a table containing status of hud flags{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
- breathbar=true, minimap=true, minimap_radar=true}
hud_set_hotbar_itemcount(count)
: sets number of items in builtin hotbarcount
: number of items, must be between 1
and 23
hud_get_hotbar_itemcount
: returns number of visible itemshud_set_hotbar_image(texturename)
hud_get_hotbar_image
: returns texturenamehud_set_hotbar_selected_image(texturename)
hud_get_hotbar_selected_image
: returns texturenameset_sky(bgcolor, type, {texture names}, clouds)
-get_sky()
: returns bgcolor, type, table of textures, cloudsset_clouds(parameters)
: set cloud parametersparameters
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)
-get_day_night_ratio()
: returns the ratio or nil if it isn't overriddenset_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)
:
- set animation for player model in third person viewset_local_animation({x=0, y=79}, -- < stand/idle animation key frames
- {x=168, y=187}, -- < walk animation key frames
- {x=189, y=198}, -- < dig animation key frames
- {x=200, y=219}, -- < walk+dig animation key frames
- frame_speed=30): -- < animation frame speed
-
-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.{x=-10/10,y=-10,15,z=-5/5}
)get_eye_offset()
: returns offset_first
and offset_third
InvRef
An InvRef
is a reference to an inventory.
is_empty(listname)
: return true
if list is emptyget_size(listname)
: get size of a listset_size(listname, size)
: set size of a listfalse
on error (e.g. invalid listname
or size
)get_width(listname)
: get width of a listset_width(listname, width)
: set width of list; currently used for craftingget_stack(listname, i)
: get a copy of stack index i
in listset_stack(listname, i, stack)
: copy stack
to index i
in listget_list(listname)
: return full listset_list(listname, list)
: set full list (size will not change)get_lists()
: returns list of inventory listsset_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 listcontains_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)
.{type="undefined"}
in case location is not knownAreaStore
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.
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.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
.
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 clearedcount
: number, unsigned 16 bit integerget_wear()
: returns tool wear (0
-65535
), 0
for non-tools.set_wear(wear)
: returns boolean indicating whether item was clearedwear
: number, unsigned 16 bit integerget_meta()
: returns ItemStackMetaRef. See section for more detailsget_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 typeadd_wear(amount)
-add_item(item)
: returns leftover ItemStack
item_fits(item)
: returns true
if item or stack can be fully added to
- this one.take_item(n)
: returns taken ItemStack
-peek_item(n)
: returns taken ItemStack
-PseudoRandom
A 16-bit pseudorandom number generator. -Uses a well-known LCG algorithm introduced by K&R.
-It can be created via PseudoRandom(seed)
.
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.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)
.
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
].
-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.
next_bytes([count])
: return next count
(default 1, capped at 2048) many
- random bytes, as a string.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)
.
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.
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 noisecalc_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})
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.
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, andVoxelManip: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, andVoxelManip: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()
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.
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" nodesminetest.CONTENT_AIR
: ID for "air" nodesminetest.CONTENT_IGNORE
: ID for "ignore" nodesInside 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:
minetest.get_mapgen_object("voxelmanip")
VoxelManip:read_from_map()
before using
- a Mapgen VoxelManip.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.VoxelManip:calc_lighting()
or VoxelManip:set_lighting()
.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.
VoxelManip:get_data()
, and an
- "ignore" node at any position for VoxelManip:get_node_at()
.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.read_from_map(p1, p2)
: Loads a chunk of map into the VoxelManip object
- containing the region formed by p1
and p2
.pmin
, actual emerged pmax
write_to_map([light])
: Writes the data loaded from the VoxelManip
back to
- the map.VoxelManip:set_data()
before
- calling this.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 positionset_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.buffer
is present, this table will be used to store the
- result instead.set_data(data)
: Sets the data contents of the VoxelManip
objectupdate_map()
: Does nothing, kept for compatibility.set_lighting(light, [p1, p2])
: Set the lighting within the VoxelManip
to
- a uniform value.
