Minetest Lua Modding API Reference
==================================
* More information at
* Developer Wiki:
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
-----
* `RUN_IN_PLACE=1` (Windows release, local build)
* `$path_user`: ``
* `$path_share`: ``
* `RUN_IN_PLACE=0`: (Linux release)
* `$path_share`:
* Linux: `/usr/share/minetest`
* Windows: `/minetest-0.4.x`
* `$path_user`:
* Linux: `$HOME/.minetest`
* Windows: `C:/users//AppData/minetest` (maybe)
Games
=====
Games are looked up from:
* `$path_share/games//`
* `$path_user/games//`
Where `` is unique to each game.
The game directory can contain the following files:
* `game.conf`, with the following keys:
* `name`: Required, human readable name e.g. `name = Minetest`
* `description`: Short description to be shown in the content tab
* `disallowed_mapgens = `
e.g. `disallowed_mapgens = v5,v6,flat`
These mapgens are removed from the list of mapgens for the game.
* `minetest.conf`:
Used to set default settings when running this game.
* `settingtypes.txt`:
In the same format as the one in builtin.
This settingtypes.txt will be parsed by the menu and the settings will be
displayed in the "Games" category in the advanced settings tab.
* If the game contains a folder called `textures` the server will load it as a
texturepack, overriding mod textures.
Any server texturepack will override mod textures and the game texturepack.
Menu images
-----------
Games can provide custom main menu images. They are put inside a `menu`
directory inside the game directory.
The images are named `$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.
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.txt`. This file shall be
empty, except for lines starting with `#`, which are comments.
Mod directory structure
-----------------------
mods
├── modname
│ ├── mod.conf
│ ├── screenshot.png
│ ├── settingtypes.txt
│ ├── init.lua
│ ├── models
│ ├── textures
│ │ ├── modname_stuff.png
│ │ └── modname_something_else.png
│ ├── sounds
│ ├── media
│ ├── locale
│ └──
└── another
### modname
The location of this directory can be fetched by using
`minetest.get_modpath(modname)`.
### mod.conf
A key-value store of mod details.
* `name`: The mod name. Allows Minetest to determine the mod name even if the
folder is wrongly named.
* `description`: Description of mod to be shown in the Mods tab of the 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.
Note: to support 0.4.x, please also provide depends.txt.
### `screenshot.png`
A screenshot shown in the mod manager within the main menu. It should
have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
### `depends.txt`
**Deprecated:** you should use mod.conf instead.
This file is used if there are no dependencies in mod.conf.
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
Optional dependencies can be defined by appending a question mark
to a single modname. This means that if the specified mod
is missing, it does not prevent this mod from being loaded.
### `description.txt`
**Deprecated:** you should use mod.conf instead.
This file is used if there is no description in mod.conf.
A file containing a description to be shown in the Mods tab of the main menu.
### `settingtypes.txt`
A file in the same format as the one in builtin. It will be parsed by the
settings menu and the settings will be displayed in the "Mods" category.
### `init.lua`
The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
registered callbacks.
`minetest.settings` can be used to read custom or existing settings at load
time, if necessary. (See [`Settings`])
### `models`
Models for entities or meshnodes.
### `textures`, `sounds`, `media`
Media files (textures, sounds, whatever) that will be transferred to the
client and will be available for use by the mod.
### `locale`
Translation files for the clients. (See [Translations])
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. That mod is required to have `experimental` as a
dependency.
Aliases
=======
Aliases can be added by using `minetest.register_alias(name, convert_to)` or
`minetest.register_alias_force(name, convert_to)`.
This converts anything called `name` to `convert_to`.
The only difference between `minetest.register_alias` and
`minetest.register_alias_force` is that if an item called `name` exists,
`minetest.register_alias` will do nothing while
`minetest.register_alias_force` will unregister it.
This can be used for maintaining backwards compatibility.
This can also set quick access names for things, e.g. if
you have an item called `epiclylongmodname:stuff`, you could do
minetest.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use `/giveme stuff`.
