Class reference¶
Sorted alphabetically.
AreaStore¶
AreaStore is a data structure to calculate intersections of 3D cuboid volumes
and points. The data field (string) may be used to store and retrieve any
mod-relevant information to the specified area.
Despite its name, mods must take care of persisting AreaStore data. They may use the provided load and write functions for this.
Methods¶
AreaStore(type_name)- Returns a new AreaStore instance
type_name: optional, forces the internally used API.- Possible values:
"LibSpatial"(default). - When other values are specified, or SpatialIndex is not available, the custom Luanti functions are used.
- Possible values:
-
get_area(id, include_corners, include_data)- Returns the area information about the specified ID.
- Returned values are either of these:
nil -- Area not found true -- Without `include_corners` and `include_data` { min = pos, max = pos -- `include_corners == true` data = string -- `include_data == true` }
-
get_areas_for_pos(pos, include_corners, include_data)- Returns all areas as table, indexed by the area ID.
- Table values: see
get_area.
get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)- Returns all areas that contain all nodes inside the area specified by
corner1 andcorner2(inclusive). accept_overlap: iftrue, areas are returned that have nodes in common (intersect) with the specified area.- Returns the same values as
get_areas_for_pos.
- Returns all areas that contain all nodes inside the area specified by
insert_area(corner1, corner2, data, [id]): inserts an area into the store.- Returns the new area's ID, or nil if the insertion failed.
- The (inclusive) positions
corner1andcorner2describe the area. datais a string stored with the area.id(optional): will be used as the internal area ID if it is a unique number between 0 and 2^32-2.
reserve(count)- Requires SpatialIndex, no-op function otherwise.
- Reserves resources for
countmany contained areas to improve efficiency when working with many area entries. Additional areas can still be inserted afterwards at the usual complexity.
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.paramsis a table with the following fields:{ enabled = boolean, -- Whether to enable, default true block_radius = int, -- The radius (in nodes) of the areas the cache -- generates prefiltered lists for, minimum 16, -- default 64 limit = int, -- The cache size, minimum 20, default 1000 }
to_string(): Experimental. Returns area store serialized as a (binary) string.to_file(filename): Experimental. Liketo_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. Likefrom_string(), but reads the data from a file.
AsyncJob¶
An AsyncJob is a reference to a job to be run in an async environment.
Methods¶
cancel(): try to cancel the job- Returns whether the job was cancelled.
- A job can only be cancelled if it has not started.
InvRef¶
An InvRef is a reference to an inventory.
Methods¶
is_empty(listname): returntrueif list is emptyget_size(listname): get size of a listset_size(listname, size): set size of a list- If
listnameis not known, a new list will be created - Setting
sizeto 0 deletes a list - returns
falseon error (e.g. invalidlistnameorsize)
- If
get_width(listname): get width of a listset_width(listname, width): set width of list; currently used for crafting- returns
falseon error (e.g. invalidlistnameorwidth)
- returns
get_stack(listname, i): get a copy of stack indexiin listset_stack(listname, i, stack): copystackto indexiin listget_list(listname): returns full list (list ofItemStacks) ornilif list doesn't exist (size 0)set_list(listname, list): set full list (size will not change)get_lists(): returns table that maps listnames to inventory listsset_lists(lists): sets inventory lists (size will not change)add_item(listname, stack): add item somewhere in list, returns leftoverItemStack.room_for_item(listname, stack):returnstrueif the stack of items can be fully added to the listcontains_item(listname, stack, [match_meta]): returnstrueif the stack of items can be fully taken from the list.- If
match_metaistrue, item metadata is also considered when comparing items. Otherwise, only the items names are compared. Default:false - The method ignores wear.
- If
remove_item(listname, stack, [match_meta]): take as many items as specified from the list, returns the items that were actually removed (as anItemStack).- If
match_metaistrue(available since featureremove_item_match_meta), item metadata is also considered when comparing items. Otherwise, only the items names are compared. Default:false - The method ignores wear.
- If
get_location(): returns a location compatible tocore.get_inventory(location).- returns
{type="undefined"}in case location is not known
- returns
Callbacks¶
Detached & nodemeta inventories provide the following callbacks for move actions:
Before¶
The allow_* callbacks return how many items can be moved.
allow_move/allow_metadata_inventory_move: Moving items in the inventoryallow_take/allow_metadata_inventory_take: Taking items from the inventoryallow_put/allow_metadata_inventory_put: Putting items to the inventory
After¶
The on_* callbacks are called after the items have been placed in the inventories.
on_move/on_metadata_inventory_move: Moving items in the inventoryon_take/on_metadata_inventory_take: Taking items from the inventoryon_put/on_metadata_inventory_put: Putting items to the inventory
Swapping¶
When a player tries to put an item to a place where another item is, the items are swapped. This means that all callbacks will be called twice (once for each action).
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(): returnstrueif stack is empty.get_name(): returns item name (e.g."default:stone").set_name(item_name): returns a boolean indicating whether the item was cleared.get_count(): Returns number of items on the stack.set_count(count): returns a boolean indicating whether the item was clearedcount: number, unsigned 16 bit integer
get_wear(): returns tool wear (0-65535),0for non-tools.set_wear(wear): returns boolean indicating whether item was clearedwear: number, unsigned 16 bit integer
get_meta(): returns ItemStackMetaRef. See section for more detailsget_metadata(): Deprecated. Returns metadata (a string attached to an item stack).- If you need to access this to maintain backwards compatibility,
use
stack:get_meta():get_string("")instead.
