Minetest Lua Modding API Reference ================================== * More information at * Developer Wiki: * (Unofficial) Minetest Modding Book by rubenwardy: Introduction ------------ Content and functionality can be added to Minetest using Lua scripting in run-time loaded mods. A mod is a self-contained bunch of scripts, textures and other related things, which is loaded by and interfaces with Minetest. Mods are contained and ran solely on the server side. Definitions and media files are automatically transferred to the client. If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API, and to document it here. Programming in Lua ------------------ If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/). Startup ------- Mods are loaded during server startup from the mod load paths by running the `init.lua` scripts in a shared environment. Paths ----- Minetest keeps and looks for files mostly in two paths. `path_share` or `path_user`. `path_share` contains possibly read-only content for the engine (incl. games and mods). `path_user` contains mods or games installed by the user but also the users worlds or settings. With a local build (`RUN_IN_PLACE=1`) `path_share` and `path_user` both point to the build directory. For system-wide builds on Linux the share path is usually at `/usr/share/minetest` while the user path resides in `.minetest` in the home directory. Paths on other operating systems will differ. Games ===== Games are looked up from: * `$path_share/games//` * `$path_user/games//` Where `` is unique to each game. The game directory can contain the following files: * `game.conf`, with the following keys: * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`. * `name`: (Deprecated) same as title. * `description`: Short description to be shown in the content tab * `allowed_mapgens = ` e.g. `allowed_mapgens = v5,v6,flat` Mapgens not in this list are removed from the list of mapgens for the game. If not specified, all mapgens are allowed. * `disallowed_mapgens = ` e.g. `disallowed_mapgens = v5,v6,flat` These mapgens are removed from the list of mapgens for the game. When both `allowed_mapgens` and `disallowed_mapgens` are specified, `allowed_mapgens` is applied before `disallowed_mapgens`. * `disallowed_mapgen_settings= ` e.g. `disallowed_mapgen_settings = mgv5_spflags` These mapgen settings are hidden for this game in the world creation dialog and game start menu. Add `seed` to hide the seed input field. * `disabled_settings = ` e.g. `disabled_settings = enable_damage, creative_mode` These settings are hidden for this game in the "Start game" tab and will be initialized as `false` when the game is started. Prepend a setting name with an exclamation mark to initialize it to `true` (this does not work for `enable_server`). Only these settings are supported: `enable_damage`, `creative_mode`, `enable_server`. * `author`: The author of the game. It only appears when downloaded from ContentDB. * `release`: Ignore this: Should only ever be set by ContentDB, as it is an internal ID used to track versions. * `minetest.conf`: Used to set default settings when running this game. * `settingtypes.txt`: In the same format as the one in builtin. This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the advanced settings tab. * If the game contains a folder called `textures` the server will load it as a texturepack, overriding mod textures. Any server texturepack will override mod textures and the game texturepack. Menu images ----------- Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory. The images are named `$identifier.png`, where `$identifier` is one of `overlay`, `background`, `footer`, `header`. If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random image will be chosen from the provided ones. Menu music ----------- Games can provide custom main menu music. They are put inside a `menu` directory inside the game directory. The music files are named `theme.ogg`. If you want to specify multiple music files for one game, add additional images named like `theme.$n.ogg`, with an ascending number $n starting with 1 (max 10), and a random music file will be chosen from the provided ones. Mods ==== Mod load path ------------- Paths are relative to the directories listed in the [Paths] section above. * `games//mods/` * `mods/` * `worlds//worldmods/` World-specific games -------------------- It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else. This is useful for e.g. adventure worlds and happens if the `/game/` directory exists. Mods should then be placed in `/game/mods/`. Modpacks -------- Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named `modpack.conf`. The file is a key-value store of modpack details. * `name`: The modpack name. Allows Minetest to determine the modpack name even if the folder is wrongly named. * `description`: Description of mod to be shown in the Mods tab of the main menu. * `author`: The author of the modpack. It only appears when downloaded from ContentDB. * `release`: Ignore this: Should only ever be set by ContentDB, as it is an internal ID used to track versions. * `title`: A human-readable title to address the modpack. Note: to support 0.4.x, please also create an empty modpack.txt file. Mod directory structure ----------------------- mods ├── modname │   ├── mod.conf │   ├── screenshot.png │   ├── settingtypes.txt │   ├── init.lua │   ├── models │   ├── textures │   │   ├── modname_stuff.png │   │   ├── modname_stuff_normal.png │   │   ├── modname_something_else.png │   │   ├── subfolder_foo │   │   │ ├── modname_more_stuff.png │   │   │ └── another_subfolder │   │   └── bar_subfolder │   ├── sounds │   ├── media │   ├── locale │   └── └── another ### modname The location of this directory can be fetched by using `minetest.get_modpath(modname)`. ### mod.conf A `Settings` file that provides meta information about the mod. * `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 main menu. * `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. * `author`: The author of the mod. It only appears when downloaded from ContentDB. * `release`: Ignore this: Should only ever be set by ContentDB, as it is an internal ID used to track versions. * `title`: A human-readable title to address the mod. ### `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 main menu. ### `settingtypes.txt` The format is documented in `builtin/settingtypes.txt`. It is parsed by the main menu settings dialogue to list mod-specific settings 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`]) ### `textures`, `sounds`, `media`, `models`, `locale` Media files (textures, sounds, whatever) that will be transferred to the client and will be available for use by the mod and translation files for the clients (see [Translations]). It is suggested to use the folders for the purpose they are thought for, eg. put textures into `textures`, translation files into `locale`, models for entities or meshnodes into `models` et cetera. These folders and subfolders can contain subfolders. Subfolders with names starting with `_` or `.