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 by the core mapgens. For example:
minetest.register_alias("mapgen_stone", "default:stone")
### Aliases needed for all mapgens except Mapgen v6
#### Base terrain
* mapgen_stone
* mapgen_water_source
* mapgen_river_water_source
#### Caves
* mapgen_lava_source
#### Dungeons
Only needed for registered biomes where 'node_stone' is stone:
* mapgen_cobble
* mapgen_stair_cobble
* mapgen_mossycobble
Only needed for registered biomes where 'node_stone' is desert stone:
* mapgen_desert_stone
* mapgen_stair_desert_stone
Only needed for registered biomes where 'node_stone' is sandstone:
* mapgen_sandstone
* mapgen_sandstonebrick
* mapgen_stair_sandstone_block
### Aliases needed for Mapgen v6
#### Terrain and biomes
* mapgen_stone
* mapgen_water_source
* mapgen_lava_source
* mapgen_dirt
* mapgen_dirt_with_grass
* mapgen_sand
* mapgen_gravel
* mapgen_desert_stone
* mapgen_desert_sand
* mapgen_dirt_with_snow
* mapgen_snowblock
* mapgen_snow
* mapgen_ice
#### Flora
* mapgen_tree
* mapgen_leaves
* mapgen_apple
* mapgen_jungletree
* mapgen_jungleleaves
* mapgen_junglegrass
* mapgen_pine_tree
* mapgen_pine_needles
#### Dungeons
* mapgen_cobble
* mapgen_stair_cobble
* mapgen_mossycobble
* mapgen_stair_desert_stone
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`
Texture modifiers
-----------------
There are various texture modifiers that can be used
to generate textures on-the-fly.
### 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.
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", tileable_vertical = false}},
-- 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 in a location
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
}
-- Play connected to an object, looped
{
object = ,
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
loop = true,
}
Looped sounds must either be connected to an object or played locationless to
one player using `to_player = name,`
`SimpleSoundSpec`
-----------------
* e.g. `""`
* e.g. `"default_place_node"`
* e.g. `{}`
* e.g. `{name = "default_place_node"}`
* e.g. `{name = "default_place_node", gain = 1.0}`
* e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
Registered definitions
======================
Anything added using certain `minetest.register_*` functions gets added to
the global `minetest.registered_*` tables.
* `minetest.register_entity(name, entity definition)`
* added to `minetest.registered_entities[name]`
* `minetest.register_node(name, node definition)`
* added to `minetest.registered_items[name]`
* added to `minetest.registered_nodes[name]`
* `minetest.register_tool(name, item definition)`
* added to `minetest.registered_items[name]`
* `minetest.register_craftitem(name, item definition)`
* added to `minetest.registered_items[name]`
* `minetest.unregister_item(name)`
* Unregisters the item name from engine, and deletes the entry with key
`name` from `minetest.registered_items` and from the associated item
table according to its nature: `minetest.registered_nodes[]` etc
* `minetest.register_biome(biome definition)`
* returns an integer uniquely identifying the registered biome
* added to `minetest.registered_biome` with the key of `biome.name`
* if `biome.name` is nil, the key is the returned ID
* `minetest.unregister_biome(name)`
* Unregisters the biome name from engine, and deletes the entry with key
`name` from `minetest.registered_biome`
* `minetest.register_ore(ore definition)`
* returns an integer uniquely identifying the registered ore
* added to `minetest.registered_ores` with the key of `ore.name`
* if `ore.name` is nil, the key is the returned ID
* `minetest.register_decoration(decoration definition)`
* returns an integer uniquely identifying the registered decoration
* added to `minetest.registered_decorations` with the key of
`decoration.name`.
* if `decoration.name` is nil, the key is the returned ID
* `minetest.register_schematic(schematic definition)`
* returns an integer uniquely identifying the registered schematic
* added to `minetest.registered_schematic` with the key of `schematic.name`
* if `schematic.name` is nil, the key is the returned ID
* if the schematic is loaded from a file, schematic.name is set to the
filename.
* if the function is called when loading the mod, and schematic.name is a
relative path, then the current mod path will be prepended to the
schematic filename.