-get_light_data()
: Gets the light data read into the VoxelManip
object
-set_light_data(light_data)
: Sets the param1
(light) contents of each node
- in the VoxelManip
.get_light_data()
returnsget_param2_data([buffer])
: Gets the raw param2
data read into the
- VoxelManip
object.
-set_param2_data(param2_data)
: Sets the param2
contents of each node in
- the VoxelManip
.calc_lighting([p1, p2], [propagate_shadow])
: Calculate lighting within the
- VoxelManip
.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 flowwas_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.
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
.VoxelManip
, raw Schematic specifiers,
- PerlinNoiseMap:get2d
/3dMap
, and so on.indexp(p)
: same as above, except takes a vectorposition(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 vectorcontainsi(i)
: same as above, except takes an index i
iter(minx, miny, minz, maxx, maxy, maxz)
: returns an iterator that returns
- indices.minx
,miny
,minz
) to (maxx
,maxy
,maxz
) in the order of
- [z [y [x]]]
.iterp(minp, maxp)
: same as above, except takes a vectorSettings
An interface to read config files in the format of minetest.conf
.
It can be created via Settings(filename)
.
get(key)
: returns a valueget_bool(key, [default])
: returns a boolean
-get_np_group(key)
: returns a NoiseParams tableset(key, value)
-set_bool(key, value)
set_np_group(key, value)
value
is a NoiseParams table.remove(key)
: returns a boolean (true
for success)get_names()
: returns {key1,...}
write()
: returns a boolean (true
for success)to_table()
: returns {[key1]=value1,...}
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.
- `liquids' : if false, liquid nodes won't be returned. Default is false.
next()
: returns a pointed_thing
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:
- -Decorations have a key in the format of "decoration#id"
, where id
is the
-numeric unique decoration ID.
self
:
-on_activate(self, staticdata, dtime_s)
dtime_s
is the time passed since the object was unloaded, which can
- be used for updating the entity state.on_step(self, dtime)
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)
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)
killer
: an ObjectRef
(can be nil
)on_rightclick(self, clicker)
get_staticdata(self)
on_activate
when
- the object is instantiated the next time.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.
-}
-
-G
: move forward one unit with the pen upF
: move forward one unit with the pen down drawing trunks and branchesf
: move forward one unit with the pen down drawing leaves (100% chance)T
: move forward one unit with the pen down drawing trunks onlyR
: move forward one unit with the pen down placing fruitA
: replace with rules set AB
: replace with rules set BC
: replace with rules set CD
: replace with rules set Da
: 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 infoSpawn 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)
-
-{
- 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 < 0 no limit.
- backface_culling = true,
--- ^ Set to false to disable backface_culling for model.
- glow = 0,
--- ^ Add this much extra lighting when calculating texture color.
--- Value < 0 disables light's effect on texture color.
--- 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'
-}
-
-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.
-}
-
-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.
-}
-
-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),
-}
-
-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.
- ]]
-}
-
-"image.png"
{name="image.png", animation={Tile Animation definition}}
{name="image.png", backface_culling=bool, tileable_vertical=bool,
- tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}
glasslike_framed_optional
.
- Note: supported by solid nodes and nodeboxes only.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}
image
(name){
- 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
-}
-
-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".
- ^ paramtype = "light" allows light to propagate from or through the
- ^ node with light value falling by 1 per node. This line is essential
- ^ for a light source node to spread its light. ]]
- paramtype2 = "none", -- See "Nodes"
- 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="regular"}, --[[
- ^ See "Node boxes".
- ^ If drawtype "nodebox" is used and selection_box is nil, then node_box
- ^ is used. ]]
- legacy_facedir_simple = false,
- ^ Support maps made in and before January 2012.
- legacy_wallmounted = false,
- ^ Support maps made in and before January 2012.
