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authorJoachim Stolberg <joe.stolberg@gmx.de>2017-06-05 14:57:26 +0200
committerJoachim Stolberg <joe.stolberg@gmx.de>2017-06-05 14:57:26 +0200
commita6f250a862d202a03b8e71e85f8fdff5110f312b (patch)
tree2154b9c60e3982bf7f86e2241decbae5f709c8b4
parent471b10172b74e3d94e2450b576cfca092f051be2 (diff)
first try
-rw-r--r--LICENSE.txt13
-rw-r--r--README.txt29
-rw-r--r--depends.txt1
-rw-r--r--description.txt1
-rw-r--r--init.lua525
-rw-r--r--init.lua.org483
-rw-r--r--lua_api.dtxt24676
-rw-r--r--screenshot.pngbin0 -> 260819 bytes
-rw-r--r--textures/towercrane_arm.pngbin0 -> 1426 bytes
-rw-r--r--textures/towercrane_arm2.pngbin0 -> 1600 bytes
-rw-r--r--textures/towercrane_base.pngbin0 -> 1836 bytes
11 files changed, 5728 insertions, 0 deletions
diff --git a/LICENSE.txt b/LICENSE.txt
new file mode 100644
index 0000000..1592dbb
--- /dev/null
+++ b/LICENSE.txt
@@ -0,0 +1,13 @@
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
diff --git a/README.txt b/README.txt
new file mode 100644
index 0000000..5b026e1
--- /dev/null
+++ b/README.txt
@@ -0,0 +1,29 @@
+Tower Crane Mod
+===============
+
+
+
+Usage
+-----
+
+1) Place the crane base.
+ The crane arm will later be build in the same direction yoi are currently looking
+
+2) Right-click the crane base node and set the crane dimensions in height and width (between 8 and 24).
+ The crane will be build according to the settings.
+
+3) Right-click the crane switch node to place the hook in front of the crane mast
+
+4) Enter the hook by right-clicking the hook
+
+5) "Fly" within the construction area (height, width) by means of the (default) controls
+ - Move mouse: Look around
+ - W, A, S, D: Move
+ - Space: move up
+ - Shift: move down
+
+6) Leave the hook by right-clicking the hook or right-clicking the crane switch node
+
+7) To destroy the crane, destroy the base node.
+
+
diff --git a/depends.txt b/depends.txt
new file mode 100644
index 0000000..4ad96d5
--- /dev/null
+++ b/depends.txt
@@ -0,0 +1 @@
+default
diff --git a/description.txt b/description.txt
new file mode 100644
index 0000000..000880f
--- /dev/null
+++ b/description.txt
@@ -0,0 +1 @@
+The Tower Crane Mod forms a constrution area below the crane arm which gives the crane owner "fly privs".
diff --git a/init.lua b/init.lua
new file mode 100644
index 0000000..bf94b10
--- /dev/null
+++ b/init.lua
@@ -0,0 +1,525 @@
+--[[
+
+ Tower Crane Mod
+ ===============
+
+ v0.01 by JoSt
+
+ Copyright (C) 2017 Joachim Stolberg
+ LGPLv2.1+
+ See LICENSE.txt for more information
+
+ History:
+ 2017-06-04 v0.01 first version
+]]--
+
+
+towercrane = {}
+
+--##################################################################################################
+--## Tower Crane Hook
+--##################################################################################################
+local hook = {
+ physical = true,
+ collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
+ collide_with_objects = false,
+ visual = "cube",
+ visual_size = {x=0.4, y=0.4},
+ textures = {
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ },
+ groups = {cracky=1},
+ -- local variabels
+ driver = nil,
+ speed_forward=0,
+ speed_right=0,
+ speed_up=0,
+}
+----------------------------------------------------------------------------------------------------
+-- Enter/leave the Hook
+----------------------------------------------------------------------------------------------------
+function hook:on_rightclick(clicker)
+ if self.driver and clicker == self.driver then -- leave?
+ clicker:set_detach()
+ self.driver = nil
+ elseif not self.driver then -- enter?
+ self.driver = clicker
+ clicker:set_attach(self.object, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
+ end
+end
+
+----------------------------------------------------------------------------------------------------
+-- Hook control
+----------------------------------------------------------------------------------------------------
+function hook:on_step(dtime)
+ -- remove hook from last visit
+ if self.pos1 == nil or self.pos2 == nil then
+ self.object:remove()
+ return
+ end
+ if self.driver then
+ local ctrl = self.driver:get_player_control()
+ local yaw = self.driver:get_look_horizontal()
+ local pos = self.driver:getpos()
+ local max_speed = 5
+ local velocity = 0.5
+
+ if ctrl.up then -- forward
+ self.speed_forward = math.min(self.speed_forward + velocity, max_speed)
+ elseif ctrl.down then -- backward
+ self.speed_forward = math.max(self.speed_forward - velocity, -max_speed)
+ elseif self.speed_forward > 0 then
+ self.speed_forward = self.speed_forward - velocity
+ elseif self.speed_forward < 0 then
+ self.speed_forward = self.speed_forward + velocity
+ end
+
+ if ctrl.right then -- right
+ self.speed_right = math.min(self.speed_right + velocity, max_speed)
+ elseif ctrl.left then -- left
+ self.speed_right = math.max(self.speed_right - velocity, -max_speed)
+ elseif self.speed_right > 0 then
+ self.speed_right = self.speed_right - velocity
+ elseif self.speed_right < 0 then
+ self.speed_right = self.speed_right + velocity
+ end
+
+ if ctrl.jump then -- up
+ self.speed_up = math.min(self.speed_up + velocity, 5)
+ elseif ctrl.sneak then -- down
+ self.speed_up = math.max(self.speed_up - velocity, -5)
+ elseif self.speed_up > 0 then
+ self.speed_up = self.speed_up - velocity
+ elseif self.speed_up < 0 then
+ self.speed_up = self.speed_up + velocity
+ end
+
+ -- calculate the direction vector
+ local vx = math.cos(yaw+math.pi/2) * self.speed_forward + math.cos(yaw) * self.speed_right
+ local vz = math.sin(yaw+math.pi/2) * self.speed_forward + math.sin(yaw) * self.speed_right
+
+ -- check if outside of the construction area
+ if pos.x < self.pos1.x then vx= velocity end
+ if pos.x > self.pos2.x then vx= -velocity end
+ if pos.y < self.pos1.y then self.speed_up= velocity end
+ if pos.y > self.pos2.y then self.speed_up= -velocity end
+ if pos.z < self.pos1.z then vz= velocity end
+ if pos.z > self.pos2.z then vz= -velocity end
+
+ self.object:setvelocity({x=vx, y=self.speed_up,z=vz})
+ else
+ self.object:setvelocity({x=0, y=0,z=0})
+ end
+end
+
+----------------------------------------------------------------------------------------------------
+-- LuaEntitySAO (non-player moving things): see http://dev.minetest.net/LuaEntitySAO
+----------------------------------------------------------------------------------------------------
+minetest.register_entity("towercrane:hook", hook)
+
+
+
+--##################################################################################################
+--## Tower Crane
+--##################################################################################################
+
+local function turnright(dir)
+ local facedir = minetest.dir_to_facedir(dir)
+ return minetest.facedir_to_dir((facedir + 1) % 4)
+end
+
+local function turnleft(dir)
+ local facedir = minetest.dir_to_facedir(dir)
+ return minetest.facedir_to_dir((facedir + 3) % 4)
+end
+
+----------------------------------------------------------------------------------------------------
+-- Constuct mast and arm
+----------------------------------------------------------------------------------------------------
+local function construct_crane(pos, dir, height, width, owner)
+ pos.y = pos.y + 1
+ minetest.env:add_node(pos, {name="towercrane:mast_ctrl_off", param2=minetest.dir_to_facedir(dir)})
+ local meta = minetest.get_meta(pos)
+ meta:set_string("dir", minetest.pos_to_string(dir))
+ meta:set_string("owner", owner)
+ meta:set_int("height", height)
+ meta:set_int("width", width)
+
+ for i = 1,height+1 do
+ pos.y = pos.y + 1
+ minetest.env:add_node(pos, {name="towercrane:mast"})
+ end
+
+ pos.y = pos.y - 2
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:add_node(pos, {name="towercrane:arm2"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:add_node(pos, {name="towercrane:arm"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:add_node(pos, {name="towercrane:balance"})
+ pos.x = pos.x + 3 * dir.x
+ pos.z = pos.z + 3 * dir.z
+
+ for i = 1,width do
+ pos.x = pos.x + dir.x
+ pos.z = pos.z + dir.z
+ if i % 2 == 0 then
+ minetest.env:add_node(pos, {name="towercrane:arm2"})
+ else
+ minetest.env:add_node(pos, {name="towercrane:arm"})
+ end
+
+ end
+end
+
+----------------------------------------------------------------------------------------------------
+-- Remove the crane
+----------------------------------------------------------------------------------------------------
+local function dig_crane(pos, dir, height, width)
+ pos.y = pos.y + 1
+ minetest.env:remove_node(pos, {name="towercrane:mast_ctrl_off"})
+
+ for i = 1,height+1 do
+ pos.y = pos.y + 1
+ minetest.env:remove_node(pos, {name="towercrane:mast"})
+ end
+
+ pos.y = pos.y - 2
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:remove_node(pos, {name="towercrane:arm2"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:remove_node(pos, {name="towercrane:arm"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:remove_node(pos, {name="towercrane:balance"})
+ pos.x = pos.x + 3 * dir.x
+ pos.z = pos.z + 3 * dir.z
+
+ for i = 1,width do
+ pos.x = pos.x + dir.x
+ pos.z = pos.z + dir.z
+ if i % 2 == 0 then
+ minetest.env:remove_node(pos, {name="towercrane:arm2"})
+ else
+ minetest.env:remove_node(pos, {name="towercrane:arm"})
+ end
+ end
+end
+
+----------------------------------------------------------------------------------------------------
+-- Place the hook in front of the base
+----------------------------------------------------------------------------------------------------
+local function place_hook(pos, dir)
+ pos.y = pos.y - 1
+ pos.x = pos.x + dir.x
+ pos.z = pos.z + dir.z
+ return minetest.add_entity(pos, "towercrane:hook")
+end
+
+----------------------------------------------------------------------------------------------------
+-- Register Crane base
+----------------------------------------------------------------------------------------------------
+minetest.register_node("towercrane:base", {
+ description = "Tower Crane Base",
+ inventory_image = "towercrane_invent.png",
+ tiles = {
+ "towercrane_base_top.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {cracky=3},
+ formspec = set_formspec,
+
+ -- set meta data (form for crane height and width, dir of the arm)
+ after_place_node = function(pos, placer)
+ local meta = minetest.get_meta(pos)
+ local owner = placer:get_player_name()
+ meta:set_string("owner", owner)
+ local formspec = "size[5,4]"..
+ "label[0,0;Construction area size]" ..
+ "field[1,1.5;3,1;size;height,width;]" ..
+ "button_exit[1,2;2,1;exit;Save]"
+ meta:set_string("formspec", formspec)
+
+ local fdir = minetest.dir_to_facedir(placer:get_look_dir(), false)
+ local dir = minetest.facedir_to_dir(fdir)
+ meta:set_string("dir", minetest.pos_to_string(dir))
+ end,
+
+ -- evaluate user input (height, width), destroyed old crane and build a new one with
+ -- the given size
+ on_receive_fields = function(pos, formname, fields, player)
+ if fields.size == nil then
+ return
+ end
+ local meta = minetest.get_meta(pos)
+
+ if not player or not player:is_player() then
+ return
+ end
+ local owner = meta:get_string("owner")
+ if player:get_player_name() ~= owner then
+ return
+ end
+
+ local dir = minetest.string_to_pos(meta:get_string("dir"))
+ local height = meta:get_int("height")
+ local width = meta:get_int("width")
+ local org_pos = table.copy(pos)
+ if dir ~= nil and height ~= nil and width ~= nil then
+ dig_crane(pos, dir, height, width)
+ end
+ --check for correct size format
+ size = string.split(fields.size, ",")
+ if #size == 2 then
+ local height = tonumber(size[1])
+ local width = tonumber(size[2])
+ if height ~= nil and width ~= nil then
+ height = math.max(height, 8)
+ height = math.min(height, 24)
+ width = math.max(width, 8)
+ width = math.min(width, 24)
+ meta:set_int("height", height)
+ meta:set_int("width", width)
+ meta:set_string("infotext", "Crane size: " .. height .. "," .. width)
+ if dir ~= nil then
+ construct_crane(org_pos, dir, height, width, owner)
+ end
+ end
+ end
+ end,
+
+ -- remove mast and arm if base gets destroyed
+ on_destruct = function(pos)
+ local meta = minetest.get_meta(pos)
+ local dir = minetest.string_to_pos(meta:get_string("dir"))
+ local height = meta:get_int("height")
+ local width = meta:get_int("width")
+
+ if dir ~= nil and height ~= nil and width ~= nil then
+ dig_crane(pos, dir, height, width)
+ end
+ end,
+})
+
+----------------------------------------------------------------------------------------------------
+-- Register Crane balance
+----------------------------------------------------------------------------------------------------
+minetest.register_node("towercrane:balance", {
+ description = "Tower Crane Balance",
+ tiles = {
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+----------------------------------------------------------------------------------------------------
+-- Register Crane mast
+----------------------------------------------------------------------------------------------------
+minetest.register_node("towercrane:mast", {
+ description = "Tower Crane Mast",
+ drawtype = "glasslike_framed",
+ tiles = {
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+----------------------------------------------------------------------------------------------------
+-- Register Crane Switch (on)
+----------------------------------------------------------------------------------------------------
+minetest.register_node("towercrane:mast_ctrl_on", {
+ description = "Tower Crane Mast Ctrl On",
+ drawtype = "node",
+ tiles = {
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl_on.png",
+ "towercrane_mast_ctrl_on.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ },
+ on_rightclick = function (pos, node, clicker)
+ local meta = minetest.get_meta(pos)
+ if not clicker or not clicker:is_player() then
+ return
+ end
+ if clicker:get_player_name() ~= meta:get_string("owner") then
+ return
+ end
+ node.name = "towercrane:mast_ctrl_off"
+ minetest.swap_node(pos, node)
+
+ local id = minetest.hash_node_position(pos)
+ if towercrane.id then
+ towercrane.id:remove()
+ towercrane.id = nil
+ else
+
+ end
+ end,
+
+ on_construct = function(pos)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("infotext", "Switch crane on/off")
+ end,
+
+ after_place_node = function(pos, placer, itemstack, pointed_thing)
+ local meta = minetest.get_meta(pos)
+ local owner = placer:get_player_name()
+ meta:set_string("owner", owner)
+ end,
+
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+----------------------------------------------------------------------------------------------------
+-- Register Crane Switch (off)
+----------------------------------------------------------------------------------------------------
+minetest.register_node("towercrane:mast_ctrl_off", {
+ description = "Tower Crane Mast Ctrl Off",
+ drawtype = "node",
+ tiles = {
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl_off.png",
+ "towercrane_mast_ctrl_off.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ },
+ on_rightclick = function (pos, node, clicker)
+ -- switch switch on, calculate the construction area, and place the hook
+ local meta = minetest.get_meta(pos)
+ -- only the owner is allowed to switch
+ if not clicker or not clicker:is_player() then
+ return
+ end
+ if clicker:get_player_name() ~= meta:get_string("owner") then
+ return
+ end
+ -- swap to the other node
+ node.name = "towercrane:mast_ctrl_on"
+ minetest.swap_node(pos, node)
+ local dir = minetest.string_to_pos(meta:get_string("dir"))
+ if pos ~= nil and dir ~= nil then
+ -- store hook instance in 'towercrane'
+ local id = minetest.hash_node_position(pos)
+ towercrane.id = place_hook(table.copy(pos), dir)
+
+ -- calculate the construction area dimension (pos, pos2)
+ local height = meta:get_int("height")
+ local width = meta:get_int("width")
+
+ -- pos1 = close/right
+ dir = turnright(dir)
+ local pos1 = vector.add(pos, vector.multiply(dir, width/2))
+ dir = turnleft(dir)
+ local pos1 = vector.add(pos1, vector.multiply(dir, 1))
+ pos1.y = pos.y - 1
+
+ -- pos2 = far/left
+ local pos2 = vector.add(pos1, vector.multiply(dir, width-1))
+ dir = turnleft(dir)
+ pos2 = vector.add(pos2, vector.multiply(dir, width))
+ pos2.y = pos.y - 4 + height
+
+ -- normalize x/z so that pos2 > pos1
+ if pos2.x < pos1.x then
+ pos2.x, pos1.x = pos1.x, pos2.x
+ end
+ if pos2.z < pos1.z then
+ pos2.z, pos1.z = pos1.z, pos2.z
+ end
+
+ -- store pos1/pos2 in the hook (LuaEntitySAO)
+ towercrane.id:get_luaentity().pos1 = pos1
+ towercrane.id:get_luaentity().pos2 = pos2
+ end
+ end,
+
+ on_construct = function(pos)
+ -- add infotext
+ local meta = minetest.get_meta(pos)
+ meta:set_string("infotext", "Switch crane on/off")
+ end,
+
+ after_place_node = function(pos, placer, itemstack, pointed_thing)
+ -- store owner for dig protection
+ local meta = minetest.get_meta(pos)
+ local owner = placer:get_player_name()
+ meta:set_string("owner", owner)
+ end,
+
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+----------------------------------------------------------------------------------------------------
+-- Register Crane arm 1
+----------------------------------------------------------------------------------------------------
+minetest.register_node("towercrane:arm", {
+ description = "Tower Crane Arm",
+ drawtype = "glasslike_framed",
+ tiles = {
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+----------------------------------------------------------------------------------------------------
+-- Register Crane arm 2
+----------------------------------------------------------------------------------------------------
+minetest.register_node("towercrane:arm2", {
+ description = "Tower Crane Arm2",
+ drawtype = "glasslike_framed",
+ tiles = {
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
diff --git a/init.lua.org b/init.lua.org
new file mode 100644
index 0000000..2180ae1
--- /dev/null
+++ b/init.lua.org
@@ -0,0 +1,483 @@
+--[[
+
+ Tower Crane (Liebherr) Mod
+ by JoSt
+
+ Copyright (C) 2017 Joachim Stolberg
+ LGPLv2.1+
+ See LICENSE for more information
+
+]]--
+
+
+towercrane = {}
+
+local hook = {
+ physical = true, -- should be true, otherwise you dive into the underground
+ collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2}, -- Groesse des Wuerfels bei Kollisionen
+ collide_with_objects = false,
+ visual = "cube", -- Object als Wuerfel
+ visual_size = {x=0.4, y=0.4}, -- Groesse des sichtbaren Wuerfels
+ textures = {
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ "towercrane_hook.png",
+ },
+ groups = {cracky=1},
+ -- local variabels
+ driver = nil,
+ speed_forward=0,
+ speed_right=0,
+ speed_up=0,
+}
+
+-- ":" methode von "hook" (self ist versteckt)
+function hook:on_rightclick(clicker)
+ if self.driver and clicker == self.driver then -- aussteigen?
+ clicker:set_detach()
+ self.driver = nil
+ elseif not self.driver then -- einsteigen?