* `minetest.clear_registered_biomes()`
* clears all biomes currently registered
* `minetest.clear_registered_ores()`
* clears all ores currently registered
* `minetest.clear_registered_decorations()`
* clears all decorations currently registered
* `minetest.clear_registered_schematics()`
* clears all schematics currently registered
Note that in some cases you will stumble upon things that are not contained
in these tables (e.g. when a mod has been removed). Always check for
existence before trying to access the fields.
Example: If you want to check the drawtype of a node, you could do:
local function get_nodedef_field(nodename, fieldname)
if not minetest.registered_nodes[nodename] then
return nil
end
return minetest.registered_nodes[nodename][fieldname]
end
local drawtype = get_nodedef_field(nodename, "drawtype")
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 using
minetest.registered_nodes[node.name]
See [Registered definitions].
Nodes are passed by value between Lua and the engine.
They are represented by a table:
{name="name", param1=num, param2=num}
`param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
them for certain automated functions. If you don't use these functions, you can
use them to store arbitrary values.
Node paramtypes
---------------
The functions of `param1` and `param2` are determined by certain fields in the
node definition.
`param1` is reserved for the engine when `paramtype != "none"`:
* `paramtype = "light"`
* The value stores light with and without sun in its upper and lower 4 bits
respectively.
* Required by a light source node to enable spreading its light.
* Required by the following drawtypes as they determine their visual
brightness from their internal light value:
* torchlike
* signlike
* firelike
* fencelike
* raillike
* nodebox
* mesh
* plantlike
* plantlike_rooted
`param2` is reserved for the engine when any of these are used:
* `liquidtype = "flowing"`
* The level and some flags of the liquid is stored in `param2`
* `drawtype = "flowingliquid"`
* The drawn liquid level is read from `param2`
* `drawtype = "torchlike"`
* `drawtype = "signlike"`
* `paramtype2 = "wallmounted"`
* The rotation of the node is stored in `param2`. You can make this value
by using `minetest.dir_to_wallmounted()`.
* `paramtype2 = "facedir"`
* The rotation of the node is stored in `param2`. Furnaces and chests are
rotated this way. Can be made by using `minetest.dir_to_facedir()`.
* Values range 0 - 23
* facedir / 4 = axis direction:
0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
* facedir modulo 4 = rotation around that axis
* `paramtype2 = "leveled"`
* Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
* Leveled nodebox:
* The level of the top face of the nodebox is stored in `param2`.
* The other faces are defined by 'fixed = {}' like 'type = "fixed"'
nodeboxes.
* The nodebox height is (`param2` / 64) nodes.
* The maximum accepted value of `param2` is 127.
* Rooted plantlike:
* The height of the 'plantlike' section is stored in `param2`.
* The height is (`param2` / 16) nodes.
* `paramtype2 = "degrotate"`
* Only valid for "plantlike". The rotation of the node is stored in
`param2`.
* Values range 0 - 179. The value stored in `param2` is multiplied by two to
get the actual rotation in degrees of the node.
* `paramtype2 = "meshoptions"`
* Only valid for "plantlike". The value of `param2` becomes a bitfield which
can be used to change how the client draws plantlike nodes.
* Bits 0, 1 and 2 form a mesh selector.
Currently the following meshes are choosable:
* 0 = a "x" shaped plant (ordinary plant)
* 1 = a "+" shaped plant (just rotated 45 degrees)
* 2 = a "*" shaped plant with 3 faces instead of 2
* 3 = a "#" shaped plant with 4 faces instead of 2
* 4 = a "#" shaped plant with 4 faces that lean outwards
* 5-7 are unused and reserved for future meshes.
* Bits 3 through 7 are optional flags that can be combined and give these
effects:
* bit 3 (0x08) - Makes the plant slightly vary placement horizontally
* bit 4 (0x10) - Makes the plant mesh 1.4x larger
* bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
* bits 6-7 are reserved for future use.
* `paramtype2 = "color"`
* `param2` tells which color is picked from the palette.
The palette should have 256 pixels.
* `paramtype2 = "colorfacedir"`
* Same as `facedir`, but with colors.