- If you need to access this to maintain backwards compatibility,
use
set_metadata(metadata): Deprecated. Returns true.- If you need to set this to maintain backwards compatibility,
use
stack:get_meta():set_string("", metadata)instead.
- If you need to set this to maintain backwards compatibility,
use
get_description(): returns the description shown in inventory list tooltips.- The engine uses this when showing item descriptions in tooltips.
- Fields for finding the description, in order:
descriptionin item metadata (See Item Metadata.)descriptionin item definition- item name
get_short_description(): returns the short description or nil.- Unlike the description, this does not include new lines.
- Fields for finding the short description, in order:
short_descriptionin item metadata (See Item Metadata.)short_descriptionin item definition- first line of the description (From item meta or def, see
get_description().) - Returns nil if none of the above are set
clear(): removes all items from the stack, making it empty.replace(item): replace the contents of this stack.itemcan 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(): returnsget_stack_max() - get_count().is_known(): returnstrueif 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 typeadd_wear(amount)- Increases wear by
amountif the item is a tool, otherwise does nothing - Valid
amountrange is [0,65536] amount: number, integer
- Increases wear by
add_wear_by_uses(max_uses)- Increases wear in such a way that, if only this function is called,
the item breaks after
max_usestimes - Valid
max_usesrange is [0,65536] - Does nothing if item is not a tool or if
max_usesis 0
- Increases wear in such a way that, if only this function is called,
the item breaks after
get_wear_bar_params(): returns the wear bar parameters of the item, or nil if none are defined for this item type or in the stack's metaadd_item(item): returns leftoverItemStack- Put some item or stack onto this stack
item_fits(item): returnstrueif item or stack can be fully added to this one.take_item(n): returns takenItemStack- Take (and remove) up to
nitems from this stack n: number, default:1
- Take (and remove) up to
peek_item(n): returns takenItemStack- Copy (don't remove) up to
nitems from this stack n: number, default:1
- Copy (don't remove) up to
equals(other):- returns
trueif this stack is identical toother. - Note:
stack1:to_string() == stack2:to_string()is not reliable, as stack metadata can be serialized in arbitrary order. - Note: if
otheris an itemstring or table representation of an ItemStack, this will always return false, even if it is "equivalent".
- returns
Operators¶
stack1 == stack2:- Returns whether
stack1andstack2are identical. - Note:
stack1:to_string() == stack2:to_string()is not reliable, as stack metadata can be serialized in arbitrary order. - Note: if
stack2is an itemstring or table representation of an ItemStack, this will always return false, even if it is "equivalent".
- Returns whether
ItemStackMetaRef¶
ItemStack metadata: reference extra data and functionality stored in a stack.
Can be obtained via item:get_meta().
Methods¶
- All methods in MetaDataRef
set_tool_capabilities([tool_capabilities])- Overrides the item's tool capabilities
- A nil value will clear the override data and restore the original behavior.
set_wear_bar_params([wear_bar_params])- Overrides the item's wear bar parameters (see "Wear Bar Color" section)
- A nil value will clear the override data and restore the original behavior.
MetaDataRef¶
Base class used by StorageRef, NodeMetaRef, ItemStackMetaRef,
and PlayerMetaRef.
Note: If a metadata value is in the format ${k}, an attempt to get the value
will return the value associated with key k. There is a low recursion limit.
This behavior is deprecated and will be removed in a future version. Usage
of the ${k} syntax in formspecs is not deprecated.
Methods¶
contains(key): Returns true if key present, otherwise false.- Returns
nilwhen the MetaData is inexistent.
- Returns
get(key): Returnsnilif key not present, else the stored string.set_string(key, value): Value of""will delete the key.get_string(key): Returns""if key not present.set_int(key, value)- The range for the value is system-dependent (usually 32 bits). The value will be converted into a string when stored.
get_int(key): Returns0if key not present.set_float(key, value)- Store a number (a 64-bit float) exactly.
- The value will be converted into a string when stored.
get_float(key): Returns0if key not present.get_keys(): returns a list of all keys in the metadata.to_table():- Returns a metadata table (see below) or
nilon failure.
- Returns a metadata table (see below) or
from_table(data)- Imports metadata from a metadata table
- If
datais a metadata table (see below), the metadata it represents will replace all metadata of this MetaDataRef object - Any non-table value for
datawill clear all metadata - Item table values the
inventoryfield may also be itemstrings - Returns
trueon success
equals(other)- returns
trueif this metadata has the same key-value pairs asother
- returns
Metadata tables¶
Metadata tables represent MetaDataRef in a Lua table form (see from_table/to_table).
A metadata table is a table that has the following keys:
fields: key-value storage of metadata fields- all values are stored as strings
- numbers must be converted to strings first
inventory(for NodeMetaRef only): A node inventory in table form- inventory table keys are inventory list names
- inventory table values are item tables
- item table keys are slot IDs (starting with 1)
- item table values are ItemStacks
Example:
metadata_table = {
-- metadata fields (key/value store)
fields = {
infotext = "Container",
another_key = "Another Value",
},
-- inventory data (for nodes)
inventory = {
-- inventory list "main" with 4 slots
main = {
-- list of all item slots
[1] = ItemStack("example:dirt"),
[2] = ItemStack("example:stone 25"),
[3] = ItemStack(""), -- empty slot
[4] = ItemStack("example:pickaxe"),
},
-- inventory list "hidden" with 1 slot
hidden = {
[1] = ItemStack("example:diamond"),
},
},
}
ModChannel¶
An interface to use mod channels on client and server
Methods¶
leave(): leave the mod channel.- Server leaves channel
channel_name. - No more incoming or outgoing messages can be sent to this channel from server mods.
- This invalidate all future object usage.