` are ignored. If a subfolder contains a media file with the same name as a media file in one of its parents, the parent's file is used. Although it is discouraged, a mod can overwrite a media file of any mod that it depends on by supplying a file with an equal name. Naming conventions ------------------ Registered names should generally be in this format: modname: `` can have these characters: a-zA-Z0-9_ This is to prevent conflicting names from corrupting maps and is enforced by the mod loader. Registered names can be overridden by prefixing the name with `:`. This can be used for overriding the registrations of some other mod. The `:` prefix can also be used for maintaining backwards compatibility. ### Example In the mod `experimental`, there is the ideal item/node/entity name `tnt`. So the name should be `experimental:tnt`. Any mod can redefine `experimental:tnt` by using the name :experimental:tnt when registering it. For this to work correctly, that mod must have `experimental` as a dependency. Aliases ======= Aliases of itemnames can be added by using `minetest.register_alias(alias, original_name)` or `minetest.register_alias_force(alias, original_name)`. This adds an alias `alias` for the item called `original_name`. From now on, you can use `alias` to refer to the item `original_name`. The only difference between `minetest.register_alias` and `minetest.register_alias_force` is that if an item named `alias` already exists, `minetest.register_alias` will do nothing while `minetest.register_alias_force` will unregister it. This can be used for maintaining backwards compatibility. This can also set quick access names for things, e.g. if you have an item called `epiclylongmodname:stuff`, you could do minetest.register_alias("stuff", "epiclylongmodname:stuff") and be able to use `/giveme stuff`. Mapgen aliases -------------- In a game, a certain number of these must be set to tell core mapgens which of the game's nodes are to be used for core mapgen generation. For example: minetest.register_alias("mapgen_stone", "default:stone") ### Aliases for non-V6 mapgens #### Essential aliases * `mapgen_stone` * `mapgen_water_source` * `mapgen_river_water_source` `mapgen_river_water_source` is required for mapgens with sloping rivers where it is necessary to have a river liquid node with a short `liquid_range` and `liquid_renewable = false` to avoid flooding. #### Optional aliases * `mapgen_lava_source` Fallback lava node used if cave liquids are not defined in biome definitions. Deprecated, define cave liquids in biome definitions instead. * `mapgen_cobble` Fallback node used if dungeon nodes are not defined in biome definitions. Deprecated, define dungeon nodes in biome definitions instead. ### Aliases for Mapgen V6 #### Essential * `mapgen_stone` * `mapgen_water_source` * `mapgen_lava_source` * `mapgen_dirt` * `mapgen_dirt_with_grass` * `mapgen_sand` * `mapgen_tree` * `mapgen_leaves` * `mapgen_apple` * `mapgen_cobble` #### Optional * `mapgen_gravel` (falls back to stone) * `mapgen_desert_stone` (falls back to stone) * `mapgen_desert_sand` (falls back to sand) * `mapgen_dirt_with_snow` (falls back to dirt_with_grass) * `mapgen_snowblock` (falls back to dirt_with_grass) * `mapgen_snow` (not placed if missing) * `mapgen_ice` (falls back to water_source) * `mapgen_jungletree` (falls back to tree) * `mapgen_jungleleaves` (falls back to leaves) * `mapgen_junglegrass` (not placed if missing) * `mapgen_pine_tree` (falls back to tree) * `mapgen_pine_needles` (falls back to leaves) * `mapgen_stair_cobble` (falls back to cobble) * `mapgen_mossycobble` (falls back to cobble) * `mapgen_stair_desert_stone` (falls backto desert_stone) ### Setting the node used in Mapgen Singlenode By default the world is filled with air nodes. To set a different node use e.g.: minetest.register_alias("mapgen_singlenode", "default:stone") Textures ======== Mods should generally prefix their textures with `modname_`, e.g. given the mod name `foomod`, a texture could be called: foomod_foothing.png Textures are referred to by their complete name, or alternatively by stripping out the file extension: * e.g. `foomod_foothing.png` * e.g. `foomod_foothing` Supported texture formats are PNG (`.png`), JPEG (`.jpg`), Bitmap (`.bmp`) and Targa (`.tga`). Since better alternatives exist, the latter two may be removed in the future. Texture modifiers ----------------- There are various texture modifiers that can be used to let the client generate textures on-the-fly. The modifiers are applied directly in sRGB colorspace, i.e. without gamma-correction. ### Texture overlaying Textures can be overlaid by putting a `^` between them. Example: default_dirt.png^default_grass_side.png `default_grass_side.png` is overlaid over `default_dirt.png`. The texture with the lower resolution will be automatically upscaled to the higher resolution texture. ### Texture grouping Textures can be grouped together by enclosing them in `(` and `)`. Example: `cobble.png^(thing1.png^thing2.png)` A texture for `thing1.png^thing2.png` is created and the resulting texture is overlaid on top of `cobble.png`. ### Escaping Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow passing complex texture names as arguments. Escaping is done with backslash and is required for `^` and `:`. Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png` The lower 50 percent of `color.png^[mask:trans.png` are overlaid on top of `cobble.png`. ### Advanced texture modifiers #### Crack * `[crack::

` * `[cracko::

` * `[crack:::

` * `[cracko:::

` Parameters: * ``: tile count (in each direction) * ``: animation frame count * `

`: 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:x:,=:,=:...` * ``: width * ``: height * ``: x position * ``: y position * ``: texture to combine Creates a texture of size `` times `` and blits the listed files to their specified coordinates. Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png #### `[resize:x` Resizes the texture to the given dimensions. Example: default_sandstone.png^[resize:16x16 #### `[opacity:` Makes the base image transparent according to the given ratio. `r` must be between 0 (transparent) and 255 (opaque). Example: default_sandstone.png^[opacity:127 #### `[invert:` 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:,,` Convert one color to transparency. Example: default_cobble.png^[makealpha:128,128,128 #### `[transform` * ``: transformation(s) to apply Rotates and/or flips the image. `` 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{{{` 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::` Blit the lower ``% part of `` on the texture. Example: base.png^[lowpart:25:overlay.png #### `[verticalframe::` * ``: animation frame count * ``: current animation frame Crops the texture to a frame of a vertical animation. Example: default_torch_animated.png^[verticalframe:16:8 #### `[mask:` Apply a mask to the base image. The mask is applied using binary AND. #### `[sheet:x:,` Retrieves a tile at position x,y from the base image which it assumes to be a tilesheet with dimensions w,h. #### `[colorize::` Colorize the textures with the given color. `` is specified as a `ColorString`. `` 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 ``. If omitted, the alpha of `` will be used as the ratio. If it is the word "`alpha`", then each texture pixel will contain the RGB of `` and the alpha of `` multiplied by the alpha of the texture pixel. #### `[multiply:` Multiplies texture colors with the given 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. #### `[png:` Embed a base64 encoded PNG image in the texture string. You can produce a valid string for this by calling `minetest.encode_base64(minetest.encode_png(tex))`, refer to the documentation of these functions for details. You can use this to send disposable images such as captchas to individual clients, or render things that would be too expensive to compose with `[combine:`. IMPORTANT: Avoid sending large images this way. This is not a replacement for asset files, do not use it to do anything that you could instead achieve by just using a file. In particular consider `minetest.dynamic_add_media` and test whether using other texture modifiers could result in a shorter string than embedding a whole image, this may vary by use case. Hardware coloring ----------------- The goal of hardware coloring is to simplify the creation of colorful nodes. If your textures use the same pattern, and they only differ in their color (like colored wool blocks), you can use hardware coloring instead of creating and managing many texture files. All of these methods use color multiplication (so a white-black texture with red coloring will result in red-black color). ### Static coloring This method is useful if you wish to create nodes/items with the same texture, in different colors, each in a new node/item definition. #### Global color When you register an item or node, set its `color` field (which