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Minetest Lua Modding API Reference 0.4.dev
==========================================
More information at http://c55.me/minetest/

Introduction
-------------
Content and functionality can be added to Minetest 0.4 by using Lua
scripting in run-time loaded mods.

A mod is a self-contained bunch of scripts, textures and other related
things that 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. You can send such improvements as
source code patches to <celeron55@gmail.com>.

Programming in Lua
-------------------
If you have any difficulty in understanding this, please read:
  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.

Mod load path
-------------
Generic:
  $path_share/games/gameid/mods/
  $path_share/mods/gameid/
  $path_user/games/gameid/mods/
  $path_user/mods/gameid/ <-- User-installed mods
  $worldpath/worldmods/

In a run-in-place version (eg. the distributed windows version):
  minetest-0.4.x/games/gameid/mods/
  minetest-0.4.x/mods/gameid/ <-- User-installed mods
  minetest-0.4.x/worlds/worldname/worldmods/

On an installed version on linux:
  /usr/share/minetest/games/gameid/mods/
  ~/.minetest/mods/gameid/ <-- User-installed mods
  ~/.minetest/worlds/worldname/worldmods

Mod load path for world-specific games
--------------------------------------
It is possible to include a game in a world; in this case, no mods or
games are loaded or checked from anywhere else.

This is useful for eg. adventure worlds.

This happens if the following directory exists:
  $world/game/

Mods should be then be placed in:
  $world/game/mods/

Modpack support
----------------
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named modpack.txt. This file shall be
empty, except for lines starting with #, which are comments.

Mod directory structure
------------------------
mods
|-- modname
|   |-- depends.txt
|   |-- init.lua
|   |-- textures
|   |   |-- modname_stuff.png
|   |   `-- modname_something_else.png
|   |-- sounds
|   |-- media
|   `-- <custom data>
`-- another

modname:
  The location of this directory can be fetched by using
  minetest.get_modpath(modname)

depends.txt:
  List of mods that have to be loaded before loading this mod.
  A single line contains a single modname.

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.setting_get(name) and minetest.setting_getbool(name) can be used
  to read custom or existing settings at load time, if necessary.

textures, sounds, media:
  Media files (textures, sounds, whatever) that will be transferred to the
  client and will be available for use by the mod.

Naming convention for registered textual names
----------------------------------------------
Registered names should generally be in this format:
  "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)

This is to prevent conflicting names from corrupting maps and is
enforced by the mod loader.

Example: mod "experimental", ideal item/node/entity name "tnt":
         -> the name should be "experimental:tnt".

Enforcement can be overridden by prefixing the name with ":". This can
be used for overriding the registrations of some other mod.

Example: Any mod can redefine experimental:tnt by using the name
         ":experimental:tnt" when registering it.
(also that mod is required to have "experimental" as a dependency)

The ":" prefix can also be used for maintaining backwards compatibility.

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

This will make Minetest to convert things called name to things called
convert_to.

This can be used for maintaining backwards compatibility.

This can be also used for setting quick access names for things, eg. if
you have an item called epiclylongmodname:stuff, you could do
  minetest.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use "/giveme stuff".

Textures
--------
Mods should generally prefix their textures with modname_, eg. 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:
  eg. foomod_foothing.png
  eg. foomod_foothing

Sounds
-------
Only OGG 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_, eg. 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
}
-- Play locationless to a player
{
	to_player = name,
	gain = 1.0, -- default
}
-- Play in a location
{
	pos = {x=1,y=2,z=3},
	gain = 1.0, -- default
	max_hear_distance = 32, -- default
}
-- Play connected to an object, looped
{
    object = <an ObjectRef>,
    gain = 1.0, -- default
    max_hear_distance = 32, -- default
    loop = true, -- only sounds connected to objects can be looped
}

SimpleSoundSpec:
eg. ""
eg. "default_place_node"
eg. {}
eg. {name="default_place_node"}
eg. {name="default_place_node", gain=1.0}