- Ensure you set mod_channel to nil after that to free Lua resources.
- Server leaves channel
is_writeable(): returns true if channel is writeable and mod can send over it.send_all(message): Sendmessagethough the mod channel.- If mod channel is not writeable or invalid, message will be dropped.
- Message size is limited to 65535 characters by protocol.
NodeMetaRef¶
Node metadata: reference extra data and functionality stored in a node.
Can be obtained via core.get_meta(pos).
Methods¶
- All methods in MetaDataRef
get_inventory(): returnsInvRefmark_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).
NodeTimerRef¶
Node Timers: a high resolution persistent per-node timer.
Can be gotten via core.get_node_timer(pos).
Methods¶
set(timeout,elapsed)- set a timer's state
timeoutis in seconds, and supports fractional values (0.1 etc)elapsedis in seconds, and supports fractional values (0.1 etc)- will trigger the node's
on_timerfunction 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
timeoutequals0, timer is inactive
- if
get_elapsed(): returns current elapsed time in seconds- the node's
on_timerfunction will be called after(timeout - elapsed)seconds.
- the node's
is_started(): returns boolean state of timer- returns
trueif timer is started, otherwisefalse
- returns
ObjectRef¶
Moving things in the game are generally these.
This is basically a reference to a C++ ServerActiveObject.
Advice on handling ObjectRefs¶
When you receive an ObjectRef as a callback argument or from another API
function, it is possible to store the reference somewhere and keep it around.
It will keep functioning until the object is unloaded or removed.
However, doing this is NOT recommended - ObjectRefs should be "let go"
of as soon as control is returned from Lua back to the engine.
Doing so is much less error-prone and you will never need to wonder if the object you are working with still exists.
If this is not feasible, you can test whether an ObjectRef is still valid
via object:is_valid().
Getters may be called for invalid objects and will return nothing then. All other methods should not be called on invalid objects.
Attachments¶
It is possible to attach objects to other objects (set_attach method).
When an object is attached, it is positioned relative to the parent's position
and rotation. get_pos and get_rotation will always return the parent's
values and changes via their setter counterparts are ignored.
To change position or rotation call set_attach again with the new values.
Note: Just like model dimensions, the relative position in set_attach
must be multiplied by 10 compared to world positions.
It is also possible to attach to a bone of the parent object. In that case the child will follow movement and rotation of that bone.
Methods¶
is_valid(): returns whether the object is valid.- See "Advice on handling
ObjectRefs" above. get_pos(): returns position as vector{x=num, y=num, z=num}set_pos(pos):- Sets the position of the object.
- No-op if object is attached.
posis a vector{x=num, y=num, z=num}
add_pos(pos):- Changes position by adding to the current position.
- No-op if object is attached.
posis a vector{x=num, y=num, z=num}.- In comparison to using
set_pos,add_poswill avoid synchronization problems.
get_velocity(): returns the velocity, a vector.add_velocity(vel)- Changes velocity by adding to the current velocity.
velis a vector, e.g.{x=0.0, y=2.3, z=1.0}- In comparison to using
get_velocity, adding the velocity and then usingset_velocity,add_velocityis supposed to avoid synchronization problems. Additionally, players also do not supportset_velocity. - If object is a player:
- Does not apply during
free_move. - Note that since the player speed is normalized at each move step, increasing e.g. Y velocity beyond what would usually be achieved (see: physics overrides) will cause existing X/Z velocity to be reduced.
- Example:
add_velocity({x=0, y=6.5, z=0})is equivalent to pressing the jump key (assuming default settings)
- Does not apply during
move_to(pos, continuous=false)- Does an interpolated move for Lua entities for visually smooth transitions.
- If
continuousis true, the Lua entity will not be moved to the current position before starting the interpolated move. - For players this does the same as
set_pos,continuousis ignored. - no-op if object is attached
punch(puncher, time_from_last_punch, tool_capabilities, dir)- punches the object, triggering all consequences a normal punch would have
puncher: anotherObjectRefwhich punched the object ornildir: direction vector of punch- Other arguments: See
on_punchfor entities - Arguments
time_from_last_punch,tool_capabilities, anddirwill be replaced with a default value when the caller sets them tonil.
right_click(clicker):- simulates using the 'place/use' key on the object
- triggers all consequences as if a real player had done this
clickeris anotherObjectRefwhich has clicked- note: this is called
right_clickfor historical reasons only
get_hp(): returns number of health pointsset_hp(hp, reason): set number of health points- See reason in register_on_player_hpchange
- Is limited to the range of 0 ... 65535 (2^16 - 1)
- For players: HP are also limited by
hp_maxspecified in object properties
get_inventory(): returns anInvReffor players, otherwise returnsnilget_wield_list(): returns the name of the inventory list the wielded item is in.get_wield_index(): returns the wield list index of the wielded item (starting with 1)get_wielded_item(): returns a copy of the wielded item as anItemStackset_wielded_item(item): replaces the wielded item, returnstrueif successful.get_armor_groups():- returns a table with all of the object's armor group ratings
- syntax: the table keys are the armor group names, the table values are the corresponding group ratings
- see section '
ObjectRefarmor groups' for details
set_armor_groups({group1=rating, group2=rating, ...})- sets the object's full list of armor groups
- same table syntax as for
get_armor_groups - note: all armor groups not in the table will be removed
set_animation(frame_range, frame_speed, frame_blend, frame_loop)- Sets the object animation parameters and (re)starts the animation
- Animations only work with a
"mesh"visual frame_range: Beginning and end frame (as specified in the mesh file).- Syntax:
{x=start_frame, y=end_frame} - Animation interpolates towards the end frame but stops when it is reached
- If looped, there is no interpolation back to the start frame
- If looped, the model should look identical at start and end
- default:
{x=1.0, y=1.0} frame_speed: How fast the animation plays, in frames per second (number)- default:
15.0 frame_blend: number, default:0.0frame_loop: Iftrue, animation will loop. If false, it will play once- default:
true
get_animation(): returns current animation parameters set byset_animation:frame_range,frame_speed,frame_blend,frame_loop.