+ self.driver = clicker
+ clicker:set_attach(self.object, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
+ end
+end
+
+function hook:on_step(dtime)
+ -- remove hook from last visit
+ if self.pos1 == nil or self.pos2 == nil then
+ self.object:remove()
+ return
+ end
+ if self.driver then
+ local ctrl = self.driver:get_player_control()
+ local yaw = self.driver:get_look_horizontal()
+ local pos = self.driver:getpos()
+ local max_speed = 5
+ local velocity = 0.5
+
+ if ctrl.up then -- forward
+ self.speed_forward = math.min(self.speed_forward + velocity, max_speed)
+ elseif ctrl.down then -- backward
+ self.speed_forward = math.max(self.speed_forward - velocity, -max_speed)
+ elseif self.speed_forward > 0 then
+ self.speed_forward = self.speed_forward - velocity
+ elseif self.speed_forward < 0 then
+ self.speed_forward = self.speed_forward + velocity
+ end
+
+ if ctrl.right then -- right
+ self.speed_right = math.min(self.speed_right + velocity, max_speed)
+ elseif ctrl.left then -- left
+ self.speed_right = math.max(self.speed_right - velocity, -max_speed)
+ elseif self.speed_right > 0 then
+ self.speed_right = self.speed_right - velocity
+ elseif self.speed_right < 0 then
+ self.speed_right = self.speed_right + velocity
+ end
+
+ if ctrl.jump then -- up
+ self.speed_up = math.min(self.speed_up + velocity, 5)
+ elseif ctrl.sneak then -- down
+ self.speed_up = math.max(self.speed_up - velocity, -5)
+ elseif self.speed_up > 0 then
+ self.speed_up = self.speed_up - velocity
+ elseif self.speed_up < 0 then
+ self.speed_up = self.speed_up + velocity
+ end
+
+ -- calculate the direction vector
+ local vx = math.cos(yaw+math.pi/2) * self.speed_forward + math.cos(yaw) * self.speed_right
+ local vz = math.sin(yaw+math.pi/2) * self.speed_forward + math.sin(yaw) * self.speed_right
+
+ -- check if outside of the construction area
+ if pos.x < self.pos1.x then vx= velocity end
+ if pos.x > self.pos2.x then vx= -velocity end
+ if pos.y < self.pos1.y then self.speed_up= velocity end
+ if pos.y > self.pos2.y then self.speed_up= -velocity end
+ if pos.z < self.pos1.z then vz= velocity end
+ if pos.z > self.pos2.z then vz= -velocity end
+
+ self.object:setvelocity({x=vx, y=self.speed_up,z=vz})
+ else
+ self.object:setvelocity({x=0, y=0,z=0})
+ end
+end
+
+-- LuaEntitySAO (non-player moving things): see http://dev.minetest.net/LuaEntitySAO
+minetest.register_entity("towercrane:hook", hook)
+
+----------------------------------------------------------------------------------------------------
+----------------------------------------------------------------------------------------------------
+----------------------------------------------------------------------------------------------------
+local function turnright(dir)
+ local facedir = minetest.dir_to_facedir(dir)
+ return minetest.facedir_to_dir((facedir + 1) % 4)
+end
+
+local function turnleft(dir)
+ local facedir = minetest.dir_to_facedir(dir)
+ return minetest.facedir_to_dir((facedir + 3) % 4)
+end
+
+local function construct_crane(pos, dir, height, width, owner)
+ pos.y = pos.y + 1
+ minetest.env:add_node(pos, {name="towercrane:mast_ctrl_off", param2=minetest.dir_to_facedir(dir)})
+ local meta = minetest.get_meta(pos)
+ meta:set_string("dir", minetest.pos_to_string(dir))
+ meta:set_string("owner", owner)
+ meta:set_int("height", height)
+ meta:set_int("width", width)
+
+ for i = 1,height+1 do
+ pos.y = pos.y + 1
+ minetest.env:add_node(pos, {name="towercrane:mast"})
+ end
+
+ pos.y = pos.y - 2
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:add_node(pos, {name="towercrane:arm2"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:add_node(pos, {name="towercrane:arm"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:add_node(pos, {name="towercrane:balance"})
+ pos.x = pos.x + 3 * dir.x
+ pos.z = pos.z + 3 * dir.z
+
+ for i = 1,width do
+ pos.x = pos.x + dir.x
+ pos.z = pos.z + dir.z
+ if i % 2 == 0 then
+ minetest.env:add_node(pos, {name="towercrane:arm2"})
+ else
+ minetest.env:add_node(pos, {name="towercrane:arm"})
+ end
+
+ end
+end
+
+local function dig_crane(pos, dir, height, width)
+ pos.y = pos.y + 1
+ minetest.env:remove_node(pos, {name="towercrane:mast_ctrl_off"})
+
+ for i = 1,height+1 do
+ pos.y = pos.y + 1
+ minetest.env:remove_node(pos, {name="towercrane:mast"})
+ end
+
+ pos.y = pos.y - 2
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:remove_node(pos, {name="towercrane:arm2"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:remove_node(pos, {name="towercrane:arm"})
+ pos.x = pos.x - dir.x
+ pos.z = pos.z - dir.z
+ minetest.env:remove_node(pos, {name="towercrane:balance"})
+ pos.x = pos.x + 3 * dir.x
+ pos.z = pos.z + 3 * dir.z
+
+ for i = 1,width do
+ pos.x = pos.x + dir.x
+ pos.z = pos.z + dir.z
+ if i % 2 == 0 then
+ minetest.env:remove_node(pos, {name="towercrane:arm2"})
+ else
+ minetest.env:remove_node(pos, {name="towercrane:arm"})
+ end
+
+ end
+end
+
+local function place_hook(pos, dir)
+ pos.y = pos.y - 1
+ pos.x = pos.x + dir.x
+ pos.z = pos.z + dir.z
+ return minetest.add_entity(pos, "towercrane:hook")
+end
+
+minetest.register_node("towercrane:base", {
+ description = "Tower Crane Base",
+ inventory_image = "towercrane_invent.png",
+ tiles = {
+ "towercrane_base_top.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {cracky=1},
+ formspec = set_formspec,
+
+
+ after_place_node = function(pos, placer)
+ local meta = minetest.get_meta(pos)
+ local owner = placer:get_player_name()
+ meta:set_string("owner", owner)
+ local formspec = "size[5,4]"..
+ "label[0,0;Construction area size]" ..
+ "field[1,1.5;3,1;size;height,width;]" ..
+ "button_exit[1,2;2,1;exit;Save]"
+ meta:set_string("formspec", formspec)
+
+ local fdir = minetest.dir_to_facedir(placer:get_look_dir(), false)
+ local dir = minetest.facedir_to_dir(fdir)
+ meta:set_string("dir", minetest.pos_to_string(dir))
+ end,
+
+ on_receive_fields = function(pos, formname, fields, player)
+ if fields.size == nil then
+ return
+ end
+ local meta = minetest.get_meta(pos)
+
+ if not player or not player:is_player() then
+ return
+ end
+ local owner = meta:get_string("owner")
+ if player:get_player_name() ~= owner then
+ return
+ end
+
+ local dir = minetest.string_to_pos(meta:get_string("dir"))
+ local height = meta:get_int("height")
+ local width = meta:get_int("width")
+ local org_pos = table.copy(pos)
+ if dir ~= nil and height ~= nil and width ~= nil then
+ dig_crane(pos, dir, height, width)
+ end
+ --check for correct size format
+ size = string.split(fields.size, ",")
+ if #size == 2 then
+ local height = tonumber(size[1])
+ local width = tonumber(size[2])
+ if height ~= nil and width ~= nil then
+ height = math.max(height, 8)
+ height = math.min(height, 24)
+ width = math.max(width, 8)
+ width = math.min(width, 24)
+ meta:set_int("height", height)
+ meta:set_int("width", width)
+ meta:set_string("infotext", "Crane size: " .. height .. "," .. width)
+ if dir ~= nil then
+ construct_crane(org_pos, dir, height, width, owner)
+ end
+ end
+ end
+ end,
+
+ on_destruct = function(pos)
+ local meta = minetest.get_meta(pos)
+ local dir = minetest.string_to_pos(meta:get_string("dir"))
+ local height = meta:get_int("height")
+ local width = meta:get_int("width")
+
+ if dir ~= nil and height ~= nil and width ~= nil then
+ dig_crane(pos, dir, height, width)
+ end
+ end,
+})
+
+minetest.register_on_leaveplayer(function(ObjectRef, timed_out)
+ print("Schade")
+ end
+)
+
+
+minetest.register_node("towercrane:balance", {
+ description = "Tower Crane Balance",
+ tiles = {
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ "towercrane_base.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+minetest.register_node("towercrane:mast", {
+ description = "Tower Crane Mast",
+ drawtype = "glasslike_framed",
+ tiles = {
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ "towercrane_mast.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+minetest.register_node("towercrane:mast_ctrl_on", {
+ description = "Tower Crane Mast Ctrl On",
+ drawtype = "node",
+ tiles = {
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl_on.png",
+ "towercrane_mast_ctrl_on.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ },
+ on_rightclick = function (pos, node, clicker)
+ local meta = minetest.get_meta(pos)
+ if not clicker or not clicker:is_player() then
+ return
+ end
+ if clicker:get_player_name() ~= meta:get_string("owner") then
+ return
+ end
+ node.name = "towercrane:mast_ctrl_off"
+ minetest.swap_node(pos, node)
+
+ local id = minetest.hash_node_position(pos)
+ if towercrane.id then
+ towercrane.id:remove()
+ towercrane.id = nil
+ else
+
+ end
+ end,
+
+ on_construct = function(pos)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("infotext", "Switch crane on/off")
+ end,
+
+ after_place_node = function(pos, placer, itemstack, pointed_thing)
+ local meta = minetest.get_meta(pos)
+ local owner = placer:get_player_name()
+ meta:set_string("owner", owner)
+ end,
+
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+minetest.register_node("towercrane:mast_ctrl_off", {
+ description = "Tower Crane Mast Ctrl Off",
+ drawtype = "node",
+ tiles = {
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl_off.png",
+ "towercrane_mast_ctrl_off.png",
+ "towercrane_mast_ctrl.png",
+ "towercrane_mast_ctrl.png",
+ },
+ on_rightclick = function (pos, node, clicker)
+ -- switch switch on, calculate the construction area, and place the hook
+ local meta = minetest.get_meta(pos)
+ -- only the owner is allowed to switch
+ if not clicker or not clicker:is_player() then
+ return
+ end
+ if clicker:get_player_name() ~= meta:get_string("owner") then
+ return
+ end
+ -- swap to the other node
+ node.name = "towercrane:mast_ctrl_on"
+ minetest.swap_node(pos, node)
+ local dir = minetest.string_to_pos(meta:get_string("dir"))
+ if pos ~= nil and dir ~= nil then
+ -- store hook instance in 'towercrane'
+ local id = minetest.hash_node_position(pos)
+ towercrane.id = place_hook(table.copy(pos), dir)
+
+ -- calculate the construction area dimension (pos, pos2)
+ local height = meta:get_int("height")
+ local width = meta:get_int("width")
+
+ -- pos1 = close/right
+ dir = turnright(dir)
+ local pos1 = vector.add(pos, vector.multiply(dir, width/2))
+ dir = turnleft(dir)
+ local pos1 = vector.add(pos1, vector.multiply(dir, 1))
+ pos1.y = pos.y - 1
+
+ -- pos2 = far/left
+ local pos2 = vector.add(pos1, vector.multiply(dir, width-1))
+ dir = turnleft(dir)
+ pos2 = vector.add(pos2, vector.multiply(dir, width))
+ pos2.y = pos.y - 4 + height
+
+ -- normalize x/z so that pos2 > pos1
+ if pos2.x < pos1.x then
+ pos2.x, pos1.x = pos1.x, pos2.x
+ end
+ if pos2.z < pos1.z then
+ pos2.z, pos1.z = pos1.z, pos2.z
+ end
+
+ -- store pos1/pos2 in the hook (LuaEntitySAO)
+ towercrane.id:get_luaentity().pos1 = pos1
+ towercrane.id:get_luaentity().pos2 = pos2
+ end
+ end,
+
+ on_construct = function(pos)
+ -- add infotext
+ local meta = minetest.get_meta(pos)
+ meta:set_string("infotext", "Switch crane on/off")
+ end,
+
+ after_place_node = function(pos, placer, itemstack, pointed_thing)
+ -- store owner for dig protection
+ local meta = minetest.get_meta(pos)
+ local owner = placer:get_player_name()
+ meta:set_string("owner", owner)
+ end,
+
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+minetest.register_node("towercrane:arm", {
+ description = "Tower Crane Arm",
+ drawtype = "glasslike_framed",
+ tiles = {
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ "towercrane_arm.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
+
+minetest.register_node("towercrane:arm2", {
+ description = "Tower Crane Arm2",
+ drawtype = "glasslike_framed",
+ tiles = {
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ "towercrane_arm2.png",
+ },
+ paramtype2 = "facedir",
+ is_ground_content = false,
+ groups = {crumbly=0, not_in_creative_inventory=1},
+})
diff --git a/lua_api.dtxt2 b/lua_api.dtxt2
new file mode 100644
index 0000000..975fd64
--- /dev/null
+++ b/lua_api.dtxt2
@@ -0,0 +1,4676 @@
+# Minetest Lua Modding API Reference 0.4.16
+
+* More information at <http://www.minetest.net/>
+* Developer Wiki: <http://dev.minetest.net/>
+
+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
+[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)
+ * `$path_user`:
+ * Linux: `<build directory>`
+ * Windows: `<build directory>`
+ * `$path_share`
+ * Linux: `<build directory>`
+ * Windows: `<build directory>`
+* `RUN_IN_PLACE=0`: (Linux release)
+ * `$path_share`
+ * Linux: `/usr/share/minetest`
+ * Windows: `<install directory>/minetest-0.4.x`
+ * `$path_user`:
+ * Linux: `$HOME/.minetest`
+ * Windows: `C:/users/<user>/AppData/minetest` (maybe)
+
+Games
+-----
+Games are looked up from:
+
+* `$path_share/games/gameid/`
+* `$path_user/games/gameid/`
+
+where `gameid` is unique to each game.
+
+The game directory contains the file `game.conf`, which contains these fields:
+
+ name = <Human-readable full name of the game>
+
+e.g.
+
+ name = Minetest
+
+The game directory can contain the file minetest.conf, which will be used
+to set default settings when running the particular game.
+It can also contain a settingtypes.txt in the same format as the one in builtin.
+This settingtypes.txt will be parsed by the menu and the settings will be displayed
+in the "Games" category in the settings tab.
+
+### Menu images
+
+Games can provide custom main menu images. They are put inside a `menu` directory
+inside the game directory.
+
+The images are named `$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 $n starting with 1, and a random
+image will be chosen from the provided ones.
+
+
+Mod load path
+-------------
+Generic:
+
+* `$path_share/games/gameid/mods/`
+* `$path_share/mods/`
+* `$path_user/games/gameid/mods/`
+* `$path_user/mods/` (User-installed mods)
+* `$worldpath/worldmods/`
+
+In a run-in-place version (e.g. the distributed windows version):
+
+* `minetest-0.4.x/games/gameid/mods/`
+* `minetest-0.4.x/mods/` (User-installed mods)
+* `minetest-0.4.x/worlds/worldname/worldmods/`
+
+On an installed version on Linux:
+
+* `/usr/share/minetest/games/gameid/mods/`
+* `$HOME/.minetest/mods/` (User-installed mods)
+* `$HOME/.minetest/worlds/worldname/worldmods`
+
+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 e.g. 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
+ | |-- screenshot.png
+ | |-- description.txt
+ | |-- settingtypes.txt
+ | |-- init.lua
+ | |-- models
+ | |-- 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.
+
+Optional dependencies can be defined by appending a question mark
+to a single modname. Their meaning is that if the specified mod
+is missing, that does not prevent this mod from being loaded.
+
+### `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.
+
+### `description.txt`
+A File containing description to be shown within mainmenu.
+
+### `settingtypes.txt`
+A file in the same format as the one in builtin. It will be parsed by the
+settings menu and the settings will be displayed in the "Mods" category.
+
+### `init.lua`
+The main Lua script. Running this script should register everything it
+wants to register. Subsequent execution depends on minetest calling the
+registered callbacks.
+
+`minetest.settings` can be used to read custom or existing settings at load
+time, if necessary. (See `Settings`)
+
+### `models`
+Models for entities or meshnodes.
+
+### `textures`, `sounds`, `media`
+Media files (textures, sounds, whatever) that will be transferred to the
+client and will be available for use by the mod.
+
+Naming convention for registered textual names
+----------------------------------------------
+Registered names should generally be in this format:
+
+ `modname:<whatever>`
+
+`<whatever>` can have these characters:
+
+ a-zA-Z0-9_
+
+This is to prevent conflicting names from corrupting maps and is
+enforced by the mod loader.
+
+### Example
+In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
+So the name should be `experimental:tnt`.
+
+Enforcement can be overridden by prefixing the name with `:`. This can
+be used for overriding the registrations of some other mod.
+
+Example: Any mod can redefine `experimental:tnt` by using the name
+
+ :experimental:tnt
+
+when registering it.
+(also that mod is required to have `experimental` as a dependency)
+
+The `:` prefix can also be used for maintaining backwards compatibility.
+
+### Aliases
+Aliases can be added by using `minetest.register_alias(name, convert_to)` or
+`minetest.register_alias_force(name, convert_to)`.
+
+This will make Minetest to convert things called name to things called
+`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 be also used for setting 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`.
+
+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 overlayed 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:<n>:<p>`
+* `<n>` = animation frame count
+* `<p>` = current animation frame
+
+Draw a step of the crack animation on the texture.
+
+Example:
+
+ default_cobble.png^[crack:10:1
+
+#### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
+* `<w>` = width
+* `<h>` = height
+* `<x>` = x position
+* `<y>` = y position
+* `<file>` = texture to combine
+
+Creates a texture of size `<w>` times `<h>` and blits the listed files to their
+specified coordinates.
+
+Example:
+
+ [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
+
+#### `[resize:<w>x<h>`
+Resizes the texture to the given dimensions.
+
+Example:
+
+ default_sandstone.png^[resize:16x16
+
+#### `[opacity:<r>`
+Makes the base image transparent according to the given ratio.
+
+`r` must be between 0 and 255.
+0 means totally transparent. 255 means totally opaque.
+
+Example:
+
+ default_sandstone.png^[opacity:127
+
+#### `[invert:<mode>`
+Inverts the given channels of the base image.
+Mode may contain the characters "r", "g", "b", "a".
+Only the channels that are mentioned in the mode string will be inverted.
+
+Example:
+
+ default_apple.png^[invert:rgb
+
+#### `[brighten`
+Brightens the texture.
+
+Example:
+
+ tnt_tnt_side.png^[brighten
+
+#### `[noalpha`
+Makes the texture completely opaque.
+
+Example:
+
+ default_leaves.png^[noalpha
+
+#### `[makealpha:<r>,<g>,<b>`
+Convert one color to transparency.
+
+Example:
+
+ default_cobble.png^[makealpha:128,128,128
+
+#### `[transform<t>`
+* `<t>` = transformation(s) to apply
+
+Rotates and/or flips the image.
+
+`<t>` can be a number (between 0 and 7) or a transform name.
+Rotations are counter-clockwise.
+
+ 0 I identity
+ 1 R90 rotate by 90 degrees
+ 2 R180 rotate by 180 degrees
+ 3 R270 rotate by 270 degrees
+ 4 FX flip X
+ 5 FXR90 flip X then rotate by 90 degrees
+ 6 FY flip Y
+ 7 FYR90 flip Y then rotate by 90 degrees
+
+Example:
+
+ default_stone.png^[transformFXR90
+
+#### `[inventorycube{<top>{<left>{<right>`
+Escaping does not apply here and `^` is replaced by `&` in texture names instead.
+
+Create an inventory cube texture using the side textures.
+
+Example:
+
+ [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
+
+Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
+`dirt.png^grass_side.png` textures
+
+#### `[lowpart:<percent>:<file>`
+Blit the lower `<percent>`% part of `<file>` on the texture.
+
+Example:
+
+ base.png^[lowpart:25:overlay.png
+
+#### `[verticalframe:<t>:<n>`
+* `<t>` = animation frame count
+* `<n>` = current animation frame
+
+Crops the texture to a frame of a vertical animation.
+
+Example:
+
+ default_torch_animated.png^[verticalframe:16:8
+
+#### `[mask:<file>`
+Apply a mask to the base image.
+
+The mask is applied using binary AND.
+
+#### `[sheet:<w>x<h>:<x>,<y>`
+Retrieves a tile at position x,y from the base image
+which it assumes to be a tilesheet with dimensions w,h.
+
+
+#### `[colorize:<color>:<ratio>`
+Colorize the textures with the given color.
+`<color>` is specified as a `ColorString`.
+`<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
+it is an int, then it specifies how far to interpolate between the
+colors where 0 is only the texture color and 255 is only `<color>`. If
+omitted, the alpha of `<color>` will be used as the ratio. If it is
+the word "`alpha`", then each texture pixel will contain the RGB of
+`<color>` and the alpha of `<color>` multiplied by the alpha of the
+texture pixel.
+
+#### `[multiply:<color>`
+Multiplies texture colors with the given color.
+`<color>` is specified as a `ColorString`.
+Result is more like what you'd expect if you put a color on top of another
+color. Meaning white surfaces get a lot of your new color while black parts don't
+change very much.