Registered definitions of stuff
--------------------------------
Anything added using certain minetest.register_* functions get added to
the global minetest.registered_* tables.

minetest.register_entity(name, prototype table)
 -> minetest.registered_entities[name]

minetest.register_node(name, node definition)
 -> minetest.registered_items[name]
 -> minetest.registered_nodes[name]

minetest.register_tool(name, item definition)
 -> minetest.registered_items[name]

minetest.register_craftitem(name, item definition)
 -> minetest.registered_items[name]

Note that in some cases you will stumble upon things that are not contained
in these tables (eg. when a mod has been removed). Always check for
existence before trying to access the fields.

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

local function get_nodedef_field(nodename, fieldname)
    if not minetest.registered_nodes[nodename] then
        return nil
    end
    return minetest.registered_nodes[nodename][fieldname]
end
local drawtype = get_nodedef_field(nodename, "drawtype")

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

function minetest.get_item_group(name, group)
	if not minetest.registered_items[name] or not
			minetest.registered_items[name].groups[group] then
		return 0
	end
	return minetest.registered_items[name].groups[group]
end

Nodes
------
Nodes are the bulk data of the world: cubes and other things that take the
space of a cube. Huge amounts of them are handled efficiently, but they
are quite static.

The definition of a node is stored and can be accessed by name in
  minetest.registered_nodes[node.name]
See "Registered definitions of stuff".

Nodes are passed by value between Lua and the engine.
They are represented by a table:
  {name="name", param1=num, param2=num}

param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
uses them for certain automated functions. If you don't use these
functions, you can use them to store arbitrary values.

The functions of param1 and param2 are determined by certain fields in the
node definition:
param1 is reserved for the engine when paramtype != "none":
  paramtype = "light"
  ^ The value stores light with and without sun in it's
    upper and lower 4 bits.
param2 is reserved for the engine when any of these are used:
  liquidtype == "flowing"
  ^ The level and some flags of the liquid is stored in param2
  drawtype == "flowingliquid"
  ^ The drawn liquid level is read from param2
  drawtype == "torchlike"
  drawtype == "signlike"
  paramtype2 == "wallmounted"
  ^ The rotation of the node is stored in param2. You can make this value
    by using minetest.dir_to_wallmounted().
  paramtype2 == "facedir"
  ^ The rotation of the node is stored in param2. Furnaces and chests are
    rotated this way. Can be made by using minetest.dir_to_facedir().

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

Representations of simple things
--------------------------------
Position/vector:
  {x=num, y=num, z=num}
Currently the API does not provide any helper functions for addition,
subtraction and whatever; you can define those that you need yourself.

Items
------
Node (register_node):
  A node from the world
Tool (register_tool):
  A tool/weapon that can dig and damage things according to tool_capabilities
Craftitem (register_craftitem):
  A miscellaneous item

Items and item stacks can exist in three formats:

Serialized; This is called stackstring or itemstring:
eg. 'default:dirt 5'
eg. 'default:pick_wood 21323'
eg. 'default:apple'

Table format:
eg. {name="default:dirt", count=5, wear=0, metadata=""} 
    ^ 5 dirt nodes
eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
    ^ a wooden pick about 1/3 weared out
eg. {name="default:apple", count=1, wear=0, metadata=""}
    ^ an apple.

ItemStack:
C++ native format with many helper methods. Useful for converting between
formats. See the Class reference section for details.

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

Groups
-------
In a number of places, there is a group table. Groups define the
properties of a thing (item, node, armor of entity, capabilities of
tool) in such a way that the engine and other mods can can interact with
the thing without actually knowing what the thing is.