accepts a `ColorSpec`) to the desired color. An `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. #### Tile color Each tile may have an individual static color, which overwrites every other coloring method. To disable the coloring of a face, set its color to white (because multiplying with white does nothing). You can set the `color` property of the tiles in the node's definition if the tile is in table format. ### Palettes For nodes and items which can have many colors, a palette is more suitable. A palette is a texture, which can contain up to 256 pixels. Each pixel is one possible color for the node/item. You can register one node/item, which can have up to 256 colors. #### Palette indexing When using palettes, you always provide a pixel index for the given node or `ItemStack`. The palette is read from left to right and from top to bottom. If the palette has less than 256 pixels, then it is stretched to contain exactly 256 pixels (after arranging the pixels to one line). The indexing starts from 0. Examples: * 16x16 palette, index = 0: the top left corner * 16x16 palette, index = 4: the fifth pixel in the first row * 16x16 palette, index = 16: the pixel below the top left corner * 16x16 palette, index = 255: the bottom right corner * 2 (width) x 4 (height) palette, index = 31: the top left corner. The palette has 8 pixels, so each pixel is stretched to 32 pixels, to ensure the total 256 pixels. * 2x4 palette, index = 32: the top right corner * 2x4 palette, index = 63: the top right corner * 2x4 palette, index = 64: the pixel below the top left corner #### Using palettes with items When registering an item, set the item definition's `palette` field to a texture. You can also use texture modifiers. The `ItemStack`'s color depends on the `palette_index` field of the stack's metadata. `palette_index` is an integer, which specifies the index of the pixel to use. #### Linking palettes with nodes When registering a node, set the item definition's `palette` field to a texture. You can also use texture modifiers. The node's color depends on its `param2`, so you also must set an appropriate `paramtype2`: * `paramtype2 = "color"` for nodes which use their full `param2` for palette indexing. These nodes can have 256 different colors. The palette should contain 256 pixels. * `paramtype2 = "colorwallmounted"` for nodes which use the first five bits (most significant) of `param2` for palette indexing. The remaining three bits are describing rotation, as in `wallmounted` paramtype2. Division by 8 yields the palette index (without stretching the palette). These nodes can have 32 different colors, and the palette should contain 32 pixels. Examples: * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1) pixel will be picked from the palette. * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1) pixel will be picked from the palette. * `paramtype2 = "colorfacedir"` for nodes which use the first three bits of `param2` for palette indexing. The remaining five bits are describing rotation, as in `facedir` paramtype2. Division by 32 yields the palette index (without stretching the palette). These nodes can have 8 different colors, and the palette should contain 8 pixels. Examples: * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the first (= 0 + 1) pixel will be picked from the palette. * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the second (= 1 + 1) pixel will be picked from the palette. To colorize a node on the map, set its `param2` value (according to the node's paramtype2). ### Conversion between nodes in the inventory and on the map Static coloring is the same for both cases, there is no need for conversion. If the `ItemStack`'s metadata contains the `color` field, it will be lost on placement, because nodes on the map can only use palettes. If the `ItemStack`'s metadata contains the `palette_index` field, it is automatically transferred between node and item forms by the engine, when a player digs or places a colored node. You can disable this feature by setting the `drop` field of the node to itself (without metadata). To transfer the color to a special drop, you need a drop table. Example: minetest.register_node("mod:stone", { description = "Stone", tiles = {"default_stone.png"}, paramtype2 = "color", palette = "palette.png", drop = { items = { -- assume that mod:cobblestone also has the same palette {items = {"mod:cobblestone"}, inherit_color = true }, } } }) ### Colored items in craft recipes Craft recipes only support item strings, but fortunately item strings can also contain metadata. Example craft recipe registration: minetest.register_craft({ output = minetest.itemstring_with_palette("wool:block", 3), type = "shapeless", recipe = { "wool:block", "dye:red", }, }) To set the `color` field, you can use `minetest.itemstring_with_color`. Metadata field filtering in the `recipe` field are not supported yet, so the craft output is independent of the color of the ingredients. Soft texture overlay -------------------- Sometimes hardware coloring is not enough, because it affects the whole tile. Soft texture overlays were added to Minetest to allow the dynamic coloring of only specific parts of the node's texture. For example a grass block may have colored grass, while keeping the dirt brown. These overlays are 'soft', because unlike texture modifiers, the layers are not merged in the memory, but they are simply drawn on top of each other. This allows different hardware coloring, but also means that tiles with overlays are drawn slower. Using too much overlays might cause FPS loss. For inventory and wield images you can specify overlays which hardware coloring does not modify. You have to set `inventory_overlay` and `wield_overlay` fields to an image name. To define a node overlay, simply set the `overlay_tiles` field of the node definition. These tiles are defined in the same way as plain tiles: they can have a texture name, color etc. To skip one face, set that overlay tile to an empty string. Example (colored grass block): minetest.register_node("default:dirt_with_grass", { description = "Dirt with Grass", -- Regular tiles, as usual -- The dirt tile disables palette coloring tiles = {{name = "default_grass.png"}, {name = "default_dirt.png", color = "white"}}, -- Overlay tiles: define them in the same style -- The top and bottom tile does not have overlay overlay_tiles = {"", "", {name = "default_grass_side.png"}}, -- Global color, used in inventory color = "green", -- Palette in the world paramtype2 = "color", palette = "default_foilage.png", }) Sounds ====== Only Ogg Vorbis files are supported. For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally. Mods should generally prefix their sounds with `modname_`, e.g. given the mod name "`foomod`", a sound could be called: foomod_foosound.ogg Sounds are referred to by their name with a dot, a single digit and the file extension stripped out. When a sound is played, the actual sound file is chosen randomly from the matching sounds. When playing the sound `foomod_foosound`, the sound is chosen randomly from the available ones of the following files: * `foomod_foosound.ogg` * `foomod_foosound.0.ogg` * `foomod_foosound.1.ogg` * (...) * `foomod_foosound.9.ogg` Examples of sound parameter tables: -- Play locationless on all clients { gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in pitch = 1.0, -- default } -- Play locationless to one player { to_player = name, gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in pitch = 1.0, -- default } -- Play locationless to one player, looped { to_player = name, gain = 1.0, -- default loop = true, } -- Play at 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 = , gain = 1.0, -- default max_hear_distance = 32, -- default, uses an euclidean metric loop = true, } -- Play at a location, heard by anyone *but* the given player { pos = {x = 32, y = 0, z = 100}, max_hear_distance = 40, exclude_player = name, } Looped sounds must either be connected to an object