1 Minetest Lua Client Modding API Reference 5.4.0
2 ================================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
9 ** WARNING: The client API is currently unstable, and may break/change without warning. **
11 Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
12 scripting in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things that is loaded by and interfaces with Minetest.
17 Transferring client-sided mods from the server to the client is planned, but not implemented yet.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API. You can send such improvements as
21 source code patches on GitHub (https://github.com/minetest/minetest).
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
30 Mods are loaded during client startup from the mod load paths by running
31 the `init.lua` scripts in a shared environment.
33 In order to load client-side mods, the following conditions need to be satisfied:
35 1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true`
37 2) The client-side mod located in `$path_user/clientmods/<modname>` is added to
38 `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
40 Note: Depending on the remote server's settings, client-side mods might not
41 be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
45 * `RUN_IN_PLACE=1` (Windows release, local build)
46 * `$path_user`: `<build directory>`
47 * `$path_share`: `<build directory>`
48 * `RUN_IN_PLACE=0`: (Linux release)
50 * Linux: `/usr/share/minetest`
51 * Windows: `<install directory>/minetest-0.4.x`
53 * Linux: `$HOME/.minetest`
54 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
60 * `$path_share/clientmods/`
61 * `$path_user/clientmods/` (User-installed mods)
63 In a run-in-place version (e.g. the distributed windows version):
65 * `minetest-0.4.x/clientmods/` (User-installed mods)
67 On an installed version on Linux:
69 * `/usr/share/minetest/clientmods/`
70 * `$HOME/.minetest/clientmods/` (User-installed mods)
75 Mods can be put in a subdirectory, if the parent directory, which otherwise
76 should be a mod, contains a file named `modpack.conf`.
77 The file is a key-value store of modpack details.
79 * `name`: The modpack name.
80 * `description`: Description of mod to be shown in the Mods tab of the main
83 Mod directory structure
84 ------------------------
89 | ├── settingtypes.txt
93 ### `settingtypes.txt`
95 The format is documented in `builtin/settingtypes.txt`.
96 It is parsed by the main menu settings dialogue to list mod-specific
97 settings in the "Clientmods" category.
101 The location of this directory.
105 An (optional) settings file that provides meta information about the mod.
107 * `name`: The mod name. Allows Minetest to determine the mod name even if the
108 folder is wrongly named.
109 * `description`: Description of mod to be shown in the Mods tab of the main
111 * `depends`: A comma separated list of dependencies. These are mods that must be
112 loaded before this mod.
113 * `optional_depends`: A comma separated list of optional dependencies.
114 Like a dependency, but no error if the mod doesn't exist.
118 The main Lua script. Running this script should register everything it
119 wants to register. Subsequent execution depends on minetest calling the
120 registered callbacks.
122 **NOTE**: Client mods currently can't provide textures, sounds, or models by
123 themselves. Any media referenced in function calls must already be loaded
124 (provided by mods that exist on the server).
126 Naming convention for registered textual names
127 ----------------------------------------------
128 Registered names should generally be in this format:
130 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
132 This is to prevent conflicting names from corrupting maps and is
133 enforced by the mod loader.
136 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
137 So the name should be `experimental:tnt`.
139 Enforcement can be overridden by prefixing the name with `:`. This can
140 be used for overriding the registrations of some other mod.
142 Example: Any mod can redefine `experimental:tnt` by using the name
147 (also that mod is required to have `experimental` as a dependency)
149 The `:` prefix can also be used for maintaining backwards compatibility.
153 **NOTE: Connecting sounds to objects is not implemented.**
155 Only Ogg Vorbis files are supported.
157 For positional playing of sounds, only single-channel (mono) files are
158 supported. Otherwise OpenAL will play them non-positionally.
160 Mods should generally prefix their sounds with `modname_`, e.g. given
161 the mod name "`foomod`", a sound could be called:
165 Sounds are referred to by their name with a dot, a single digit and the
166 file extension stripped out. When a sound is played, the actual sound file
167 is chosen randomly from the matching sounds.
169 When playing the sound `foomod_foosound`, the sound is chosen randomly
170 from the available ones of the following files:
172 * `foomod_foosound.ogg`
173 * `foomod_foosound.0.ogg`
174 * `foomod_foosound.1.ogg`
176 * `foomod_foosound.9.ogg`
178 Examples of sound parameter tables:
182 gain = 1.0, -- default
184 -- Play locationless, looped
186 gain = 1.0, -- default
189 -- Play in a location
191 pos = {x = 1, y = 2, z = 3},
192 gain = 1.0, -- default
194 -- Play connected to an object, looped
196 object = <an ObjectRef>,
197 gain = 1.0, -- default
201 Looped sounds must either be connected to an object or played locationless.
205 * e.g. `"default_place_node"`
207 * e.g. `{name = "default_place_node"}`
208 * e.g. `{name = "default_place_node", gain = 1.0}`
210 Representations of simple things
211 --------------------------------
215 {x=num, y=num, z=num}
217 For helper functions see "Vector helpers".
221 * `{type="node", under=pos, above=pos}`
222 * `{type="object", ref=ClientObjectRef}`
224 Flag Specifier Format
225 ---------------------
226 Flags using the standardized flag specifier format can be specified in either of
227 two ways, by string or table.
229 The string format is a comma-delimited set of flag names; whitespace and
230 unrecognized flag fields are ignored. Specifying a flag in the string sets the
231 flag, and specifying a flag prefixed by the string `"no"` explicitly
232 clears the flag from whatever the default may be.
234 In addition to the standard string flag format, the schematic flags field can
235 also be a table of flag names to boolean values representing whether or not the
236 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
237 is present, mapped to a boolean of any value, the specified flag is unset.
239 E.g. A flag field of value
241 {place_center_x = true, place_center_y=false, place_center_z=true}
245 {place_center_x = true, noplace_center_y=true, place_center_z=true}
247 which is equivalent to
249 "place_center_x, noplace_center_y, place_center_z"
253 "place_center_x, place_center_z"
255 since, by default, no schematic attributes are set.
259 Formspec defines a menu. It is a string, with a somewhat strange format.
261 Spaces and newlines can be inserted between the blocks, as is used in the
269 list[context;main;0,0;8,4;]
270 list[current_player;main;0,5;8,4;]
275 list[context;fuel;2,3;1,1;]
276 list[context;src;2,1;1,1;]
277 list[context;dst;5,1;2,2;]
278 list[current_player;main;0,5;8,4;]
280 #### Minecraft-like player inventory
283 image[1,0.6;1,2;player.png]
284 list[current_player;main;0,3.5;8,4;]
285 list[current_player;craft;3,0;3,3;]
286 list[current_player;craftpreview;7,1;1,1;]
290 #### `size[<W>,<H>,<fixed_size>]`
291 * Define the size of the menu in inventory slots
292 * `fixed_size`: `true`/`false` (optional)
293 * deprecated: `invsize[<W>,<H>;]`
295 #### `container[<X>,<Y>]`
296 * Start of a container block, moves all physical elements in the container by (X, Y)
297 * Must have matching container_end
298 * Containers can be nested, in which case the offsets are added
299 (child containers are relative to parent containers)
301 #### `container_end[]`
302 * End of a container, following elements are no longer relative to this container
304 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
305 * Show an inventory list
307 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
308 * Show an inventory list
310 #### `listring[<inventory location>;<list name>]`
311 * Allows to create a ring of inventory lists
312 * Shift-clicking on items in one element of the ring
313 will send them to the next inventory list inside the ring
314 * The first occurrence of an element inside the ring will
315 determine the inventory where items will be sent to
318 * Shorthand for doing `listring[<inventory location>;<list name>]`
319 for the last two inventory lists added by list[...]