Usage:
- Groups are stored in a table, having the group names with keys and the
  group ratings as values. For example:
    groups = {crumbly=3, soil=1}
    ^ Default dirt (soil group actually currently not defined; TODO)
    groups = {crumbly=2, soil=1, level=2, outerspace=1}
    ^ A more special dirt-kind of thing
- Groups always have a rating associated with them. If there is no
  useful meaning for a rating for an enabled group, it shall be 1.
- When not defined, the rating of a group defaults to 0. Thus when you
  read groups, you must interpret nil and 0 as the same value, 0.

You can read the rating of a group for an item or a node by using
  minetest.get_item_group(itemname, groupname)

Groups of items
----------------
Groups of items can define what kind of an item it is (eg. 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.

object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
object.set_armor_groups({level=2, fleshy=2, cracky=2})

Groups of tools
----------------
Groups in tools define which groups of nodes and entities they are
effective towards.

Groups in crafting recipes
---------------------------
An example:
{
    output = 'food:meat_soup_raw',
    recipe = {
        {'group:meat'},
        {'group:water'},
        {'group:bowl'},
    },
    preserve = {'group:bowl'}, -- Not implemented yet (TODO)
}

Special groups
---------------
- immortal: Disables the group damage system for an entity
- level: Can be used to give an additional sense of progression in the game.
  - A larger level will cause eg. a weapon of a lower level make much less
    damage, and get weared out much faster, or not be able to get drops
	from destroyed nodes.
  - 0 is something that is directly accessible at the start of gameplay
  - There is no upper limit
- dig_immediate: (player can always pick up node without tool wear)
  - 2: node is removed without tool wear after 0.5 seconds or so
       (rail, sign)
  - 3: node is removed without tool wear immediately (torch)

Known damage and digging time defining groups
----------------------------------------------
Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
- crumbly: dirt, sand
- cracky: tough but crackable stuff like stone.
- snappy: something that can be cut using fine tools; eg. leaves, small
          plants, wire, sheets of metal
- choppy: something that can be cut using force; eg. trees, wooden planks
- fleshy: Living things like animals and the player. This could imply
          some blood effects when hitting.
- explody: Especially prone to explosions
- oddly_breakable_by_hand:
   Can be added to nodes that shouldn't logically be breakable by the
   hand but are. Somewhat similar to dig_immediate, but times are more
   like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
   speed of a tool if the tool can dig at a faster speed than this
   suggests for the hand.

Examples of custom groups
--------------------------
Item groups are often used for defining, well, //groups of items//.
- meat: any meat-kind of a thing (rating might define the size or healing
  ability or be irrelevant - it is not defined as of yet)
- eatable: anything that can be eaten. Rating might define HP gain in half
  hearts.
- flammable: can be set on fire. Rating might define the intensity of the
  fire, affecting eg. the speed of the spreading of an open fire.
- wool: any wool (any origin, any color)
- metal: any metal
- weapon: any weapon
- heavy: anything considerably heavy

Digging time calculation specifics
-----------------------------------
Groups such as **crumbly**, **cracky** and **snappy** are used for this
purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
faster digging time.

The **level** group is used to limit the toughness of nodes a tool can dig
and to scale the digging times / damage to a greater extent.

^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
  full potential.

Tools define their properties by a list of parameters for groups. They
cannot dig other groups; thus it is important to use a standard bunch of
groups to enable interaction with tools.

**Tools define:**
  * Full punch interval
  * Maximum drop level
  * For an arbitrary list of groups:
    * Uses (until the tool breaks)
    * Maximum level (usually 0, 1, 2 or 3)
    * Digging times

**Full punch interval**:
When used as a weapon, the tool will do full damage if this time is spent
between punches. If eg. half the time is spent, the tool will do half
damage.