+
+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 methods. To disable the coloring of a face,
+set its color to white (because multiplying with white does nothing).
+You can set the `color` property of the tiles in the node's definition
+if the tile is in table format.
+
+### 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)x4 (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 `drawtype`:
+* `drawtype = "color"` for nodes which use their full `param2` for
+ palette indexing. These nodes can have 256 different colors.
+ The palette should contain 256 pixels.
+* `drawtype = "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`
+ draw type. 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.
+* `drawtype = "colorfacedir"` for nodes which use the first
+ three bits of `param2` for palette indexing. The remaining
+ five bits are describing rotation, as in `facedir` draw type.
+ 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 draw type).
+
+### Conversion between nodes in the inventory and the 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, you
+currently must manually convert between it and the node's `param2` with
+custom `on_place` and `on_dig` callbacks.
+
+### Colored items in craft recipes
+Craft recipes only support item strings, but fortunately item strings
+can also contain metadata. Example craft recipe registration:
+
+ local stack = ItemStack("wool:block")
+ dyed:get_meta():set_int("palette_index", 3) -- add index
+ minetest.register_craft({
+ output = dyed:to_string(), -- convert to string
+ type = "shapeless",
+ recipe = {
+ "wool:block",
+ "dye:red",
+ },
+ })
+
+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.
+
+To define an 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
+ }
+ -- 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
+ }
+ -- Play locationless to one player, looped
+ {
+ to_player = name,
+ gain = 1.0, -- default
+ loop = true,
+ }
+ -- Play in a location
+ {
+ pos = {x = 1, y = 2, z = 3},
+ gain = 1.0, -- default
+ max_hear_distance = 32, -- default, uses an euclidean metric
+ }
+ -- Play connected to an object, looped
+ {
+ object = <an ObjectRef>,
+ gain = 1.0, -- default
+ max_hear_distance = 32, -- default, uses an euclidean metric
+ loop = true,
+ }
+
+Looped sounds must either be connected to an object or played locationless to
+one player using `to_player = name,`
+
+### `SimpleSoundSpec`
+* e.g. `""`
+* e.g. `"default_place_node"`
+* e.g. `{}`
+* e.g. `{name = "default_place_node"}`
+* e.g. `{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)`
+ * 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.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")
+
+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 integers ranging from 0 to 255. The engine uses
+them for certain automated functions. If you don't use these functions, you can
+use them to store arbitrary values.
+
+The functions of `param1` and `param2` are determined by certain fields in the
+node definition:
+
+`param1` is reserved for the engine when `paramtype != "none"`:
+
+ paramtype = "light"
+ ^ The value stores light with and without sun in its upper and lower 4 bits
+ respectively. Allows light to propagate from or through the node with
+ light value falling by 1 per node. This is essential for a light source
+ node to spread its light.
+
+`param2` is reserved for the engine when any of these are used:
+
+ liquidtype == "flowing"
+ ^ The level and some flags of the liquid is stored in param2
+ drawtype == "flowingliquid"
+ ^ The drawn liquid level is read from param2
+ drawtype == "torchlike"
+ drawtype == "signlike"
+ paramtype2 == "wallmounted"
+ ^ The rotation of the node is stored in param2. You can make this value
+ by using minetest.dir_to_wallmounted().
+ paramtype2 == "facedir"
+ ^ The rotation of the node is stored in param2. Furnaces and chests are
+ rotated this way. Can be made by using minetest.dir_to_facedir().
+ Values range 0 - 23
+ facedir / 4 = axis direction:
+ 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
+ facedir modulo 4 = rotation around that axis
+ paramtype2 == "leveled"
+ paramtype2 == "degrotate"
+ ^ The rotation of this node is stored in param2. Plants are rotated this way.
+ Values range 0 - 179. The value stored in param2 is multiplied by two to
+ get the actual rotation 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 defines 64 levels of internal liquid.
+ 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`
+* `airlike`
+* `liquid`
+* `flowingliquid`
+* `glasslike`
+* `glasslike_framed`
+* `glasslike_framed_optional`
+* `allfaces`
+* `allfaces_optional`
+* `torchlike`
+* `signlike`
+* `plantlike`
+* `firelike`
+* `fencelike`
+* `raillike`
+* `nodebox` -- See below. (**Experimental!**)
+* `mesh` -- use models for nodes
+
+`*_optional` drawtypes need less rendering time if deactivated (always client side).
+
+Node boxes
+-----------
+Node selection boxes are defined using "node boxes"
+
+The `nodebox` node drawtype allows defining visual of nodes consisting of
+arbitrary number of boxes. It allows defining stuff like stairs. Only the
+`fixed` and `leveled` box type is supported for these.
+
+Please note that this is still experimental, and may be incompatibly
+changed in the future.
+
+A nodebox is defined as any of:
+
+ {
+ -- A normal cube; the default in most things
+ type = "regular"
+ }
+ {
+ -- A fixed box (facedir param2 is used, if applicable)
+ type = "fixed",
+ 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, ...}
+ }
+
+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},
+
+`type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
+set to level from `param2`.
+
+
+Meshes
+------
+If drawtype `mesh` is used, tiles should hold model materials textures.
+Only static meshes are implemented.
+For supported model formats see Irrlicht engine documentation.
+
+
+Noise Parameters
+----------------
+Noise Parameters, or commonly called "`NoiseParams`", define the properties of
+perlin noise.
+
+### `offset`
+Offset that the noise is translated by (i.e. added) after calculation.
+
+### `scale`
+Factor that the noise is scaled by (i.e. multiplied) after calculation.
+
+### `spread`
+Vector containing values by which each coordinate is divided by before calculation.
+Higher spread values result in larger noise features.
+
+A value of `{x=250, y=250, z=250}` is common.
+
+### `seed`
+Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
+In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
+
+### `octaves`
+Number of times the noise gradient is accumulated into the noise.
+
+Increase this number to increase the amount of detail in the resulting noise.
+
+A value of `6` is common.
+
+### `persistence`
+Factor by which the effect of the noise gradient function changes with each successive octave.
+
+Values less than `1` make the details of successive octaves' noise diminish, while values
+greater than `1` make successive octaves stronger.
+
+A value of `0.6` is common.
+
+### `lacunarity`
+Factor by which the noise feature sizes change with each successive octave.
+
+A value of `2.0` is common.
+
+### `flags`
+Leave this field unset for no special handling.
+
+Currently supported are `defaults`, `eased` and `absvalue`.
+
+#### `defaults`
+Specify this if you would like to keep auto-selection of eased/not-eased while specifying
+some other flags.
+
+#### `eased`
+Maps noise gradient values onto a quintic S-curve before performing interpolation.
+This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
+If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
+
+#### `absvalue`
+Accumulates the absolute value of each noise gradient result.
+
+Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
+
+ np_terrain = {
+ offset = 0,
+ scale = 1,
+ spread = {x=500, y=500, z=500},
+ seed = 571347,
+ octaves = 5,
+ persist = 0.63,
+ lacunarity = 2.0,
+ flags = "defaults, absvalue"
+ }
+ ^ A single noise parameter table can be used to get 2D or 3D noise,
+ when getting 2D noise spread.z is ignored.
+
+
+Ore types
+---------
+These tell in what manner the ore is generated.
+
+All default ores are of the uniformly-distributed scatter type.
+
+### `scatter`
+Randomly chooses a location and generates a cluster of ore.
+
+If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
+that point is greater than the `noise_threshold`, giving the ability to create
+a non-equal distribution of ore.
+
+### `sheet`
+Creates a sheet of ore in a blob shape according to the 2D perlin noise
+described by `noise_params` and `noise_threshold`. This is essentially an
+improved version of the so-called "stratus" ore seen in some unofficial mods.
+
+This sheet consists of vertical columns of uniform randomly distributed height,
+varying between the inclusive range `column_height_min` and `column_height_max`.
+If `column_height_min` is not specified, this parameter defaults to 1.
+If `column_height_max` is not specified, this parameter defaults to `clust_size`
+for reverse compatibility. New code should prefer `column_height_max`.
+
+The `column_midpoint_factor` parameter controls the position of the column at which
+ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
+columns grow equally starting from each direction. `column_midpoint_factor` is a
+decimal number ranging in value from 0 to 1. If this parameter is not specified,
+the default is 0.5.
+
+The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
+
+### `puff`
+Creates a sheet of ore in a cloud-like puff shape.
+
+As with the `sheet` ore type, the size and shape of puffs are described by
+`noise_params` and `noise_threshold` and are placed at random vertical positions
+within the currently generated chunk.
+
+The vertical top and bottom displacement of each puff are determined by the noise
+parameters `np_puff_top` and `np_puff_bottom`, respectively.
+
+
+### `blob`
+Creates a deformed sphere of ore according to 3d perlin noise described by
+`noise_params`. The maximum size of the blob is `clust_size`, and
+`clust_scarcity` has the same meaning as with the `scatter` type.
+
+### `vein`
+Creates veins of ore varying in density by according to the intersection of two
+instances of 3d perlin noise with diffferent seeds, both described by
+`noise_params`. `random_factor` varies the influence random chance has on
+placement of an ore inside the vein, which is `1` by default. Note that
+modifying this parameter may require adjusting `noise_threshold`.
+The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
+by this ore type. This ore type is difficult to control since it is sensitive
+to small changes. The following is a decent set of parameters to work from:
+
+ noise_params = {
+ offset = 0,
+ scale = 3,
+ spread = {x=200, y=200, z=200},
+ seed = 5390,
+ octaves = 4,
+ persist = 0.5,
+ flags = "eased",
+ },
+ noise_threshold = 1.6
+
+**WARNING**: Use this ore type *very* sparingly since it is ~200x more
+computationally expensive than any other ore.
+
+Ore attributes
+--------------
+See section "Flag Specifier Format".
+
+Currently supported flags:
+`absheight`, `puff_cliffs`, `puff_additive_composition`.
+
+### `absheight`
+Also produce this same ore between the height range of `-y_max` and `-y_min`.
+
+Useful for having ore in sky realms without having to duplicate ore entries.
+
+### `puff_cliffs`
+If set, puff ore generation will not taper down large differences in displacement
+when approaching the edge of a puff. This flag has no effect for ore types other
+than `puff`.
+
+### `puff_additive_composition`
+By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
+negative displacement, the sub-column at that point is not generated. With this
+attribute set, puff ore generation will instead generate the absolute difference in
+noise displacement values. This flag has no effect for ore types other than `puff`.
+
+Decoration types
+----------------
+The varying types of decorations that can be placed.
+
+### `simple`
+Creates a 1 times `H` times 1 column of a specified node (or a random node from
+a list, if a decoration list is specified). Can specify a certain node it must
+spawn next to, such as water or lava, for example. Can also generate a
+decoration of random height between a specified lower and upper bound.
+This type of decoration is intended for placement of grass, flowers, cacti,
+papyri, waterlilies and so on.
+
+### `schematic`
+Copies a box of `MapNodes` from a specified schematic file (or raw description).
+Can specify a probability of a node randomly appearing when placed.
+This decoration type is intended to be used for multi-node sized discrete
+structures, such as trees, cave spikes, rocks, and so on.
+
+
+Schematic specifier
+--------------------
+A schematic specifier identifies a schematic by either a filename to a
+Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
+in the form of a table. This table specifies the following fields:
+
+* The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
+* The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
+ of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
+* The `data` field is a flat table of MapNode tables making up the schematic,
+ in the order of `[z [y [x]]]`. (required)
+ Each MapNode table contains:
+ * `name`: the name of the map node to place (required)
+ * `prob` (alias `param1`): the probability of this node being placed (default: 255)
+ * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
+ * `force_place`: boolean representing if the node should forcibly overwrite any
+ previous contents (default: false)
+
+About probability values:
+
+* A probability value of `0` or `1` means that node will never appear (0% chance).
+* A probability value of `254` or `255` means the node will always appear (100% chance).
+* If the probability value `p` is greater than `1`, then there is a
+ `(p / 256 * 100)` percent chance that node will appear when the schematic is
+ placed on the map.
+
+
+Schematic attributes
+--------------------
+See section "Flag Specifier Format".
+
+Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
+ `force_placement`.
+
+* `place_center_x`: Placement of this decoration is centered along the X axis.
+* `place_center_y`: Placement of this decoration is centered along the Y axis.
+* `place_center_z`: Placement of this decoration is centered along the Z axis.
+* `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
+
+
+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.
+
+**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
+in the experimental stages.
+
+### `image`
+Displays an image on the HUD.
+
+* `scale`: The scale of the image, with 1 being the original texture size.
+ Only the X coordinate scale is used (positive values).
+ Negative values represent that percentage of the screen it
+ should take; e.g. `x=-100` means 100% (width).
+* `text`: The name of the texture that is displayed.
+* `alignment`: The alignment of the image.
+* `offset`: offset in pixels from position.
+
+### `text`
+Displays text on the HUD.
+
+* `scale`: Defines the bounding rectangle of the text.
+ A value such as `{x=100, y=100}` should work.
+* `text`: The text to be displayed in the HUD element.
+* `number`: An integer containing the RGB value of the color used to draw the text.
+ Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
+* `alignment`: The alignment of the text.
+* `offset`: offset in pixels from position.
+
+### `statbar`
+Displays a horizontal bar made up of half-images.
+
+* `text`: The name of the texture that is used.
+* `number`: The number of half-textures that are displayed.
+ If odd, will end with a vertically center-split texture.
+* `direction`
+* `offset`: offset in pixels from position.
+* `size`: If used, will force full-image size to this value (override texture pack image size)
+
+### `inventory`
+* `text`: The name of the inventory list to be displayed.
+* `number`: Number of items in the inventory to be displayed.
+* `item`: Position of item that is selected.
+* `direction`
+* `offset`: offset in pixels from position.
+
+### `waypoint`
+Displays distance to selected world position.
+
+* `name`: The name of the waypoint.
+* `text`: Distance suffix. Can be blank.
+* `number:` An integer containing the RGB value of the color used to draw the text.
+* `world_pos`: World position of the waypoint.
+
+Representations of simple things
+--------------------------------
+
+### Position/vector
+
+ {x=num, y=num, z=num}
+
+For helper functions see "Vector helpers".
+
+### `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 (`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.
+
+### Amount and wear
+All item stacks have an amount between 0 to 65535. It is 1 by
+default. Tool item stacks can not have an amount greater than 1.
+
+Tools use a wear (=damage) value ranging from 0 to 65535. The
+value 0 is the default and used is for unworn tools. The values
+1 to 65535 are used for worn tools, where a higher value stands for
+a higher wear. Non-tools always have a wear value of 0.
+
+### Item formats
+Items and item stacks can exist in three formats: Serializes, table format
+and `ItemStack`.
+
+#### 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:
+
+ <identifier> [<amount>[ <wear>]]
+
+Examples:
+
+* `'default:apple'`: 1 apple
+* `'default:dirt 5'`: 5 dirt
+* `'default:pick_stone'`: a new stone pickaxe
+* `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn 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.
+
+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
+
+ 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 (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
+
+### 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 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 determin 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`.
+
+## 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 stuff:
+
+ local meta = minetest.get_meta(pos)
+ meta:set_string("formspec",
+ "size[8,9]"..
+ "list[context;main;0,0;8,4;]"..
+ "list[current_player;main;0,5;8,4;]")
+ meta:set_string("infotext", "Chest");
+ local inv = meta:get_inventory()
+ inv:set_size("main", 8*4)
+ print(dump(meta:to_table()))
+ meta:from_table({
+ inventory = {
+ main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
+ [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
+ [10] = "", [11] = "", [12] = "", [13] = "",
+ [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
+ [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
+ [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
+ [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
+ [32] = ""}
+ },
+ fields = {
+ formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
+ infotext = "Chest"
+ }
+ })
+
+Item 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 stuff:
+
+ 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.
+
+### 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[<W>,<H>,<fixed_size>]`
+* Define the size of the menu in inventory slots
+* `fixed_size`: `true`/`false` (optional)
+* deprecated: `invsize[<W>,<H>;]`
+
+#### `position[<X>,<Y>]`
+* Define the position of the formspec
+* A value between 0.0 and 1.0 represents a position inside the screen
+* The default value is the center of the screen (0.5, 0.5)
+
+#### `anchor[<X>,<Y>]`
+* Define the anchor of the formspec
+* A value between 0.0 and 1.0 represents an anchor inside the formspec
+* The default value is the center of the formspec (0.5, 0.5)
+
+#### `container[<X>,<Y>]`
+* 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[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
+* Show an inventory list
+
+#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
+* Show an inventory list
+
+#### `listring[<inventory location>;<list name>]`
+* 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[<inventory location>;<list name>]`
+ for the last two inventory lists added by list[...]
+
+#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
+* Sets background color of slots as `ColorString`
+* Sets background color of slots on mouse hovering
+
+#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
+* Sets background color of slots as `ColorString`
+* Sets background color of slots on mouse hovering
+* Sets color of slots border
+
+#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
+* 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[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
+* Adds tooltip for an element
+* `<bgcolor>` tooltip background color as `ColorString` (optional)
+* `<fontcolor>` tooltip font color as `ColorString` (optional)
+
+#### `image[<X>,<Y>;<W>,<H>;<texture name>]`
+* Show an image
+* Position and size units are inventory slots
+
+#### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
+* Show an inventory image of registered item/node
+* Position and size units are inventory slots
+
+#### `bgcolor[<color>;<fullscreen>]`
+* Sets background color of formspec as `ColorString`
+* If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
+
+#### `background[<X>,<Y>;<W>,<H>;<texture name>]`
+* Use a background. Inventory rectangles are not drawn then.
+* Position and size units are inventory slots
+* Example for formspec 8x4 in 16x resolution: image shall be sized
+ 8 times 16px times 4 times 16px.
+
+#### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
+* Use a background. Inventory rectangles are not drawn then.
+* Position and size units are inventory slots
+* Example for formspec 8x4 in 16x resolution:
+ image shall be sized 8 times 16px times 4 times 16px
+* If `true` the background is clipped to formspec size
+ (`x` and `y` are used as offset values, `w` and `h` are ignored)
+
+#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
+* Textual password style field; will be sent to server when a button is clicked
+* When enter is pressed in field, fields.key_enter_field will be sent with the name
+ of this field.
+* `x` and `y` position the field relative to the top left of the menu
+* `w` and `h` are the size of the field
+* Fields are a set height, but will be vertically centred on `h`
+* Position and size units are inventory slots
+* `name` is the name of the field as returned in fields to `on_receive_fields`
+* `label`, if not blank, will be text printed on the top left above the field
+* See field_close_on_enter to stop enter closing the formspec
+
+#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
+* Textual field; will be sent to server when a button is clicked
+* When enter is pressed in field, `fields.key_enter_field` will be sent with the name
+ of this field.
+* `x` and `y` position the field relative to the top left of the menu
+* `w` and `h` are the size of the field
+* Fields are a set height, but will be vertically centred on `h`
+* Position and size units are inventory slots
+* `name` is the name of the field as returned in fields to `on_receive_fields`
+* `label`, if not blank, will be text printed on the top left above the field
+* `default` is the default value of the field
+ * `default` may contain variable references such as `${text}'` which
+ will fill the value from the metadata value `text`
+ * **Note**: no extra text or more than a single variable is supported ATM.
+* See `field_close_on_enter` to stop enter closing the formspec
+
+#### `field[<name>;<label>;<default>]`
+* As above, but without position/size units
+* When enter is pressed in field, `fields.key_enter_field` will be sent with the name
+ of this field.
+* Special field for creating simple forms, such as sign text input
+* Must be used without a `size[]` element
+* A "Proceed" button will be added automatically
+* See `field_close_on_enter` to stop enter closing the formspec
+
+#### `field_close_on_enter[<name>;<close_on_enter>]`
+* <name> is the name of the field
+* if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
+* defaults to true when not specified (ie: no tag for a field)
+
+#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
+* Same as fields above, but with multi-line input
+
+#### `label[<X>,<Y>;<label>]`
+* `x` and `y` work as per field
+* `label` is the text on the label
+* Position and size units are inventory slots
+
+#### `vertlabel[<X>,<Y>;<label>]`
+* Textual label drawn vertically
+* `x` and `y` work as per field
+* `label` is the text on the label
+* Position and size units are inventory slots
+
+#### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
+* Clickable button. When clicked, fields will be sent.