321 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
322 * Sets background color of slots as `ColorString`
323 * Sets background color of slots on mouse hovering
325 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
326 * Sets background color of slots as `ColorString`
327 * Sets background color of slots on mouse hovering
328 * Sets color of slots border
330 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
331 * Sets background color of slots as `ColorString`
332 * Sets background color of slots on mouse hovering
333 * Sets color of slots border
334 * Sets default background color of tooltips
335 * Sets default font color of tooltips
337 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
338 * Adds tooltip for an element
339 * `<bgcolor>` tooltip background color as `ColorString` (optional)
340 * `<fontcolor>` tooltip font color as `ColorString` (optional)
342 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
344 * Position and size units are inventory slots
346 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
347 * Show an inventory image of registered item/node
348 * Position and size units are inventory slots
350 #### `bgcolor[<color>;<fullscreen>]`
351 * Sets background color of formspec as `ColorString`
352 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
354 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
355 * Use a background. Inventory rectangles are not drawn then.
356 * Position and size units are inventory slots
357 * Example for formspec 8x4 in 16x resolution: image shall be sized
358 8 times 16px times 4 times 16px.
360 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
361 * Use a background. Inventory rectangles are not drawn then.
362 * Position and size units are inventory slots
363 * Example for formspec 8x4 in 16x resolution:
364 image shall be sized 8 times 16px times 4 times 16px
365 * If `true` the background is clipped to formspec size
366 (`x` and `y` are used as offset values, `w` and `h` are ignored)
368 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
369 * Textual password style field; will be sent to server when a button is clicked
370 * When enter is pressed in field, fields.key_enter_field will be sent with the name
372 * `x` and `y` position the field relative to the top left of the menu
373 * `w` and `h` are the size of the field
374 * Fields are a set height, but will be vertically centred on `h`
375 * Position and size units are inventory slots
376 * `name` is the name of the field as returned in fields to `on_receive_fields`
377 * `label`, if not blank, will be text printed on the top left above the field
378 * See field_close_on_enter to stop enter closing the formspec
380 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
381 * Textual field; will be sent to server when a button is clicked
382 * When enter is pressed in field, fields.key_enter_field will be sent with the name
384 * `x` and `y` position the field relative to the top left of the menu
385 * `w` and `h` are the size of the field
386 * Fields are a set height, but will be vertically centred on `h`
387 * Position and size units are inventory slots
388 * `name` is the name of the field as returned in fields to `on_receive_fields`
389 * `label`, if not blank, will be text printed on the top left above the field
390 * `default` is the default value of the field
391 * `default` may contain variable references such as `${text}'` which
392 will fill the value from the metadata value `text`
393 * **Note**: no extra text or more than a single variable is supported ATM.
394 * See field_close_on_enter to stop enter closing the formspec
396 #### `field[<name>;<label>;<default>]`
397 * As above, but without position/size units
398 * When enter is pressed in field, fields.key_enter_field will be sent with the name
400 * Special field for creating simple forms, such as sign text input
401 * Must be used without a `size[]` element
402 * A "Proceed" button will be added automatically
403 * See field_close_on_enter to stop enter closing the formspec
405 #### `field_close_on_enter[<name>;<close_on_enter>]`
406 * <name> is the name of the field
407 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
408 * defaults to true when not specified (ie: no tag for a field)
410 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
411 * Same as fields above, but with multi-line input
413 #### `label[<X>,<Y>;<label>]`
414 * `x` and `y` work as per field
415 * `label` is the text on the label
416 * Position and size units are inventory slots
418 #### `vertlabel[<X>,<Y>;<label>]`
419 * Textual label drawn vertically
420 * `x` and `y` work as per field
421 * `label` is the text on the label
422 * Position and size units are inventory slots
424 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
425 * Clickable button. When clicked, fields will be sent.
426 * `x`, `y` and `name` work as per field
427 * `w` and `h` are the size of the button
428 * Fixed button height. It will be vertically centred on `h`
429 * `label` is the text on the button
430 * Position and size units are inventory slots
432 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
433 * `x`, `y`, `w`, `h`, and `name` work as per button
434 * `texture name` is the filename of an image
435 * Position and size units are inventory slots
437 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
438 * `x`, `y`, `w`, `h`, and `name` work as per button
439 * `texture name` is the filename of an image
440 * Position and size units are inventory slots
441 * `noclip=true` means the image button doesn't need to be within specified formsize
442 * `drawborder`: draw button border or not
443 * `pressed texture name` is the filename of an image on pressed state
445 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
446 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
447 * `item name` is the registered name of an item/node,
448 tooltip will be made out of its description
449 to override it use tooltip element
450 * Position and size units are inventory slots
452 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
453 * When clicked, fields will be sent and the form will quit.
455 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
456 * When clicked, fields will be sent and the form will quit.
458 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
459 * Scrollable item list showing arbitrary text elements
460 * `x` and `y` position the itemlist relative to the top left of the menu
461 * `w` and `h` are the size of the itemlist
462 * `name` fieldname sent to server on doubleclick value is current selected element
463 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
464 * if you want a listelement to start with "#" write "##".
466 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
467 * Scrollable itemlist showing arbitrary text elements
468 * `x` and `y` position the item list relative to the top left of the menu
469 * `w` and `h` are the size of the item list
470 * `name` fieldname sent to server on doubleclick value is current selected element
471 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
472 * if you want a listelement to start with "#" write "##"
473 * Index to be selected within textlist
474 * `true`/`false`: draw transparent background
475 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
477 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
478 * Show a tab**header** at specific position (ignores formsize)
479 * `x` and `y` position the itemlist relative to the top left of the menu
480 * `name` fieldname data is transferred to Lua
481 * `caption 1`...: name shown on top of tab
482 * `current_tab`: index of selected tab 1...