**Maximum drop level**
Suggests the maximum level of node, when dug with the tool, that will drop
it's useful item. (eg. iron ore to drop a lump of iron).
- This is not automated; it is the responsibility of the node definition
  to implement this

**Uses**
Determines how many uses the tool has when it is used for digging a node,
of this group, of the maximum level. For lower leveled nodes, the use count
is multiplied by 3^leveldiff.
- uses=10, leveldiff=0 -> actual uses: 10
- uses=10, leveldiff=1 -> actual uses: 30
- uses=10, leveldiff=2 -> actual uses: 90

**Maximum level**
Tells what is the maximum level of a node of this group that the tool will
be able to dig.

**Digging times**
List of digging times for different ratings of the group, for nodes of the
maximum level.
  * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
    result in the tool to be able to dig nodes that have a rating of 2 or 3
    for this group, and unable to dig the rating 1, which is the toughest.
    Unless there is a matching group that enables digging otherwise.
  * For entities, damage equals the amount of nodes dug in the time spent
    between hits, with a maximum time of ''full_punch_interval''.

Example definition of the capabilities of a tool
-------------------------------------------------
tool_capabilities = {
	full_punch_interval=1.5,
	max_drop_level=1,
	groupcaps={
		crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
	}
}

This makes the tool be able to dig nodes that fullfill 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:
- Take the time spent after the last hit
- Limit time to full_punch_interval
- Take the damage groups and imagine a bunch of nodes that have them
- Damage in HP is the amount of nodes destroyed in this time.

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 (eg. 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)''. 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.

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'' is nil and ''puncher'' is not nil, ''direction'' will be
    automatically filled in based on the location of ''puncher''.

Node Metadata
-------------
The instance of a node in the world normally only contains the three values
mentioned in "Nodes". However, it is possible to insert extra data into a
node. It is called "node metadata"; See "NodeMetaRef".

Metadata contains two things:
- A key-value store
- An inventory

Some of the values in the key-value store are handled specially:
- formspec: Defines a right-click inventory menu. See "Formspec".
- infotext: Text shown on the screen when the node is pointed at

Example stuff:

local meta = minetest.env:get_meta(pos)
meta:set_string("formspec",
        "invsize[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 = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
        infotext = "Chest"
    }
})

Formspec
--------
Formspec defines a menu. Currently not much else than inventories are
supported. It is a string, with a somewhat strange format.

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

Examples:
- Chest:
    invsize[8,9;]
    list[context;main;0,0;8,4;]
    list[current_player;main;0,5;8,4;]
- Furnace:
    invsize[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
    invsize[8,7.5;]
    image[1,0.6;1,2;player.png]
    list[current_player;main;0,3.5;8,4;]
    list[current_player;craft;3,0;3,3;]
    list[current_player;craftpreview;7,1;1,1;]

Elements:

invsize[<W>,<H>;]
^ Define the size of the menu in inventory slots

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

image[<X>,<Y>;<W>,<H>;<texture name>]
^ Show an image
^ Position and size units are inventory slots

field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
^ Textual field; will be sent to server when a button is clicked
^ Position and size units are inventory slots
^ Not implemented

button[<X>,<Y>;<W>,<H>;<name>;<label>]
^ Clickable button. When clicked, fields will be sent.
^ Button will be visible as a field, with the value "active".
^ Position and size units are inventory slots
^ Not implemented

Inventory location:
- "context": Selected node metadata (deprecated: "current_name")
- "current_player": Player to whom the menu is shown
- "player:<name>": Any player
- "nodemeta:<X>,<Y>,<Z>": Any node metadata

Helper functions
-----------------
dump2(obj, name="_", dumped={})
^ Return object serialized as a string, handles reference loops
dump(obj, dumped={})
^ Return object serialized as a string
string:split(separator)
^ eg. string:split("a,b", ",") == {"a","b"}
string:trim()
^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
^ Convert position to a printable string
minetest.string_to_pos(string) -> position

minetest namespace reference
-----------------------------
minetest.get_current_modname() -> string
minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
^ Useful for loading additional .lua modules or static data from mod
minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
^ Useful for storing custom data
minetest.is_singleplayer()

minetest.debug(line)
^ Always printed to stderr and logfile (print() is redirected here)
minetest.log(line)
minetest.log(loglevel, line)
^ loglevel one of "error", "action", "info", "verbose"