+* `x`, `y` and `name` work as per field
+* `w` and `h` are the size of the button
+* `label` is the text on the button
+* Position and size units are inventory slots
+
+#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
+* `x`, `y`, `w`, `h`, and `name` work as per button
+* `texture name` is the filename of an image
+* Position and size units are inventory slots
+
+#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
+* `x`, `y`, `w`, `h`, and `name` work as per button
+* `texture name` is the filename of an image
+* Position and size units are inventory slots
+* `noclip=true` means the image button doesn't need to be within specified formsize
+* `drawborder`: draw button border or not
+* `pressed texture name` is the filename of an image on pressed state
+
+#### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
+* `x`, `y`, `w`, `h`, `name` and `label` work as per button
+* `item name` is the registered name of an item/node,
+ tooltip will be made out of its description
+ to override it use tooltip element
+* Position and size units are inventory slots
+
+#### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
+* When clicked, fields will be sent and the form will quit.
+
+#### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
+* When clicked, fields will be sent and the form will quit.
+
+#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
+* Scrollable item list showing arbitrary text elements
+* `x` and `y` position the itemlist relative to the top left of the menu
+* `w` and `h` are the size of the itemlist
+* `name` fieldname sent to server on doubleclick value is current selected element
+* `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
+ * if you want a listelement to start with "#" write "##".
+
+#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
+* Scrollable itemlist showing arbitrary text elements
+* `x` and `y` position the item list relative to the top left of the menu
+* `w` and `h` are the size of the item list
+* `name` fieldname sent to server on doubleclick value is current selected element
+* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
+ * if you want a listelement to start with "#" write "##"
+* Index to be selected within textlist
+* `true`/`false`: draw transparent background
+* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
+
+#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
+* Show a tab**header** at specific position (ignores formsize)
+* `x` and `y` position the itemlist relative to the top left of the menu
+* `name` fieldname data is transferred to Lua
+* `caption 1`...: name shown on top of tab
+* `current_tab`: index of selected tab 1...
+* `transparent` (optional): show transparent
+* `draw_border` (optional): draw border
+
+#### `box[<X>,<Y>;<W>,<H>;<color>]`
+* Simple colored semitransparent box
+* `x` and `y` position the box relative to the top left of the menu
+* `w` and `h` are the size of box
+* `color` is color specified as a `ColorString`
+
+#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
+* Show a dropdown field
+* **Important note**: There are two different operation modes:
+ 1. handle directly on change (only changed dropdown is submitted)
+ 2. read the value on pressing a button (all dropdown values are available)
+* `x` and `y` position of dropdown
+* Width of dropdown
+* Fieldname data is transferred to Lua
+* Items to be shown in dropdown
+* Index of currently selected dropdown item
+
+#### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
+* Show a checkbox
+* `x` and `y`: position of checkbox
+* `name` fieldname data is transferred to Lua
+* `label` to be shown left of checkbox
+* `selected` (optional): `true`/`false`
+
+#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
+* Show a scrollbar
+* There are two ways to use it:
+ 1. handle the changed event (only changed scrollbar is available)
+ 2. read the value on pressing a button (all scrollbars are available)
+* `x` and `y`: position of trackbar
+* `w` and `h`: width and height
+* `orientation`: `vertical`/`horizontal`
+* Fieldname data is transferred to Lua
+* Value this trackbar is set to (`0`-`1000`)
+* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
+
+#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
+* Show scrollable table using options defined by the previous `tableoptions[]`
+* Displays cells as defined by the previous `tablecolumns[]`
+* `x` and `y`: position the itemlist relative to the top left of the menu
+* `w` and `h` are the size of the itemlist
+* `name`: fieldname sent to server on row select or doubleclick
+* `cell 1`...`cell n`: cell contents given in row-major order
+* `selected idx`: index of row to be selected within table (first row = `1`)
+* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
+
+#### `tableoptions[<opt 1>;<opt 2>;...]`
+* Sets options for `table[]`
+* `color=#RRGGBB`
+ * default text color (`ColorString`), defaults to `#FFFFFF`
+* `background=#RRGGBB`
+ * table background color (`ColorString`), defaults to `#000000`
+* `border=<true/false>`
+ * should the table be drawn with a border? (default: `true`)
+* `highlight=#RRGGBB`
+ * highlight background color (`ColorString`), defaults to `#466432`
+* `highlight_text=#RRGGBB`
+ * highlight text color (`ColorString`), defaults to `#FFFFFF`
+* `opendepth=<value>`
+ * all subtrees up to `depth < value` are open (default value = `0`)
+ * only useful when there is a column of type "tree"
+
+#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
+* Sets columns for `table[]`
+* Types: `text`, `image`, `color`, `indent`, `tree`
+ * `text`: show cell contents as text
+ * `image`: cell contents are an image index, use column options to define images
+ * `color`: cell contents are a ColorString and define color of following cell
+ * `indent`: cell contents are a number and define indentation of following cell
+ * `tree`: same as indent, but user can open and close subtrees (treeview-like)
+* Column options:
+ * `align=<value>`
+ * for `text` and `image`: content alignment within cells.
+ Available values: `left` (default), `center`, `right`, `inline`
+ * `width=<value>`
+ * for `text` and `image`: minimum width in em (default: `0`)
+ * for `indent` and `tree`: indent width in em (default: `1.5`)
+ * `padding=<value>`: padding left of the column, in em (default `0.5`).
+ Exception: defaults to 0 for indent columns
+ * `tooltip=<value>`: tooltip text (default: empty)
+ * `image` column options:
+ * `0=<value>` sets image for image index 0
+ * `1=<value>` sets image for image index 1
+ * `2=<value>` sets image for image index 2
+ * and so on; defined indices need not be contiguous empty or
+ non-numeric cells are treated as `0`.
+ * `color` column options:
+ * `span=<value>`: number of following columns to affect (default: infinite)
+
+**Note**: do _not_ use a element name starting with `key_`; those names are reserved to
+pass key press events to formspec!
+
+Inventory locations
+-------------------
+* `"context"`: Selected node metadata (deprecated: `"current_name"`)
+* `"current_player"`: Player to whom the menu is shown
+* `"player:<name>"`: Any player
+* `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
+* `"detached:<name>"`: A detached inventory
+
+Player Inventory lists
+----------------------
+* `main`: list containing the default inventory
+* `craft`: list containing the craft input
+* `craftpreview`: list containing the craft output
+* `hand`: list containing an override for the empty hand
+
+`ColorString`
+-------------
+`#RGB` defines a color in hexadecimal format.
+
+`#RGBA` defines a color in hexadecimal format and alpha channel.
+
+`#RRGGBB` defines a color in hexadecimal format.
+
+`#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
+
+Named colors are also supported and are equivalent to
+[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
+To specify the value of the alpha channel, append `#AA` to the end of the color name
+(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
+value must (always) be two hexadecimal digits.
+
+`ColorSpec`
+-----------
+A ColorSpec specifies a 32-bit color. It can be written in either:
+table form, each element ranging from 0..255 (a, if absent, defaults to 255):
+ `colorspec = {a=255, r=0, g=255, b=0}`
+numerical form, the raw integer value of an ARGB8 quad:
+ `colorspec = 0xFF00FF00`
+or string form, a ColorString (defined above):
+ `colorspec = "green"`
+
+Escape sequences
+----------------
+Most text can contain escape sequences, that can for example color the text.
+There are a few exceptions: tab headers, dropdowns and vertical labels can't.
+The following functions provide escape sequences:
+
+* `minetest.get_color_escape_sequence(color)`:
+ * `color` is a ColorString
+ * The escape sequence sets the text color to `color`
+* `minetest.colorize(color, message)`:
+ * Equivalent to:
+ `minetest.get_color_escape_sequence(color) ..
+ message ..
+ minetest.get_color_escape_sequence("#ffffff")`
+* `color.get_background_escape_sequence(color)`
+ * `color` is a ColorString
+ * The escape sequence sets the background of the whole text element to
+ `color`. Only defined for item descriptions and tooltips.
+* `color.strip_foreground_colors(str)`
+ * Removes foreground colors added by `get_color_escape_sequence`.
+* `color.strip_background_colors(str)`
+ * Removes background colors added by `get_background_escape_sequence`.
+* `color.strip_colors(str)`
+ * Removes all color escape sequences.
+
+## Spatial Vectors
+---------------
+* `vector.new(a[, b, c])`: returns a vector:
+ * A copy of `a` if `a` is a vector.
+ * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
+* `vector.direction(p1, p2)`: returns a vector
+* `vector.distance(p1, p2)`: returns a number
+* `vector.length(v)`: returns a number
+* `vector.normalize(v)`: returns a vector
+* `vector.floor(v)`: returns a vector, each dimension rounded down
+* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
+* `vector.apply(v, func)`: returns a vector
+* `vector.equals(v1, v2)`: returns a boolean
+* `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
+
+For the following functions `x` can be either a vector or a number:
+
+* `vector.add(v, x)`: returns a vector
+* `vector.subtract(v, x)`: returns a vector
+* `vector.multiply(v, x)`: returns a scaled vector or Schur product
+* `vector.divide(v, x)`: returns a scaled vector or Schur quotient
+
+## Helper functions
+----------------
+* `dump2(obj, name="_", dumped={})`
+ * Return object serialized as a string, handles reference loops
+* `dump(obj, dumped={})`
+ * Return object serialized as a string
+* `math.hypot(x, y)`
+ * Get the hypotenuse of a triangle with legs x and y.
+ Useful for distance calculation.
+* `math.sign(x, tolerance)`
+ * Get the sign of a number.
+ Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
+* `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
+ * If `max_splits` is negative, do not limit splits.
+ * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
+ * e.g. `string:split("a,b", ",") == {"a","b"}`
+* `string:trim()`
+ * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
+* `minetest.wrap_text(str, limit)`: returns a string
+ * Adds new lines to the string to keep it within the specified character limit
+ * limit: Maximal amount of characters in one line
+* `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
+ * Convert position to a printable string
+ Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
+* `minetest.string_to_pos(string)`: returns a position
+ * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
+* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
+ * Converts a string representing an area box into two positions
+* `minetest.formspec_escape(string)`: returns a string
+ * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
+* `minetest.is_yes(arg)`
+ * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
+* `minetest.get_us_time()`
+ * returns time with microsecond precision. May not return wall time.
+* `table.copy(table)`: returns a table
+ * returns a deep copy of `table`
+* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
+ * returns the exact position on the surface of a pointed node
+
+`minetest` namespace reference
+------------------------------
+
+## Utilities
+
+* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
+* `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
+ * Useful for loading additional `.lua` modules or static data from mod
+* `minetest.get_modnames()`: returns a list of installed mods
+ * Return a list of installed mods, sorted alphabetically
+* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
+ * Useful for storing custom data
+* `minetest.is_singleplayer()`
+* `minetest.features`: Table containing API feature flags
+
+ {
+ glasslike_framed = true,
+ nodebox_as_selectionbox = true,
+ chat_send_player_param3 = true,
+ get_all_craft_recipes_works = true,
+ use_texture_alpha = true,
+ -- ^ The transparency channel of textures can be used optionally
+ no_legacy_abms = true,
+ -- ^ Tree and grass ABMs are no longer done from C++
+ texture_names_parens = true,
+ -- ^ Texture grouping is possible using parentheses
+ area_store_custom_ids = true,
+ -- ^ Unique Area ID for AreaStore:insert_area
+ add_entity_with_staticdata = true,
+ -- ^ add_entity supports passing initial staticdata to on_activate
+ no_chat_message_prediction = true,
+ -- ^ Chat messages are no longer predicted
+ }
+* `minetest.has_feature(arg)`: returns `boolean, missing_features`
+ * `arg`: string or table in format `{foo=true, bar=true}`
+ * `missing_features`: `{foo=true, bar=true}`
+* `minetest.get_player_information(player_name)`:
+ * Returns a table containing information about a player. Example return value:
+
+ {
+ address = "127.0.0.1", -- IP address of client
+ ip_version = 4, -- IPv4 / IPv6
+ min_rtt = 0.01, -- minimum round trip time
+ max_rtt = 0.2, -- maximum round trip time
+ avg_rtt = 0.02, -- average round trip time
+ min_jitter = 0.01, -- minimum packet time jitter
+ max_jitter = 0.5, -- maximum packet time jitter
+ avg_jitter = 0.03, -- average packet time jitter
+ connection_uptime = 200, -- seconds since client connected
+ prot_vers = 31, -- protocol version used by client
+ -- following information is available on debug build only!!!
+ -- DO NOT USE IN MODS
+ --ser_vers = 26, -- serialization version used by client
+ --major = 0, -- major version number
+ --minor = 4, -- minor version number
+ --patch = 10, -- patch version number
+ --vers_string = "0.4.9-git", -- full version string
+ --state = "Active" -- current client state
+ }
+* `minetest.mkdir(path)`: returns success.
+ * Creates a directory specified by `path`, creating parent directories
+ if they don't exist.
+* `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
+ * is_dir is one of:
+ * nil: return all entries,
+ * true: return only subdirectory names, or
+ * false: return only file names.
+* `minetest.get_version()`: returns a table containing components of the
+ engine version. Components:
+ * `project`: Name of the project, eg, "Minetest"
+ * `string`: Simple version, eg, "1.2.3-dev"
+ * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
+ Use this for informational purposes only. The information in the returned
+ table does not represent the capabilities of the engine, nor is it
+ reliable or verifyable. Compatible forks will have a different name and
+ version entirely. To check for the presence of engine features, test
+ whether the functions exported by the wanted features exist. For example:
+ `if minetest.nodeupdate then ... end`.
+
+### Logging
+* `minetest.debug(...)`
+ * Equivalent to `minetest.log(table.concat({...}, "\t"))`
+* `minetest.log([level,] text)`
+ * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
+ `"info"`, or `"verbose"`. Default is `"none"`.
+
+## Registration functions
+Call these functions only at load time!
+
+* `minetest.register_entity(name, prototype table)`
+* `minetest.register_abm(abm definition)`
+* `minetest.register_lbm(lbm definition)`
+* `minetest.register_node(name, node definition)`
+* `minetest.register_tool(name, item definition)`
+* `minetest.register_craftitem(name, item definition)`
+* `minetest.unregister_item(name)`
+* `minetest.register_alias(name, convert_to)`
+* `minetest.register_alias_force(name, convert_to)`
+* `minetest.register_craft(recipe)`
+ * Check recipe table syntax for different types below.
+* `minetest.clear_craft(recipe)`
+ * Will erase existing craft based either on output item or on input recipe.
+ * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
+ syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
+ * If no erase candidate could be found, Lua exception will be thrown.
+ * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
+ contains output. Erasing is then done independently from the crafting method.
+* `minetest.register_ore(ore definition)`
+* `minetest.register_biome(biome definition)`
+* `minetest.register_decoration(decoration definition)`
+* `minetest.override_item(name, redefinition)`
+ * Overrides fields of an item registered with register_node/tool/craftitem.
+ * Note: Item must already be defined, (opt)depend on the mod defining it.
+ * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
+* `minetest.clear_registered_ores()`
+* `minetest.clear_registered_biomes()`
+* `minetest.clear_registered_decorations()`
+
+## Global callback registration functions
+Call these functions only at load time!
+
+* `minetest.register_globalstep(func(dtime))`
+ * Called every server step, usually interval of 0.1s
+* `minetest.register_on_shutdown(func())`
+ * Called before server shutdown
+ * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
+ callbacks **will likely not be run**. Data should be saved at
+ semi-frequent intervals as well as on server shutdown.
+* `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
+ * Called when a node has been placed
+ * If return `true` no item is taken from `itemstack`
+ * **Not recommended**; use `on_construct` or `after_place_node` in node definition
+ whenever possible
+* `minetest.register_on_dignode(func(pos, oldnode, digger))`
+ * Called when a node has been dug.
+ * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
+ whenever possible
+* `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
+ * 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_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
+ * Called when a player is punched
+ * `player` - ObjectRef - Player that was punched
+ * `hitter` - ObjectRef - Player that hit
+ * `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.
+ * `damage` - number that represents the damage calculated by the engine
+ * should return `true` to prevent the default damage mechanism
+* `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
+ * Called when the player gets damaged or healed
+ * `player`: ObjectRef of the player
+ * `hp_change`: the amount of change. Negative when it is damage.
+ * `modifier`: when true, the function should return the actual `hp_change`.
+ Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
+ modifiers can return true as a second argument to stop the execution of further functions.
+ Non-modifiers receive the final hp change calculated by the modifiers.
+* `minetest.register_on_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_prejoinplayer(func(name, ip))`
+ * Called before a player joins the game
+ * If it returns a string, the player is disconnected with that string as reason
+* `minetest.register_on_joinplayer(func(ObjectRef))`
+ * Called when a player joins the game
+* `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
+ * Called when a player leaves the game
+ * `timed_out`: True for timeout, false for other reasons.
+* `minetest.register_on_cheat(func(ObjectRef, cheat))`
+ * Called when a player cheats
+ * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
+ * `moved_too_fast`
+ * `interacted_too_far`
+ * `interacted_while_dead`
+ * `finished_unknown_dig`
+ * `dug_unbreakable`
+ * `dug_too_fast`
+* `minetest.register_on_chat_message(func(name, message))`
+ * Called always when a player says something
+ * Return `true` to mark the message as handled, which means that it will not be sent to other players
+* `minetest.register_on_player_receive_fields(func(player, formname, fields))`
+ * Called when a button is pressed in player's inventory form
+ * Newest functions are called first
+ * If function returns `true`, remaining functions are not called
+* `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
+ * Called when `player` crafts something
+ * `itemstack` is the output
+ * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
+ * `craft_inv` is the inventory with the crafting grid
+ * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
+* `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
+ * The same as before, except that it is called before the player crafts, to make
+ craft prediction, and it should not change anything.
+* `minetest.register_on_protection_violation(func(pos, name))`
+ * Called by `builtin` and mods when a player violates protection at a position
+ (eg, digs a node or punches a protected entity).
+ * The registered functions can be called using `minetest.record_protection_violation`
+ * The provided function should check that the position is protected by the mod
+ calling this function before it prints a message, if it does, to allow for
+ multiple protection mods.
+* `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
+ * Called when an item is eaten, by `minetest.item_eat`
+ * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
+
+### Other registration functions
+* `minetest.register_chatcommand(cmd, chatcommand definition)`
+ * Adds definition to `minetest.registered_chatcommands`
+* `minetest.override_chatcommand(name, redefinition)`
+ * Overrides fields of a chatcommand registered with `register_chatcommand`.
+* `minetest.unregister_chatcommand(name)`
+ * Unregisters a chatcommands registered with `register_chatcommand`.
+* `minetest.register_privilege(name, definition)`
+ * `definition`: `"description text"`
+ * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
+ the default of `give_to_singleplayer` is true
+ * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
+* `minetest.register_authentication_handler(handler)`
+ * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
+
+### Setting-related
+* `minetest.settings`: Settings object containing all of the settings from the
+ main config file (`minetest.conf`).
+* `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
+ parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
+
+### Authentication
+* `minetest.notify_authentication_modified(name)`
+ * Should be called by the authentication handler if privileges changes.
+ * To report everybody, set `name=nil`.
+* `minetest.check_password_entry(name, entry, password)`
+ * Returns true if the "db entry" for a player with name matches given
+ * password, false otherwise.
+ * The "db entry" is the usually player-individual value that is derived
+ * from the player's chosen password and stored on the server in order to allow
+ * authentication whenever the player desires to log in.
+ * Only use this function for making it possible to log in via the password from
+ * via protocols like IRC, other uses for inside the game are frowned upon.
+* `minetest.get_password_hash(name, raw_password)`
+ * Convert a name-password pair to a password hash that Minetest can use.
+ * The returned value alone is not a good basis for password checks based
+ * on comparing the password hash in the database with the password hash
+ * from the function, with an externally provided password, as the hash
+ * in the db might use the new SRP verifier format.
+ * For this purpose, use `minetest.check_password_entry` instead.
+* `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
+* `minetest.privs_to_string(privs)`: returns `"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()`
+* `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
+ * A quickhand for checking privileges.
+ * `player_or_name`: Either a Player object or the name of a player.
+ * `...` is either a list of strings, e.g. `"priva", "privb"` or
+ a table, e.g. `{ priva = true, privb = true }`.
+* `minetest.get_player_ip(name)`: returns an IP address string
+
+`minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
+and `minetest.auth_reload` call the authetification handler.