483 * `transparent` (optional): show transparent
484 * `draw_border` (optional): draw border
486 #### `box[<X>,<Y>;<W>,<H>;<color>]`
487 * Simple colored semitransparent box
488 * `x` and `y` position the box relative to the top left of the menu
489 * `w` and `h` are the size of box
490 * `color` is color specified as a `ColorString`
492 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
493 * Show a dropdown field
494 * **Important note**: There are two different operation modes:
495 1. handle directly on change (only changed dropdown is submitted)
496 2. read the value on pressing a button (all dropdown values are available)
497 * `x` and `y` position of dropdown
499 * Fieldname data is transferred to Lua
500 * Items to be shown in dropdown
501 * Index of currently selected dropdown item
503 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
505 * `x` and `y`: position of checkbox
506 * `name` fieldname data is transferred to Lua
507 * `label` to be shown left of checkbox
508 * `selected` (optional): `true`/`false`
510 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
512 * There are two ways to use it:
513 1. handle the changed event (only changed scrollbar is available)
514 2. read the value on pressing a button (all scrollbars are available)
515 * `x` and `y`: position of trackbar
516 * `w` and `h`: width and height
517 * `orientation`: `vertical`/`horizontal`
518 * Fieldname data is transferred to Lua
519 * Value this trackbar is set to (`0`-`1000`)
520 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
522 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
523 * Show scrollable table using options defined by the previous `tableoptions[]`
524 * Displays cells as defined by the previous `tablecolumns[]`
525 * `x` and `y`: position the itemlist relative to the top left of the menu
526 * `w` and `h` are the size of the itemlist
527 * `name`: fieldname sent to server on row select or doubleclick
528 * `cell 1`...`cell n`: cell contents given in row-major order
529 * `selected idx`: index of row to be selected within table (first row = `1`)
530 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
532 #### `tableoptions[<opt 1>;<opt 2>;...]`
533 * Sets options for `table[]`
535 * default text color (`ColorString`), defaults to `#FFFFFF`
536 * `background=#RRGGBB`
537 * table background color (`ColorString`), defaults to `#000000`
538 * `border=<true/false>`
539 * should the table be drawn with a border? (default: `true`)
540 * `highlight=#RRGGBB`
541 * highlight background color (`ColorString`), defaults to `#466432`
542 * `highlight_text=#RRGGBB`
543 * highlight text color (`ColorString`), defaults to `#FFFFFF`
544 * `opendepth=<value>`
545 * all subtrees up to `depth < value` are open (default value = `0`)
546 * only useful when there is a column of type "tree"
548 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
549 * Sets columns for `table[]`
550 * Types: `text`, `image`, `color`, `indent`, `tree`
551 * `text`: show cell contents as text
552 * `image`: cell contents are an image index, use column options to define images
553 * `color`: cell contents are a ColorString and define color of following cell
554 * `indent`: cell contents are a number and define indentation of following cell
555 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
558 * for `text` and `image`: content alignment within cells.
559 Available values: `left` (default), `center`, `right`, `inline`
561 * for `text` and `image`: minimum width in em (default: `0`)
562 * for `indent` and `tree`: indent width in em (default: `1.5`)
563 * `padding=<value>`: padding left of the column, in em (default `0.5`).
564 Exception: defaults to 0 for indent columns
565 * `tooltip=<value>`: tooltip text (default: empty)
566 * `image` column options:
567 * `0=<value>` sets image for image index 0
568 * `1=<value>` sets image for image index 1
569 * `2=<value>` sets image for image index 2
570 * and so on; defined indices need not be contiguous empty or
571 non-numeric cells are treated as `0`.
572 * `color` column options:
573 * `span=<value>`: number of following columns to affect (default: infinite)
575 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
576 pass key press events to formspec!
580 * `vector.new(a[, b, c])`: returns a vector:
581 * A copy of `a` if `a` is a vector.
582 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
583 * `vector.direction(p1, p2)`: returns a vector
584 * `vector.distance(p1, p2)`: returns a number
585 * `vector.length(v)`: returns a number
586 * `vector.normalize(v)`: returns a vector
587 * `vector.floor(v)`: returns a vector, each dimension rounded down
588 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
589 * `vector.apply(v, func)`: returns a vector
590 * `vector.equals(v1, v2)`: returns a boolean
592 For the following functions `x` can be either a vector or a number:
594 * `vector.add(v, x)`: returns a vector
595 * `vector.subtract(v, x)`: returns a vector
596 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
597 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
601 * `dump2(obj, name="_", dumped={})`
602 * Return object serialized as a string, handles reference loops
603 * `dump(obj, dumped={})`
604 * Return object serialized as a string
606 * Get the hypotenuse of a triangle with legs x and y.
607 Useful for distance calculation.
608 * `math.sign(x, tolerance)`
609 * Get the sign of a number.
610 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
611 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
612 * If `max_splits` is negative, do not limit splits.
613 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
614 * e.g. `string:split("a,b", ",") == {"a","b"}`
616 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
617 * `minetest.wrap_text(str, limit)`: returns a string
618 * Adds new lines to the string to keep it within the specified character limit
619 * limit: Maximal amount of characters in one line
620 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
621 * Convert position to a printable string
622 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
623 * `minetest.string_to_pos(string)`: returns a position
624 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
625 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
626 * Converts a string representing an area box into two positions
627 * `minetest.is_yes(arg)`
628 * returns whether `arg` can be interpreted as yes
629 * `minetest.is_nan(arg)`
630 * returns true true when the passed number represents NaN.
631 * `table.copy(table)`: returns a table
632 * returns a deep copy of `table`
634 Minetest namespace reference
635 ------------------------------
639 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
640 * `minetest.get_modpath(modname)`: returns virtual path of given mod including
641 the trailing separator. This is useful to load additional Lua files
642 contained in your mod:
643 e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
644 * `minetest.get_language()`: returns two strings
645 * the current gettext locale
646 * the current language code (the same as used for client-side translations)
647 * `minetest.get_version()`: returns a table containing components of the
648 engine version. Components:
649 * `project`: Name of the project, eg, "Minetest"
650 * `string`: Simple version, eg, "1.2.3-dev"
651 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
652 Use this for informational purposes only. The information in the returned
653 table does not represent the capabilities of the engine, nor is it
654 reliable or verifiable. Compatible forks will have a different name and
655 version entirely. To check for the presence of engine features, test
656 whether the functions exported by the wanted features exist. For example:
657 `if minetest.check_for_falling then ... end`.
658 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
659 * `data`: string of data to hash
660 * `raw`: return raw bytes instead of hex digits, default: false
661 * `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the
662 restrictions applied to the current mod.
663 * If a flag in this table is set to true, the feature is RESTRICTED.
664 * Possible flags: `load_client_mods`, `chat_messages`, `read_itemdefs`,
665 `read_nodedefs`, `lookup_nodes`, `read_playerinfo`
668 * `minetest.debug(...)`
669 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
670 * `minetest.log([level,] text)`
671 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
672 `"info"`, or `"verbose"`. Default is `"none"`.
674 ### Global callback registration functions
675 Call these functions only at load time!
677 * `minetest.open_enderchest()`
678 * This function is called if the client uses the Keybind for it (by default "O")
679 * You can override it
680 * `minetest.register_globalstep(function(dtime))`
681 * Called every client environment step, usually interval of 0.1s
682 * `minetest.register_on_mods_loaded(function())`
683 * Called just after mods have finished loading.
684 * `minetest.register_on_shutdown(function())`
685 * Called before client shutdown
686 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
687 callbacks **will likely not be run**. Data should be saved at
688 semi-frequent intervals as well as on server shutdown.
689 * `minetest.register_on_receiving_chat_message(function(message))`
690 * Called always when a client receive a message
691 * Return `true` to mark the message as handled, which means that it will not be shown to chat
692 * `minetest.register_on_sending_chat_message(function(message))`
693 * Called always when a client send a message from chat
694 * Return `true` to mark the message as handled, which means that it will not be sent to server
695 * `minetest.register_chatcommand(cmd, chatcommand definition)`
696 * Adds definition to minetest.registered_chatcommands
697 * `minetest.unregister_chatcommand(name)`
698 * Unregisters a chatcommands registered with register_chatcommand.