set_animation_frame_speed(frame_speed)- Sets the frame speed of the object's animation
- Unlike
set_animation, this will not restart the animation frame_speed: Seeset_animation
set_attach(parent[, bone, position, rotation, forced_visible])- Attaches object to
parent - See 'Attachments' section for details
parent:ObjectRefto attach tobone: Bone to attach to. Default is""(the root bone)position: relative position, default{x=0, y=0, z=0}rotation: relative rotation in degrees, default{x=0, y=0, z=0}forced_visible: Boolean to control whether the attached entity should appear in first person, defaultfalse.- This command may fail silently (do nothing) when it would result in circular attachments.
- Attaches object to
get_attach():- returns current attachment parameters or nil if it isn't attached
- If attached, returns
parent,bone,position,rotation,forced_visible
get_children(): returns a list of ObjectRefs that are attached to the object.set_detach(): Detaches object. No-op if object was not attached.set_bone_position([bone, position, rotation])- Sets absolute bone overrides, e.g. it is equivalent to
obj:set_bone_override(bone, { position = {vec = position, absolute = true}, rotation = {vec = rotation:apply(math.rad), absolute = true} }) - Note: Rotation is in degrees, not radians.
- Deprecated: Use
set_bone_overrideinstead.
- Sets absolute bone overrides, e.g. it is equivalent to
get_bone_position(bone): returns the previously set position and rotation of the bone- Shorthand for
get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg). - Note: Returned rotation is in degrees, not radians.
- Deprecated: Use
get_bone_overrideinstead.
- Shorthand for
set_bone_override(bone, override)bone: stringoverride:{ position = property, rotation = property, scale = property }orniloverride = nil(including omission) is shorthand foroverride = {}which clears the override- Each
propertyis a table of the form{ vec = vector, interpolation = 0, absolute = false }ornilvecis in the same coordinate system as the model, and in radians for rotation. It defaults tovector.zero()for translation and rotation andvector.new(1, 1, 1)for scale.interpolation: The old and new overrides are interpolated over this timeframe (in seconds).absolute: If set tofalse(which is the default), the override will be relative to the animated property:- Translation in the case of
position; - Composition in the case of
rotation; - Per-axis multiplication in the case of
scale
property = nilis equivalent to no override on that property- Note: Unlike
set_bone_position, the rotation is in radians, not degrees. - Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation. All values are treated as absolute and are set immediately (no interpolation).
get_bone_override(bone): returnsoverridein the above format- Note: Unlike
get_bone_position, the returned rotation is in radians, not degrees.
- Note: Unlike
get_bone_overrides(): returns all bone overrides as table{[bonename] = override, ...}set_properties(object property table)get_properties(): returns a table of all object propertiesset_observers(observers): sets observers (players this object is sent to)- If
observersisnil, the object's observers are "unmanaged": The object is sent to all players as governed by server settings. This is the default. observersis a "set" of player names:{name1 = true, name2 = true, ...}- A set is a table where the keys are the elements of the set
(in this case, valid player names) and the values are all
true.
- A set is a table where the keys are the elements of the set
(in this case, valid player names) and the values are all
- Attachments: The effective observers of an object are made up of all players who can observe the object and are also effective observers of its parent object (if there is one).
- Players are automatically added to their own observer sets. Players must effectively observe themselves.
- Object activation and deactivation are unaffected by observability.
- Attached sounds do not work correctly and thus should not be used on objects with managed observers yet.
- If
get_observers():- throws an error if the object is invalid
- returns
nilif the observers are unmanaged - returns a table with all observer names as keys and
truevalues (a "set") otherwise
get_effective_observers():- Like
get_observers(), but returns the "effective" observers, taking into account attachments - Time complexity: O(nm)
- n: number of observers of the involved entities
- m: number of ancestors along the attachment chain
- Like
is_player(): returns true for players, false otherwiseget_nametag_attributes()- returns a table with the attributes of the nametag of an object
- a nametag is a HUD text rendered above the object
lua { text = "", color = {a=0..255, r=0..255, g=0..255, b=0..255}, bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255}, }
set_nametag_attributes(attributes)- sets the attributes of the nametag of an object
attributes:{ text = "My Nametag", color = ColorSpec, -- ^ Text color bgcolor = ColorSpec or false, -- ^ Sets background color of nametag -- `false` will cause the background to be set automatically based on user settings -- Default: false }
get_guid(): returns a global unique identifier (a string)- For players, this is a player name.
- For Lua entities, this is a uniquely generated string, guaranteed not to collide with player names.
- example:
@bGh3p2AbRE29Mb4biqX6OA - GUIDs only use printable ASCII characters.
- GUIDs persist between object reloads, and their format is guaranteed not to change. Thus you can use the GUID to identify an object in a particular world online and offline.
Lua entity only (no-op for other objects)¶
remove(): remove object- The object is removed after returning from Lua. However the
ObjectRefitself instantly becomes unusable with all further method calls having no effect and returningnil.