Registration functions: (Call these only at load time)
minetest.register_entity(name, prototype table)
minetest.register_abm(abm definition)
minetest.register_node(name, node definition)
minetest.register_tool(name, item definition)
minetest.register_craftitem(name, item definition)
minetest.register_alias(name, convert_to)
minetest.register_craft(recipe)

Global callback registration functions: (Call these only at load time)
minetest.register_globalstep(func(dtime))
^ Called every server step, usually interval of 0.05s
minetest.register_on_placenode(func(pos, newnode, placer))
^ Called when a node has been placed
^ Deprecated: Use on_construct or after_place_node in node definition instead
minetest.register_on_dignode(func(pos, oldnode, digger))
^ Called when a node has been dug. digger can be nil.
^ Deprecated: Use on_destruct or after_dig_node in node definition instead
minetest.register_on_punchnode(func(pos, node, puncher))
^ Called when a node is punched
minetest.register_on_generated(func(minp, maxp, blockseed))
^ Called after generating a piece of world. Modifying nodes inside the area
  is a bit faster than usually.
minetest.register_on_newplayer(func(ObjectRef))
^ Called after a new player has been created
minetest.register_on_dieplayer(func(ObjectRef))
^ Called when a player dies
minetest.register_on_respawnplayer(func(ObjectRef))
^ Called when player is to be respawned
^ Called _before_ repositioning of player occurs
^ return true in func to disable regular player placement
minetest.register_on_chat_message(func(name, message))

Other registration functions:
minetest.register_chatcommand(cmd, chatcommand definition)
minetest.register_privilege(name, definition)
^ definition: "description text"
^ definition: {
      description = "description text",
      give_to_singleplayer = boolean, -- default: true
  }
minetest.register_authentication_handler(handler)
^ See minetest.builtin_auth_handler in builtin.lua for reference

Setting-related:
minetest.setting_set(name, value)
minetest.setting_get(name) -> string or nil
minetest.setting_getbool(name) -> boolean value or nil
minetest.setting_get_pos(name) -> position or nil
minetest.add_to_creative_inventory(itemstring)

Authentication:
minetest.notify_authentication_modified(name)
^ Should be called by the authentication handler if privileges change.
^ To report everybody, set name=nil.
minetest.get_password_hash(name, raw_password)
^ Convert a name-password pair to a password hash that minetest can use
minetest.string_to_privs(str) -> {priv1=true,...}
minetest.privs_to_string(privs) -> "priv1,priv2,..."
^ Convert between two privilege representations
minetest.set_player_password(name, password_hash)
minetest.set_player_privs(name, {priv1=true,...})
minetest.get_player_privs(name) -> {priv1=true,...}
minetest.auth_reload()
^ These call the authentication handler
minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
^ A quickhand for checking privileges

Chat:
minetest.chat_send_all(text)
minetest.chat_send_player(name, text)

Inventory:
minetest.get_inventory(location) -> InvRef
^ location = eg. {type="player", name="celeron55"}
                 {type="node", pos={x=, y=, z=}}

Item handling:
minetest.inventorycube(img1, img2, img3)
^ Returns a string for making an image of a cube (useful as an item image)
minetest.get_pointed_thing_position(pointed_thing, above)
^ Get position of a pointed_thing (that you can get from somewhere)
minetest.dir_to_facedir(dir)
^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
minetest.dir_to_wallmounted(dir)
^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
minetest.get_node_drops(nodename, toolname)
^ Returns list of item names.
^ Note: This will be removed or modified in a future version.
minetest.get_craft_result(input) -> output, decremented_input
^ input.method = 'normal' or 'cooking' or 'fuel'
^ input.width = for example 3
^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
                              stack 5, stack 6, stack 7, stack 8, stack 9 }
^ output.item = ItemStack, if unsuccessful: empty ItemStack
^ output.time = number, if unsuccessful: 0
^ decremented_input = like input