or played locationless to one player using `to_player = name`. A positional sound will only be heard by players that are within `max_hear_distance` of the sound position, at the start of the sound. `exclude_player = name` can be applied to locationless, positional and object- bound sounds to exclude a single player from hearing them. `SimpleSoundSpec` ----------------- Specifies a sound name, gain (=volume) and pitch. This is either a string or a table. In string form, you just specify the sound name or the empty string for no sound. Table form has the following fields: * `name`: Sound name * `gain`: Volume (`1.0` = 100%) * `pitch`: Pitch (`1.0` = 100%) `gain` and `pitch` are optional and default to `1.0`. Examples: * `""`: No sound * `{}`: No sound * `"default_place_node"`: Play e.g. `default_place_node.ogg` * `{name = "default_place_node"}`: Same as above * `{name = "default_place_node", gain = 0.5}`: 50% volume * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch Special sound files ------------------- These sound files are played back by the engine if provided. * `player_damage`: Played when the local player takes damage (gain = 0.5) * `player_falling_damage`: Played when the local player takes damage by falling (gain = 0.5) * `player_jump`: Played when the local player jumps * `default_dig_`: Default node digging sound (see node sound definition for details) Registered definitions ====================== Anything added using certain [Registration functions] getintfield(L, current_abm, "chance", trigger_chance); bool simple_catch_up = true; getboolfield(L, current_abm, "catch_up", simple_catch_up); s16 min_y = INT16_MIN; getintfield(L, current_abm, "min_y", min_y); s16 max_y = INT16_MAX; getintfield(L, current_abm, "max_y", max_y); lua_getfield(L, current_abm, "action"); luaL_checktype(L, current_abm + 1, LUA_TFUNCTION); lua_pop(L, 1); LuaABM *abm = new LuaABM(L, id, trigger_contents, required_neighbors, trigger_interval, trigger_chance, simple_catch_up, min_y, max_y); env->addActiveBlockModifier(abm); // removes value, keeps key for next iteration lua_pop(L, 1); } lua_pop(L, 1); // Get core.registered_lbms lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_lbms"); int registered_lbms = lua_gettop(L); if (!lua_istable(L, registered_lbms)) { lua_pop(L, 1); throw LuaError("core.registered_lbms was not a lua table, as expected."); } lua_pushnil(L); while (lua_next(L, registered_lbms)) { // key at index -2 and value at index -1 int id = lua_tonumber(L, -2); int current_lbm = lua_gettop(L); std::set<std::string> trigger_contents; lua_getfield(L, current_lbm, "nodenames"); if (lua_istable(L, -1)) { int table = lua_gettop(L); lua_pushnil(L); while (lua_next(L, table)) { // key at index -2 and value at index -1 luaL_checktype(L, -1, LUA_TSTRING); trigger_contents.insert(readParam<std::string>(L, -1)); // removes value, keeps key for next iteration lua_pop(L, 1); } } else if (lua_isstring(L, -1)) { trigger_contents.insert(readParam<std::string>(L, -1)); } lua_pop(L, 1); std::string name; getstringfield(L, current_lbm, "name", name); bool run_at_every_load = getboolfield_default(L, current_lbm, "run_at_every_load", false); lua_getfield(L, current_lbm, "action"); luaL_checktype(L, current_lbm + 1, LUA_TFUNCTION); lua_pop(L, 1); LuaLBM *lbm = new LuaLBM(L, id, trigger_contents, name, run_at_every_load); env->addLoadingBlockModifierDef(lbm); // removes value, keeps key for next iteration lua_pop(L, 1); } lua_pop(L, 1); } void ScriptApiEnv::on_emerge_area_completion( v3s16 blockpos, int action, ScriptCallbackState *state) { Server *server = getServer(); // This function should be executed with envlock held. // The caller (LuaEmergeAreaCallback in src/script/lua_api/l_env.cpp) // should have obtained the lock. // Note that the order of these locks is important! Envlock must *ALWAYS* // be acquired before attempting to acquire scriptlock, or else ServerThread // will try to acquire scriptlock after it already owns envlock, thus // deadlocking EmergeThread and ServerThread SCRIPTAPI_PRECHECKHEADER int error_handler = PUSH_ERROR_HANDLER(L); lua_rawgeti(L, LUA_REGISTRYINDEX, state->callback_ref); luaL_checktype(L, -1, LUA_TFUNCTION); push_v3s16(L, blockpos); lua_pushinteger(L, action); lua_pushinteger(L, state->refcount); lua_rawgeti(L, LUA_REGISTRYINDEX, state->args_ref); setOriginDirect(state->origin.c_str()); try { PCALL_RES(lua_pcall(L, 4, 0, error_handler)); } catch (LuaError &e) { server->setAsyncFatalError( std::string("on_emerge_area_completion: ") + e.what() + "\n" + script_get_backtrace(L)); } lua_pop(L, 1); // Pop error handler if (state->refcount == 0) { luaL_unref(L, LUA_REGISTRYINDEX, state->callback_ref); luaL_unref(L, LUA_REGISTRYINDEX, state->args_ref); } } void ScriptApiEnv::on_liquid_transformed( const std::vector<std::pair<v3s16, MapNode>> &list) { SCRIPTAPI_PRECHECKHEADER // Get core.registered_on_liquid_transformed lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_on_liquid_transformed"); luaL_checktype(L, -1, LUA_TTABLE); lua_remove(L, -2); // Skip converting list and calling hook if there are // no registered callbacks. if(lua_objlen(L, -1) < 1) return; // Convert the list to a pos array and a node array for lua int index = 1; const NodeDefManager *ndef = getEnv()->getGameDef()->ndef(); lua_createtable(L, list.size(), 0); lua_createtable(L, list.size(), 0); for(std::pair<v3s16, MapNode> p : list) { lua_pushnumber(L, index); push_v3s16(L, p.first); lua_rawset(L, -4); lua_pushnumber(L, index++); pushnode(L, p.second, ndef); lua_rawset(L, -3); } runCallbacks(2, RUN_CALLBACKS_MODE_FIRST); }

re (useful to visualize the maximal value). Both textures must have the same size. * `number`: The number of half-textures that are displayed. If odd, will end with a vertically center-split texture. * `item`: Same as `number` but for the "off state" texture * `direction`: To which direction the images will extend to * `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`: Direction the list will be displayed in * `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. * `precision`: Waypoint precision, integer >= 0. Defaults to 10. If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`. When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point. `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`). `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on: `precision = n` will show multiples of `1/n` * `number:` An integer containing the RGB value of the color used to draw the text. * `world_pos`: World position of the waypoint. * `offset`: offset in pixels from position. * `alignment`: The alignment of the waypoint. ### `image_waypoint` Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint. * `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. * `world_pos`: World position of the waypoint. * `offset`: offset in pixels from position. ### `compass` Displays an image oriented or translated according to current heading direction. * `size`: The size of this element. Negative values represent percentage of the screen; e.g. `x=-100` means 100% (width). * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3). * `text`: The name of the texture to use. * `alignment`: The alignment of the image. * `offset`: Offset in pixels from position. * `direction`: How the image is rotated/translated: * 0 - Rotate as heading direction * 1 - Rotate in reverse direction * 2 - Translate as landscape direction * 3 - Translate in reverse direction If translation is chosen, texture is repeated horizontally to fill the whole element. ### `minimap` Displays a minimap on the HUD. * `size`: Size of the minimap to display. Minimap should be a square to avoid distortion. * `alignment`: The alignment of the minimap. * `offset`: offset in pixels from position. Representations of simple things ================================ Vector (ie. a position) ----------------------- vector.new(x, y, z) See [Spatial Vectors] for details. `pointed_thing` --------------- * `{type="nothing"}` * `{type="node", under=pos, above=pos}` * Indicates a pointed node selection box. * `under` refers to the node position behind the pointed face. * `above` refers to the node position in front of the pointed face. * `{type="object", ref=ObjectRef}` Exact pointing location (currently only `Raycast` supports these fields): * `pointed_thing.intersection_point`: The absolute world coordinates of the point on the selection box which is pointed at. May be in the selection box if the pointer is in the box too. * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts from 1). * `pointed_thing.intersection_normal`: Unit vector, points outwards of the selected selection box. This specifies which face is pointed at. Is a null vector `vector.zero()` when the pointer is inside the selection box. Flag Specifier Format ===================== Flags using the standardized flag specifier format can be specified in either of two ways, by string or table. The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored. Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly clears the flag from whatever the default may be. In addition to the standard string flag format, the schematic flags field can also be a table of flag names to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset. E.g. A flag field of value {place_center_x = true, place_center_y=false, place_center_z=true} is equivalent to {place_center_x = true, noplace_center_y=true, place_center_z=true} which is equivalent to "place_center_x, noplace_center_y, place_center_z" or even "place_center_x, place_center_z" since, by default, no schematic attributes are set. Items ===== Items are things that can be held by players, dropped in the map and stored in inventories. Items come in the form of item stacks, which are collections of equal items that occupy a single inventory slot. Item types ---------- There are three kinds of items: nodes, tools and craftitems. * Node: Placeable item form of a node in the world's voxel grid * Tool: Has a changable wear property but cannot be stacked * Craftitem: Has no special properties Every registered node (the voxel in the world) has a corresponding item form (the thing in your inventory) that comes along with it. This item form can be placed which will create a node in the world (by default). Both the 'actual' node and its item form share the same identifier. For all practical purposes, you can treat the node and its item form interchangeably. We usually just say 'node' to the item form of the node as well. Note the definition of tools is purely technical. The only really unique thing about tools is their wear, and that's basically it. Beyond that, you can't make any gameplay-relevant assumptions about tools or non-tools. It is perfectly valid to register something that acts as tool in a gameplay sense as a craftitem, and vice-versa. Craftitems can be used for items that neither need to be a node nor a tool. Amount and wear --------------- All item stacks have an amount between 0 and 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 is used for unworn tools. The values 1 to 65535 are used for worn tools, where a higher value stands for a higher wear. Non-tools technically also have a wear property, but it is always 0. There is also a special 'toolrepair' crafting recipe that is only available to tools. Item formats ------------ Items and item stacks can exist in three formats: Serializes, table format and `ItemStack`. When an item must be passed to a function, it can usually be in any of these formats. ### Serialized This is called "stackstring" or "itemstring". It is a simple string with 1-4 components: 1. Full item identifier ("item name") 2. Optional amount 3. Optional wear value 4. Optional item metadata Syntax: [[ [ ]]] Examples: * `"default:apple"`: 1 apple * `"default:dirt 5"`: 5 dirt * `"default:pick_stone"`: a new stone pickaxe * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out * `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`: * a wooden pickaxe from the `default` mod, * amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool), * with the `description` field set to `"My worn out pick"` in its metadata * `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`: * analogeous to the above example * note how the wear is set to `0` as dirt is not a tool You should ideally use the `ItemStack` format to build complex item strings (especially if they use item metadata) without relying on the serialization format. Example: local stack = ItemStack("default:pick_wood") stack:set_wear(21323) stack:get_meta():set_string("description", "My worn out pick") local itemstring = stack:to_string() Additionally the methods `minetest.itemstring_with_palette(item, palette_index)` and `minetest.itemstring_with_color(item, colorstring)` may be used to create item strings encoding color information in their metadata. ### Table format Examples: 5 dirt nodes: {name="default:dirt", count=5, wear=0, metadata=""} A wooden pick about 1/3 worn out: {name="default:pick_wood", count=1, wear=21323, metadata=""} An apple: {name="default:apple", count=1, wear=0, metadata=""} ### `ItemStack` A native C++ format with many helper methods. Useful for converting between formats. See the [Class reference] section for details. Groups ====== In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, tool capabilities) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is. Usage ----- Groups are stored in a table, having the group names with keys and the group ratings as values. Group ratings are integer values within the range [-32767, 32767]. For example: -- Default dirt groups = {crumbly=3, soil=1} -- A more special dirt-kind of thing groups = {crumbly=2, soil=1, level=2, outerspace=1} Groups always have a rating associated with them. If there is no useful meaning for a rating for an enabled group, it shall be `1`. When not defined, the rating of a group defaults to `0`. Thus when you read groups, you must interpret `nil` and `0` as the same value, `0`. You can read the rating of a group for an item or a node by using minetest.get_item_group(itemname, groupname) Groups of items --------------- Groups of items can define what kind of an item it is (e.g. wool). Groups of nodes --------------- In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool. Groups of entities ------------------ For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by items with this damage group. See [Entity damage mechanism]. object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100}) object.set_armor_groups({fleshy=30, cracky=80}) Groups of tool capabilities --------------------------- Groups in tool capabilities define which groups of nodes and entities they are effective towards. Groups in crafting recipes -------------------------- An example: Make meat soup from any meat, any water and any bowl: { output = "food:meat_soup_raw", recipe = { {"group:meat"}, {"group:water"}, {"group:bowl"}, }, } Another example: Make red wool from white wool and red dye: { type = "shapeless", output = "wool:red", recipe = {"wool:white", "group:dye,basecolor_red"}, } Special groups -------------- The asterisk `(*)` after a group name describes that there is no engine functionality bound to it, and implementation is left up as a suggestion to games. ### Node and item groups * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate that the item should be hidden in item lists. ### Node-only groups * `attached_node`: if the node under it is not a walkable block the node will be dropped as an item. If the node is wallmounted the wallmounted direction is checked. * `bouncy`: value is bounce speed in percent * `connect_to_raillike`: makes nodes of raillike drawtype with same group value connect to each other * `dig_immediate`: Player can always pick up node without reducing tool wear * `2`: the node always gets the digging time 0.5 seconds (rail, sign) * `3`: the node always gets the digging time 0 seconds (torch) * `disable_jump`: Player (and possibly