* The first three bits of `param2` tells which color is picked from the
palette. The palette should have 8 pixels.
* `paramtype2 = "colorwallmounted"`
* Same as `wallmounted`, but with colors.
* The first five bits of `param2` tells which color is picked from the
palette. The palette should have 32 pixels.
* `paramtype2 = "glasslikeliquidlevel"`
* Only valid for "glasslike_framed" or "glasslike_framed_optional"
drawtypes.
* `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
and 63 being full.
* Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
Nodes can also contain extra data. See [Node Metadata].
Node drawtypes
--------------
There are a bunch of different looking node types.
Look for examples in `games/minimal` or `games/minetest_game`.
* `normal`
* A node-sized cube.
* `airlike`
* Invisible, uses no texture.
* `liquid`
* The cubic source node for a liquid.
* `flowingliquid`
* The flowing version of a liquid, appears with various heights and slopes.
* `glasslike`
* Often used for partially-transparent nodes.
* Only external sides of textures are visible.
* `glasslike_framed`
* All face-connected nodes are drawn as one volume within a surrounding
frame.
* The frame appearence is generated from the edges of the first texture
specified in `tiles`. The width of the edges used are 1/16th of texture
size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
* The glass 'shine' (or other desired detail) on each node face is supplied
by the second texture specified in `tiles`.
* `glasslike_framed_optional`
* This switches between the above 2 drawtypes according to the menu setting
'Connected Glass'.
* `allfaces`
* Often used for partially-transparent nodes.
* External and internal sides of textures are visible.
* `allfaces_optional`
* Often used for leaves nodes.
* This switches between `normal`, `glasslike` and `allfaces` according to
the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
* With 'Simple Leaves' selected, the texture specified in `special_tiles`
is used instead, if present. This allows a visually thicker texture to be
used to compensate for how `glasslike` reduces visual thickness.
* `torchlike`
* A single vertical texture.
* If placed on top of a node, uses the first texture specified in `tiles`.
* If placed against the underside of a node, uses the second texture
specified in `tiles`.
* If placed on the side of a node, uses the third texture specified in
`tiles` and is perpendicular to that node.
* `signlike`
* A single texture parallel to, and mounted against, the top, underside or
side of a node.
* `plantlike`
* Two vertical and diagonal textures at right-angles to each other.
* See `paramtype2 = "meshoptions"` above for other options.
* `firelike`
* When above a flat surface, appears as 6 textures, the central 2 as
`plantlike` plus 4 more surrounding those.
* If not above a surface the central 2 do not appear, but the texture
appears against the faces of surrounding nodes if they are present.
* `fencelike`
* A 3D model suitable for a wooden fence.
* One placed node appears as a single vertical post.
* Adjacently-placed nodes cause horizontal bars to appear between them.
* `raillike`
* Often used for tracks for mining carts.
* Requires 4 textures to be specified in `tiles`, in order: Straight,
curved, t-junction, crossing.
* Each placed node automatically switches to a suitable rotated texture
determined by the adjacent `raillike` nodes, in order to create a
continuous track network.
* Becomes a sloping node if placed against stepped nodes.
* `nodebox`
* Often used for stairs and slabs.
* Allows defining nodes consisting of an arbitrary number of boxes.
* See [Node boxes] below for more information.
* `mesh`
* Uses models for nodes.
* Tiles should hold model materials textures.
* Only static meshes are implemented.
* For supported model formats see Irrlicht engine documentation.
* `plantlike_rooted`
* Enables underwater `plantlike` without air bubbles around the nodes.
* Consists of a base cube at the co-ordinates of the node plus a
`plantlike` extension above with a height of `param2 / 16` nodes.
* The `plantlike` extension visually passes through any nodes above the
base cube without affecting them.
* The base cube texture tiles are defined as normal, the `plantlike`
extension uses the defined special tile, for example:
`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
`*_optional` drawtypes need less rendering time if deactivated
(always client-side).
Node boxes
----------
Node selection boxes are defined using "node boxes".