- The object is removed after returning from Lua. However the
set_velocity(vel)- Sets the velocity
velis a vector, e.g.{x=0.0, y=2.3, z=1.0}
set_acceleration(acc)- Sets the acceleration
accis a vector
get_acceleration(): returns the acceleration, a vectorset_rotation(rot)rotis a vector (radians). X is pitch (elevation), Y is yaw (heading) and Z is roll (bank).- Sets the right-handed Z-X-Y rotation: First roll (Z) is applied, then pitch (X); yaw (Y) is applied last.
- Does not reset rotation incurred through
automatic_rotate. Remove & re-add your objects to force a certain rotation.
get_rotation(): returns the rotation, a vector (radians)set_yaw(yaw)- Sets the yaw in radians (heading).
- Also resets pitch and roll to 0.
get_yaw(): returns number in radiansset_texture_mod(mod)- Set a texture modifier to the base texture, for sprites and meshes.
- When calling
set_texture_modagain, the previous one is discarded. modthe texture modifier. See Texture modifiers.
get_texture_mod()returns current texture modifierset_sprite(start_frame, num_frames, framelength, select_x_by_camera)- Specifies and starts a sprite animation
- Only used by
spriteandupright_spritevisuals - Animations iterate along the frame
yposition. start_frame: {x=column number, y=row number}, the coordinate of the first frame, default:{x=0, y=0}num_frames: Total frames in the texture, default:1framelength: Time per animated frame in seconds, default:0.2select_x_by_camera: Only for visual =sprite. Changes the framexposition according to the view direction. default:false.- First column: subject facing the camera
- Second column: subject looking to the left
- Third column: subject backing the camera
- Fourth column: subject looking to the right
- Fifth column: subject viewed from above
- Sixth column: subject viewed from below
get_luaentity():- Returns the object's associated luaentity table, if there is one
- Otherwise returns
nil(e.g. for players)
get_entity_name():- Deprecated: Will be removed in a future version,
use
:get_luaentity().nameinstead.
- Deprecated: Will be removed in a future version,
use
Player only (no-op for other objects)¶
get_player_name(): Returns player name or""if is not a playerget_player_velocity(): DEPRECATED, use get_velocity() instead. table {x, y, z} representing the player's instantaneous velocity in nodes/sadd_player_velocity(vel): DEPRECATED, use add_velocity(vel) instead.get_look_dir(): get camera direction as a unit vectorget_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. Useget_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. Useget_look_horizontal.- Angle is counter-clockwise from the +x direction.
set_look_pitch(radians): sets look pitch - Deprecated. Useset_look_vertical.set_look_yaw(radians): sets look yaw - Deprecated. Useset_look_horizontal.get_breath(): returns player's breathset_breath(value): sets player's breath- values:
0: player is drowning- max: bubbles bar is not shown
- See Object properties for more information
- Is limited to range 0 ... 65535 (2^16 - 1)
- values:
set_fov(fov, is_multiplier, transition_time): Sets player's FOVfov: Field of View (FOV) value.is_multiplier: Set totrueif the FOV value is a multiplier. Defaults tofalse.transition_time: If defined, enables smooth FOV transition. Interpreted as the time (in seconds) to reach target FOV. If set to 0, FOV change is instantaneous. Defaults to 0.- Set
fovto 0 to clear FOV override.
get_fov(): Returns the following:- Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
- Boolean indicating whether the FOV value is a multiplier.
- Time (in seconds) taken for the FOV transition. Set by
set_fov.
set_attribute(attribute, value): DEPRECATED, use get_meta() instead- Sets an extra attribute with value on player.
valuemust be a string, or a number which will be converted to a string.- If
valueisnil, remove attribute from player.
get_attribute(attribute): DEPRECATED, use get_meta() instead- Returns value (a string) for extra attribute.
- Returns
nilif no attribute found.
get_meta(): Returns metadata associated with the player (a PlayerMetaRef).set_inventory_formspec(formspec)- Redefines the player's inventory formspec.
- Should usually be called at least once in the
on_joinplayercallback. - If
formspecis"", the player's inventory is disabled. - If the inventory formspec is currently open on the client, it is updated immediately.
- See also:
core.register_on_player_receive_fields
get_inventory_formspec(): returns a formspec stringset_formspec_prepend(formspec):- the formspec string will be added to every formspec shown to the user, except for those with a no_prepend[] tag.
- This should be used to set style elements such as background[] and bgcolor[], any non-style elements (eg: label) may result in weird behavior.
- Only affects formspecs shown after this is called.
get_formspec_prepend(): returns a formspec string.get_player_control(): returns table with player input- The table contains the following boolean fields representing the pressed
keys:
up,down,left,right,jump,aux1,sneak,dig,place,LMB,RMBandzoom. - The fields
LMBandRMBare equal todigandplacerespectively, and exist only to preserve backwards compatibility. - The table also contains the fields
movement_xandmovement_y.- They represent the movement of the player. Values are numbers in the range [-1.0,+1.0].
- They take both keyboard and joystick input into account.
- You should prefer them over
up,down,leftandrightto support different input methods correctly.
- Returns an empty table
{}if the object is not a player.
- The table contains the following boolean fields representing the pressed
keys:
get_player_control_bits(): returns integer with bit packed player pressed keys.- Bits:
- 0 - up
- 1 - down
- 2 - left
- 3 - right
- 4 - jump
- 5 - aux1
- 6 - sneak
- 7 - dig
- 8 - place
- 9 - zoom
- Returns
0(no bits set) if the object is not a player.