other things) cannot jump from node or if their feet are in the node. Note: not supported for `new_move = false` * `fall_damage_add_percent`: modifies the fall damage suffered when hitting the top of this node. There's also an armor group with the same name. The final player damage is determined by the following formula: damage = collision speed * ((node_fall_damage_add_percent + 100) / 100) -- node group * ((player_fall_damage_add_percent + 100) / 100) -- player armor group - (14) -- constant tolerance Negative damage values are discarded as no damage. * `falling_node`: if there is no walkable block under the node it will fall * `float`: the node will not fall through liquids (`liquidtype ~= "none"`) * `level`: Can be used to give an additional sense of progression in the game. * A larger level will cause e.g. a weapon of a lower level make much less damage, and get worn out much faster, or not be able to get drops from destroyed nodes. * `0` is something that is directly accessible at the start of gameplay * There is no upper limit * See also: `leveldiff` in [Tool Capabilities] * `slippery`: Players and items will slide on the node. Slipperiness rises steadily with `slippery` value, starting at 1. ### Tool-only groups * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the `"toolrepair"` crafting recipe ### `ObjectRef` armor groups * `immortal`: Skips all damage and breath handling for an object. This group will also hide the integrated HUD status bars for players. It is automatically set to all players when damage is disabled on the server and cannot be reset (subject to change). * `fall_damage_add_percent`: Modifies the fall damage suffered by players when they hit the ground. It is analog to the node group with the same name. See the node group above for the exact calculation. * `punch_operable`: For entities; disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage. Known damage and digging time defining groups --------------------------------------------- * `crumbly`: dirt, sand * `cracky`: tough but crackable stuff like stone. * `snappy`: something that can be cut using things like scissors, shears, bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal * `choppy`: something that can be cut using force; e.g. trees, wooden planks * `fleshy`: Living things like animals and the player. This could imply some blood effects when hitting. * `explody`: Especially prone to explosions * `oddly_breakable_by_hand`: Can be added to nodes that shouldn't logically be breakable by the hand but are. Somewhat similar to `dig_immediate`, but times are more like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the digging speed of an item if it can dig at a faster speed than this suggests for the hand. Examples of custom groups ------------------------- Item groups are often used for defining, well, _groups of items_. * `meat`: any meat-kind of a thing (rating might define the size or healing ability or be irrelevant -- it is not defined as of yet) * `eatable`: anything that can be eaten. Rating might define HP gain in half hearts. * `flammable`: can be set on fire. Rating might define the intensity of the fire, affecting e.g. the speed of the spreading of an open fire. * `wool`: any wool (any origin, any color) * `metal`: any metal * `weapon`: any weapon * `heavy`: anything considerably heavy Digging time calculation specifics ---------------------------------- Groups such as `crumbly`, `cracky` and `snappy` are used for this purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies faster digging time. The `level` group is used to limit the toughness of nodes an item capable of digging 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. Items 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 items. Tool Capabilities ================= 'Tool capabilities' is a property of items that defines two things: 1) Which nodes it can dig and how fast 2) Which objects it can hurt by punching and by how much Tool capabilities are available for all items, not just tools. But only tools can receive wear from digging and punching. Missing or incomplete tool capabilities will default to the player's hand. Tool capabilities definition ---------------------------- Tool capabilities define: * Full punch interval * Maximum drop level * For an arbitrary list of node groups: * Uses (until the tool breaks) * Maximum level (usually `0`, `1`, `2` or `3`) * Digging times * Damage groups * Punch attack uses (until the tool breaks) ### Full punch interval `full_punch_interval` When used as a weapon, the item will do full damage if this time is spent between punches. If e.g. half the time is spent, the item will do half damage. ### Maximum drop level `max_drop_level` Suggests the maximum level of node, when dug with the item, that will drop its useful item. (e.g. iron ore to drop a lump of iron). This value is not used in the engine; it is the responsibility of the game/mod code to implement this. ### Uses `uses` (tools only) Determines how many uses the tool has when it is used for digging a node, of this group, of the maximum level. The maximum supported number of uses is 65535. The special number 0 is used for infinite uses. For lower leveled nodes, the use count is multiplied by `3^leveldiff`. `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the node's `level` group. The node cannot be dug if `leveldiff` is less than zero. * `uses=10, leveldiff=0`: actual uses: 10 * `uses=10, leveldiff=1`: actual uses: 30 * `uses=10, leveldiff=2`: actual uses: 90 For non-tools, this has no effect. ### Maximum level `maxlevel` Tells what is the maximum level of a node of this group that the item will be able to dig. ### Digging times `times` List of digging times for different ratings of the group, for nodes of the maximum level. For example, as a Lua table, `times={[2]=2.00, [3]=0.70}`. This would result in the item to be able to dig nodes that have a rating of `2` or `3` for this group, and unable to dig the rating `1`, which is the toughest. Unless there is a matching group that enables digging otherwise. If the result digging time is 0, a delay of 0.15 seconds is added between digging nodes; If the player releases LMB after digging, this delay is set to 0, i.e. players can more quickly click the nodes away instead of holding LMB. ### Damage groups List of damage for groups of entities. See [Entity damage mechanism]. ### Punch attack uses (tools only) Determines how many uses (before breaking) the tool has when dealing damage to an object, when the full punch interval (see above) was always waited out fully. Wear received by the tool is proportional to the time spent, scaled by the full punch interval. For non-tools, this has no effect. Example definition of the capabilities of an item ------------------------------------------------- tool_capabilities = { groupcaps={ crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}} }, } This makes the item capable of digging nodes that fulfil both of these: * Have the `crumbly` group * Have a `level` group less or equal to `2` Table of resulting digging times: crumbly 0 1 2 3 4 <- 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**: * At `crumbly==0`, the node is not diggable. * At `crumbly==3`, the level difference digging time divider kicks in and makes easy nodes to be quickly breakable. * At `level > 2`, the node is not diggable, because it's `level > maxlevel` Entity damage mechanism ======================= Damage calculation: damage = 0 foreach group in cap.damage_groups: damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0) * (object.armor_groups[group] / 100.0) -- Where object.armor_groups[group] is 0 for inexistent values return damage Client predicts damage based on damage groups. Because of this, it is able to give an immediate response when an entity is damaged or dies; the response is pre-defined somehow (e.g. by defining a sprite animation) (not implemented; TODO). Currently a smoke puff will appear when an entity dies. The