+
+### Chat
+* `minetest.chat_send_all(text)`
+* `minetest.chat_send_player(name, text)`
+
+## Environment access
+* `minetest.set_node(pos, node)`
+* `minetest.add_node(pos, node): alias set_node(pos, node)`
+ * Set node at position (`node = {name="foo", param1=0, param2=0}`)
+* `minetest.swap_node(pos, node)`
+ * Set node at position, but don't remove metadata
+* `minetest.remove_node(pos)`
+ * Equivalent to `set_node(pos, "air")`
+* `minetest.get_node(pos)`
+ * Returns the node at the given position as table in the format
+ `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
+ for unloaded areas.
+* `minetest.get_node_or_nil(pos)`
+ * Same as `get_node` but returns `nil` for unloaded areas.
+* `minetest.get_node_light(pos, timeofday)`
+ * Gets the light value at the given position. Note that the light value
+ "inside" the node at the given position is returned, so you usually want
+ to get the light value of a neighbor.
+ * `pos`: The position where to measure the light.
+ * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
+ * Returns a number between `0` and `15` or `nil`
+* `minetest.place_node(pos, node)`
+ * Place node with the same effects that a player would cause
+* `minetest.dig_node(pos)`
+ * Dig node with the same effects that a player would cause
+ * Returns `true` if successful, `false` on failure (e.g. protected location)
+* `minetest.punch_node(pos)`
+ * Punch node with the same effects that a player would cause
+* `minetest.spawn_falling_node(pos)`
+ * Change node into falling node
+ * Returns `true` if successful, `false` on failure
+
+* `minetest.find_nodes_with_meta(pos1, pos2)`
+ * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
+* `minetest.get_meta(pos)`
+ * Get a `NodeMetaRef` at that position
+* `minetest.get_node_timer(pos)`
+ * Get `NodeTimerRef`
+
+* `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
+ * Returns `ObjectRef`, or `nil` if failed
+* `minetest.add_item(pos, item)`: Spawn item
+ * Returns `ObjectRef`, or `nil` if failed
+* `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
+* `minetest.get_objects_inside_radius(pos, radius)`
+ * `radius`: using an euclidean metric
+* `minetest.set_timeofday(val)`
+ * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
+* `minetest.get_timeofday()`
+* `minetest.get_gametime()`: returns the time, in seconds, since the world was created
+* `minetest.get_day_count()`: returns number days elapsed since world was created,
+ * accounting for time changes.
+* `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
+ * `radius`: using a maximum metric
+ * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
+ * `search_center` is an optional boolean (default: `false`)
+ If true `pos` is also checked for the nodes
+* `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
+ * returns as second value a table with the count of the individual nodes found
+ * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
+* `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
+ * returned positions are nodes with a node air above
+ * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
+* `minetest.get_perlin(noiseparams)`
+* `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
+ * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
+* `minetest.get_voxel_manip([pos1, pos2])`
+ * Return voxel manipulator object.
+ * Loads the manipulator from the map if positions are passed.
+* `minetest.set_gen_notify(flags, {deco_ids})`
+ * Set the types of on-generate notifications that should be collected
+ * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
+ `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
+ * The second parameter is a list of IDS of decorations which notification is requested for
+* `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
+* `minetest.get_mapgen_object(objectname)`
+ * Return requested mapgen object if available (see "Mapgen objects")
+* `minetest.get_biome_id(biome_name)`
+ * Returns the biome id, as used in the biomemap Mapgen object, for a
+ given biome_name string.
+* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
+ `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
+ * Deprecated: use `minetest.get_mapgen_setting(name)` instead
+* `minetest.set_mapgen_params(MapgenParams)`
+ * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
+ * Set map generation parameters
+ * Function cannot be called after the registration period; only initialization
+ and `on_mapgen_init`
+ * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
+ and `flags`.
+ * Leave field unset to leave that parameter unchanged
+ * `flags` contains a comma-delimited string of flags to set,
+ or if the prefix `"no"` is attached, clears instead.
+ * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
+* `minetest.get_mapgen_setting(name)`
+ * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
+ order of precedence:
+ 1) Settings loaded from map_meta.txt or overrides set during mod execution
+ 2) Settings set by mods without a metafile override
+ 3) Settings explicitly set in the user config file, minetest.conf
+ 4) Settings set as the user config default
+* `minetest.get_mapgen_setting_noiseparams(name)`
+ * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
+ and is a valid NoiseParams
+* `minetest.set_mapgen_setting(name, value, [override_meta])`
+ * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
+ is not already present in map_meta.txt.
+ * `override_meta` is an optional boolean (default: `false`). If this is set to true,
+ the setting will become the active setting regardless of the map metafile contents.
+ * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
+* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
+ * Same as above, except value is a NoiseParams table.
+* `minetest.set_noiseparams(name, noiseparams, set_default)`
+ * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
+ * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
+ should be applied to the default config or current active config
+* `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
+* `minetest.generate_ores(vm, pos1, pos2)`
+ * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
+ * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
+* `minetest.generate_decorations(vm, pos1, pos2)`
+ * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
+ * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
+* `minetest.clear_objects([options])`
+ * Clear all objects in the environment
+ * Takes an optional table as an argument with the field `mode`.
+ * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
+ * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
+ clear objects in unloaded mapblocks only when the mapblocks are next activated.
+* `minetest.emerge_area(pos1, pos2, [callback], [param])`
+ * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
+ * fetched from memory, loaded from disk, or if inexistent, generates them.
+ * If `callback` is a valid Lua function, this will be called for each block emerged.
+ * The function signature of callback is:
+ * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
+ * - `blockpos` is the *block* coordinates of the block that had been emerged
+ * - `action` could be one of the following constant values:
+ * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
+ * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
+ * - `calls_remaining` is the number of callbacks to be expected after this one
+ * - `param` is the user-defined parameter passed to emerge_area (or nil if the
+ * parameter was absent)
+* `minetest.delete_area(pos1, pos2)`
+ * delete all mapblocks in the area from pos1 to pos2, inclusive
+* `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
+ * Check if there is a direct line of sight between `pos1` and `pos2`
+ * Returns the position of the blocking node when `false`
+ * `pos1`: First position
+ * `pos2`: Second position
+ * `stepsize`: smaller gives more accurate results but requires more computing
+ time. Default is `1`.
+* `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
+ * returns table containing path
+ * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
+ * `pos1`: start position
+ * `pos2`: end position
+ * `searchdistance`: number of blocks to search in each direction using a maximum metric
+ * `max_jump`: maximum height difference to consider walkable
+ * `max_drop`: maximum height difference to consider droppable
+ * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
+* `minetest.spawn_tree (pos, {treedef})`
+ * spawns L-system tree at given `pos` with definition in `treedef` table
+* `minetest.transforming_liquid_add(pos)`
+ * add node to liquid update queue
+* `minetest.get_node_max_level(pos)`
+ * get max available level for leveled node
+* `minetest.get_node_level(pos)`
+ * get level of leveled node (water, snow)
+* `minetest.set_node_level(pos, level)`
+ * set level of leveled node, default `level` equals `1`
+ * if `totallevel > maxlevel`, returns rest (`total-max`).
+* `minetest.add_node_level(pos, level)`
+ * increase level of leveled node by level, default `level` equals `1`
+ * if `totallevel > maxlevel`, returns rest (`total-max`)
+ * can be negative for decreasing
+* `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
+ * resets the light in a cuboid-shaped part of
+ the map and removes lighting bugs.
+ * Loads the area if it is not loaded.
+ * `pos1` is the corner of the cuboid with the least coordinates
+ (in node coordinates), inclusive.
+ * `pos2` is the opposite corner of the cuboid, inclusive.
+ * The actual updated cuboid might be larger than the specified one,
+ because only whole map blocks can be updated.
+ The actual updated area consists of those map blocks that intersect
+ with the given cuboid.
+ * However, the neighborhood of the updated area might change
+ as well, as light can spread out of the cuboid, also light
+ might be removed.
+ * returns `false` if the area is not fully generated,
+ `true` otherwise
+* `minetest.check_single_for_falling(pos)`
+ * causes an unsupported `group:falling_node` node to fall and causes an
+ unattached `group:attached_node` node to fall.
+ * does not spread these updates to neighbours.
+* `minetest.check_for_falling(pos)`
+ * causes an unsupported `group:falling_node` node to fall and causes an
+ unattached `group:attached_node` node to fall.
+ * spread these updates to neighbours and can cause a cascade
+ of nodes to fall.
+
+### Inventory
+`minetest.get_inventory(location)`: returns an `InvRef`
+
+* `location` = e.g.
+ * `{type="player", name="celeron55"}`
+ * `{type="node", pos={x=, y=, z=}}`
+ * `{type="detached", name="creative"}`
+* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
+ * callbacks: See "Detached inventory callbacks"
+ * `player_name`: Make detached inventory available to one player exclusively,
+ by default they will be sent to every player (even if not used).
+ Note that this parameter is mostly just a workaround and will be removed in future releases.
+ * Creates a detached inventory. If it already exists, it is cleared.
+* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
+ returns left over ItemStack
+ * See `minetest.item_eat` and `minetest.register_on_item_eat`
+
+### Formspec
+* `minetest.show_formspec(playername, formname, formspec)`
+ * `playername`: name of player to show formspec
+ * `formname`: name passed to `on_player_receive_fields` callbacks.
+ It should follow the `"modname:<whatever>"` naming convention
+ * `formspec`: formspec to display
+* `minetest.close_formspec(playername, formname)`
+ * `playername`: name of player to close formspec
+ * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
+ not close.
+ * calling `show_formspec(playername, formname, "")` is equal to this expression
+ * to close a formspec regardless of the formname, call
+ `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
+* `minetest.formspec_escape(string)`: returns a string
+ * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
+* `minetest.explode_table_event(string)`: returns a table
+ * returns e.g. `{type="CHG", row=1, column=2}`
+ * `type` is one of:
+ * `"INV"`: no row selected)
+ * `"CHG"`: selected)
+ * `"DCL"`: double-click
+* `minetest.explode_textlist_event(string)`: returns a table
+ * returns e.g. `{type="CHG", index=1}`
+ * `type` is one of:
+ * `"INV"`: no row selected)
+ * `"CHG"`: selected)
+ * `"DCL"`: double-click
+* `minetest.explode_scrollbar_event(string)`: returns a table
+ * returns e.g. `{type="CHG", value=500}`
+ * `type` is one of:
+ * `"INV"`: something failed
+ * `"CHG"`: has been changed
+ * `"VAL"`: not changed
+
+## 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, is6d)`
+ * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
+ * passing something non-`nil`/`false` for the optional second parameter causes it to
+ take the y component into account
+* `minetest.facedir_to_dir(facedir)`
+ * Convert a facedir back into a vector aimed directly out the "back" of a node
+* `minetest.dir_to_wallmounted(dir)`
+ * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
+* `minetest.wallmounted_to_dir(wallmounted)`
+ * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
+* `minetest.dir_to_yaw(dir)`
+ * Convert a vector into a yaw (angle)
+* `minetest.yaw_to_dir(yaw)`
+ * Convert yaw (angle) to a vector
+* `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)`: returns `output, decremented_input`
+ * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
+ * `input.width` = for example `3`
+ * `input.items` = for example
+ `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
+ * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
+ * `output.time` = a number, if unsuccessful: `0`
+ * `output.replacements` = list of `ItemStack`s that couldn't be placed in
+ `decremented_input.items`
+ * `decremented_input` = like `input`
+* `minetest.get_craft_recipe(output)`: returns input
+ * returns last registered recipe for output item (node)
+ * `output` is a node or item type such as `"default:torch"`
+ * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
+ * `input.width` = for example `3`
+ * `input.items` = for example
+ `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
+ * `input.items` = `nil` if no recipe found
+* `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
+ * returns indexed table with all registered recipes for query item (node)
+ or `nil` if no recipe was found
+ * recipe entry table:
+
+ {
+ method = 'normal' or 'cooking' or 'fuel'
+ width = 0-3, 0 means shapeless recipe
+ items = indexed [1-9] table with recipe items
+ output = string with item name and quantity
+ }
+ * Example query for `"default:gold_ingot"` will return table:
+
+ {
+ [1]={type = "cooking", width = 3, output = "default:gold_ingot",
+ items = {1 = "default:gold_lump"}},
+ [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
+ items = {1 = "default:goldblock"}}
+ }
+* `minetest.handle_node_drops(pos, drops, digger)`
+ * `drops`: list of itemstrings
+ * Handles drops from nodes after digging: Default action is to put them into
+ digger's inventory
+ * Can be overridden to get different functionality (e.g. dropping items on
+ ground)
+
+### Rollback
+* `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
+ returns `{{actor, pos, time, oldnode, newnode}, ...}`
+ * Find who has done something to a node, or near a node
+ * `actor`: `"player:<name>"`, also `"liquid"`.
+* `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
+ * Revert latest actions of someone
+ * `actor`: `"player:<name>"`, also `"liquid"`.
+
+### Defaults for the `on_*` item definition functions
+These functions return the leftover itemstack.
+
+* `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
+ * Place item as a node
+ * `param2` overrides `facedir` and wallmounted `param2`
+ * returns `itemstack, success`
+* `minetest.item_place_object(itemstack, placer, pointed_thing)`
+ * Place item as-is
+* `minetest.item_place(itemstack, placer, pointed_thing, param2)`
+ * Use one of the above based on what the item is.
+ * Calls `on_rightclick` of `pointed_thing.under` if defined instead
+ * **Note**: is not called when wielded item overrides `on_place`
+ * `param2` overrides `facedir` and wallmounted `param2`
+ * returns `itemstack, success`
+* `minetest.item_drop(itemstack, dropper, pos)`
+ * Drop the item
+* `minetest.item_eat(hp_change, replace_with_item)`
+ * Eat the item.
+ * `replace_with_item` is the itemstring which is added to the inventory.
+ If the player is eating a stack, then replace_with_item goes to a
+ different spot. Can be `nil`
+ * See `minetest.do_item_eat`
+
+### Defaults for the `on_punch` and `on_dig` node definition callbacks
+* `minetest.node_punch(pos, node, puncher, pointed_thing)`
+ * 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)`: returns a handle
+ * `spec` is a `SimpleSoundSpec`
+ * `parameters` is a sound parameter table
+* `minetest.sound_stop(handle)`
+* `minetest.sound_fade(handle, step, gain)`
+ * `handle` is a handle returned by `minetest.sound_play`
+ * `step` determines how fast a sound will fade.
+ Negative step will lower the sound volume, positive step will increase the sound volume
+ * `gain` the target gain for the fade.
+
+### Timing
+* `minetest.after(time, func, ...)`
+ * Call the function `func` after `time` seconds, may be fractional
+ * Optional: Variable number of arguments that are passed to `func`
+
+### Server
+* `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
+ `reconnect` == true displays a reconnect button,
+ `delay` adds an optional delay (in seconds) before shutdown
+ negative delay cancels the current active shutdown
+ zero delay triggers an immediate shutdown.
+* `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
+* `minetest.get_server_status()`: returns server status string
+* `minetest.get_server_uptime()`: returns the server uptime in seconds
+* `minetest.remove_player(name)`: remove player from database (if he is not connected).
+ * Does not remove player authentication data, minetest.player_exists will continue to return true.
+ * Returns a code (0: successful, 1: no such player, 2: player is connected)
+
+### Bans
+* `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
+* `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
+* `minetest.ban_player(name)`: ban a player
+* `minetest.unban_player_or_ip(name)`: unban player or IP address
+* `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
+
+### Particles
+* `minetest.add_particle(particle definition)`
+ * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
+ size, collisiondetection, texture, playername)`
+
+* `minetest.add_particlespawner(particlespawner definition)`
+ * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
+ * Returns an `id`, and -1 if adding didn't succeed
+ * `Deprecated: minetest.add_particlespawner(amount, time,
+ minpos, maxpos,
+ minvel, maxvel,
+ minacc, maxacc,
+ minexptime, maxexptime,
+ minsize, maxsize,
+ collisiondetection, texture, playername)`
+
+* `minetest.delete_particlespawner(id, player)`
+ * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
+ * If playername is specified, only deletes on the player's client,
+ * otherwise on all clients
+
+### Schematics
+* `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
+ * Create a schematic from the volume of map specified by the box formed by p1 and p2.
+ * Apply the specified probability values to the specified nodes in `probability_list`.
+ * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
+ * `pos` is the 3D vector specifying the absolute coordinates of the
+ node being modified,
+ * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
+ * If there are two or more entries with the same pos value, the
+ last entry is used.
+ * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
+ * If `probability_list` equals `nil`, no probabilities are applied.
+ * Slice probability works in the same manner, except takes a field
+ called `ypos` instead which
+ indicates the y position of the slice with a probability applied.
+ * If slice probability list equals `nil`, no slice probabilities are applied.
+ * Saves schematic in the Minetest Schematic format to filename.
+
+* `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
+ * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
+ * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
+ * If the `rotation` parameter is omitted, the schematic is not rotated.
+ * `replacements` = `{["old_name"] = "convert_to", ...}`
+ * `force_placement` is a boolean indicating whether nodes other than `air` and
+ `ignore` are replaced by the schematic
+ * Returns nil if the schematic could not be loaded.
+
+* `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
+ * This function is analagous to minetest.place_schematic, but places a schematic onto the
+ specified VoxelManip object `vmanip` instead of the whole map.
+ * Returns false if any part of the schematic was cut-off due to the VoxelManip not
+ containing the full area required, and true if the whole schematic was able to fit.
+ * Returns nil if the schematic could not be loaded.
+ * After execution, any external copies of the VoxelManip contents are invalidated.
+
+* `minetest.serialize_schematic(schematic, format, options)`
+ * Return the serialized schematic specified by schematic (see: Schematic specifier)
+ * in the `format` of either "mts" or "lua".
+ * "mts" - a string containing the binary MTS data used in the MTS file format
+ * "lua" - a string containing Lua code representing the schematic in table format
+ * `options` is a table containing the following optional parameters:
+ * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
+ * position comments for every X row generated in the schematic data for easier reading.
+ * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
+ * will use that number of spaces as indentation instead of a tab character.
+
+### HTTP Requests:
+* `minetest.request_http_api()`:
+ * returns `HTTPApiTable` containing http functions if the calling mod has been granted
+ access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
+ otherwise returns `nil`.
+ * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
+ described below.
+ * Only works at init time and must be called from the mod's main scope (not from a function).
+ * Function only exists if minetest server was built with cURL support.
+ * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
+ A LOCAL VARIABLE!**
+* `HTTPApiTable.fetch(HTTPRequest req, callback)`
+ * Performs given request asynchronously and calls callback upon completion
+ * callback: `function(HTTPRequestResult res)`
+ * Use this HTTP function if you are unsure, the others are for advanced use.
+* `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
+ * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
+* `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
+ * Return response data for given asynchronous HTTP request
+
+### Storage API:
+* `minetest.get_mod_storage()`:
+ * returns reference to mod private `StorageRef`
+ * must be called during mod load time
+
+## Misc. (minetest.player_exists(name))
+* `minetest.get_connected_players()`: returns list of `ObjectRefs`
+* `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
+* `minetest.hud_replace_builtin(name, hud_definition)`
+ * Replaces definition of a builtin hud element
+ * `name`: `"breath"` or `"health"`
+ * `hud_definition`: definition to replace builtin definition
+* `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
+ * Gives a unique hash number for a node position (16+16+16=48bit)
+* `minetest.get_position_from_hash(hash)`: returns a position
+ * Inverse transform of `minetest.hash_node_position`
+* `minetest.get_item_group(name, group)`: returns a rating
+ * Get rating of a group of an item. (`0` means: not in group)
+* `minetest.get_node_group(name, group)`: returns a rating
+ * Deprecated: An alias for the former.
+* `minetest.raillike_group(name)`: returns a rating
+ * Returns rating of the connect_to_raillike group corresponding to name
+ * If name is not yet the name of a connect_to_raillike group, a new group id
+ * is created, with that name
+* `minetest.get_content_id(name)`: returns an integer
+ * Gets the internal content ID of `name`
+* `minetest.get_name_from_content_id(content_id)`: returns a string
+ * Gets the name of the content with that content ID
+* `minetest.parse_json(string[, nullvalue])`: returns something
+ * Convert a string containing JSON data into the Lua equivalent
+ * `nullvalue`: returned in place of the JSON null; defaults to `nil`
+ * On success returns a table, a string, a number, a boolean or `nullvalue`
+ * On failure outputs an error message and returns `nil`
+ * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
+* `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
+ * Convert a Lua table into a JSON string
+ * styled: Outputs in a human-readable format if this is set, defaults to false
+ * Unserializable things like functions and userdata will cause an error.