- Bits:
-
set_physics_override(override_table)- Overrides the physics attributes of the player
override_tableis a table with the following fields:speed: multiplier to all movement speed (speed_*) and acceleration (acceleration_*) values (default:1)speed_walk: multiplier to default walk speed value (default:1)- Note: The actual walk speed is the product of
speedandspeed_walk
- Note: The actual walk speed is the product of
speed_climb: multiplier to default climb speed value (default:1)- Note: The actual climb speed is the product of
speedandspeed_climb
- Note: The actual climb speed is the product of
speed_crouch: multiplier to default sneak speed value (default:1)- Note: The actual sneak speed is the product of
speedandspeed_crouch
- Note: The actual sneak speed is the product of
speed_fast: multiplier to default speed value in Fast Mode (default:1)- Note: The actual fast speed is the product of
speedandspeed_fast
- Note: The actual fast speed is the product of
jump: multiplier to default jump value (default:1)gravity: multiplier to default gravity value (default:1)liquid_fluidity: multiplier to liquid movement resistance value (for nodes withliquid_move_physics); the higher this value, the lower the resistance to movement. Atmath.huge, the resistance is zero and you can move through any liquid like air. (default:1)- Warning: Values below 1 are currently unsupported.
liquid_fluidity_smooth: multiplier to default maximum liquid resistance value (for nodes withliquid_move_physics); controls deceleration when entering node at high speed. At higher values you come to a halt more quickly (default:1)liquid_sink: multiplier to default liquid sinking speed value; (for nodes withliquid_move_physics) (default:1)acceleration_default: multiplier to horizontal and vertical acceleration on ground or when climbing (default:1)- Note: The actual acceleration is the product of
speedandacceleration_default
- Note: The actual acceleration is the product of
acceleration_air: multiplier to acceleration when jumping or falling (default:1)- Note: The actual acceleration is the product of
speedandacceleration_air
- Note: The actual acceleration is the product of
acceleration_fast: multiplier to acceleration in Fast Mode (default:1)- Note: The actual acceleration is the product of
speedandacceleration_fast
- Note: The actual acceleration is the product of
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. Whenfalsethe exact old code is used for the specific old sneak behavior (default:true)
- Note: All numeric fields above modify a corresponding
movement_*setting. - For games, we recommend for simpler code to first modify the
movement_*settings (e.g. via the game'sminetest.conf) to set a global base value for all players and only useset_physics_overridewhen you need to change from the base value on a per-player basis - Note: Some of the fields don't exist in old API versions, see feature
physics_overrides_v2.
-
get_physics_override(): returns the table given toset_physics_override hud_add(hud definition): add a HUD element described by HUD def, returns ID number on successhud_remove(id): remove the HUD element of the specified idhud_change(id, stat, value): change a value of a previously added HUD element.statsupports the same keys as in the hud definition table except for"type"(or the deprecated"hud_elem_type").
hud_get(id): gets the HUD element definition structure of the specified IDhud_get_all():- Returns a table in the form
{ [id] = HUD definition, [id] = ... }. - A mod should keep track of its introduced IDs and only use this to access foreign elements.
- It is discouraged to change foreign HUD elements.
- Returns a table in the form
hud_set_flags(flags): sets specified HUD flags of player.flags: A table with the following fields set to boolean valueshotbarhealthbarcrosshairwielditembreathbarminimap: Modifies the client's permission to view the minimap. The client may locally elect to not view the minimap.minimap_radar: is only usable whenminimapis truebasic_debug: Allow showing basic debug info that might give a gameplay advantage. This includes map seed, player position, look direction, the pointed node and block bounds. Does not affect players with thedebugprivilege.chat: Modifies the client's permission to view chat on the HUD. The client may locally elect to not view chat. Does not affect the console.
- If a flag equals
nil, the flag is not modified
hud_get_flags(): returns a table of player HUD flags with boolean values.- See
hud_set_flagsfor a list of flags that can be toggled.
- See
hud_set_hotbar_itemcount(count): sets number of items in builtin hotbarcount: number of items, must be between1and32- If
countexceeds the"main"list size, the list size will be used instead.
hud_get_hotbar_itemcount(): returns number of visible items- This value is also clamped by the
"main"list size.
- This value is also clamped by the
hud_set_hotbar_image(texturename)- sets background image for hotbar
hud_get_hotbar_image(): returns texturenamehud_set_hotbar_selected_image(texturename)- sets image for selected item of hotbar
hud_get_hotbar_selected_image(): returns texturenameset_minimap_modes({mode, mode, ...}, selected_mode)- Overrides the available minimap modes (and toggle order), and changes the selected mode.
modeis a table consisting of up to four fields:type: Available type:off: Minimap offsurface: Minimap in surface moderadar: Minimap in radar modetexture: Texture to be displayed instead of terrain map (texture is centered around 0,0 and can be scaled). Texture size is limited to 512 x 512 pixel.
label: Optional label to display on minimap mode toggle The translation must be handled within the mod.size: Sidelength or diameter, in number of nodes, of the terrain displayed in minimaptexture: Only for texture type, name of the texture to displayscale: Only for texture type, scale of the texture map in nodes per pixel (for example ascaleof 2 means each pixel represents a 2x2 nodes square)
selected_modeis the mode index to be selected after modes have been changed (0 is the first mode).
set_sky(sky_parameters)- The presence of the function
set_sun,set_moonorset_starsindicates whetherset_skyaccepts this format. Check the legacy format otherwise. - Passing no arguments resets the sky to its default values.