699 * `minetest.register_list_command(command, desc, setting)`
700 * Registers a chatcommand `command` to manage a list that takes the args `del | add | list <param>`
701 * The list is stored comma-seperated in `setting`
702 * `desc` is the description
703 * `add` adds something to the list
704 * `del` del removes something from the list
705 * `list` lists all items on the list
706 * `minetest.register_on_chatcommand(function(command, params))`
707 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
708 is checked to see if that the command exists, but after the input is parsed.
709 * Return `true` to mark the command as handled, which means that the default
710 handlers will be prevented.
711 * `minetest.register_on_death(function())`
712 * Called when the local player dies
713 * `minetest.register_on_hp_modification(function(hp))`
714 * Called when server modified player's HP
715 * `minetest.register_on_damage_taken(function(hp))`
716 * Called when the local player take damages
717 * `minetest.register_on_formspec_input(function(formname, fields))`
718 * Called when a button is pressed in the local player's inventory form
719 * Newest functions are called first
720 * If function returns `true`, remaining functions are not called
721 * `minetest.register_on_dignode(function(pos, node))`
722 * Called when the local player digs a node
723 * Newest functions are called first
724 * If any function returns true, the node isn't dug
725 * `minetest.register_on_punchnode(function(pos, node))`
726 * Called when the local player punches a node
727 * Newest functions are called first
728 * If any function returns true, the punch is ignored
729 * `minetest.register_on_placenode(function(pointed_thing, node))`
730 * Called when a node has been placed
731 * `minetest.register_on_item_use(function(item, pointed_thing))`
732 * Called when the local player uses an item.
733 * Newest functions are called first.
734 * If any function returns true, the item use is not sent to server.
735 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
736 * Called when an incoming mod channel message is received
737 * You must have joined some channels before, and server must acknowledge the
739 * If message comes from a server mod, `sender` field is an empty string.
740 * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
741 * Called when a valid incoming mod channel signal is received
742 * Signal id permit to react to server mod channel events
743 * Possible values are:
748 4: event_on_not_joined_channel
750 * `minetest.register_on_inventory_open(function(inventory))`
751 * Called when the local player open inventory
752 * Newest functions are called first
753 * If any function returns true, inventory doesn't open
754 * `minetest.register_on_recieve_physics_override(function(override))`
755 * Called when recieving physics_override from server
756 * Newest functions are called first
757 * If any function returns true, the physics override does not change
758 * `minetest.register_on_play_sound(function(SimpleSoundSpec))`
759 * Called when recieving a play sound command from server
760 * Newest functions are called first
761 * If any function returns true, the sound does not play
762 * `minetest.register_on_spawn_partice(function(particle definition))`
763 * Called when recieving a spawn particle command from server
764 * Newest functions are called first
765 * If any function returns true, the particel does not spawn
768 * `minetest.settings`: Settings object containing all of the settings from the
769 main config file (`minetest.conf`).
770 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
771 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
774 * `minetest.sound_play(spec, parameters)`: returns a handle
775 * `spec` is a `SimpleSoundSpec`
776 * `parameters` is a sound parameter table
777 * `minetest.sound_stop(handle)`
778 * `handle` is a handle returned by `minetest.sound_play`
779 * `minetest.sound_fade(handle, step, gain)`
780 * `handle` is a handle returned by `minetest.sound_play`
781 * `step` determines how fast a sound will fade.
782 Negative step will lower the sound volume, positive step will increase
784 * `gain` the target gain for the fade.
787 * `minetest.after(time, func, ...)`
788 * Call the function `func` after `time` seconds, may be fractional
789 * Optional: Variable number of arguments that are passed to `func`
790 * `minetest.get_us_time()`
791 * Returns time with microsecond precision. May not return wall time.
792 * `minetest.get_timeofday()`
793 * Returns the time of day: `0` for midnight, `0.5` for midday
796 * `minetest.place_node(pos)`
797 * Places the wielded node/item of the player at pos.
798 * `minetest.dig_node(pos)`
799 * Instantly digs the node at pos. This may fuck up with anticheat.
800 * `minetest.get_node_or_nil(pos)`
801 * Returns the node at the given position as table in the format
802 `{name="node_name", param1=0, param2=0}`, returns `nil`
803 for unloaded areas or flavor limited areas.
804 * `minetest.get_node_light(pos, timeofday)`
805 * Gets the light value at the given position. Note that the light value
806 "inside" the node at the given position is returned, so you usually want
807 to get the light value of a neighbor.
808 * `pos`: The position where to measure the light.
809 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
810 * Returns a number between `0` and `15` or `nil`
811 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
812 * `radius`: using a maximum metric
813 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
814 * `search_center` is an optional boolean (default: `false`)
815 If true `pos` is also checked for the nodes
816 * `minetest.find_nodes_near(pos, radius, nodenames, [search_center])`: returns a
818 * `radius`: using a maximum metric
819 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
820 * `search_center` is an optional boolean (default: `false`)
821 If true `pos` is also checked for the nodes
822 * `minetest.find_nodes_near_under_air(pos, radius, nodenames, [search_center])`: returns a
824 * `radius`: using a maximum metric
825 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
826 * `search_center` is an optional boolean (default: `false`)
827 If true `pos` is also checked for the nodes
828 * Return value: Table with all node positions with a node air above
829 * `minetest.find_nodes_near_under_air_except(pos, radius, nodenames, [search_center])`: returns a
831 * `radius`: using a maximum metric
832 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`, specifies the nodes to be ignored
833 * `search_center` is an optional boolean (default: `false`)
834 If true `pos` is also checked for the nodes
835 * Return value: Table with all node positions with a node air above
836 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
837 * `pos1` and `pos2` are the min and max positions of the area to search.
838 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
839 * If `grouped` is true the return value is a table indexed by node name
840 which contains lists of positions.
841 * If `grouped` is false or absent the return values are as follows:
842 first value: Table with all node positions
843 second value: Table with the count of each node with the node name
845 * Area volume is limited to 4,096,000 nodes
846 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
848 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
849 * Return value: Table with all node positions with a node air above
850 * Area volume is limited to 4,096,000 nodes
851 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
852 * Checks if there is anything other than air between pos1 and pos2.
853 * Returns false if something is blocking the sight.
854 * Returns the position of the blocking node when `false`
855 * `pos1`: First position
856 * `pos2`: Second position
857 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
858 * Creates a `Raycast` object.
859 * `pos1`: start of the ray
860 * `pos2`: end of the ray
861 * `objects`: if false, only nodes will be returned. Default is `true`.
862 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
863 * `minetest.get_pointed_thing()` returns `PointedThing`
864 * Returns the thing currently pointed by player
865 * `minetest.get_pointed_thing_position(pointed_thing, above)`
866 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
867 does not refer to a node or entity.
868 * If the optional `above` parameter is true and the `pointed_thing` refers
869 to a node, then it will return the `above` position of the `pointed_thing`.