+ * **Warning**: JSON is more strict than the Lua table format.
+ 1. You can only use strings and positive integers of at least one as keys.
+ 2. You can not mix string and integer keys.
+ This is due to the fact that JSON has two distinct array and object values.
+ * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
+* `minetest.serialize(table)`: returns a string
+ * Convert a table containing tables, strings, numbers, booleans and `nil`s
+ into string form readable by `minetest.deserialize`
+ * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
+* `minetest.deserialize(string)`: returns a 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" }')`, returns `{foo='bar'}`
+ * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
+ * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
+* `minetest.compress(data, method, ...)`: returns `compressed_data`
+ * Compress a string of data.
+ * `method` is a string identifying the compression method to be used.
+ * Supported compression methods:
+ * Deflate (zlib): `"deflate"`
+ * `...` indicates method-specific arguments. Currently defined arguments are:
+ * Deflate: `level` - Compression level, `0`-`9` or `nil`.
+* `minetest.decompress(compressed_data, method, ...)`: returns data
+ * Decompress a string of data (using ZLib).
+ * See documentation on `minetest.compress()` for supported compression methods.
+ * currently supported.
+ * `...` indicates method-specific arguments. Currently, no methods use this.
+* `minetest.encode_base64(string)`: returns string encoded in base64
+ * Encodes a string in base64.
+* `minetest.decode_base64(string)`: returns string
+ * Decodes a string encoded in base64.
+* `minetest.is_protected(pos, name)`: returns boolean
+ * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
+ actions, defineable by mods, due to some mod-defined ownership-like concept.
+ Returns false or nil, if the player is allowed to do such actions.
+ * This function should be overridden by protection mods and should be used to
+ check if a player can interact at a position.
+ * This function should call the old version of itself if the position is not
+ protected by the mod.
+ * Example:
+
+ local old_is_protected = minetest.is_protected
+ function minetest.is_protected(pos, name)
+ if mymod:position_protected_from(pos, name) then
+ return true
+ end
+ return old_is_protected(pos, name)
+ end
+* `minetest.record_protection_violation(pos, name)`
+ * This function calls functions registered with
+ `minetest.register_on_protection_violation`.
+* `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
+ * Attempt to predict the desired orientation of the facedir-capable node
+ defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
+ hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
+ field is false or omitted (else, the itemstack is not changed). `orient_flags`
+ is an optional table containing extra tweaks to the placement code:
+ * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
+ orientation on the wall.
+ * `force_wall` : if `true`, always place the node in wall orientation.
+ * `force_ceiling`: if `true`, always place on the ceiling.
+ * `force_floor`: if `true`, always place the node on the floor.
+ * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
+ the floor or ceiling
+ * The first four options are mutually-exclusive; the last in the list takes
+ precedence over the first.
+* `minetest.rotate_node(itemstack, placer, pointed_thing)`
+ * calls `rotate_and_place()` with infinitestacks set according to the state of
+ the creative mode setting, and checks for "sneak" to set the `invert_wall`
+ parameter.
+
+* `minetest.forceload_block(pos[, transient])`
+ * forceloads the position `pos`.
+ * returns `true` if area could be forceloaded
+ * If `transient` is `false` or absent, the forceload will be persistent
+ (saved between server runs). If `true`, the forceload will be transient
+ (not saved between server runs).
+
+* `minetest.forceload_free_block(pos[, transient])`
+ * stops forceloading the position `pos`
+ * If `transient` is `false` or absent, frees a persistent forceload.
+ If `true`, frees a transient forceload.
+
+* `minetest.request_insecure_environment()`: returns an environment containing
+ insecure functions if the calling mod has been listed as trusted in the
+ `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
+ * Only works at init time and must be called from the mod's main scope (not from a function).
+ * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
+ A LOCAL VARIABLE!**
+
+* `minetest.global_exists(name)`
+ * Checks if a global variable has been set, without triggering a warning.
+
+### Global objects
+* `minetest.env`: `EnvRef` of the server environment and world.
+ * Any function in the minetest namespace can be called using the syntax
+ `minetest.env:somefunction(somearguments)`
+ instead of `minetest.somefunction(somearguments)`
+ * Deprecated, but support is not to be dropped soon
+
+### Global tables
+* `minetest.registered_items`
+ * Map of registered items, indexed by name
+* `minetest.registered_nodes`
+ * Map of registered node definitions, indexed by name
+* `minetest.registered_craftitems`
+ * Map of registered craft item definitions, indexed by name
+* `minetest.registered_tools`
+ * Map of registered tool definitions, indexed by name
+* `minetest.registered_entities`
+ * Map of registered entity prototypes, indexed by name
+* `minetest.object_refs`
+ * Map of object references, indexed by active object id
+* `minetest.luaentities`
+ * Map of Lua entities, indexed by active object id
+* `minetest.registered_chatcommands`
+ * Map of registered chat command definitions, indexed by name
+* `minetest.registered_ores`
+ * List of registered ore definitions.
+* `minetest.registered_biomes`
+ * List of registered biome definitions.
+* `minetest.registered_decorations`
+ * List of registered decoration definitions.
+
+Class reference
+---------------
+
+## `MetaDataRef`
+See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
+
+#### Methods
+* `set_string(name, value)`
+* `get_string(name)`
+* `set_int(name, value)`
+* `get_int(name)`
+* `set_float(name, value)`
+* `get_float(name)`
+* `to_table()`: returns `nil` or a table with keys:
+ * `fields`: key-value storage
+ * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
+* `from_table(nil or {})`
+ * Any non-table value will clear the metadata
+ * See "Node Metadata" for an example
+ * returns `true` on success
+* `equals(other)`
+ * returns `true` if this metadata has the same key-value pairs as `other`
+
+### `NodeMetaRef`
+Node metadata: reference extra data and functionality stored in a node.
+Can be obtained via `minetest.get_meta(pos)`.
+
+#### Methods
+* All methods in MetaDataRef
+* `get_inventory()`: returns `InvRef`
+* `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
+ This will prevent them from being sent to the client. Note that the "private"
+ status will only be remembered if an associated key-value pair exists, meaning
+ it's best to call this when initializing all other meta (e.g. `on_construct`).
+
+### `ItemStackMetaRef`
+ItemStack metadata: reference extra data and functionality stored in a stack.
+Can be obtained via `item:get_meta()`.
+
+#### Methods
+* All methods in MetaDataRef
+
+### `StorageRef`
+Mod metadata: per mod metadata, saved automatically.
+Can be obtained via `minetest.get_mod_storage()` during load time.
+
+#### Methods
+* All methods in MetaDataRef
+
+### `NodeTimerRef`
+Node Timers: a high resolution persistent per-node timer.
+Can be gotten via `minetest.get_node_timer(pos)`.
+
+#### Methods
+* `set(timeout,elapsed)`
+ * set a timer's state
+ * `timeout` is in seconds, and supports fractional values (0.1 etc)
+ * `elapsed` is in seconds, and supports fractional values (0.1 etc)
+ * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
+* `start(timeout)`
+ * start a timer
+ * equivalent to `set(timeout,0)`
+* `stop()`
+ * stops the timer
+* `get_timeout()`: returns current timeout in seconds
+ * if `timeout` equals `0`, timer is inactive
+* `get_elapsed()`: returns current elapsed time in seconds
+ * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
+* `is_started()`: returns boolean state of timer
+ * returns `true` if timer is started, otherwise `false`
+
+## `ObjectRef`
+Moving things in the game are generally these.
+
+This is basically a reference to a C++ `ServerActiveObject`
+
+#### Methods
+* `remove()`: remove object (after returning from Lua)
+ * Note: Doesn't work on players, use `minetest.kick_player` instead
+* `get_pos()`: returns `{x=num, y=num, z=num}`
+* `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
+* `move_to(pos, continuous=false)`: interpolated move
+* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
+ * `puncher` = another `ObjectRef`,
+ * `time_from_last_punch` = time since last punch action of the puncher
+ * `direction`: can be `nil`
+* `right_click(clicker)`; `clicker` is 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()`: returns an `InvRef`
+* `get_wield_list()`: returns the name of the inventory list the wielded item is in
+* `get_wield_index()`: returns the index of the wielded item
+* `get_wielded_item()`: returns an `ItemStack`
+* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
+* `set_armor_groups({group1=rating, group2=rating, ...})`
+* `get_armor_groups()`: returns a table with the armor group ratings
+* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
+* `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
+* `set_attach(parent, bone, position, rotation)`
+ * `bone`: string
+ * `position`: `{x=num, y=num, z=num}` (relative)
+ * `rotation`: `{x=num, y=num, z=num}`
+* `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
+* `set_detach()`
+* `set_bone_position(bone, position, rotation)`
+ * `bone`: string
+ * `position`: `{x=num, y=num, z=num}` (relative)
+ * `rotation`: `{x=num, y=num, z=num}`
+* `get_bone_position(bone)`: returns position and rotation of the bone
+* `set_properties(object property table)`
+* `get_properties()`: returns object property table
+* `is_player()`: returns true for players, false otherwise
+* `get_nametag_attributes()`
+ * returns a table with the attributes of the nametag of an object
+ * {
+ color = {a=0..255, r=0..255, g=0..255, b=0..255},
+ text = "",
+ }
+* `set_nametag_attributes(attributes)`
+ * sets the attributes of the nametag of an object
+ * `attributes`:
+ {
+ color = ColorSpec,
+ text = "My Nametag",
+ }
+
+## LuaEntitySAO-only (no-op for other objects)
+* `set_velocity({x=num, y=num, z=num})`
+* `get_velocity()`: returns `{x=num, y=num, z=num}`
+* `set_acceleration({x=num, y=num, z=num})`
+* `get_acceleration()`: returns `{x=num, y=num, z=num}`
+* `set_yaw(radians)`
+* `get_yaw()`: returns number in radians
+* `set_texture_mod(mod)`
+* `get_texture_mod()` returns current texture modifier
+* `set_sprite(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)
+* `get_player_name()`: returns `""` if is not a player
+* `get_player_velocity()`: returns `nil` if is not a player, otherwise a
+ table {x, y, z} representing the player's instantaneous velocity in nodes/s
+* `get_look_dir()`: get camera direction as a unit vector
+* `get_look_vertical()`: pitch in radians
+ * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
+* `get_look_horizontal()`: yaw in radians
+ * Angle is counter-clockwise from the +z direction.
+* `set_look_vertical(radians)`: sets look pitch
+ * radians - Angle from looking forward, where positive is downwards.
+* `set_look_horizontal(radians)`: sets look yaw
+ * radians - Angle from the +z direction, where positive is counter-clockwise.
+* `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
+ * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
+* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
+ * Angle is counter-clockwise from the +x direction.
+* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
+* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
+* `get_breath()`: returns players breath
+* `set_breath(value)`: sets players breath
+ * values:
+ * `0`: player is drowning,
+ * `1`-`10`: remaining number of bubbles
+ * `11`: bubbles bar is not shown
+* `set_attribute(attribute, value)`:
+ * Sets an extra attribute with value on player.
+ * `value` must be a string.
+ * If `value` is `nil`, remove attribute from player.
+* `get_attribute(attribute)`:
+ * Returns value (a string) for extra attribute.
+ * Returns `nil` if no attribute found.
+* `set_inventory_formspec(formspec)`
+ * Redefine player's inventory form
+ * Should usually be called in `on_joinplayer`
+* `get_inventory_formspec()`: returns a formspec string
+* `get_player_control()`: returns table with player pressed keys
+ * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
+* `get_player_control_bits()`: returns integer with bit packed player pressed keys
+ * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
+* `set_physics_override(override_table)`
+ * `override_table` is a table with the following fields:
+ * `speed`: multiplier to default walking speed value (default: `1`)
+ * `jump`: multiplier to default jump value (default: `1`)
+ * `gravity`: multiplier to default gravity value (default: `1`)
+ * `sneak`: whether player can sneak (default: `true`)
+ * `sneak_glitch`: whether player can use the new move code replications
+ of the old sneak side-effects: sneak ladders and 2 node sneak jump
+ (default: `false`)
+ * `new_move`: use new move/sneak code. When `false` the exact old code
+ is used for the specific old sneak behaviour (default: `true`)
+* `get_physics_override()`: returns the table given to `set_physics_override`
+* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
+ number on success
+* `hud_remove(id)`: remove the HUD element of the specified id
+* `hud_change(id, stat, value)`: change a value of a previously added HUD element
+ * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
+* `hud_get(id)`: gets the HUD element definition structure of the specified ID
+* `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
+ * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
+ * pass a table containing a `true`/`false` value of each flag to be set or unset
+ * if a flag equals `nil`, the flag is not modified
+ * note that setting `minimap` modifies the client's permission to view the minimap -
+ * the client may locally elect to not view the minimap
+* `hud_get_flags()`: returns a table containing status of hud flags
+ * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
+* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
+ * `count`: number of items, must be between `1` and `23`
+* `hud_get_hotbar_itemcount`: returns number of visible items
+* `hud_set_hotbar_image(texturename)`
+ * sets background image for hotbar
+* `hud_get_hotbar_image`: returns texturename
+* `hud_set_hotbar_selected_image(texturename)`
+ * sets image for selected item of hotbar
+* `hud_get_hotbar_selected_image`: returns texturename
+* `set_sky(bgcolor, type, {texture names}, clouds)`
+ * `bgcolor`: ColorSpec, defaults to white
+ * `type`: Available types:
+ * `"regular"`: Uses 0 textures, `bgcolor` ignored
+ * `"skybox"`: Uses 6 textures, `bgcolor` used
+ * `"plain"`: Uses 0 textures, `bgcolor` used
+ * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
+ `"plain"` custom skyboxes (default: `true`)
+* `get_sky()`: returns bgcolor, type, table of textures, clouds
+* `set_clouds(parameters)`: set cloud parameters
+ * `parameters` is a table with the following optional fields:
+ * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
+ * `color`: basic cloud color, with alpha channel (default `#fff0f0e5`)
+ * `ambient`: cloud color lower bound, use for a "glow at night" effect (default `#000000`)
+ * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`)
+ * `thickness`: cloud thickness in nodes (default `16`)
+ * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, y=-2}`)
+* `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`
+* `override_day_night_ratio(ratio or nil)`
+ * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
+ * `nil`: Disables override, defaulting to sunlight based on day-night cycle
+* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
+* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
+
+ set animation for player model in third person view
+
+ set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
+ {x=168, y=187}, -- < walk animation key frames
+ {x=189, y=198}, -- < dig animation key frames
+ {x=200, y=219}, -- < walk+dig animation key frames
+ frame_speed=30): -- < animation frame speed
+* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
+* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
+ * in first person view
+ * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
+* `get_eye_offset()`: returns `offset_first` and `offset_third`
+
+### `InvRef`
+An `InvRef` is a reference to an inventory.
+
+#### 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
+ * returns `false` on error (e.g. invalid `listname` or `size`)
+* `get_width(listname)`: get width of a list
+* `set_width(listname, width)`: set width of list; currently used for crafting
+* `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)
+* `get_lists()`: returns list of inventory lists
+* `set_lists(lists)`: sets inventory lists (size will not change)
+* `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
+* `room_for_item(listname, stack):` returns `true` if the stack of items
+ can be fully added to the 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`) -- note that
+ any item metadata is ignored, so attempting to remove a specific unique
+ item this way will likely remove the wrong one -- to do that use `set_stack`
+ with an empty `ItemStack`
+* `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
+ * returns `{type="undefined"}` in case location is not known
+
+### `AreaStore`
+A fast access data structure to store areas, and find areas near a given position or area.
+Every area has a `data` string attribute to store additional information.
+You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
+If you chose the parameter-less constructor, a fast implementation will be automatically
+chosen for you.
+
+#### Methods
+* `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
+ (optional) Boolean values `include_borders` and `include_data` control what's copied.
+ Returns nil if specified area id does not exist.
+* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
+ the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
+ what's copied.
+* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
+ returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
+ If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
+ (optional) Boolean values `include_borders` and `include_data` control what's copied.
+* `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
+ or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
+ `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
+ it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
+ or insertions are likely to fail due to conflicts.
+* `reserve(count)`: reserves resources for at most `count` many contained areas.
+ Only needed for efficiency, and only some implementations profit.
+* `remove_area(id)`: removes the area with the given id from the store, returns success.
+* `set_cache_params(params)`: sets params for the included prefiltering cache.
+ Calling invalidates the cache, so that its elements have to be newly generated.
+ * `params`:
+ {
+ enabled = boolean, -- whether to enable, default true
+ block_radius = number, -- the radius (in nodes) of the areas the cache generates
+ prefiltered lists for, minimum 16, default 64
+ limit = number, -- the cache's size, minimum 20, default 1000
+ }
+* `to_string()`: Experimental. Returns area store serialized as a (binary) string.
+* `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
+* `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
+ Returns success and, optionally, an error message.
+* `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
+
+### `ItemStack`
+An `ItemStack` is a stack of items.
+
+It can be created via `ItemStack(x)`, where x is an `ItemStack`,
+an itemstring, a table or `nil`.
+
+#### Methods
+* `is_empty()`: Returns `true` if stack is empty.
+* `get_name()`: Returns item name (e.g. `"default:stone"`).
+* `set_name(item_name)`: Returns boolean whether item was cleared
+* `get_count()`: Returns number of items on the stack.
+* `set_count(count)`: Returns boolean whether item was cleared
+* `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
+* `set_wear(wear)`: Returns boolean whether item was cleared
+* `get_meta()`: Returns ItemStackMetaRef. See section for more details
+* `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
+* `set_metadata(metadata)`: (DEPRECATED) Returns true.
+* `clear()`: removes all items from the stack, making it empty.
+* `replace(item)`: replace the contents of this stack.
+ * `item` can also be an itemstring or table.
+* `to_string()`: Returns the stack in itemstring form.
+* `to_table()`: Returns the stack in Lua table form.
+* `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
+* `get_free_space()`: Returns `get_stack_max() - get_count()`.
+* `is_known()`: Returns `true` if the item name refers to a defined item type.
+* `get_definition()`: Returns the item definition table.
+* `get_tool_capabilities()`: Returns the digging properties of the item,
+ or those of the hand if none are defined for this item 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=1)`: Take (and remove) up to `n` items from this stack.
+ Returns taken `ItemStack`.
+* `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
+ Returns taken `ItemStack`.
+
+### `PseudoRandom`
+A 16-bit pseudorandom number generator.
+Uses a well-known LCG algorithm introduced by K&R.
+
+It can be created via `PseudoRandom(seed)`.
+
+#### Methods
+* `next()`: return next integer random number [`0`...`32767`]
+* `next(min, max)`: return next integer random number [`min`...`max`]
+ * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
+ due to the simple implementation making bad distribution otherwise.
+
+### `PcgRandom`
+A 32-bit pseudorandom number generator.
+Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
+
+It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
+
+#### Methods
+* `next()`: return next integer random number [`-2147483648`...`2147483647`]
+* `next(min, max)`: return next integer random number [`min`...`max`]
+* `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
+ * This is only a rough approximation of a normal distribution with:
+ * `mean = (max - min) / 2`, and
+ * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
+ * Increasing `num_trials` improves accuracy of the approximation
+
+### `SecureRandom`
+Interface for the operating system's crypto-secure PRNG.
+
+It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
+be found on the system.
+
+#### Methods
+* `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
+
+### `PerlinNoise`
+A perlin noise generator.
+It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
+or `PerlinNoise(noiseparams)`.
+Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
+or `minetest.get_perlin(noiseparams)`.
+
+#### Methods
+* `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
+* `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
+
+### `PerlinNoiseMap`
+A fast, bulk perlin noise generator.
+
+It can be created via `PerlinNoiseMap(noiseparams, size)` or
+`minetest.get_perlin_map(noiseparams, size)`.
+
+Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
+for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
+`nil` is returned).
+
+For each of the functions with an optional `buffer` parameter: If `buffer` is not
+nil, this table will be used to store the result instead of creating a new table.
+
+
+#### Methods
+* `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
+ with values starting at `pos={x=,y=}`
+* `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
+ of 3D noise with values starting at `pos={x=,y=,z=}`
+* `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
+ with values starting at `pos={x=,y=}`
+* `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
+* `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
+* `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
+* `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
+ most recently computed noise results. The result slice begins at coordinates `slice_offset` and
+ takes a chunk of `slice_size`.