sky_parametersis a table with the following optional fields:base_color: ColorSpec, meaning depends ontype(default:#ffffff)body_orbit_tilt: Float, rotation angle of sun/moon orbit in degrees. By default, orbit is controlled by a client-side setting, and this field is not set. After a value is assigned, it can only be changed to another float value. Valid range [-60.0,60.0] (default: not set)type: Available types:"regular": Uses 0 textures,base_colorignored"skybox": Uses 6 textures,base_colorused as fog."plain": Uses 0 textures,base_colorused as both fog and sky. (default:"regular")
textures: A table containing up to six textures in the following order: Y+ (top), Y- (bottom), X+ (east), X- (west), Z- (south), Z+ (north). The top and bottom textures are oriented in-line with the east (X+) face (the top edge of the bottom texture and the bottom edge of the top texture touch the east face). Some top and bottom textures expect to be aligned with the north face and will need to be rotated by -90 and 90 degrees, respectively, to fit the eastward orientation.clouds: Boolean for whether clouds appear. (default:true)sky_color: A table used in"regular"type only, containing the following values (alpha is ignored):day_sky: ColorSpec, for the top half of the sky during the day. (default:#61b5f5)day_horizon: ColorSpec, for the bottom half of the sky during the day. (default:#90d3f6)dawn_sky: ColorSpec, for the top half of the sky during dawn/sunset. (default:#b4bafa) The resulting sky color will be a darkened version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.dawn_horizon: ColorSpec, for the bottom half of the sky during dawn/sunset. (default:#bac1f0) The resulting sky color will be a darkened version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.night_sky: ColorSpec, for the top half of the sky during the night. (default:#006bff) The resulting sky color will be a dark version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.night_horizon: ColorSpec, for the bottom half of the sky during the night. (default:#4090ff) The resulting sky color will be a dark version of the ColorSpec. Warning: The darkening of the ColorSpec is subject to change.indoors: ColorSpec, for when you're either indoors or underground. (default:#646464)fog_sun_tint: ColorSpec, changes the fog tinting for the sun at sunrise and sunset. (default:#f47d1d)fog_moon_tint: ColorSpec, changes the fog tinting for the moon at sunrise and sunset. (default:#7f99cc)fog_tint_type: string, changes which mode the directional fog abides by,"custom"usessun_tintandmoon_tint, while"default"uses the classic Luanti sun and moon tinting. Will use tonemaps, if set to"default". (default:"default")
fog: A table with following optional fields:fog_distance: integer, set an upper bound for the client's viewing_range. Any value >= 0 sets the desired upper bound for viewing_range, disables range_all and prevents disabling fog (F3 key by default). Any value < 0 resets the behavior to being client-controlled. (default: -1)fog_start: float, override the client's fog_start. Fraction of the visible distance at which fog starts to be rendered. Any value between [0.0, 0.99] set the fog_start as a fraction of the viewing_range. Any value < 0, resets the behavior to being client-controlled. (default: -1)fog_color: ColorSpec, override the color of the fog. Unlikebase_colorabove this will apply regardless of the skybox type. (default:"#00000000", which means no override)
- The presence of the function
set_sky(base_color, type, {texture names}, clouds)- Deprecated. Use
set_sky(sky_parameters) base_color: ColorSpec, defaults to whitetype: Available types:"regular": Uses 0 textures,bgcolorignored"skybox": Uses 6 textures,bgcolorused"plain": Uses 0 textures,bgcolorused
clouds: Boolean for whether clouds appear in front of"skybox"or"plain"custom skyboxes (default:true)
- Deprecated. Use
get_sky(as_table):as_table: boolean that determines whether the deprecated version of this function is being used.truereturns a table containing sky parameters as defined inset_sky(sky_parameters).- Deprecated:
falseornilreturns base_color, type, table of textures, clouds.
get_sky_color():- Deprecated: Use
get_sky(as_table)instead. - returns a table with the
sky_colorparameters as inset_sky.
- Deprecated: Use
set_sun(sun_parameters):- Passing no arguments resets the sun to its default values.
sun_parametersis a table with the following optional fields:visible: Boolean for whether the sun is visible. (default:true)texture: A regular texture for the sun. Setting to""will re-enable the mesh sun. (default: "sun.png", if it exists) The texture appears non-rotated at sunrise and rotated 180 degrees (upside down) at sunset.tonemap: A 512x1 texture containing the tonemap for the sun (default:"sun_tonemap.png")sunrise: A regular texture for the sunrise texture. (default:"sunrisebg.png")sunrise_visible: Boolean for whether the sunrise texture is visible. (default:true)scale: Float controlling the overall size of the sun. (default:1) Note: For legacy reasons, the sun is bigger than the moon by a factor of about1.57for equalscalevalues.
get_sun(): returns a table with the current sun parameters as inset_sun.set_moon(moon_parameters):- Passing no arguments resets the moon to its default values.
moon_parametersis a table with the following optional fields:visible: Boolean for whether the moon is visible. (default:true)texture: A regular texture for the moon. Setting to""will re-enable the mesh moon. (default:"moon.png", if it exists) The texture appears non-rotated at sunrise / moonset and rotated 180 degrees (upside down) at sunset / moonrise. Note: Relative to the sun, the moon texture is hence rotated by 180°. You can use the^[transformR180texture modifier to achieve the same orientation.tonemap: A 512x1 texture containing the tonemap for the moon (default:"moon_tonemap.png")scale: Float controlling the overall size of the moon (default:1) Note: For legacy reasons, the sun is bigger than the moon by a factor of about1.57for equalscalevalues.
get_moon(): returns a table with the current moon parameters as inset_moon.set_stars(star_parameters):- Passing no arguments resets stars to their default values.