870 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
871 * returns table containing path that can be walked on
872 * returns a table of 3D points representing a path from `pos1` to `pos2` or
874 * Reasons for failure:
875 * No path exists at all
876 * No path exists within `searchdistance` (see below)
877 * Start or end pos is buried in land
878 * `pos1`: start position
879 * `pos2`: end position
880 * `searchdistance`: maximum distance from the search positions to search in.
881 In detail: Path must be completely inside a cuboid. The minimum
882 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
883 Larger values will increase the size of this cuboid in all directions
884 * `max_jump`: maximum height difference to consider walkable
885 * `max_drop`: maximum height difference to consider droppable
886 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
887 Difference between `"A*"` and `"A*_noprefetch"` is that
888 `"A*"` will pre-calculate the cost-data, the other will calculate it
890 * `minetest.find_nodes_with_meta(pos1, pos2)`
891 * Get a table of positions of nodes that have metadata within a region
893 * `minetest.get_meta(pos)`
894 * Get a `NodeMetaRef` at that position
895 * `minetest.get_node_level(pos)`
896 * get level of leveled node (water, snow)
897 * `minetest.get_node_max_level(pos)`
898 * get max available level for leveled node
901 * `minetest.send_damage(hp)`
902 * Sends fall damage to server
903 * `minetest.send_chat_message(message)`
904 * Act as if `message` was typed by the player into the terminal.
905 * `minetest.run_server_chatcommand(cmd, param)`
906 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
907 * `minetest.clear_out_chat_queue()`
908 * Clears the out chat queue
909 * `minetest.drop_selected_item()`
910 * Drops the selected item
911 * `minetest.localplayer`
912 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
915 * `minetest.get_privilege_list()`
916 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
917 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
918 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
919 * Convert between two privilege representations
921 ### Client Environment
922 * `minetest.get_player_names()`
923 * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
924 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
926 * `radius`: using an euclidean metric
927 * `minetest.disconnect()`
928 * Disconnect from the server and exit to main menu.
929 * Returns `false` if the client is already disconnecting otherwise returns `true`.
930 * `minetest.get_server_info()`
931 * Returns [server info](#server-info).
932 * `minetest.send_respawn()`
933 * Sends a respawn request to the server.
937 * `minetest.get_http_api()`
938 * returns `HTTPApiTable` containing http functions.
939 * The returned table contains the functions `fetch_sync`, `fetch_async` and
940 `fetch_async_get` described below.
941 * Function only exists if minetest server was built with cURL support.
942 * `HTTPApiTable.fetch_sync(HTTPRequest req)`: returns HTTPRequestResult
943 * Performs given request synchronously
944 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
945 * Performs given request asynchronously and returns handle for
946 `HTTPApiTable.fetch_async_get`
947 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
948 * Return response data for given asynchronous HTTP request
950 ### `HTTPRequest` definition
952 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
955 url = "http://example.org",
958 -- Timeout for connection in seconds. Default is 3 seconds.
960 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
961 -- Optional, if specified a POST request with post_data is performed.
962 -- Accepts both a string and a table. If a table is specified, encodes
963 -- table as x-www-form-urlencoded key-value pairs.
964 -- If post_data is not specified, a GET request is performed instead.
966 user_agent = "ExampleUserAgent",
967 -- Optional, if specified replaces the default minetest user agent with
970 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
971 -- Optional, if specified adds additional headers to the HTTP request.
972 -- You must make sure that the header strings follow HTTP specification
976 -- Optional, if true performs a multipart HTTP request.
980 ### `HTTPRequestResult` definition
982 Passed to `HTTPApiTable.fetch` callback. Returned by
983 `HTTPApiTable.fetch_async_get`.
987 -- If true, the request has finished (either succeeded, failed or timed
991 -- If true, the request was successful
994 -- If true, the request timed out
1003 * `minetest.get_mod_storage()`:
1004 * returns reference to mod private `StorageRef`
1005 * must be called during mod load time
1008 ![Mod channels communication scheme](docs/mod channels.png)
1010 * `minetest.mod_channel_join(channel_name)`
1011 * Client joins channel `channel_name`, and creates it, if necessary. You
1012 should listen from incoming messages with `minetest.register_on_modchannel_message`
1013 call to receive incoming messages. Warning, this function is asynchronous.
1016 * `minetest.add_particle(particle definition)`
1018 * `minetest.add_particlespawner(particlespawner definition)`
1019 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
1020 * Returns an `id`, and -1 if adding didn't succeed
1022 * `minetest.delete_particlespawner(id)`
1023 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
1026 * `minetest.set_keypress(key, value)`
1027 * Act as if a key was pressed (value = true) / released (value = false)
1028 * The key must be an keymap_* setting
1029 * e.g. minetest.set_keypress("jump", true) will cause te player to jump until minetest.set_keypress("jump", false) is called or the player presses & releases the space bar himself
1030 * `minetest.get_inventory(location)`
1031 * Returns the inventory at location
1032 * `minetest.find_item(item)`
1033 * finds and an item in the inventory
1034 * returns index on success or nil if item is not found
1035 * `minetest.switch_to_item(item)`
1036 * `item` is an Itemstring
1037 * searches to item in inventory, sets the wield index to it if found
1038 * returns true on success, false if item was not found
1039 * `minetest.register_cheat(name, category, setting | function)`
1040 * Register an entry for the cheat menu
1041 * If the Category is nonexistant, it will be created
1042 * If the 3rd argument is a string it will be interpreted as a setting and toggled
1043 when the player selects the entry in the cheat menu
1044 * If the 3rd argument is a function it will be called
1045 when the player selects the entry in the cheat menu
1046 * `minetest.parse_json(string[, nullvalue])`: returns something
1047 * Convert a string containing JSON data into the Lua equivalent
1048 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
1049 * On success returns a table, a string, a number, a boolean or `nullvalue`
1050 * On failure outputs an error message and returns `nil`
1051 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
1052 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
1053 * Convert a Lua table into a JSON string
1054 * styled: Outputs in a human-readable format if this is set, defaults to false
1055 * Unserializable things like functions and userdata are saved as null.
1056 * **Warning**: JSON is more strict than the Lua table format.
1057 1. You can only use strings and positive integers of at least one as keys.
1058 2. You can not mix string and integer keys.
1059 This is due to the fact that JSON has two distinct array and object values.
1060 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
1061 * `minetest.serialize(table)`: returns a string
1062 * Convert a table containing tables, strings, numbers, booleans and `nil`s
1063 into string form readable by `minetest.deserialize`
1064 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
1065 * `minetest.deserialize(string)`: returns a table
1066 * Convert a string returned by `minetest.deserialize` into a table
1067 * `string` is loaded in an empty sandbox environment.
1068 * Will load functions, but they cannot access the global environment.
1069 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
1070 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
1071 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
1072 * `minetest.compress(data, method, ...)`: returns `compressed_data`
1073 * Compress a string of data.
1074 * `method` is a string identifying the compression method to be used.
1075 * Supported compression methods:
1076 * Deflate (zlib): `"deflate"`
1077 * `...` indicates method-specific arguments. Currently defined arguments are:
1078 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
1079 * `minetest.decompress(compressed_data, method, ...)`: returns data
1080 * Decompress a string of data (using ZLib).