+ E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
+ `noisevals = noise:getMapSlice({y=20}, {y=2})`
+ It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
+ the starting position of the most recently calculated noise.
+ To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
+ `noise:calc3dMap({x=1000, y=1000, z=1000})`
+ `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
+
+### `VoxelManip`
+
+#### About VoxelManip
+VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
+this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
+map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
+to with other methods of setting nodes. For example, nodes will not have their construction and
+destruction callbacks run, and no rollback information is logged.
+
+It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
+If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
+of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
+
+In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
+VoxelManip is most effective when setting very large areas of map at once - for example, if only
+setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
+using both methods of map manipulation to determine which is most appropriate for your usage.
+
+#### Using VoxelManip
+A VoxelManip object can be created any time using either:
+`VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
+
+If the optional position parameters are present for either of these routines, the specified region
+will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
+manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
+
+Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
+positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
+the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
+coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
+
+Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
+using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
+MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
+
+Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
+`VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
+`VoxelManip:get_light_data()` for node light levels, and
+`VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
+
+See section 'Flat array format' for more details.
+
+It is very important to understand that the tables returned by any of the above three functions
+represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
+data will *not* magically update itself if another function modifies the internal VoxelManip state.
+Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
+otherwise explicitly stated.
+
+Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
+`VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
+`VoxelManip:set_light_data()` for node light levels, and
+`VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
+
+The parameter to each of the above three functions can use any table at all in the same flat array
+format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
+
+Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
+to the map by calling `VoxelManip:write_to_map()`.
+
+
+##### Flat array format
+Let
+ `Nx = p2.X - p1.X + 1`,
+ `Ny = p2.Y - p1.Y + 1`, and
+ `Nz = p2.Z - p1.Z + 1`.
+
+Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
+the expression `Nx * Ny * Nz`.
+
+Positions offset from p1 are present in the array with the format of:
+
+```
+[
+ (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
+ (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
+ ...
+ (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
+ (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
+ ...
+ (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
+ ...
+ (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
+]
+```
+
+and the array index for a position p contained completely in p1..p2 is:
+
+`(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
+
+Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
+VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
+for a single point in a flat VoxelManip array.
+
+##### Content IDs
+A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
+in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
+`minetest.get_content_id()` to look up the Content ID for the specified node name, and
+`minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
+After registration of a node, its Content ID will remain the same throughout execution of the mod.
+Note that the node being queried needs to have already been been registered.
+
+The following builtin node types have their Content IDs defined as constants:
+
+* `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
+* `minetest.CONTENT_AIR`: ID for "air" nodes
+* `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
+
+##### Mapgen VoxelManip objects
+Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
+core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
+but with a few differences:
+
+* The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
+* This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
+ to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
+* The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
+ non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
+ each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
+ consistency with the current map state. For this reason, calling any of the following functions:
+ `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
+ will also update the Mapgen VoxelManip object's internal state active on the current thread.
+* After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
+ information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
+
+##### Other API functions operating on a VoxelManip
+If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
+for these liquid nodes to begin flowing. It is recommended to call this function only after having
+written all buffered data back to the VoxelManip object, save for special situations where the modder
+desires to only have certain liquid nodes begin flowing.
+
+The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
+registered decorations and ores throughout the full area inside of the specified VoxelManip object.
+
+`minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
+except instead of placing the specified schematic directly on the map at the specified position, it
+will place the schematic inside of the VoxelManip.
+
+##### Notes
+* Attempting to read data from a VoxelManip object before map is read will result in a zero-length
+ array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
+ `VoxelManip:get_node_at()`.
+* If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
+ filled with "ignore" nodes.
+* Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
+ object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
+ updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
+ object in the same callback it had been created.
+* If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
+ a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
+ buffer the function can use to write map data to instead of returning a new table each call. This
+ greatly enhances performance by avoiding unnecessary memory allocations.
+
+#### Methods
+* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
+ the region formed by `p1` and `p2`.
+ * returns actual emerged `pmin`, actual emerged `pmax`
+* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
+ * **important**: data must be set using `VoxelManip:set_data()` before calling this
+ * if `light` is true, then lighting is automatically recalculated.
+ The default value is true.
+ If `light` is false, no light calculations happen, and you should correct
+ all modified blocks with `minetest.fix_light()` as soon as possible.
+ Keep in mind that modifying the map where light is incorrect can cause
+ more lighting bugs.
+* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
+ the `VoxelManip` at that position
+* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
+* `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
+ * returns raw node data in the form of an array of node content IDs
+ * if the param `buffer` is present, this table will be used to store the result instead
+* `set_data(data)`: Sets the data contents of the `VoxelManip` object
+* `update_map()`: Does nothing, kept for compatibility.
+* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
+ * `light` is a table, `{day=<0...15>, night=<0...15>}`
+ * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
+ * (`p1`, `p2`) is the area in which lighting is set;
+ defaults to the whole area if left out
+* `get_light_data()`: Gets the light data read into the `VoxelManip` object
+ * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
+ * Each value is the bitwise combination of day and night light values (`0` to `15` each)
+ * `light = day + (night * 16)`
+* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
+ in the `VoxelManip`
+ * expects lighting data in the same format that `get_light_data()` returns
+* `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
+ * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
+ * If the param `buffer` is present, this table will be used to store the result instead
+* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
+* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
+ * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
+ * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
+ if left out or nil
+ * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
+ mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
+* `update_liquids()`: Update liquid flow
+* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
+ had been modified since the last read from map, due to a call to
+ `minetest.set_data()` on the loaded area elsewhere
+* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
+
+### `VoxelArea`
+A helper class for voxel areas.
+It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
+The coordinates are *inclusive*, like most other things in Minetest.
+
+#### Methods
+* `getExtent()`: returns a 3D vector containing the size of the area formed by
+ `MinEdge` and `MaxEdge`
+* `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
+* `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
+ * useful for things like `VoxelManip`, raw Schematic specifiers,
+ `PerlinNoiseMap:get2d`/`3dMap`, and so on
+* `indexp(p)`: same as above, except takes a vector
+* `position(i)`: returns the absolute position vector corresponding to index `i`
+* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
+* `containsp(p)`: same as above, except takes a vector
+* `containsi(i)`: same as above, except takes an index `i`
+* `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
+ * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
+* `iterp(minp, maxp)`: same as above, except takes a vector
+
+### `Settings`
+An interface to read config files in the format of `minetest.conf`.
+
+It can be created via `Settings(filename)`.
+
+#### Methods
+* `get(key)`: returns a value
+* `get_bool(key)`: returns a boolean
+* `set(key, value)`
+ * Setting names can't contain whitespace or any of `="{}#`.
+ * Setting values can't contain the sequence `\n"""`.
+ * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
+* `set_bool(key, value)`
+ * See documentation for set() above.
+* `remove(key)`: returns a boolean (`true` for success)
+* `get_names()`: returns `{key1,...}`
+* `write()`: returns a boolean (`true` for success)
+ * Writes changes to file.
+* `to_table()`: returns `{[key1]=value1,...}`
+
+Mapgen objects
+--------------
+A mapgen object is a construct used in map generation. Mapgen objects can be used
+by an `on_generate` callback to speed up operations by avoiding unnecessary
+recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
+function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
+was called outside of an `on_generate()` callback, `nil` is returned.
+
+The following Mapgen objects are currently available:
+
+### `voxelmanip`
+This returns three values; the `VoxelManip` object to be used, minimum and maximum
+emerged position, in that order. All mapgens support this object.
+
+### `heightmap`
+Returns an array containing the y coordinates of the ground levels of nodes in
+the most recently generated chunk by the current mapgen.
+
+### `biomemap`
+Returns an array containing the biome IDs of nodes in the most recently
+generated chunk by the current mapgen.
+
+### `heatmap`
+Returns an array containing the temperature values of nodes in the most
+recently generated chunk by the current mapgen.
+
+### `humiditymap`
+Returns an array containing the humidity values of nodes in the most recently
+generated chunk by the current mapgen.
+
+### `gennotify`
+Returns a table mapping requested generation notification types to arrays of
+positions at which the corresponding generated structures are located at within
+the current chunk. To set the capture of positions of interest to be recorded
+on generate, use `minetest.set_gen_notify()`.
+
+Possible fields of the table returned are:
+
+* `dungeon`
+* `temple`
+* `cave_begin`
+* `cave_end`
+* `large_cave_begin`
+* `large_cave_end`
+* `decoration`
+
+Decorations have a key in the format of `"decoration#id"`, where `id` is the
+numeric unique decoration ID.
+
+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, dtime_s)`
+ * Called when the object is instantiated.
+ * `dtime_s` is the time passed since the object was unloaded, which can
+ be used for updating the entity state.
+ * `on_step(self, dtime)`
+ * Called on every server tick, after movement and collision processing.
+ `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
+ `in minetest.conf`.
+ * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
+ * Called when somebody punches the object.
+ * Note that you probably want to handle most punches using the
+ automatic armor group system.
+ * `puncher`: an `ObjectRef` (can be `nil`)
+ * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
+ * `tool_capabilities`: capability table of used tool (can be `nil`)
+ * `dir`: unit vector of direction of punch. Always defined. Points from
+ the puncher to the punched.
+ * `on_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.
+
+L-system trees
+--------------
+**Warning**
+L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
+Often these bugs appear as subtle shadows in water.
+
+### Tree definition
+
+ treedef={
+ axiom, --string initial tree axiom
+ rules_a, --string rules set A
+ rules_b, --string rules set B
+ rules_c, --string rules set C
+ rules_d, --string rules set D
+ trunk, --string trunk node name
+ leaves, --string leaves node name
+ leaves2, --string secondary leaves node name
+ leaves2_chance,--num chance (0-100) to replace leaves with leaves2
+ angle, --num angle in deg
+ iterations, --num max # of iterations, usually 2 -5
+ random_level, --num factor to lower nr of iterations, usually 0 - 3
+ trunk_type, --string single/double/crossed) type of trunk: 1 node,
+ -- 2x2 nodes or 3x3 in cross shape
+ thin_branches, --boolean true -> use thin (1 node) branches
+ fruit, --string fruit node name
+ fruit_chance, --num chance (0-100) to replace leaves with fruit node
+ seed, --num random seed; if no seed is provided, the engine will create one
+ }
+
+### Key for Special L-System Symbols used in Axioms
+
+* `G`: move forward one unit with the pen up
+* `F`: move forward one unit with the pen down drawing trunks and branches
+* `f`: move forward one unit with the pen down drawing leaves (100% chance)
+* `T`: move forward one unit with the pen down drawing trunks only
+* `R`: move forward one unit with the pen down placing fruit
+* `A`: replace with rules set A
+* `B`: replace with rules set B
+* `C`: replace with rules set C
+* `D`: replace with rules set D
+* `a`: replace with rules set A, chance 90%
+* `b`: replace with rules set B, chance 80%
+* `c`: replace with rules set C, chance 70%
+* `d`: replace with rules set D, chance 60%
+* `+`: yaw the turtle right by `angle` parameter
+* `-`: yaw the turtle left by `angle` parameter
+* `&`: pitch the turtle down by `angle` parameter
+* `^`: pitch the turtle up by `angle` parameter
+* `/`: roll the turtle to the right by `angle` parameter
+* `*`: roll the turtle to the left by `angle` parameter
+* `[`: save in stack current state info
+* `]`: recover from stack state info
+
+### Example
+Spawn a small apple tree:
+
+ pos = {x=230,y=20,z=4}
+ apple_tree={
+ axiom="FFFFFAFFBF",
+ rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
+ rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
+ trunk="default:tree",
+ leaves="default:leaves",
+ angle=30,
+ iterations=2,
+ random_level=0,
+ trunk_type="single",
+ thin_branches=true,
+ fruit_chance=10,
+ fruit="default:apple"
+ }
+ minetest.spawn_tree(pos,apple_tree)
+
+Definition tables
+-----------------
+
+## Object Properties
+
+ {
+ hp_max = 1,
+ physical = true,
+ collide_with_objects = true, -- collide with other objects if physical = true
+ weight = 5,
+ collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
+ visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
+ visual_size = {x = 1, y = 1},
+ mesh = "model",
+ textures = {}, -- number of required textures depends on visual
+ colors = {}, -- number of required colors depends on visual
+ spritediv = {x = 1, y = 1},
+ initial_sprite_basepos = {x = 0, y = 0},
+ is_visible = true,
+ makes_footstep_sound = false,
+ automatic_rotate = false,
+ stepheight = 0,
+ automatic_face_movement_dir = 0.0,
+ -- ^ Automatically set yaw to movement direction, offset in degrees,
+ -- 'false' to disable.
+ automatic_face_movement_max_rotation_per_sec = -1,
+ -- ^ Limit automatic rotation to this value in degrees per second,
+ -- value < 0 no limit.
+ backface_culling = true, -- false to disable backface_culling for model
+ nametag = "", -- by default empty, for players their name is shown if empty
+ nametag_color = <color>, -- sets color of nametag as ColorSpec
+ infotext = "", -- by default empty, text to be shown when pointed at object
+ }
+
+## Entity definition (`register_entity`)
+
+ {
+ -- Deprecated: Everything in object properties is read directly from here
+
+ initial_properties = --[[<initial object properties>]],
+
+ on_activate = function(self, staticdata, dtime_s),
+ on_step = function(self, dtime),
+ on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
+ on_rightclick = function(self, clicker),
+ get_staticdata = function(self),
+ -- ^ Called sometimes; the string returned is passed to on_activate when
+ -- the entity is re-activated from static state
+
+ -- Also you can define arbitrary member variables here (see item definition for
+ -- more info)
+ _custom_field = whatever,
+ }
+
+### ABM (ActiveBlockModifier) definition (`register_abm`)
+
+ {
+ label = "Lava cooling",
+ -- ^ Descriptive label for profiling purposes (optional).
+ -- Definitions with identical labels will be listed as one.
+ -- 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 in seconds
+ chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
+ catch_up = true, -- If true, catch-up behaviour is enabled --[[
+ ^ The chance value is temporarily reduced when returning to
+ an area to simulate time lost by the area being unattended.
+ ^ Note chance value can often be reduced to 1 ]]
+ action = func(pos, node, active_object_count, active_object_count_wider),
+ }
+
+### LBM (LoadingBlockModifier) definition (`register_lbm`)
+
+ {
+ label = "Upgrade legacy doors",
+ -- ^ Descriptive label for profiling purposes (optional).
+ -- Definitions with identical labels will be listed as one.
+ name = "modname:replace_legacy_door",
+ nodenames = {"default:lava_source"},
+ -- ^ List of node names to trigger the LBM on.
+ -- Also non-registered nodes will work.
+ -- Groups (as of group:groupname) will work as well.
+ run_at_every_load = false,
+ -- ^ Whether to run the LBM's action every time a block gets loaded,
+ -- and not just for blocks that were saved last time before LBMs were
+ -- introduced to the world.
+ action = func(pos, node),
+ }
+
+## Item definition (`register_node`, `register_craftitem`, `register_tool`)
+
+ {
+ description = "Steel Axe",
+ groups = {}, -- key = name, value = rating; rating = 1..3.
+ if rating not applicable, use 1.
+ e.g. {wool = 1, fluffy = 3}
+ {soil = 2, outerspace = 1, crumbly = 1}
+ {bendy = 2, snappy = 1},
+ {hard = 1, metal = 1, spikes = 1}
+ inventory_image = "default_tool_steelaxe.png",
+ wield_image = "",
+ palette = "",
+ --[[
+ ^ An image file containing the palette of a node.
+ ^ You can set the currently used color as the
+ ^ "palette_index" field of the item stack metadata.
+ ^ The palette is always stretched to fit indices
+ ^ between 0 and 255, to ensure compatibility with
+ ^ "colorfacedir" and "colorwallmounted" nodes.
+ ]]
+ color = "0xFFFFFFFF",
+ --[[
+ ^ The color of the item. The palette overrides this.
+ ]]
+ wield_scale = {x = 1, y = 1, z = 1},
+ stack_max = 99,
+ range = 4.0,
+ liquids_pointable = false,
+ tool_capabilities = {
+ full_punch_interval = 1.0,
+ max_drop_level = 0,
+ groupcaps = {
+ -- For example:
+ choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
+ },
+ damage_groups = {groupname = damage},
+ },
+ node_placement_prediction = nil,
+ --[[
+ ^ If nil and item is node, prediction is made automatically
+ ^ If nil and item is not a node, no prediction is made
+ ^ If "" and item is anything, no prediction is made
+ ^ Otherwise should be name of node which the client immediately places
+ on ground when the player places the item. Server will always update
+ actual result to client in a short moment.
+ ]]
+ sound = {
+ breaks = "default_tool_break", -- tools only
+ place = --[[<SimpleSoundSpec>]],
+ },
+
+ on_place = func(itemstack, placer, pointed_thing),
+ --[[
+ ^ Shall place item and return the leftover itemstack
+ ^ The placer may be any ObjectRef or nil.
+ ^ default: minetest.item_place ]]
+ on_secondary_use = func(itemstack, user, pointed_thing),
+ --[[
+ ^ Same as on_place but called when pointing at nothing.
+ ^ The user may be any ObjectRef or nil.
+ ^ pointed_thing : always { type = "nothing" }
+ ]]
+ on_drop = func(itemstack, dropper, pos),
+ --[[
+ ^ Shall drop item and return the leftover itemstack
+ ^ The dropper may be any ObjectRef or nil.
+ ^ default: minetest.item_drop ]]
+ on_use = func(itemstack, user, pointed_thing),
+ --[[
+ ^ default: nil
+ ^ Function must return either nil if no item shall be removed from
+ inventory, or an itemstack to replace the original itemstack.
+ e.g. itemstack:take_item(); return itemstack
+ ^ Otherwise, the function is free to do what it wants.
+ ^ The user may be any ObjectRef or nil.
+ ^ The default functions handle regular use cases.
+ ]]
+ after_use = func(itemstack, user, node, digparams),
+ --[[
+ ^ default: nil
+ ^ If defined, should return an itemstack and will be called instead of
+ wearing out the tool. If returns nil, does nothing.
+ If after_use doesn't exist, it is the same as:
+ function(itemstack, user, node, digparams)
+ itemstack:add_wear(digparams.wear)
+ return itemstack
+ end
+ ^ The user may be any ObjectRef or nil.
+ ]]
+ _custom_field = whatever,
+ --[[
+ ^ Add your own custom fields. By convention, all custom field names
+ should start with `_` to avoid naming collisions with future engine
+ usage.
+ ]]
+ }
+
+### Tile definition
+* `"image.png"`
+* `{name="image.png", animation={Tile Animation definition}}`
+* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
+ tileable_horizontal=bool}`
+ * backface culling enabled by default for most nodes
+ * tileable flags are info for shaders, how they should treat texture
+ when displacement mapping is used
+ Directions are from the point of view of the tile texture,
+ not the node it's on
+* `{name="image.png", color=ColorSpec}`
+ * the texture's color will be multiplied with this color.
+ * the tile's color overrides the owning node's color in all cases.
+* deprecated, yet still supported field names:
+ * `image` (name)
+
+### Tile animation definition
+
+ {
+ type = "vertical_frames",
+ aspect_w = 16,
+ -- ^ specify width of a frame in pixels
+ aspect_h = 16,
+ -- ^ specify height of a frame in pixels
+ length = 3.0,
+ -- ^ specify full loop length
+ }
+
+ {
+ type = "sheet_2d",
+ frames_w = 5,
+ -- ^ specify width in number of frames
+ frames_h = 3,
+ -- ^ specify height in number of frames
+ frame_length = 0.5,
+ -- ^ specify length of a single frame
+ }
+
+## Node definition (`register_node`)
+
+ {
+ -- <all fields allowed in item definitions>,
+
+ drawtype = "normal", -- See "Node drawtypes"
+ visual_scale = 1.0, --[[
+ ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
+ ^ "firelike", "mesh".
+ ^ For plantlike and firelike, the image will start at the bottom of the
+ ^ node, for the other drawtypes the image will be centered on the node.
+ ^ Note that positioning for "torchlike" may still change. ]]
+ tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
+ ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
+ ^ List can be shortened to needed length ]]
+ overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
+ ^ Same as `tiles`, but these textures are drawn on top of the
+ ^ base tiles. You can use this to colorize only specific parts of
+ ^ your texture. If the texture name is an empty string, that
+ ^ overlay is not drawn. Since such tiles are drawn twice, it
+ ^ is not recommended to use overlays on very common nodes.