group `immortal` completely disables normal damage. Entities can define a special armor group, which is `punch_operable`. This group disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage. On the Lua side, every punch calls: entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage) This should never be called directly, because damage is usually not handled by the entity itself. * `puncher` is the object performing the punch. Can be `nil`. Should never be accessed unless absolutely required, to encourage interoperability. * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`. * `tool_capabilities` can be `nil`. * `direction` is a unit vector, pointing from the source of the punch to the punched object. * `damage` damage that will be done to entity Return value of this function will determine if damage is done by this function (retval true) or shall be done by engine (retval false) To punch an entity/object in Lua, call: object:punch(puncher, time_from_last_punch, tool_capabilities, direction) * Return value is tool wear. * Parameters are equal to the above callback. * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction` will be automatically filled in based on the location of `puncher`. Metadata ======== Node Metadata ------------- The instance of a node in the world normally only contains the three values mentioned in [Nodes]. However, it is possible to insert extra data into a node. It is called "node metadata"; See `NodeMetaRef`. Node metadata contains two things: * A key-value store * An inventory Some of the values in the key-value store are handled specially: * `formspec`: Defines an inventory menu that is opened with the 'place/use' key. Only works if no `on_rightclick` was defined for the node. See also [Formspec]. * `infotext`: Text shown on the screen when the node is pointed at. Line-breaks will be applied automatically. If the infotext is very long, it will be truncated. Example: local meta = minetest.get_meta(pos) meta:set_string("formspec", "size[8,9]".. "list[context;main;0,0;8,4;]".. "list[current_player;main;0,5;8,4;]") meta:set_string("infotext", "Chest"); local inv = meta:get_inventory() inv:set_size("main", 8*4) print(dump(meta:to_table())) meta:from_table({ inventory = { main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""} }, fields = { formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]", infotext = "Chest" } }) Item Metadata ------------- Item stacks can store metadata too. See [`ItemStackMetaRef`]. Item metadata only contains a key-value store. Some of the values in the key-value store are handled specially: * `description`: Set the item stack's description. See also: `get_description` in [`ItemStack`] * `short_description`: Set the item stack's short description. See also: `get_short_description` in [`ItemStack`] * `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. * `count_meta`: Replace the displayed count with any string. * `count_alignment`: Set the alignment of the displayed count value. This is an int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and 4th bit specify the alignment in y-direction: 0 = default, 1 = left / up, 2 = middle, 3 = right / down The default currently is the same as right/down. Example: 6 = 2 + 1*4 = middle,up Example: local meta = stack:get_meta() meta:set_string("key", "value") print(dump(meta:to_table())) Example manipulations of "description" and expected output behaviors: print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe print(ItemStack("foobar"):get_description()) --> Unknown Item local stack = ItemStack("default:stone") stack:get_meta():set_string("description", "Custom description\nAnother line") print(stack:get_description()) --> Custom description\nAnother line print(stack:get_short_description()) --> Custom description stack:get_meta():set_string("short_description", "Short") print(stack:get_description()) --> Custom description\nAnother line print(stack:get_short_description()) --> Short print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc Formspec ======== Formspec defines a menu. This supports inventories and some of the typical widgets like buttons, checkboxes, text input fields, etc. It is a string, with a somewhat strange format. A formspec is made out of formspec elements, which includes widgets like buttons but also can be used to set stuff like background color. Many formspec elements have a `name`, which is a unique identifier which is used when the server receives user input. You must not use the name "quit" for formspec elements. Spaces and newlines can be inserted between the blocks, as is used in the examples. Position and size units are inventory slots unless the new coordinate system is enabled. `X` and `Y` position the formspec element relative to the top left of the menu or container. `W` and `H` are its width and height values. If the new system is enabled, all elements have unified coordinates for all elements with no padding or spacing in between. This is highly recommended for new forms. See `real_coordinates[]` and `Migrating to Real Coordinates`. Inventories with a `player:` inventory location are only sent to the player named ``. When displaying text which can contain formspec code, e.g. text set by a player, use `minetest.formspec_escape`. For colored text you can use `minetest.colorize`. Since formspec version 3, elements drawn in the order they are defined. All background elements are drawn before all other elements. **WARNING**: do _not_ use a element name starting with `key_`; those names are reserved to pass key press events to formspec! **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, or why things are styled differently to normal. See [`no_prepend[]`] and [Styling Formspecs]. Examples -------- ### Chest size[8,9] list[context;main;0,0;8,4;] list[current_player;main;0,5;8,4;] ### Furnace size[8,9] list[context;fuel;2,3;1,1;] list[context;src;2,1;1,1;] list[context;dst;5,1;2,2;] list[current_player;main;0,5;8,4;] ### Minecraft-like player inventory size[8,7.5] image[1,0.6;1,2;player.png] list[current_player;main;0,3.5;8,4;] list[current_player;craft;3,0;3,3;] list[current_player;craftpreview;7,1;1,1;] Version History --------------- * Formspec version 1 (pre-5.1.0): * (too much) * Formspec version 2 (5.1.0): * Forced real coordinates * background9[]: 9-slice scaling parameters * Formspec version 3 (5.2.0): * Formspec elements are drawn in the order of definition * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor) * box[] and image[] elements enable clipping by default * new element: scroll_container[] * Formspec version 4 (5.4.0): * Allow dropdown indexing events * Formspec version 5 (5.5.0): * Added padding[] element * Formspec version 6 (5.6.0): * Add nine-slice images, animated_image, and fgimg_middle Elements -------- ### `formspec_version[]` * Set the formspec version to a certain number. If not specified, version 1 is assumed. * Must be specified before `size` element. * Clients older than this version can neither show newer elements nor display elements with new arguments correctly. * Available since feature `formspec_version_element`. * See also: [Version History] ### `size[,,]` * Define the size of the menu in inventory slots * `fixed_size`: `true`/`false` (optional) * deprecated: `invsize[,;]` ### `position[,]` * Must be used after `size` element. * Defines the position on the game window of the formspec's `anchor` point. * For X and Y, 0.0 and 1.0 represent opposite edges of the game window, for example: * [0.0, 0.0] sets the position to the top left corner of the game window. * [1.0, 1.0] sets the position to the bottom right of the game window. * Defaults to the center of the game window [0.5, 0.5]. ### `anchor[,]` * Must be used after both `size` and `position` (if present) elements. * Defines the location of the anchor point within the formspec. * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec, for example: * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec. * [1.0, 0.0] sets