1081 * See documentation on `minetest.compress()` for supported compression methods.
1082 * currently supported.
1083 * `...` indicates method-specific arguments. Currently, no methods use this.
1084 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
1085 * Each argument is a 8 Bit unsigned integer
1086 * Returns the ColorString from rgb or rgba values
1087 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
1088 * `minetest.encode_base64(string)`: returns string encoded in base64
1089 * Encodes a string in base64.
1090 * `minetest.decode_base64(string)`: returns string
1091 * Decodes a string encoded in base64.
1092 * `minetest.gettext(string)` : returns string
1093 * look up the translation of a string in the gettext message catalog
1094 * `fgettext_ne(string, ...)`
1095 * call minetest.gettext(string), replace "$1"..."$9" with the given
1096 extra arguments and return the result
1097 * `fgettext(string, ...)` : returns string
1098 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
1099 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
1100 * returns the exact position on the surface of a pointed node
1101 * `minetest.global_exists(name)`
1102 * Checks if a global variable has been set, without triggering a warning.
1103 * `minetest.make_screenshot()`
1104 * Triggers the MT makeScreenshot functionality
1107 * `minetest.ui.minimap`
1108 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
1109 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
1111 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
1112 * `minetest.show_formspec(formname, formspec)` : returns true on success
1113 * Shows a formspec to the player
1114 * `minetest.close_formspec(formname)`
1115 * `formname`: has to exactly match the one given in `show_formspec`, or the
1116 formspec will not close.
1117 * calling `show_formspec(formname, "")` is equal to this
1119 * to close a formspec regardless of the formname, call
1120 `minetest.close_formspec("")`.
1121 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
1122 * `minetest.display_chat_message(message)` returns true on success
1123 * Shows a chat message to the current player.
1130 An interface to use mod channels on client and server
1133 * `leave()`: leave the mod channel.
1134 * Client leaves channel `channel_name`.
1135 * No more incoming or outgoing messages can be sent to this channel from client mods.
1136 * This invalidate all future object usage
1137 * Ensure your set mod_channel to nil after that to free Lua resources
1138 * `is_writeable()`: returns true if channel is writable and mod can send over it.
1139 * `send_all(message)`: Send `message` though the mod channel.
1140 * If mod channel is not writable or invalid, message will be dropped.
1141 * Message size is limited to 65535 characters by protocol.
1144 An interface to manipulate minimap on client UI
1147 * `show()`: shows the minimap (if not disabled by server)
1148 * `hide()`: hides the minimap
1149 * `set_pos(pos)`: sets the minimap position on screen
1150 * `get_pos()`: returns the minimap current position
1151 * `set_angle(deg)`: sets the minimap angle in degrees
1152 * `get_angle()`: returns the current minimap angle in degrees
1153 * `set_mode(mode)`: sets the minimap mode (0 to 6)
1154 * `get_mode()`: returns the current minimap mode
1155 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
1156 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
1159 An interface to get or set information about the camera and camera-node.
1160 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
1163 * `set_camera_mode(mode)`
1164 * Pass `0` for first-person, `1` for third person, and `2` for third person front
1165 * `get_camera_mode()`
1166 * Returns 0, 1, or 2 as described above
1168 * Returns a table with X, Y, maximum and actual FOV in degrees:
1180 * Returns position of camera with view bobbing
1182 * Returns eye offset vector
1184 * Returns eye direction unit vector
1185 * `get_look_vertical()`
1186 * Returns pitch in radians
1187 * `get_look_horizontal()`
1188 * Returns yaw in radians
1189 * `get_aspect_ratio()`
1190 * Returns aspect ratio of screen
1193 An interface to retrieve information about the player.
1198 * returns current player current position
1200 * sets the position (anticheat may not like this)
1202 * returns the yaw (degrees)
1204 * sets the yaw (degrees)
1206 * returns the pitch (degrees)
1207 * `set_pitch(pitch)`
1208 * sets the pitch (degrees)
1210 * returns player speed vector
1211 * `set_velocity(vel)`
1212 * sets player speed vector
1216 * returns player name
1217 * `get_wield_index()`
1218 * returns the index of the wielded item (starts at 1)
1219 * `set_wield_index()`
1220 * sets the index (starts at 1)
1221 * `get_wielded_item()`
1222 * returns the itemstack the player is holding
1224 * returns true if player is attached
1225 * `is_touching_ground()`
1226 * returns true if player touching ground
1228 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
1229 * `is_in_liquid_stable()`
1230 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
1231 * `get_liquid_viscosity()`
1232 * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
1234 * returns true if player is climbing
1235 * `swimming_vertical()`
1236 * returns true if player is swimming in vertical
1237 * `get_physics_override()`
1246 sneak_glitch = boolean,
1251 * `set_physics_override(override_table)`
1252 * `override_table` is a table with the following fields:
1253 * `speed`: multiplier to default walking speed value (default: `1`)
1254 * `jump`: multiplier to default jump value (default: `1`)
1255 * `gravity`: multiplier to default gravity value (default: `1`)
1256 * `sneak`: whether player can sneak (default: `true`)
1257 * `sneak_glitch`: whether player can use the new move code replications
1258 of the old sneak side-effects: sneak ladders and 2 node sneak jump
1260 * `new_move`: use new move/sneak code. When `false` the exact old code
1261 is used for the specific old sneak behaviour (default: `true`)
1262 * `get_override_pos()`
1263 * returns override position
1265 * returns last player position before the current client step
1266 * `get_last_velocity()`
1267 * returns last player speed
1269 * returns the player's breath
1270 * `get_movement_acceleration()`
1271 * returns acceleration of the player in different environments:
1281 * `get_movement_speed()`
1282 * returns player's speed in different environments:
1295 * returns player's movement in different environments:
1299 liquid_fluidity = float,
1300 liquid_sink = float,
1301 liquid_fluidity_smooth = float,
1306 * `get_last_look_horizontal()`:
1307 * returns last look horizontal angle
1308 * `get_last_look_vertical()`:
1309 * returns last look vertical angle
1311 * returns pressed player controls
1328 * `get_armor_groups()`
1329 * returns a table with the armor group ratings
1330 * `hud_add(definition)`
1331 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1332 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1334 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1336 * remove the HUD element of the specified id, returns `true` on success
1337 * `hud_change(id, stat, value)`
1338 * change a value of a previously added HUD element
1339 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1340 * Returns `true` on success, otherwise returns `nil`
1342 * Returns the ClientObjectRef for the player
1345 An interface to read config files in the format of `minetest.conf`.
1347 It can be created via `Settings(filename)`.
1350 * `get(key)`: returns a value
1351 * `get_bool(key)`: returns a boolean
1353 * `remove(key)`: returns a boolean (`true` for success)
1354 * `get_names()`: returns `{key1,...}`
1355 * `write()`: returns a boolean (`true` for success)
1356 * write changes to file
1357 * `to_table()`: returns `{[key1]=value1,...}`
1360 Node metadata: reference extra data and functionality stored in a node.
1361 Can be obtained via `minetest.get_meta(pos)`.
1364 * `get_string(name)`
1367 * `to_table()`: returns `nil` or a table with keys:
1368 * `fields`: key-value storage
1369 * `inventory`: `{list1 = {}, ...}}`
1373 Moving things in the game are generally these.
1374 This is basically a reference to a C++ `GenericCAO`.
1378 * `get_pos()`: returns `{x=num, y=num, z=num}`
1379 * `get_velocity()`: returns the velocity, a vector
1380 * `get_acceleration()`: returns the acceleration, a vector
1381 * `get_rotation()`: returns the rotation, a vector (radians)
1382 * `is_player()`: returns true if the object is a player
1383 * `is_local_player()`: returns true if the object is the local player
1384 * `get_attach()`: returns parent or nil if it isn't attached.
