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lua_api.txt
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Minetest Lua Modding API Reference
==================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>
* (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
Introduction
------------
Content and functionality can be added to Minetest using Lua scripting
in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related
things, which is loaded by and interfaces with Minetest.
Mods are contained and ran solely on the server side. Definitions and media
files are automatically transferred to the client.
If you see a deficiency in the API, feel free to attempt to add the
functionality in the engine and API, and to document it here.
Programming in Lua
------------------
If you have any difficulty in understanding this, please read
[Programming in Lua](http://www.lua.org/pil/).
Startup
-------
Mods are loaded during server startup from the mod load paths by running
the `init.lua` scripts in a shared environment.
Paths
-----
* `RUN_IN_PLACE=1` (Windows release, local build)
* `$path_user`: `<build directory>`
* `$path_share`: `<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>/`
* `$path_user/games/<gameid>/`
Where `<gameid>` is unique to each game.
The game directory can contain the following files:
* `game.conf`, with the following keys:
* `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
* `description`: Short description to be shown in the content tab
* `allowed_mapgens = <comma-separated mapgens>`
e.g. `allowed_mapgens = v5,v6,flat`
Mapgens not in this list are removed from the list of mapgens for the
game.
If not specified, all mapgens are allowed.
* `disallowed_mapgens = <comma-separated mapgens>`
e.g. `disallowed_mapgens = v5,v6,flat`
These mapgens are removed from the list of mapgens for the game.
When both `allowed_mapgens` and `disallowed_mapgens` are
specified, `allowed_mapgens` is applied before
`disallowed_mapgens`.
* `disallowed_mapgen_settings= <comma-separated mapgen settings>`
e.g. `disallowed_mapgen_settings = mgv5_spflags`
These settings are hidden for this game in the world creation
dialog and game start menu.
* `author`: The author of the game. It only appears when downloaded from
ContentDB.
* `release`: Ignore this: Should only ever be set by ContentDB, as it is
an internal ID used to track versions.
* `minetest.conf`:
Used to set default settings when running this game.
* `settingtypes.txt`:
In the same format as the one in builtin.
This settingtypes.txt will be parsed by the menu and the settings will be
displayed in the "Games" category in the advanced settings tab.
* If the game contains a folder called `textures` the server will load it as a
texturepack, overriding mod textures.
Any server texturepack will override mod textures and the game texturepack.
Menu images
-----------
Games can provide custom main menu images. They are put inside a `menu`
directory inside the game directory.
The images are named `$identifier.png`, where `$identifier` is one of
`overlay`, `background`, `footer`, `header`.
If you want to specify multiple images for one identifier, add additional
images named like `$identifier.$n.png`, with an ascending number $n starting
with 1, and a random image will be chosen from the provided ones.
Mods
====
Mod load path
-------------
Paths are relative to the directories listed in the [Paths] section above.
* `games/<gameid>/mods/`
* `mods/`
* `worlds/<worldname>/worldmods/`
World-specific games
--------------------
It is possible to include a game in a world; in this case, no mods or
games are loaded or checked from anywhere else.
This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
directory exists.
Mods should then be placed in `<worldname>/game/mods/`.
Modpacks
--------
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named `modpack.conf`.
The file is a key-value store of modpack details.
* `name`: The modpack name. Allows Minetest to determine the modpack name even
if the folder is wrongly named.
* `description`: Description of mod to be shown in the Mods tab of the main
menu.
* `author`: The author of the modpack. It only appears when downloaded from
ContentDB.
* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
internal ID used to track versions.
* `title`: A human-readable title to address the modpack.
Note: to support 0.4.x, please also create an empty modpack.txt file.
Mod directory structure
-----------------------
mods
├── modname
│ ├── mod.conf
│ ├── screenshot.png
│ ├── settingtypes.txt
│ ├── init.lua
│ ├── models
│ ├── textures
│ │ ├── modname_stuff.png
│ │ ├── modname_stuff_normal.png
│ │ ├── modname_something_else.png
│ │ ├── subfolder_foo
│ │ │ ├── modname_more_stuff.png
│ │ │ └── another_subfolder
│ │ └── bar_subfolder
│ ├── sounds
│ ├── media
│ ├── locale
│ └── <custom data>
└── another
### modname
The location of this directory can be fetched by using
`minetest.get_modpath(modname)`.