- 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 <=0.4.16 if the
- ^ "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 ]]
-}
-
-register_craft
(shaped){
- output = 'default:pick_stone',
- recipe = {
- {'default:cobble', 'default:cobble', 'default:cobble'},
- {'', 'default:stick', ''},
- {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
- },
- replacements = --[[<optional list of item pairs,
- replace one input item with another item on crafting>]]
-}
-
-register_craft
(shapeless){
- type = "shapeless",
- output = 'mushrooms:mushroom_stew',
- recipe = {
- "mushrooms:bowl",
- "mushrooms:mushroom_brown",
- "mushrooms:mushroom_red",
- },
- replacements = --[[<optional list of item pairs,
- replace one input item with another item on crafting>]]
-
-}
-register_craft
(tool repair){
- type = "toolrepair",
- additional_wear = -0.02,
-}
-
-register_craft
(cooking){
- type = "cooking",
- output = "default:glass",
- recipe = "default:sand",
- cooktime = 3,
-}
-
-register_craft
(furnace fuel){
- type = "fuel",
- recipe = "default:leaves",
- burntime = 1,
-}
-
-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.
-}
-
-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.
- 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.
-}
-
-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.
- 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.
- 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.
-}
-
-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>
{
- 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_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
-}
-
-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
-}
-
-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
-}
-
-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"
-}
-
-{
- 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.
-}
-
diff --git a/sitemap.json b/sitemap.json
index 43c99be..b7945dc 100644
--- a/sitemap.json
+++ b/sitemap.json
@@ -22,14 +22,6 @@
{% assign num = num | plus:1 %}
{% endfor %}
-
- {
- "title": "Lua Modding API Reference",
- "loc": "https://rubenwardy.com/minetest_modding_book/lua_api.html",
- "description": "lua_api.html is an HTML version of lua_api.txt",
- "priority": 0.75
- },
-
{
"title": "Download Examples",
"loc": "https://github.com/rubenwardy/minetest_modding_book/archive/examples.zip",
diff --git a/utils/requirements.txt b/utils/requirements.txt
deleted file mode 100644
index f223c09..0000000
--- a/utils/requirements.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-markdown==2.6.8
-bs4==0.0.1
diff --git a/utils/update_lua_api.py b/utils/update_lua_api.py
deleted file mode 100644
index 7144f69..0000000
--- a/utils/update_lua_api.py
+++ /dev/null
@@ -1,112 +0,0 @@
-import markdown, urllib2, datetime, re, string
-from bs4 import BeautifulSoup
-
-def get_key(index, li, title):
- title = title.replace(" ", "-")
- title = title.replace(" ", "-")
- title = title.replace(" ", "-")
- #title = re.sub(r'\([^)]*\)', '', title)
- title = pattern.sub('', title)
-
- if title == "":
- return None
-
- i = 0
- while True:
- key = title
- if i > 0:
- key = key + "_" + str(i)
- i = i + 1
- try:
- existing = index[key]
- except KeyError:
- return key
-
-#
-# Downloading lua_api.txt
-#
-print("Downloading lua_api.txt...")
-
-url = "https://raw.githubusercontent.com/minetest/minetest/master/doc/lua_api.txt"
-text = urllib2.urlopen(url).read()
-text = unicode(text, "utf-8")
-
-
-print("Pre-generation replacements...")
-
-header = """Minetest Lua Modding API Reference
-=================================="""
-text = text.replace(header, "")
-
-#
-# Generating HTML
-#
-print("Generating HTML...")
-md = markdown.Markdown(extensions=['markdown.extensions.toc'])
-html = md.convert(text)
-
-print("Post-generation replacements...")
-links = """
-for li in lis:
- code = li.find_all('code')
- if len(code) > 0:
- key = get_key(index, li, code[0].string)
- if key is not None:
- index[key] = True
- #print("Created " + key)
- new_tag = soup.new_tag('a', href="#" + key)
- new_tag['class'] = "anchor"
- new_tag['name'] = key
- new_tag.string = "#"
- li.insert(0, new_tag)
-
-
-html = str(soup)
-
-#
-# Writing to file
-#
-print("Writing to file...")
-file = open("lua_api.html", "w")
-file.write("---\ntitle: Lua Modding API Reference\nlayout: default\n---\n")
-file.write("\n")
-file.write("This is lua_api.txt nicely formated: I did not write this
\n")
-file.write(credit)
-file.write("\n")
-file.write("Table of Contents
\n")
-file.write(md.toc)
-file.write(html)
-file.close()
-
-print("Done")