Defaults for the on_* item definition functions:
(These return the leftover itemstack)
minetest.item_place_node(itemstack, placer, pointed_thing)
^ Place item as a node
minetest.item_place_object(itemstack, placer, pointed_thing)
^ Place item as-is
minetest.item_place(itemstack, placer, pointed_thing)
^ Use one of the above based on what the item is.
minetest.item_drop(itemstack, dropper, pos)
^ Drop the item
minetest.item_eat(hp_change, replace_with_item)
^ Eat the item. replace_with_item can be nil.

Defaults for the on_punch and on_dig node definition callbacks:
minetest.node_punch(pos, node, puncher)
^ Calls functions registered by minetest.register_on_punchnode()
minetest.node_dig(pos, node, digger)
^ Checks if node can be dug, puts item into inventory, removes node
^ Calls functions registered by minetest.registered_on_dignodes()

Sounds:
minetest.sound_play(spec, parameters) -> handle
^ spec = SimpleSoundSpec
^ parameters = sound parameter table
minetest.sound_stop(handle)

Timing:
minetest.after(time, func, param)
^ Call function after time seconds
^ param is optional; to pass multiple parameters, pass a table.

Random:
minetest.get_connected_players() -> list of ObjectRefs
minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
^ Gives a unique hash number for a node position (16+16+16=48bit)
minetest.get_item_group(name, group) -> rating
^ Get rating of a group of an item. (0 = not in group)
minetest.get_node_group(name, group) -> rating
^ Deprecated: An alias for the former.
minetest.serialize(table) -> string
^ Convert a table containing tables, strings, numbers, booleans and nils
  into string form readable by minetest.deserialize
^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
minetest.deserialize(string) -> table
^ Convert a string returned by minetest.deserialize into a table
^ String is loaded in an empty sandbox environment.
^ Will load functions, but they cannot access the global environment.
^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
^ Example: deserialize('print("foo")') -> nil (function call fails)
  ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)

Global objects:
minetest.env - EnvRef of the server environment and world.
^ Using this you can access nodes and entities

Global tables:
minetest.registered_items
^ List of registered items, indexed by name
minetest.registered_nodes
^ List of registered node definitions, indexed by name
minetest.registered_craftitems
^ List of registered craft item definitions, indexed by name
minetest.registered_tools
^ List of registered tool definitions, indexed by name
minetest.registered_entities
^ List of registered entity prototypes, indexed by name
minetest.object_refs
^ List of object references, indexed by active object id
minetest.luaentities
^ List of lua entities, indexed by active object id

Deprecated but defined for backwards compatibility:
minetest.digprop_constanttime(time)
minetest.digprop_stonelike(toughness)
minetest.digprop_dirtlike(toughness)
minetest.digprop_gravellike(toughness)
minetest.digprop_woodlike(toughness)
minetest.digprop_leaveslike(toughness)
minetest.digprop_glasslike(toughness)

Class reference
----------------
EnvRef: basically ServerEnvironment and ServerMap combined.
methods:
- set_node(pos, node)
- add_node(pos, node): alias set_node(pos, node)
 ^ Set node at position (node = {name="foo", param1=0, param2=0})
- remove_node(pos)
  ^ Equivalent to set_node(pos, "air")
- get_node(pos)
  ^ Returns {name="ignore", ...} for unloaded area
- get_node_or_nil(pos)
  ^ Returns nil for unloaded area
- get_node_light(pos, timeofday) -> 0...15 or nil
  ^ timeofday: nil = current time, 0 = night, 0.5 = day

- place_node(pos, node)
  ^ Place node with the same effects that a player would cause
- dig_node(pos)
  ^ Dig node with the same effects that a player would cause
- punch_node(pos)
  ^ Punch node with the same effects that a player would cause