+ special_tiles = {tile definition 1, Tile definition 2}, --[[
+ ^ Special textures of node; used rarely (old field name: special_materials)
+ ^ List can be shortened to needed length ]]
+ color = ColorSpec, --[[
+ ^ The node's original color will be multiplied with this color.
+ ^ If the node has a palette, then this setting only has an effect
+ ^ in the inventory and on the wield item. ]]
+ use_texture_alpha = false, -- Use texture's alpha channel
+ palette = "palette.png", --[[
+ ^ The node's `param2` is used to select a pixel from the image
+ ^ (pixels are arranged from left to right and from top to bottom).
+ ^ The node's color will be multiplied with the selected pixel's
+ ^ color. Tiles can override this behavior.
+ ^ Only when `paramtype2` supports palettes. ]]
+ post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
+ paramtype = "none", -- See "Nodes" --[[
+ ^ paramtype = "light" allows light to propagate from or through the node with light value
+ ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
+ paramtype2 = "none", -- See "Nodes"
+ place_param2 = nil, -- Force value for param2 when player places node
+ is_ground_content = true, -- If false, the cave generator will not carve through this
+ sunlight_propagates = false, -- If true, sunlight will go infinitely through this
+ walkable = true, -- If true, objects collide with node
+ pointable = true, -- If true, can be pointed at
+ diggable = true, -- If false, can never be dug
+ climbable = false, -- If true, can be climbed on (ladder)
+ buildable_to = false, -- If true, placed nodes can replace this node
+ floodable = false, --[[
+ ^ If true, liquids flow into and replace this node.
+ ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
+ liquidtype = "none", -- "none"/"source"/"flowing"
+ liquid_alternative_flowing = "", -- Flowing version of source liquid
+ liquid_alternative_source = "", -- Source version of flowing liquid
+ liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
+ liquid_renewable = true, --[[
+ ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
+ leveled = 0, --[[
+ ^ Block contains level in param2. Value is default level, used for snow.
+ ^ Don't forget to use "leveled" type nodebox. ]]
+ liquid_range = 8, -- number of flowing nodes around source (max. 8)
+ drowning = 0, -- Player will take this amount of damage if no bubbles are left
+ light_source = 0, --[[
+ ^ Amount of light emitted by node.
+ ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
+ ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
+ damage_per_second = 0, -- If player is inside node, this damage is caused
+ node_box = {type="regular"}, -- See "Node boxes"
+ connects_to = nodenames, --[[
+ * Used for nodebox nodes with the type == "connected"
+ * Specifies to what neighboring nodes connections will be drawn
+ * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
+ connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
+ ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
+ mesh = "model",
+ selection_box = {type="regular"}, -- See "Node boxes" --[[
+ ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
+ legacy_facedir_simple = false, -- Support maps made in and before January 2012
+ legacy_wallmounted = false, -- Support maps made in and before January 2012
+ waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
+ ^ 1 - wave node like plants (top of node moves, bottom is fixed)
+ ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
+ ^ caveats: not all models will properly wave
+ ^ plantlike drawtype nodes can only wave like plants
+ ^ allfaces_optional drawtype nodes can only wave like leaves --]]
+ sounds = {
+ footstep = <SimpleSoundSpec>,
+ dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
+ dug = <SimpleSoundSpec>,
+ place = <SimpleSoundSpec>,
+ place_failed = <SimpleSoundSpec>,
+ },
+ drop = "", -- Name of dropped node when dug. Default is the node itself.
+ -- Alternatively:
+ drop = {
+ max_items = 1, -- Maximum number of items to drop.
+ items = { -- Choose max_items randomly from this list.
+ {
+ items = {"foo:bar", "baz:frob"}, -- Items to drop.
+ rarity = 1, -- Probability of dropping is 1 / rarity.
+ },
+ },
+ },
+
+ on_construct = func(pos), --[[
+ ^ Node constructor; called after adding node
+ ^ Can set up metadata and stuff like that
+ ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
+ ^ default: nil ]]
+ on_destruct = func(pos), --[[
+ ^ Node destructor; called before removing node
+ ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
+ ^ default: nil ]]
+ after_destruct = func(pos, oldnode), --[[
+ ^ Node destructor; called after removing node
+ ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
+ ^ default: nil ]]
+ on_flood = func(pos, oldnode, newnode), --[[
+ ^ Called when a liquid (newnode) is about to flood oldnode, if
+ ^ it has `floodable = true` in the nodedef. Not called for bulk
+ ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
+ ^ return true the node is not flooded, but on_flood callback will
+ ^ most likely be called over and over again every liquid update
+ ^ interval. Default: nil.
+ ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
+
+ after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
+ ^ Called after constructing node when node was placed using
+ minetest.item_place_node / minetest.place_node
+ ^ If return true no item is taken from itemstack
+ ^ default: nil ]]
+ after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
+ ^ oldmetadata is in table format
+ ^ Called after destructing node when node was dug using
+ minetest.node_dig / minetest.dig_node
+ ^ default: nil ]]
+ can_dig = function(pos, [player]) --[[
+ ^ returns true if node can be dug, or false if not
+ ^ default: nil ]]
+
+ on_punch = func(pos, node, puncher, pointed_thing), --[[
+ ^ default: minetest.node_punch
+ ^ By default: Calls minetest.register_on_punchnode callbacks ]]
+ on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
+ ^ default: nil
+ ^ if defined, itemstack will hold clicker's wielded item
+ ^ Shall return the leftover itemstack
+ ^ Note: pointed_thing can be nil, if a mod calls this function ]]
+
+ on_dig = func(pos, node, digger), --[[
+ ^ default: minetest.node_dig
+ ^ By default: checks privileges, wears out tool and removes node ]]
+
+ on_timer = function(pos,elapsed), --[[
+ ^ default: nil
+ ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
+ ^ elapsed is the total time passed since the timer was started
+ ^ return true to run the timer for another cycle with the same timeout value ]]
+
+ on_receive_fields = func(pos, formname, fields, sender), --[[
+ ^ fields = {name1 = value1, name2 = value2, ...}
+ ^ Called when an UI form (e.g. sign text input) returns data
+ ^ default: nil ]]
+
+ allow_metadata_inventory_move = func(pos, from_list, from_index,
+ to_list, to_index, count, player), --[[
+ ^ Called when a player wants to move items inside the inventory
+ ^ Return value: number of items allowed to move ]]
+
+ allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
+ ^ Called when a player wants to put something into the inventory
+ ^ Return value: number of items allowed to put
+ ^ Return value: -1: Allow and don't modify item count in inventory ]]
+
+ allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
+ ^ Called when a player wants to take something out of the inventory
+ ^ Return value: number of items allowed to take
+ ^ Return value: -1: Allow and don't modify item count in inventory ]]
+
+ on_metadata_inventory_move = func(pos, from_list, from_index,
+ to_list, to_index, count, player),
+ on_metadata_inventory_put = func(pos, listname, index, stack, player),
+ on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
+ ^ Called after the actual action has happened, according to what was allowed.
+ ^ No return value ]]
+
+ on_blast = func(pos, intensity), --[[
+ ^ intensity: 1.0 = mid range of regular TNT
+ ^ If defined, called when an explosion touches the node, instead of
+ removing the node ]]
+ }
+
+### Recipe for `register_craft` (shaped)
+
+ {
+ output = 'default:pick_stone',
+ recipe = {
+ {'default:cobble', 'default:cobble', 'default:cobble'},
+ {'', 'default:stick', ''},
+ {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
+ },
+ replacements = --[[<optional list of item pairs,
+ replace one input item with another item on crafting>]]
+ }
+
+### Recipe for `register_craft` (shapeless)
+
+ {
+ type = "shapeless",
+ output = 'mushrooms:mushroom_stew',
+ recipe = {
+ "mushrooms:bowl",
+ "mushrooms:mushroom_brown",
+ "mushrooms:mushroom_red",
+ },
+ replacements = --[[<optional list of item pairs,
+ replace one input item with another item on crafting>]]
+ }
+
+### Recipe for `register_craft` (tool repair)
+
+ {
+ type = "toolrepair",
+ additional_wear = -0.02,
+ }
+
+### Recipe for `register_craft` (cooking)
+
+ {
+ type = "cooking",
+ output = "default:glass",
+ recipe = "default:sand",
+ cooktime = 3,
+ }
+
+### Recipe for `register_craft` (furnace fuel)
+
+ {
+ type = "fuel",
+ recipe = "default:leaves",
+ burntime = 1,
+ }
+
+### Ore definition (`register_ore`)
+
+ {
+ ore_type = "scatter", -- See "Ore types"
+ ore = "default:stone_with_coal",
+ wherein = "default:stone",
+ -- ^ a list of nodenames is supported too
+ clust_scarcity = 8*8*8,
+ -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
+ -- ^ This value should be *MUCH* higher than your intuition might tell you!
+ clust_num_ores = 8,
+ -- ^ Number of ores in a cluster
+ clust_size = 3,
+ -- ^ Size of the bounding box of the cluster
+ -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
+ y_min = -31000,
+ y_max = 64,
+ flags = "",
+ -- ^ Attributes for this ore generation
+ noise_threshold = 0.5,
+ -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
+ noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
+ -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
+ -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
+ random_factor = 1.0,
+ -- ^ Multiplier of the randomness contribution to the noise value at any
+ -- given point to decide if ore should be placed. Set to 0 for solid veins.
+ -- ^ This parameter is only valid for ore_type == "vein".
+ biomes = {"desert", "rainforest"}
+ -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
+ -- ^ and ignored if the Mapgen being used does not support biomes.
+ -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
+ }
+
+### Biome definition (`register_biome`)
+
+**Note**
+The Biome API is still in an experimental phase and subject to change.
+
+ {
+ name = "tundra",
+ node_dust = "default:snow",
+ -- ^ Node dropped onto upper surface after all else is generated.
+ node_top = "default:dirt_with_snow",
+ depth_top = 1,
+ -- ^ Node forming surface layer of biome and thickness of this layer.
+ node_filler = "default:permafrost",
+ depth_filler = 3,
+ -- ^ Node forming lower layer of biome and thickness of this layer.
+ node_stone = "default:bluestone",
+ -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
+ node_water_top = "default:ice",
+ depth_water_top = 10,
+ -- ^ Node forming a surface layer in seawater with the defined thickness.
+ node_water = "",
+ -- ^ Node that replaces all seawater nodes not in the defined surface layer.
+ node_river_water = "default:ice",
+ -- ^ Node that replaces river water in mapgens that use default:river_water.
+ node_riverbed = "default:gravel",
+ depth_riverbed = 2,
+ -- ^ Node placed under river water and thickness of this layer.
+ y_min = 1,
+ y_max = 31000,
+ -- ^ Lower and upper limits for biome.
+ -- ^ Because biome is not recalculated for every node in a node column
+ -- ^ some biome materials can exceed their limits, especially stone.
+ -- ^ For each node column in a mapchunk, biome is only recalculated at column
+ -- ^ top and at each of these surfaces:
+ -- ^ Ground below air, water below air, ground below water.
+ -- ^ The selected biome then stays in effect for all nodes below until
+ -- ^ column base or the next biome recalculation.
+ heat_point = 0,
+ humidity_point = 50,
+ -- ^ Characteristic average temperature and humidity for the biome.
+ -- ^ These values create 'biome points' on a voronoi diagram that has heat
+ -- ^ and humidity as axes. The resulting voronoi cells determine which
+ -- ^ heat/humidity points belong to which biome, and therefore determine
+ -- ^ the area and location of each biome in the world.
+ -- ^ The biome points need to be carefully and evenly spaced on the voronoi
+ -- ^ diagram to result in roughly equal size biomes.
+ -- ^ Heat and humidity have average values of 50, vary mostly between
+ -- ^ 0 and 100 but also often exceed these values.
+ -- ^ Heat is not in degrees celcius, both values are abstract.
+ }
+
+### Decoration definition (`register_decoration`)
+
+ {
+ deco_type = "simple", -- See "Decoration types"
+ place_on = "default:dirt_with_grass",
+ -- ^ Node (or list of nodes) that the decoration can be placed on
+ sidelen = 8,
+ -- ^ Size of divisions made in the chunk being generated.
+ -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
+ fill_ratio = 0.02,
+ -- ^ Ratio of the area to be uniformly filled by the decoration.
+ -- ^ Used only if noise_params is not specified.
+ noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
+ -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
+ -- ^ The result of this is multiplied by the 2d area of the division being decorated.
+ biomes = {"Oceanside", "Hills", "Plains"},
+ -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
+ -- ^ and ignored if the Mapgen being used does not support biomes.
+ -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
+ y_min = -31000
+ y_max = 31000
+ -- ^ Minimum and maximum `y` positions these decorations can be generated at.
+ -- ^ This parameter refers to the `y` position of the decoration base, so
+ -- the actual maximum height would be `height_max + size.Y`.
+ spawn_by = "default:water",
+ -- ^ Node (or list of nodes) that the decoration only spawns next to.
+ -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
+ -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
+ num_spawn_by = 1,
+ -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
+ -- ^ If absent or -1, decorations occur next to any nodes.
+ flags = "liquid_surface, force_placement",
+ -- ^ Flags for all decoration types.
+ -- ^ "liquid_surface": Instead of placement on the highest solid surface
+ -- ^ in a mapchunk column, placement is on the highest liquid surface.
+ -- ^ Placement is disabled if solid nodes are found above the liquid surface.
+ -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
+
+ ----- Simple-type parameters
+ decoration = "default:grass",
+ -- ^ The node name used as the decoration.
+ -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
+ height = 1,
+ -- ^ Number of nodes high the decoration is made.
+ -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
+ height_max = 0,
+ -- ^ Number of nodes the decoration can be at maximum.
+ -- ^ If absent, the parameter 'height' is used as a constant.
+ param2 = 0,
+ -- ^ Param2 value of placed decoration node.
+
+ ----- Schematic-type parameters
+ schematic = "foobar.mts",
+ -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
+ -- ^ specified Minetest schematic file.
+ -- ^ - OR -, could be the ID of a previously registered schematic
+ -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
+ -- ^ and an optional table yslice_prob:
+ schematic = {
+ size = {x=4, y=6, z=4},
+ data = {
+ {name="default:cobble", param1=255, param2=0},
+ {name="default:dirt_with_grass", param1=255, param2=0},
+ {name="ignore", param1=255, param2=0},
+ {name="air", param1=255, param2=0},
+ ...
+ },
+ yslice_prob = {
+ {ypos=2, prob=128},
+ {ypos=5, prob=64},
+ ...
+ },
+ },
+ -- ^ See 'Schematic specifier' for details.
+ replacements = {["oldname"] = "convert_to", ...},
+ flags = "place_center_x, place_center_y, place_center_z",
+ -- ^ Flags for schematic decorations. See 'Schematic attributes'.
+ rotation = "90" -- rotate schematic 90 degrees on placement
+ -- ^ Rotation can be "0", "90", "180", "270", or "random".
+ }
+
+### Chat command definition (`register_chatcommand`)
+
+ {
+ params = "<name> <privilege>", -- Short parameter description
+ description = "Remove privilege from player", -- Full description
+ privs = {privs=true}, -- Require the "privs" privilege to run
+ func = function(name, param), -- Called when command is run.
+ -- Returns boolean success and text output.
+ }
+
+### Detached inventory callbacks
+
+ {
+ allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
+ -- ^ Called when a player wants to move items inside the inventory
+ -- ^ Return value: number of items allowed to move
+
+ allow_put = func(inv, listname, index, stack, player),
+ -- ^ Called when a player wants to put something into the inventory
+ -- ^ Return value: number of items allowed to put
+ -- ^ Return value: -1: Allow and don't modify item count in inventory
+
+ allow_take = func(inv, listname, index, stack, player),
+ -- ^ Called when a player wants to take something out of the inventory
+ -- ^ Return value: number of items allowed to take
+ -- ^ Return value: -1: Allow and don't modify item count in inventory
+
+ on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
+ on_put = func(inv, listname, index, stack, player),
+ on_take = func(inv, listname, index, stack, player),
+ -- ^ Called after the actual action has happened, according to what was allowed.
+ -- ^ No return value
+ }
+
+### HUD Definition (`hud_add`, `hud_get`)
+
+ {
+ hud_elem_type = "image", -- see HUD element types
+ -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
+ position = {x=0.5, y=0.5},
+ -- ^ Left corner position of element
+ name = "<name>",
+ scale = {x=2, y=2},
+ text = "<text>",
+ number = 2,
+ item = 3,
+ -- ^ Selected item in inventory. 0 for no item selected.
+ direction = 0,
+ -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
+ alignment = {x=0, y=0},
+ -- ^ See "HUD Element Types"
+ offset = {x=0, y=0},
+ -- ^ See "HUD Element Types"
+ size = { x=100, y=100 },
+ -- ^ Size of element in pixels
+ }
+
+### Particle definition (`add_particle`)
+
+ {
+ pos = {x=0, y=0, z=0},
+ velocity = {x=0, y=0, z=0},
+ acceleration = {x=0, y=0, z=0},
+ -- ^ Spawn particle at pos with velocity and acceleration
+ expirationtime = 1,
+ -- ^ Disappears after expirationtime seconds
+ size = 1,
+ collisiondetection = false,
+ -- ^ collisiondetection: if true collides with physical objects
+ collision_removal = false,
+ -- ^ collision_removal: if true then particle is removed when it collides,
+ -- ^ requires collisiondetection = true to have any effect
+ vertical = false,
+ -- ^ vertical: if true faces player using y axis only
+ texture = "image.png",
+ -- ^ Uses texture (string)
+ playername = "singleplayer",
+ -- ^ optional, if specified spawns particle only on the player's client
+ animation = {Tile Animation definition},
+ -- ^ optional, specifies how to animate the particle texture
+ glow = 0
+ -- ^ optional, specify particle self-luminescence in darkness
+ }
+
+
+### `ParticleSpawner` definition (`add_particlespawner`)
+
+ {
+ amount = 1,
+ time = 1,
+ -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
+ minpos = {x=0, y=0, z=0},
+ maxpos = {x=0, y=0, z=0},
+ minvel = {x=0, y=0, z=0},
+ maxvel = {x=0, y=0, z=0},
+ minacc = {x=0, y=0, z=0},
+ maxacc = {x=0, y=0, z=0},
+ minexptime = 1,
+ maxexptime = 1,
+ minsize = 1,
+ maxsize = 1,
+ -- ^ The particle's properties are random values in between the bounds:
+ -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
+ -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
+ collisiondetection = false,
+ -- ^ collisiondetection: if true uses collision detection
+ collision_removal = false,
+ -- ^ collision_removal: if true then particle is removed when it collides,
+ -- ^ requires collisiondetection = true to have any effect
+ attached = ObjectRef,
+ -- ^ attached: if defined, particle positions, velocities and accelerations
+ -- ^ are relative to this object's position and yaw.
+ vertical = false,
+ -- ^ vertical: if true faces player using y axis only
+ texture = "image.png",
+ -- ^ Uses texture (string)
+ playername = "singleplayer"
+ -- ^ Playername is optional, if specified spawns particle only on the player's client
+ }
+
+### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
+
+ {
+ url = "http://example.org",
+ timeout = 10,
+ -- ^ Timeout for connection in seconds. Default is 3 seconds.
+ post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
+ -- ^ Optional, if specified a POST request with post_data is performed.
+ -- ^ Accepts both a string and a table. If a table is specified, encodes table
+ -- ^ as x-www-form-urlencoded key-value pairs.
+ -- ^ If post_data ist not specified, a GET request is performed instead.
+ user_agent = "ExampleUserAgent",
+ -- ^ Optional, if specified replaces the default minetest user agent with given string
+ extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
+ -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
+ -- ^ that the header strings follow HTTP specification ("Key: Value").
+ multipart = boolean
+ -- ^ Optional, if true performs a multipart HTTP request. Default is false.
+ }
+
+### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
+
+ {
+ completed = true,
+ -- ^ If true, the request has finished (either succeeded, failed or timed out)
+ succeeded = true,
+ -- ^ If true, the request was succesful
+ timeout = false,
+ -- ^ If true, the request timed out
+ code = 200,
+ -- ^ HTTP status code
+ data = "response"
+ }
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+++ b/textures/towercrane_base.png
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