### mod.conf
A `Settings` file that provides meta information about the mod.
* `name`: The mod name. Allows Minetest to determine the mod name even if the
folder is wrongly named.
* `description`: Description of mod to be shown in the Mods tab of the main
menu.
* `depends`: A comma separated list of dependencies. These are mods that must be
loaded before this mod.
* `optional_depends`: A comma separated list of optional dependencies.
Like a dependency, but no error if the mod doesn't exist.
* `author`: The author of the mod. It only appears when downloaded from
ContentDB.
* `release`: Ignore this: Should only ever be set by ContentDB, as it is an
internal ID used to track versions.
* `title`: A human-readable title to address the mod.
Note: to support 0.4.x, please also provide depends.txt.
### `screenshot.png`
A screenshot shown in the mod manager within the main menu. It should
have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
### `depends.txt`
**Deprecated:** you should use mod.conf instead.
This file is used if there are no dependencies in mod.conf.
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
Optional dependencies can be defined by appending a question mark
to a single modname. This means that if the specified mod
is missing, it does not prevent this mod from being loaded.
### `description.txt`
**Deprecated:** you should use mod.conf instead.
This file is used if there is no description in mod.conf.
A file containing a description to be shown in the Mods tab of the main menu.
### `settingtypes.txt`
The format is documented in `builtin/settingtypes.txt`.
It is parsed by the main menu settings dialogue to list mod-specific
settings in the "Mods" category.
### `init.lua`
The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
registered callbacks.
`minetest.settings` can be used to read custom or existing settings at load
time, if necessary. (See [`Settings`])
### `textures`, `sounds`, `media`, `models`, `locale`
Media files (textures, sounds, whatever) that will be transferred to the
client and will be available for use by the mod and translation files for
the clients (see [Translations]).
It is suggested to use the folders for the purpous they are thought for,
eg. put textures into `textures`, translation files into `locale`,
models for entities or meshnodes into `models` et cetera.
These folders and subfolders can contain subfolders.
Subfolders with names starting with `_` or `.` are ignored.
If a subfolder contains a media file with the same name as a media file
in one of its parents, the parent's file is used.
Naming conventions
------------------
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.
Registered names can be overridden by prefixing the name with `:`. This can
be used for overriding the registrations of some other mod.
The `:` prefix can also be used for maintaining backwards compatibility.
### Example
In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
So the name should be `experimental:tnt`.
Any mod can redefine `experimental:tnt` by using the name
:experimental:tnt
when registering it. That mod is required to have `experimental` as a
dependency.
Aliases
=======
Aliases of itemnames can be added by using
`minetest.register_alias(alias, original_name)` or
`minetest.register_alias_force(alias, original_name)`.
This adds an alias `alias` for the item called `original_name`.
From now on, you can use `alias` to refer to the item `original_name`.
The only difference between `minetest.register_alias` and
`minetest.register_alias_force` is that if an item named `alias` already exists,
`minetest.register_alias` will do nothing while
`minetest.register_alias_force` will unregister it.
This can be used for maintaining backwards compatibility.
This can also set quick access names for things, e.g. if
you have an item called `epiclylongmodname:stuff`, you could do
minetest.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use `/giveme stuff`.
Mapgen aliases
--------------
In a game, a certain number of these must be set to tell core mapgens which
of the game's nodes are to be used for core mapgen generation. For example:
minetest.register_alias("mapgen_stone", "default:stone")
### Aliases for non-V6 mapgens
#### Essential aliases
* mapgen_stone
* mapgen_water_source
* mapgen_river_water_source
`mapgen_river_water_source` is required for mapgens with sloping rivers where
it is necessary to have a river liquid node with a short `liquid_range` and
`liquid_renewable = false` to avoid flooding.
#### Optional aliases
* mapgen_lava_source
Fallback lava node used if cave liquids are not defined in biome definitions.
Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
* mapgen_cobble
Fallback node used if dungeon nodes are not defined in biome definitions.
Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
### Aliases needed for Mapgen V6
* mapgen_stone
* mapgen_water_source
* mapgen_lava_source
* mapgen_dirt
* mapgen_dirt_with_grass
* mapgen_sand
* mapgen_gravel
* mapgen_desert_stone
* mapgen_desert_sand
* mapgen_dirt_with_snow
* mapgen_snowblock
* mapgen_snow
* mapgen_ice
* mapgen_tree
* mapgen_leaves
* mapgen_apple
* mapgen_jungletree
* mapgen_jungleleaves
* mapgen_junglegrass
* mapgen_pine_tree
* mapgen_pine_needles
* mapgen_cobble
* mapgen_stair_cobble
* mapgen_mossycobble
* mapgen_stair_desert_stone
### Setting the node used in Mapgen Singlenode
By default the world is filled with air nodes. To set a different node use, for
example:
minetest.register_alias("mapgen_singlenode", "default:stone")
Textures
========
Mods should generally prefix their textures with `modname_`, e.g. given
the mod name `foomod`, a texture could be called:
foomod_foothing.png
Textures are referred to by their complete name, or alternatively by
stripping out the file extension:
* e.g. `foomod_foothing.png`
* e.g. `foomod_foothing`
Normalmap Textures
------------------
If shaders and bumpmapping or parallax occlusion is enabled, Minetest tries
to load normalmaps.
Those image files have to end with `_normal.png` and start with the same name
as their corresponding texture.
For example a normalmap for `foomod_foothing.png` has to be called
`foomod_foothing_normal.png`.
The sRGB R, G and B colour values of a normalmap pixel are each directly
mapped from `{0, ..., 255}` to `[-1, 1]` and, taken together,
define the normal vector.
The alpha channel defines the heightmap for parallax occlusion.
To be safe, the alpha values should always be bigger than zero
because the colour values, which define the normal vector,
may be undefined for image formats where colour is discarded in fully
transparent pixels.
Bumpmapping and parallax occlusion are currently experimental features:
* Bumpmapping in Minetest happens in an obscure way; there are no light sources
defined in the shaders except the sunlight direction.
* Parallax occlusion with relief-mapping mode does not yet work correctly
together with Minetest's Fastfaces.
* The normalmap files must end with `.png`, so other image files are not
supported.
Texture modifiers
-----------------
There are various texture modifiers that can be used
to generate textures on-the-fly.
### Texture overlaying
Textures can be overlaid by putting a `^` between them.
Example:
default_dirt.png^default_grass_side.png
`default_grass_side.png` is overlaid over `default_dirt.png`.
The texture with the lower resolution will be automatically upscaled to
the higher resolution texture.
### Texture grouping
Textures can be grouped together by enclosing them in `(` and `)`.
Example: `cobble.png^(thing1.png^thing2.png)`
A texture for `thing1.png^thing2.png` is created and the resulting
texture is overlaid on top of `cobble.png`.
### Escaping
Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
passing complex texture names as arguments. Escaping is done with backslash and
is required for `^` and `:`.
Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
The lower 50 percent of `color.png^[mask:trans.png` are overlaid
on top of `cobble.png`.
### Advanced texture modifiers
#### Crack
* `[crack:<n>:<p>`
* `[cracko:<n>:<p>`
* `[crack:<t>:<n>:<p>`
* `[cracko:<t>:<n>:<p>`
Parameters:
* `<t>`: tile count (in each direction)
* `<n>`: animation frame count
* `<p>`: current animation frame
Draw a step of the crack animation on the texture.
`crack` draws it normally, while `cracko` lays it over, keeping transparent
pixels intact.
Example:
default_cobble.png^[crack:10:1
#### `[combine:<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 (transparent) and 255 (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 method. To disable the coloring of a face,
set its color to white (because multiplying with white does nothing).
You can set the `color` property of the tiles in the node's definition
if the tile is in table format.
### Palettes
For nodes and items which can have many colors, a palette is more
suitable. A palette is a texture, which can contain up to 256 pixels.
Each pixel is one possible color for the node/item.
You can register one node/item, which can have up to 256 colors.