the anchor to the top right of the formspec. * Defaults to the center of the formspec [0.5, 0.5]. * `position` and `anchor` elements need suitable values to avoid a formspec extending off the game window due to particular game window sizes. ### `padding[,]` * Must be used after the `size`, `position`, and `anchor` elements (if present). * Defines how much space is padded around the formspec if the formspec tries to increase past the size of the screen and coordinates have to be shrunk. * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the screen), and 0.5 represents half the screen (which forces the coordinate size to 0). If negative, the formspec can extend off the edge of the screen. * Defaults to [0.05, 0.05]. ### `no_prepend[]` * Must be used after the `size`, `position`, `anchor`, and `padding` elements (if present). * Disables player:set_formspec_prepend() from applying to this formspec. ### `real_coordinates[]` * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer. * When set to true, all following formspec elements will use the new coordinate system. * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements (if present), the form size will use the new coordinate system. * **Note**: Formspec prepends are not affected by the coordinates in the main form. They must enable it explicitly. * For information on converting forms to the new coordinate system, see `Migrating to Real Coordinates`. ### `container[,]` * Start of a container block, moves all physical elements in the container by (X, Y). * Must have matching `container_end` * Containers can be nested, in which case the offsets are added (child containers are relative to parent containers) ### `container_end[]` * End of a container, following elements are no longer relative to this container. ### `scroll_container[,;,;;;]` * Start of a scroll_container block. All contained elements will ... * take the scroll_container coordinate as position origin, * be additionally moved by the current value of the scrollbar with the name `scrollbar name` times `scroll factor` along the orientation `orientation` and * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`. * `orientation`: possible values are `vertical` and `horizontal`. * `scroll factor`: optional, defaults to `0.1`. * Nesting is possible. * Some elements might work a little different if they are in a scroll_container. * Note: If you want the scroll_container to actually work, you also need to add a scrollbar element with the specified name. Furthermore, it is highly recommended to use a scrollbaroptions element on this scrollbar. ### `scroll_container_end[]` * End of a scroll_container, following elements are no longer bound to this container. ### `list[;;,;,;]` * Show an inventory list if it has been sent to the client. * If the inventory list changes (eg. it didn't exist before, it's resized, or its items are moved) while the formspec is open, the formspec element may (but is not guaranteed to) adapt to the new inventory list. * Item slots are drawn in a grid from left to right, then up to down, ordered according to the slot index. * `W` and `H` are in inventory slots, not in coordinates. * `starting item index` (Optional): The index of the first (upper-left) item to draw. Indices start at `0`. Default is `0`. * The number of shown slots is the minimum of `W*H` and the inventory list's size minus `starting item index`. * **Note**: With the new coordinate system, the spacing between inventory slots is one-fourth the size of an inventory slot by default. Also see [Styling Formspecs] for changing the size of slots and spacing. ### `listring[;]` * Appends to an internal ring of inventory lists. * Shift-clicking on items in one element of the ring will send them to the next inventory list inside the ring * The first occurrence of an element inside the ring will determine the inventory where items will be sent to ### `listring[]` * Shorthand for doing `listring[;]` for the last two inventory lists added by list[...] ### `listcolors[;]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering ### `listcolors[;;]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering * Sets color of slots border ### `listcolors[;;;;]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering * Sets color of slots border * Sets default background color of tooltips * Sets default font color of tooltips ### `tooltip[;;;]` * Adds tooltip for an element * `bgcolor` tooltip background color as `ColorString` (optional) * `fontcolor` tooltip font color as `ColorString` (optional) ### `tooltip[,;,;;;]` * Adds tooltip for an area. Other tooltips will take priority when present. * `bgcolor` tooltip background color as `ColorString` (optional) * `fontcolor` tooltip font color as `ColorString` (optional) ### `image[,;,;;]` * Show an image. * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect. * Requires formspec version >= 6. * See `background9[]` documentation for more information. ### `animated_image[,;,;;;;;;]` * Show an animated image. The image is drawn like a "vertical_frames" tile animation (See [Tile animation definition]), but uses a frame count/duration for simplicity * `name`: Element name to send when an event occurs. The event value is the index of the current frame. * `texture name`: The image to use. * `frame count`: The number of frames animating the image. * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance. * `frame start` (optional): The index of the frame to start on. Default `1`. * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect. * Requires formspec version >= 6. * See `background9[]` documentation for more information. ### `model[,;,;;;;;;;;]` * Show a mesh model. * `name`: Element name that can be used for styling * `mesh`: The mesh model to use. * `textures`: The mesh textures to use according to the mesh materials. Texture names must be separated by commas. * `rotation {X,Y}` (Optional): Initial rotation of the camera. The axes are euler angles in degrees. * `continuous` (Optional): Whether the rotation is continuous. Default `false`. * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`. * `frame loop range` (Optional): Range of the animation frames. * Defaults to the full range of all available frames. * Syntax: `,` * `animation speed` (Optional): Sets the animation speed. Default 0 FPS. ### `item_image[,;,;]` * Show an inventory image of registered item/node ### `bgcolor[;;]` * Sets background color of formspec. * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color of the non-fullscreen and the fullscreen background. * `fullscreen` (optional) can be one of the following: * `false`: Only the non-fullscreen background color is drawn. (default) * `true`: Only the fullscreen background color is drawn. * `both`: The non-fullscreen and the fullscreen background color are drawn. * `neither`: No background color is drawn. * Note: Leave a parameter empty to not modify the value. * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that are not bools are only available since formspec version 3. ### `background[,;,;]` * Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px. ### `background[,;,;;]` * Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px * If `auto_clip` is `true`, the background is clipped to the formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored) ### `background9[,;,;;;]` * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling * Middle is a rect which defines the middle of the 9-slice. * `x` - The middle will be x pixels from all sides. * `x,y` - The middle will be x pixels from the horizontal and y from the vertical. * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values will be added to the width and height of the texture, allowing it to be used as the distance from the far end. * All numbers in middle are integers. * If `auto_clip` is `true`, the background is clipped to the formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored) * Available since formspec version 2 ### `pwdfield[,;,;;