A nodebox is defined as any of:
{
-- A normal cube; the default in most things
type = "regular"
}
{
-- A fixed box (or boxes) (facedir param2 is used, if applicable)
type = "fixed",
fixed = box OR {box1, box2, ...}
}
{
-- A variable height box (or boxes) with the top face position defined
-- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
-- by param2.
-- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
type = "leveled",
fixed = box OR {box1, box2, ...}
}
{
-- A box like the selection box for torches
-- (wallmounted param2 is used, if applicable)
type = "wallmounted",
wall_top = box,
wall_bottom = box,
wall_side = box
}
{
-- A node that has optional boxes depending on neighbouring nodes'
-- presence and type. See also `connects_to`.
type = "connected",
fixed = box OR {box1, box2, ...}
connect_top = box OR {box1, box2, ...}
connect_bottom = box OR {box1, box2, ...}
connect_front = box OR {box1, box2, ...}
connect_left = box OR {box1, box2, ...}
connect_back = box OR {box1, box2, ...}
connect_right = box OR {box1, box2, ...}
-- The following `disconnected_*` boxes are the opposites of the
-- `connect_*` ones above, i.e. when a node has no suitable neighbour
-- on the respective side, the corresponding disconnected box is drawn.
disconnected_top = box OR {box1, box2, ...}
disconnected_bottom = box OR {box1, box2, ...}
disconnected_front = box OR {box1, box2, ...}
disconnected_left = box OR {box1, box2, ...}
disconnected_back = box OR {box1, box2, ...}
disconnected_right = box OR {box1, box2, ...}
disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
-- neighbours to the sides
}
A `box` is defined as:
{x1, y1, z1, x2, y2, z2}
A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
HUD
===
HUD element types
-----------------
The position field is used for all element types.
To account for differing resolutions, the position coordinates are the
percentage of the screen, ranging in value from `0` to `1`.
The name field is not yet used, but should contain a description of what the
HUD element represents. The direction field is the direction in which something
is drawn.
`0` draws from left to right, `1` draws from right to left, `2` draws from
top to bottom, and `3` draws from bottom to top.
The `alignment` field specifies how the item will be aligned. It ranges from
`-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
is to the right/down. Fractional values can be used.
The `offset` field specifies a pixel offset from the position. Contrary to
position, the offset is not scaled to screen size. This allows for some
precisely positioned items in the HUD.
**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
factor!
Below are the specific uses for fields in each type; fields not listed for that
type are ignored.
### `image`
Displays an image on the HUD.
* `scale`: The scale of the image, with 1 being the original texture size.
Only the X coordinate scale is used (positive values).
Negative values represent that percentage of the screen it
should take; e.g. `x=-100` means 100% (width).
* `text`: The name of the texture that is displayed.
* `alignment`: The alignment of the image.
* `offset`: offset in pixels from position.
### `text`
Displays text on the HUD.
* `scale`: Defines the bounding rectangle of the text.
A value such as `{x=100, y=100}` should work.
* `text`: The text to be displayed in the HUD element.
* `number`: An integer containing the RGB value of the color used to draw the
text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
* `alignment`: The alignment of the text.
* `offset`: offset in pixels from position.
### `statbar`
Displays a horizontal bar made up of half-images.
* `text`: The name of the texture that is used.
* `number`: The number of half-textures that are displayed.
If odd, will end with a vertically center-split texture.
* `direction`
* `offset`: offset in pixels from position.
* `size`: If used, will force full-image size to this value (override texture
pack image size)
### `inventory`
* `text`: The name of the inventory list to be displayed.
* `number`: Number of items in the inventory to be displayed.
* `item`: Position of item that is selected.
* `direction`
* `offset`: offset in pixels from position.
### `waypoint`
Displays distance to selected world position.
* `name`: The name of the waypoint.
* `text`: Distance suffix. Can be blank.
* `number:` An integer containing the RGB value of the color used to draw the
text.
* `world_pos`: World position of the waypoint.
Representations of simple things
================================
Position/vector
---------------
{x=num, y=num, z=num}
For helper functions see [Spatial Vectors].
`pointed_thing`
---------------
* `{type="nothing"}`
* `{type="node", under=pos, above=pos}`
* `{type="object", ref=ObjectRef}`
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
=====
Item types
----------
There are three kinds of items: nodes, tools and craftitems.