- add_entity(pos, name): Spawn Lua-defined entity at position
  ^ Returns ObjectRef, or nil if failed
- add_item(pos, item): Spawn item
  ^ Returns ObjectRef, or nil if failed
- get_meta(pos) -- Get a NodeMetaRef at that position
- get_player_by_name(name) -- Get an ObjectRef to a player
- get_objects_inside_radius(pos, radius)
- set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
- get_timeofday()
- find_node_near(pos, radius, nodenames) -> pos or nil
  ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
- find_nodes_in_area(minp, maxp, nodenames) -> list of positions
  ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
- get_perlin(seeddiff, octaves, persistence, scale)
  ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
Deprecated:
- add_rat(pos): Add C++ rat object (no-op)
- add_firefly(pos): Add C++ firefly object (no-op)

NodeMetaRef: Node metadata - reference extra data and functionality stored
             in a node
- Can be gotten via minetest.env:get_nodemeta(pos)
methods:
- set_string(name, value)
- get_string(name)
- set_int(name, value)
- get_int(name)
- set_float(name, value)
- get_float(name)
- get_inventory() -> InvRef
- to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
- from_table(nil or {})
  ^ See "Node Metadata"

ObjectRef: Moving things in the game are generally these
(basically reference to a C++ ServerActiveObject)
methods:
- remove(): remove object (after returning from Lua)
- getpos() -> {x=num, y=num, z=num}
- setpos(pos); pos={x=num, y=num, z=num}
- moveto(pos, continuous=false): interpolated move
- punch(puncher, time_from_last_punch, tool_capabilities, direction)
  ^ puncher = an another ObjectRef,
  ^ time_from_last_punch = time since last punch action of the puncher
- right_click(clicker); clicker = an another ObjectRef
- get_hp(): returns number of hitpoints (2 * number of hearts)
- set_hp(hp): set number of hitpoints (2 * number of hearts)
- get_inventory() -> InvRef
- get_wield_list(): returns the name of the inventory list the wielded item is in
- get_wield_index(): returns the index of the wielded item
- get_wielded_item() -> ItemStack
- set_wielded_item(item): replaces the wielded item, returns true if successful
- set_armor_groups({group1=rating, group2=rating, ...})
- set_properties(object property table)
LuaEntitySAO-only: (no-op for other objects)
- setvelocity({x=num, y=num, z=num})
- getvelocity() -> {x=num, y=num, z=num}
- setacceleration({x=num, y=num, z=num})
- getacceleration() -> {x=num, y=num, z=num}
- setyaw(radians)
- getyaw() -> radians
- settexturemod(mod)
- setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
-           select_horiz_by_yawpitch=false)
- ^ Select sprite from spritesheet with optional animation and DM-style
-   texture selection based on yaw relative to camera
- get_entity_name() (DEPRECATED: Will be removed in a future version)
- get_luaentity()
Player-only: (no-op for other objects)
- is_player(): true for players, false for others
- get_player_name(): returns "" if is not a player
- get_look_dir(): get camera direction as a unit vector
- get_look_pitch(): pitch in radians
- get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)

InvRef: Reference to an inventory
methods:
- is_empty(listname): return true if list is empty
- get_size(listname): get size of a list
- set_size(listname, size): set size of a list
- get_stack(listname, i): get a copy of stack index i in list
- set_stack(listname, i, stack): copy stack to index i in list
- get_list(listname): return full list
- set_list(listname, list): set full list (size will not change)
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- room_for_item(listname, stack): returns true if the stack of items
    can be fully added to the list
- contains_item(listname, stack): returns true if the stack of items
    can be fully taken from the list
  remove_item(listname, stack): take as many items as specified from the list,
    returns the items that were actually removed (as an ItemStack)