1385 * `get_nametag()`: returns the nametag (string)
1386 * `get_item_textures()`: returns the textures
1387 * `get_max_hp()`: returns the maximum heath
1388 * `punch()`: punches the object
1389 * `rightclick()`: rightclicks the object
1393 A raycast on the map. It works with selection boxes.
1394 Can be used as an iterator in a for loop as:
1396 local ray = Raycast(...)
1397 for pointed_thing in ray do
1401 The map is loaded as the ray advances. If the map is modified after the
1402 `Raycast` is created, the changes may or may not have an effect on the object.
1404 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
1405 `minetest.raycast(pos1, pos2, objects, liquids)` where:
1407 * `pos1`: start of the ray
1408 * `pos2`: end of the ray
1409 * `objects`: if false, only nodes will be returned. Default is true.
1410 * `liquids`: if false, liquid nodes won't be returned. Default is false.
1414 * `next()`: returns a `pointed_thing` with exact pointing location
1415 * Returns the next thing pointed by the ray or nil.
1419 * `minetest.get_node_def(nodename)`
1420 * Returns [node definition](#node-definition) table of `nodename`
1421 * `minetest.get_item_def(itemstring)`
1422 * Returns item definition table of `itemstring`
1423 * `minetest.override_item(itemstring, redefinition)`
1424 * Overrides fields of an item registered with register_node/tool/craftitem.
1425 * Note: Item must already be defined by the server
1426 * Example: `minetest.override_item("default:mese",
1427 {light_source=minetest.LIGHT_MAX})`
1428 * Doesnt really work yet an causes strange bugs, I'm working to make is better
1430 #### Node Definition
1434 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1435 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1436 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1437 name = string, -- The name of the node e.g. "air", "default:dirt"
1438 groups = table, -- The groups of the node
1439 paramtype = string, -- Paramtype of the node
1440 paramtype2 = string, -- ParamType2 of the node
1441 drawtype = string, -- Drawtype of the node
1442 mesh = <string>, -- Mesh name if existant
1443 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1444 visual_scale = number, -- Visual scale of node
1445 alpha = number, -- Alpha of the node. Only used for liquids
1446 color = <Color>, -- Color of node *May not exist*
1447 palette_name = <string>, -- Filename of palette *May not exist*
1448 palette = <{ -- List of colors
1452 waving = number, -- 0 of not waving, 1 if waving
1453 connect_sides = number, -- Used for connected nodes
1454 connects_to = { -- List of nodes to connect to
1458 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1459 leveled = number, -- Max level for node
1460 sunlight_propogates = bool, -- Whether light passes through the block
1461 light_source = number, -- Light emitted by the block
1462 is_ground_content = bool, -- Whether caves should cut through the node
1463 walkable = bool, -- Whether the player collides with the node
1464 pointable = bool, -- Whether the player can select the node
1465 diggable = bool, -- Whether the player can dig the node
1466 climbable = bool, -- Whether the player can climb up the node
1467 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1468 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1469 damage_per_second = number, -- HP of damage per second when the player is in the node
1470 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1471 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1472 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1473 liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
1474 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1475 liquid_range = <number>, -- How far the liquid flows *May not exist*
1476 drowning = bool, -- Whether the player will drown in the node
1477 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1478 node_box = table, -- Nodebox to draw the node with
1479 collision_box = table, -- Nodebox to set the collision area
1480 selection_box = table, -- Nodebox to set the area selected by the player
1481 sounds = { -- Table of sounds that the block makes
1482 sound_footstep = SimpleSoundSpec,
1483 sound_dig = SimpleSoundSpec,
1484 sound_dug = SimpleSoundSpec
1486 legacy_facedir_simple = bool, -- Whether to use old facedir
1487 legacy_wallmounted = bool -- Whether to use old wallmounted
1491 #### Item Definition
1495 name = string, -- Name of the item e.g. "default:stone"
1496 description = string, -- Description of the item e.g. "Stone"
1497 type = string, -- Item type: "none", "node", "craftitem", "tool"
1498 inventory_image = string, -- Image in the inventory
1499 wield_image = string, -- Image in wieldmesh
1500 palette_image = string, -- Image for palette
1501 color = Color, -- Color for item
1502 wield_scale = Vector, -- Wieldmesh scale
1503 stack_max = number, -- Number of items stackable together
1504 usable = bool, -- Has on_use callback defined
1505 liquids_pointable = bool, -- Whether you can point at liquids with the item
1506 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1507 groups = table, -- Groups of the item
1508 sound_place = SimpleSoundSpec, -- Sound played when placed
1509 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1510 node_placement_prediction = string -- Node placed in client until server catches up
1515 ### Chat command definition (`register_chatcommand`)
1518 params = "<name> <privilege>", -- Short parameter description
1519 description = "Remove privilege from player", -- Full description
1520 func = function(param), -- Called when command is run.
1521 -- Returns boolean success and text output.
1526 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1527 ip = "203.0.113.156", -- The IP address of the server.
1528 port = 30000, -- The port the client is connected to.
1529 protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
1533 ### HUD Definition (`hud_add`, `hud_get`)
1536 hud_elem_type = "image", -- see HUD element types, default "text"
1537 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1538 position = {x=0.5, y=0.5},
1539 -- ^ Left corner position of element, default `{x=0,y=0}`.
1540 name = "<name>", -- default ""
1541 scale = {x=2, y=2}, -- default {x=0,y=0}
1542 text = "<text>", -- default ""
1543 number = 2, -- default 0
1544 item = 3, -- default 0
1545 -- ^ Selected item in inventory. 0 for no item selected.
1546 direction = 0, -- default 0
1547 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1548 alignment = {x=0, y=0}, -- default {x=0, y=0}
1549 -- ^ See "HUD Element Types"
1550 offset = {x=0, y=0}, -- default {x=0, y=0}
1551 -- ^ See "HUD Element Types"
1552 size = { x=100, y=100 }, -- default {x=0, y=0}
1553 -- ^ Size of element in pixels
1559 Most text can contain escape sequences, that can for example color the text.
1560 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1561 The following functions provide escape sequences:
1562 * `minetest.get_color_escape_sequence(color)`:
1563 * `color` is a [ColorString](#colorstring)
1564 * The escape sequence sets the text color to `color`
1565 * `minetest.colorize(color, message)`:
1567 `minetest.get_color_escape_sequence(color) ..
1569 minetest.get_color_escape_sequence("#ffffff")`
1570 * `minetest.rainbow(message)`:
1571 * Rainbow colorizes the message.