#### Palette indexing
When using palettes, you always provide a pixel index for the given
node or `ItemStack`. The palette is read from left to right and from
top to bottom. If the palette has less than 256 pixels, then it is
stretched to contain exactly 256 pixels (after arranging the pixels
to one line). The indexing starts from 0.
Examples:
* 16x16 palette, index = 0: the top left corner
* 16x16 palette, index = 4: the fifth pixel in the first row
* 16x16 palette, index = 16: the pixel below the top left corner
* 16x16 palette, index = 255: the bottom right corner
* 2 (width) x 4 (height) palette, index = 31: the top left corner.
The palette has 8 pixels, so each pixel is stretched to 32 pixels,
to ensure the total 256 pixels.
* 2x4 palette, index = 32: the top right corner
* 2x4 palette, index = 63: the top right corner
* 2x4 palette, index = 64: the pixel below the top left corner
#### Using palettes with items
When registering an item, set the item definition's `palette` field to
a texture. You can also use texture modifiers.
The `ItemStack`'s color depends on the `palette_index` field of the
stack's metadata. `palette_index` is an integer, which specifies the
index of the pixel to use.
#### Linking palettes with nodes
When registering a node, set the item definition's `palette` field to
a texture. You can also use texture modifiers.
The node's color depends on its `param2`, so you also must set an
appropriate `paramtype2`:
* `paramtype2 = "color"` for nodes which use their full `param2` for
palette indexing. These nodes can have 256 different colors.
The palette should contain 256 pixels.
* `paramtype2 = "colorwallmounted"` for nodes which use the first
five bits (most significant) of `param2` for palette indexing.
The remaining three bits are describing rotation, as in `wallmounted`
paramtype2. Division by 8 yields the palette index (without stretching the
palette). These nodes can have 32 different colors, and the palette
should contain 32 pixels.
Examples:
* `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
pixel will be picked from the palette.
* `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
pixel will be picked from the palette.
* `paramtype2 = "colorfacedir"` for nodes which use the first
three bits of `param2` for palette indexing. The remaining
five bits are describing rotation, as in `facedir` paramtype2.
Division by 32 yields the palette index (without stretching the
palette). These nodes can have 8 different colors, and the
palette should contain 8 pixels.
Examples:
* `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
first (= 0 + 1) pixel will be picked from the palette.
* `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
second (= 1 + 1) pixel will be picked from the palette.
To colorize a node on the map, set its `param2` value (according
to the node's paramtype2).
### Conversion between nodes in the inventory and on the map
Static coloring is the same for both cases, there is no need
for conversion.
If the `ItemStack`'s metadata contains the `color` field, it will be
lost on placement, because nodes on the map can only use palettes.
If the `ItemStack`'s metadata contains the `palette_index` field, it is
automatically transferred between node and item forms by the engine,
when a player digs or places a colored node.
You can disable this feature by setting the `drop` field of the node
to itself (without metadata).
To transfer the color to a special drop, you need a drop table.
Example:
minetest.register_node("mod:stone", {
description = "Stone",
tiles = {"default_stone.png"},
paramtype2 = "color",
palette = "palette.png",
drop = {
items = {
-- assume that mod:cobblestone also has the same palette
{items = {"mod:cobblestone"}, inherit_color = true },
}
}
})
### Colored items in craft recipes
Craft recipes only support item strings, but fortunately item strings
can also contain metadata. Example craft recipe registration:
minetest.register_craft({
output = minetest.itemstring_with_palette("wool:block", 3),
type = "shapeless",
recipe = {
"wool:block",
"dye:red",
},
})
To set the `color` field, you can use `minetest.itemstring_with_color`.
Metadata field filtering in the `recipe` field are not supported yet,
so the craft output is independent of the color of the ingredients.
Soft texture overlay
--------------------
Sometimes hardware coloring is not enough, because it affects the
whole tile. Soft texture overlays were added to Minetest to allow
the dynamic coloring of only specific parts of the node's texture.
For example a grass block may have colored grass, while keeping the
dirt brown.
These overlays are 'soft', because unlike texture modifiers, the layers
are not merged in the memory, but they are simply drawn on top of each
other. This allows different hardware coloring, but also means that
tiles with overlays are drawn slower. Using too much overlays might
cause FPS loss.