ItemStack: A stack of items.
- Can be created via ItemStack(itemstack or itemstring or table or nil)
methods:
- is_empty(): return true if stack is empty
- get_name(): returns item name (e.g. "default:stone")
- get_count(): returns number of items on the stack
- get_wear(): returns tool wear (0-65535), 0 for non-tools
- get_metadata(): returns metadata (a string attached to an item stack)
- clear(): removes all items from the stack, making it empty
- replace(item): replace the contents of this stack (item can also
    be an itemstring or table)
- to_string(): returns the stack in itemstring form
- to_table(): returns the stack in Lua table form
- get_stack_max(): returns the maximum size of the stack (depends on the item)
- get_free_space(): returns get_stack_max() - get_count()
- is_known(): returns true if the item name refers to a defined item type
- get_definition(): returns the item definition table
- get_tool_capabilities(): returns the digging properties of the item,
  ^ or those of the hand if none are defined for this item type
- add_wear(amount): increases wear by amount if the item is a tool
- add_item(item): put some item or stack onto this stack,
  ^ returns leftover ItemStack
- item_fits(item): returns true if item or stack can be fully added to this one
- take_item(n): take (and remove) up to n items from this stack
  ^ returns taken ItemStack
  ^ if n is omitted, n=1 is used
- peek_item(n): copy (don't remove) up to n items from this stack
  ^ returns copied ItemStack
  ^ if n is omitted, n=1 is used

PseudoRandom: A pseudorandom number generator
- Can be created via PseudoRandom(seed)
methods:
- next(): return next integer random number [0...32767]
- next(min, max): return next integer random number [min...max]
                  (max - min) must be 32767 or <= 6553 due to the simple
                  implementation making bad distribution otherwise.

PerlinNoise: A perlin noise generator
- Can be created via PerlinNoise(seed, octaves, persistence, scale)
- Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
methods:
- get2d(pos) -> 2d noise value at pos={x=,y=}
- get3d(pos) -> 3d noise value at pos={x=,y=,z=}

Registered entities
--------------------
- Functions receive a "luaentity" as self:
  - It has the member .name, which is the registered name ("mod:thing")
  - It has the member .object, which is an ObjectRef pointing to the object
  - The original prototype stuff is visible directly via a metatable
- Callbacks:
  - on_activate(self, staticdata)
    ^ Called when the object is instantiated.
  - on_step(self, dtime)
    ^ Called on every server tick (dtime is usually 0.05 seconds)
  - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
    ^ Called when somebody punches the object.
    ^ Note that you probably want to handle most punches using the
      automatic armor group system.
    ^ puncher: ObjectRef (can be nil)
    ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
    ^ tool_capabilities: capability table of used tool (can be nil)
	^ dir: unit vector of direction of punch. Always defined. Points from
	       the puncher to the punched.
  - on_rightclick(self, clicker)
  - get_staticdata(self)
    ^ Should return a string that will be passed to on_activate when
      the object is instantiated the next time.

Definition tables
------------------

Object Properties
{
    physical = true,
    collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
    visual = "cube"/"sprite"/"upright_sprite",
    visual_size = {x=1, y=1},
    textures = {}, -- number of required textures depends on visual
    spritediv = {x=1, y=1},
    initial_sprite_basepos = {x=0, y=0},
    is_visible = true,
    makes_footstep_sound = false,
}

Entity definition (register_entity)
{
    (Deprecated: Everything in object properties is read directly from here)
    
    initial_properties = <initial object properties>,

    on_activate = function(self, staticdata),
    on_step = function(self, dtime),
    on_punch = function(self, hitter),
    on_rightclick = function(self, clicker),
    get_staticdata = function(self),
    ^ Called sometimes; the string returned is passed to on_activate when
      the entity is re-activated from static state
    
    # Also you can define arbitrary member variables here
    myvariable = whatever,
}

ABM (ActiveBlockModifier) definition (register_abm)
{
    -- In the following two fields, also group:groupname will work.
    nodenames = {"default:lava_source"},
    neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
     ^ If left out or empty, any neighbor will do
    interval = 1.0, -- (operation interval)