1572 * `minetest.get_background_escape_sequence(color)`
1573 * `color` is a [ColorString](#colorstring)
1574 * The escape sequence sets the background of the whole text element to
1575 `color`. Only defined for item descriptions and tooltips.
1576 * `minetest.strip_foreground_colors(str)`
1577 * Removes foreground colors added by `get_color_escape_sequence`.
1578 * `minetest.strip_background_colors(str)`
1579 * Removes background colors added by `get_background_escape_sequence`.
1580 * `minetest.strip_colors(str)`
1581 * Removes all color escape sequences.
1585 `#RGB` defines a color in hexadecimal format.
1587 `#RGBA` defines a color in hexadecimal format and alpha channel.
1589 `#RRGGBB` defines a color in hexadecimal format.
1591 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1593 Named colors are also supported and are equivalent to
1594 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1595 To specify the value of the alpha channel, append `#AA` to the end of the color name
1596 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1597 value must (always) be two hexadecimal digits.
1601 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1605 The position field is used for all element types.
1607 To account for differing resolutions, the position coordinates are the percentage
1608 of the screen, ranging in value from `0` to `1`.
1610 The name field is not yet used, but should contain a description of what the
1611 HUD element represents. The direction field is the direction in which something
1614 `0` draws from left to right, `1` draws from right to left, `2` draws from
1615 top to bottom, and `3` draws from bottom to top.
1617 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1618 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1619 Fractional values can be used.
1621 The `offset` field specifies a pixel offset from the position. Contrary to position,
1622 the offset is not scaled to screen size. This allows for some precisely-positioned
1625 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1627 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1629 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1630 in the experimental stages.
1633 Displays an image on the HUD.
1635 * `scale`: The scale of the image, with 1 being the original texture size.
1636 Only the X coordinate scale is used (positive values).
1637 Negative values represent that percentage of the screen it
1638 should take; e.g. `x=-100` means 100% (width).
1639 * `text`: The name of the texture that is displayed.
1640 * `alignment`: The alignment of the image.
1641 * `offset`: offset in pixels from position.
1644 Displays text on the HUD.
1646 * `scale`: Defines the bounding rectangle of the text.
1647 A value such as `{x=100, y=100}` should work.
1648 * `text`: The text to be displayed in the HUD element.
1649 * `number`: An integer containing the RGB value of the color used to draw the text.
1650 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1651 * `alignment`: The alignment of the text.
1652 * `offset`: offset in pixels from position.
1655 Displays a horizontal bar made up of half-images.
1657 * `text`: The name of the texture that is used.
1658 * `number`: The number of half-textures that are displayed.
1659 If odd, will end with a vertically center-split texture.
1661 * `offset`: offset in pixels from position.
1662 * `size`: If used, will force full-image size to this value (override texture pack image size)
1665 * `text`: The name of the inventory list to be displayed.
1666 * `number`: Number of items in the inventory to be displayed.
1667 * `item`: Position of item that is selected.
1669 * `offset`: offset in pixels from position.
1673 Displays distance to selected world position.
1675 * `name`: The name of the waypoint.
1676 * `text`: Distance suffix. Can be blank.
1677 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1678 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1679 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1680 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1681 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1682 `precision = n` will show multiples of `1/n`
1683 * `number:` An integer containing the RGB value of the color used to draw the
1685 * `world_pos`: World position of the waypoint.
1686 * `offset`: offset in pixels from position.
1687 * `alignment`: The alignment of the waypoint.
1689 ### `image_waypoint`
1691 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1693 * `scale`: The scale of the image, with 1 being the original texture size.
1694 Only the X coordinate scale is used (positive values).
1695 Negative values represent that percentage of the screen it
1696 should take; e.g. `x=-100` means 100% (width).
1697 * `text`: The name of the texture that is displayed.
1698 * `alignment`: The alignment of the image.
1699 * `world_pos`: World position of the waypoint.
1700 * `offset`: offset in pixels from position.
1702 ### Particle definition (`add_particle`)
1705 pos = {x=0, y=0, z=0},
1706 velocity = {x=0, y=0, z=0},
1707 acceleration = {x=0, y=0, z=0},
1708 -- ^ Spawn particle at pos with velocity and acceleration
1710 -- ^ Disappears after expirationtime seconds
1712 collisiondetection = false,
1713 -- ^ collisiondetection: if true collides with physical objects
1714 collision_removal = false,
1715 -- ^ collision_removal: if true then particle is removed when it collides,
1716 -- ^ requires collisiondetection = true to have any effect
1718 -- ^ vertical: if true faces player using y axis only
1719 texture = "image.png",
1720 -- ^ Uses texture (string)
1721 animation = {Tile Animation definition},
1722 -- ^ optional, specifies how to animate the particle texture
1724 -- ^ optional, specify particle self-luminescence in darkness
1727 ### `ParticleSpawner` definition (`add_particlespawner`)
1732 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1733 minpos = {x=0, y=0, z=0},
1734 maxpos = {x=0, y=0, z=0},
1735 minvel = {x=0, y=0, z=0},
1736 maxvel = {x=0, y=0, z=0},
1737 minacc = {x=0, y=0, z=0},
1738 maxacc = {x=0, y=0, z=0},
1743 -- ^ The particle's properties are random values in between the bounds:
1744 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1745 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1746 collisiondetection = false,
1747 -- ^ collisiondetection: if true uses collision detection
1748 collision_removal = false,
1749 -- ^ collision_removal: if true then particle is removed when it collides,
1750 -- ^ requires collisiondetection = true to have any effect
1752 -- ^ vertical: if true faces player using y axis only
1753 texture = "image.png",
1754 -- ^ Uses texture (string)
1758 A reference to a C++ InventoryAction. You can move, drop and craft items in all accessible inventories using InventoryActions.
1762 * `InventoryAction(type)`:
1763 * creates a new InventoryAction
1764 * type is on of "move", "drop", or "craft", else returns nil
1765 * indexing starts at 1
1767 * applies the InventoryAction (InventoryActions can be applied multible times)
1768 * `from(inventorylocation, listname, stack)`
1769 * this is valid for move or drop actions
1770 * when `apply()` is called items are moved / dropped from `listname` `inventorylocation` in` at `stack`
1771 * `to(inventorylocation, listname, stack)`
1772 * this is valid for move actions
1773 * when `apply()` is called items are moved to `listname` in`inventorylocation` at `stack`
1774 * `craft(inventoryaction)`
1775 * this is valid for craft actions
1776 * when `apply()` is called a craft event for this inventory will be triggered
1777 * `set_count(count)`
1778 * this is valid for all actions
1779 * it specifies how many items to drop / craft / move
1780 * `0` means move all items
1781 * default count: `0`
1784 `local move_act = InventoryAction("move")
1785 move_act:from("current_player", "main", 1)
1786 move_act:to("current_player", "craft", 1)
1787 move_act:set_count(1)
1788 local craft_act = InventoryAction("craft")
1789 craft_act:craft("current_player")
1790 local drop_act = InventoryAction("drop")
1791 drop_act:from("current_player", "craft_result",10)
1796 * e.g. In first hotbar slot there are tree logs: Move one to craft field, then craft wood out of it and immediately drop it