* Node: Can be placed in the world's voxel grid
* Tool: Has a wear property but cannot be stacked. The default use action is to
dig nodes or hit objects according to its tool capabilities.
* Craftitem: Cannot dig nodes or be placed
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 always have a wear value of 0.
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
1-3 components: the full item identifier, an optional amount and an optional
wear value. 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
### 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, 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:
-- 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 tools with this damage group.
See [Entity damage mechanism].
object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
object.set_armor_groups({fleshy=30, cracky=80})
Groups of tools
---------------
Groups in tools 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'},
},
-- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
}
Another example: Make red wool from white wool and red dye:
{
type = 'shapeless',
output = 'wool:red',
recipe = {'wool:white', 'group:dye,basecolor_red'},
}
Special groups
--------------
* `immortal`: Disables the group damage system for an entity
* `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.
* `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
* `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
* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
* `bouncy`: value is bounce speed in percent
* `falling_node`: if there is no walkable block under the node it will fall
* `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.
* `soil`: saplings will grow on nodes in this group
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
connect to each other
* `slippery`: Players and items will slide on the node.
Slipperiness rises steadily with `slippery` value, starting at 1.
Known damage and digging time defining groups
---------------------------------------------
* `crumbly`: dirt, sand
* `cracky`: tough but crackable stuff like stone.
* `snappy`: something that can be cut using fine tools; 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
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 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 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
=====
Tools definition
----------------
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
* Damage groups
### Full punch interval
When used as a weapon, the tool will do full damage if this time is spent
between punches. If e.g. half the time is spent, the tool will do half
damage.
### Maximum drop level
Suggests the maximum level of node, when dug with the tool, that will drop
it's useful item. (e.g. iron ore to drop a lump of iron).
This is not automated; it is the responsibility of the node definition
to implement this.
### 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.
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].
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}}
}
damage_groups = {fleshy=2},
}
This makes the tool be able to dig 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 a right-click inventory menu. See [Formspec].
* `infotext`: Text shown on the screen when the node is pointed at
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. Defaults to
`idef.description`.
* `color`: A `ColorString`, which sets the stack's color.
* `palette_index`: If the item has a palette, this is used to get the
current color from the palette.
Example:
local meta = stack:get_meta()
meta:set_string("key", "value")
print(dump(meta:to_table()))
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.
Position and size units are inventory slots, `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.
When displaying text which can contain formspec code, e.g. text set by a player,
use `minetest.formspec_escape`.
For coloured text you can use `minetest.colorize`.
WARNING: Minetest allows you to add elements to every single formspec instance
using `player:set_formspec_prepend()`, which may be the reason backgrounds are
appearing when you don't expect them to. See [`no_prepend[]`].
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;]
Elements
--------
### `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.
### `no_prepend[]`
* Must be used after the `size`, `position`, and `anchor` elements (if present).
* Disables player:set_formspec_prepend() from applying to this formspec.
### `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.
### `list[;;,;,;]`
* Show an inventory list
### `list[;;,;,;]`
* Show an inventory list
### `listring[;]`
* Allows to create a 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
* `` tooltip background color as `ColorString` (optional)
* `` tooltip font color as `ColorString` (optional)
### `tooltip[,;,;;;]`
* Adds tooltip for an area. Other tooltips will take priority when present.
* `` tooltip background color as `ColorString` (optional)
* `` tooltip font color as `ColorString` (optional)
### `image[,;,;]`
* Show an image
### `item_image[,;,;]`
* Show an inventory image of registered item/node
### `bgcolor[;]`
* Sets background color of formspec as `ColorString`
* If `true`, the background color is drawn fullscreen (does not affect the size
of the formspec).
### `background[,;,;]`
* Use a background. Inventory rectangles are not drawn then.
* Example for formspec 8x4 in 16x resolution: image shall be sized
8 times 16px times 4 times 16px.
### `background[,;,;;]`
* Use a background. Inventory rectangles are not drawn then.
* 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)
### `pwdfield[,;,;;