For inventory and wield images you can specify overlays which
hardware coloring does not modify. You have to set `inventory_overlay`
and `wield_overlay` fields to an image name.
To define a node overlay, simply set the `overlay_tiles` field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
Example (colored grass block):
minetest.register_node("default:dirt_with_grass", {
description = "Dirt with Grass",
-- Regular tiles, as usual
-- The dirt tile disables palette coloring
tiles = {{name = "default_grass.png"},
{name = "default_dirt.png", color = "white"}},
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
{name = "default_grass_side.png", tileable_vertical = false}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
paramtype2 = "color",
palette = "default_foilage.png",
})
Sounds
======
Only Ogg Vorbis files are supported.
For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.
Mods should generally prefix their sounds with `modname_`, e.g. given
the mod name "`foomod`", a sound could be called:
foomod_foosound.ogg
Sounds are referred to by their name with a dot, a single digit and the
file extension stripped out. When a sound is played, the actual sound file
is chosen randomly from the matching sounds.
When playing the sound `foomod_foosound`, the sound is chosen randomly
from the available ones of the following files:
* `foomod_foosound.ogg`
* `foomod_foosound.0.ogg`
* `foomod_foosound.1.ogg`
* (...)
* `foomod_foosound.9.ogg`
Examples of sound parameter tables:
-- Play locationless on all clients
{
gain = 1.0, -- default
fade = 0.0, -- default, change to a value > 0 to fade the sound in
pitch = 1.0, -- default
}
-- Play locationless to one player
{
to_player = name,
gain = 1.0, -- default
fade = 0.0, -- default, change to a value > 0 to fade the sound in
pitch = 1.0, -- default
}
-- Play locationless to one player, looped
{
to_player = name,
gain = 1.0, -- default
loop = true,
}
-- Play at a location
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
loop = true,
}
-- Play at a location, heard by anyone *but* the given player
{
pos = {x = 32, y = 0, z = 100},
max_hear_distance = 40,
exclude_player = name,
}
Looped sounds must either be connected to an object or played locationless to
one player using `to_player = name`.
A positional sound will only be heard by players that are within
`max_hear_distance` of the sound position, at the start of the sound.
`exclude_player = name` can be applied to locationless, positional and object-
bound sounds to exclude a single player from hearing them.
`SimpleSoundSpec`
-----------------
Specifies a sound name, gain (=volume) and pitch.
This is either a string or a table.
In string form, you just specify the sound name or
the empty string for no sound.
Table form has the following fields:
* `name`: Sound name
* `gain`: Volume (`1.0` = 100%)
* `pitch`: Pitch (`1.0` = 100%)
`gain` and `pitch` are optional and default to `1.0`.
Examples:
* `""`: No sound
* `{}`: No sound
* `"default_place_node"`: Play e.g. `default_place_node.ogg`
* `{name = "default_place_node"}`: Same as above
* `{name = "default_place_node", gain = 0.5}`: 50% volume
* `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
Special sound files
-------------------
These sound files are played back by the engine if provided.
* `player_damage`: Played when the local player takes damage (gain = 0.5)
* `player_falling_damage`: Played when the local player takes
damage by falling (gain = 0.5)
* `player_jump`: Played when the local player jumps
* `default_dig_<groupname>`: Default node digging sound
(see node sound definition for details)
Registered definitions
======================
Anything added using certain [Registration functions] gets added to one or more
of the global [Registered definition tables].
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:
All nodes register with `minetest.register_node` get added to the table
`minetest.registered_nodes`.
If you want to check the drawtype of a node, you could do:
local function get_nodedef_field(nodename, fieldname)
if not minetest.registered_nodes[nodename] then
return nil
end
return minetest.registered_nodes[nodename][fieldname]
end
local drawtype = get_nodedef_field(nodename, "drawtype")
Nodes
=====
Nodes are the bulk data of the world: cubes and other things that take the
space of a cube. Huge amounts of them are handled efficiently, but they
are quite static.
The definition of a node is stored and can be accessed by using
minetest.registered_nodes[node.name]
See [Registered definitions].