star_parametersis a table with the following optional fields:visible: Boolean for whether the stars are visible. (default:true)day_opacity: Float for maximum opacity of stars at day. No effect ifvisibleis false. (default: 0.0; maximum: 1.0; minimum: 0.0)count: Integer number to set the number of stars in the skybox. Only applies to"skybox"and"regular"sky types. (default:1000)star_color: ColorSpec, sets the colors of the stars, alpha channel is used to set overall star brightness. (default:#ebebff69)scale: Float controlling the overall size of the stars (default:1)
get_stars(): returns a table with the current stars parameters as inset_stars.set_clouds(cloud_parameters): set cloud parameters- Passing no arguments resets clouds to their default values.
cloud_parametersis a table with the following optional fields:density: from0(no clouds) to1(full clouds) (default0.4)color: basic cloud color with alpha channel, ColorSpec (default#fff0f0e5).ambient: cloud color lower bound, use for a "glow at night" effect. ColorSpec (alpha ignored, default#000000)height: cloud height, i.e. y of cloud base (default per conf, usually120)thickness: cloud thickness in nodes (default16). if set to zero the clouds are rendered flat.speed: 2D cloud speed + direction in nodes per second (default{x=0, z=-2}).shadow: shadow color, applied to the base of the cloud (default#cccccc).
get_clouds(): returns a table with the current cloud parameters as inset_clouds.override_day_night_ratio(ratio or nil)0...1: Overrides day-night ratio, controlling sunlight to a specific amount.- Passing no arguments disables override, defaulting to sunlight based on day-night cycle
- See also
core.time_to_day_night_ratio,
get_day_night_ratio(): returns the ratio or nil if it isn't overriddenset_local_animation(idle, walk, dig, walk_while_dig, frame_speed): set animation for player model in third person view.- Every animation equals to a
{x=starting frame, y=ending frame}table. frame_speedsets the animations frame speed. Default is 30.
- Every animation equals to a
get_local_animation(): returns idle, walk, dig, walk_while_dig tables andframe_speed.set_eye_offset([firstperson, thirdperson_back, thirdperson_front]): Sets camera offset vectors.firstperson: Offset in first person view. Defaults tovector.zero()if unspecified.thirdperson_back: Offset in third person back view. Clamped betweenvector.new(-10, -10, -5)andvector.new(10, 15, 5). Defaults tovector.zero()if unspecified.thirdperson_front: Offset in third person front view. Same limits as forthirdperson_backapply. Defaults tothirdperson_backif unspecified.
get_eye_offset(): Returns camera offset vectors as set viaset_eye_offset.set_camera(params): Sets camera parameters.mode: Defines the camera mode usedany: free choice between all modes (default)first: first-person camerathird: third-person camerathird_front: third-person camera, looking opposite of movement direction- Supported by client since 5.12.0.
get_camera(): Returns the camera parameters as a table as above.send_mapblock(blockpos):- Sends an already loaded mapblock to the player.
- Returns
falseif nothing was sent (note that this can also mean that the client already has the block) - Resource intensive - use sparsely
-
set_lighting(light_definition): sets lighting for the player- Passing no arguments resets lighting to its default values.
light_definitionis a table with the following optional fields:saturationsets the saturation (vividness; default:1.0).- It is applied according to the function
result = b*(1-s) + c*s, where: cis the original colorbis the greyscale version of the color with the same lumasis the saturation set here- The resulting color always has the same luma (perceived brightness) as the original.
- This means that:
- values > 1 oversaturate
- values < 1 down to 0 desaturate, 0 being entirely greyscale
- values < 0 cause an effect similar to inversion, but keeping original luma and being symmetrical in terms of saturation (eg. -1 and 1 is the same saturation and luma, but different hues)
- This value has no effect on clients who have shaders or post-processing disabled.
- It is applied according to the function
shadowsis a table that controls ambient shadows- This has no effect on clients who have the "Dynamic Shadows" effect disabled.
intensitysets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)tinttints the shadows with the provided color, with RGB values ranging from 0 to 255. (default{r=0, g=0, b=0})
exposureis a table that controls automatic exposure. The basic exposure factor equation ise = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)- This has no effect on clients who have the "Automatic Exposure" effect disabled.
luminance_minset the lower luminance boundary to use in the calculation (default:-3.0)luminance_maxset the upper luminance boundary to use in the calculation (default:-3.0)exposure_correctioncorrect observed exposure by the given EV value (default:0.0)speed_dark_brightset the speed of adapting to bright light (default:1000.0)speed_bright_darkset the speed of adapting to dark scene (default:1000.0)center_weight_powerset the power factor for center-weighted luminance measurement (default:1.0)
bloomis a table that controls bloom.- This has no effect on clients with protocol version < 46 or clients who have the "Bloom" effect disabled.
intensitydefines much bloom is applied to the rendered image.- Recommended range: from 0.0 to 1.0, default: 0.05
- If set to 0, bloom is disabled.
- The default value is to be changed from 0.05 to 0 in the future. If you wish to keep the current default value, you should set it explicitly.
strength_factordefines the magnitude of bloom overexposure.- Recommended range: from 0.1 to 10.0, default: 1.0
radiusis a logical value that controls how far the bloom effect spreads from the bright objects.- Recommended range: from 0.1 to 8.0, default: 1.0
- The behavior of values outside the recommended range is unspecified.
volumetric_light: is a table that controls volumetric light (a.k.a. "godrays")- This has no effect on clients who have the "Volumetric Lighting" or "Bloom" effects disabled.
strength: sets the strength of the volumetric light effect from 0 (off, default) to 1 (strongest).0.2is a reasonable standard value.- Currently, bloom
intensityandstrength_factoraffect volumetric lightingstrengthand vice versa. This behavior is to be changed in the future, do not rely on it.
-
get_lighting(): returns the current state of lighting for the player.- Result is a table with the same fields as
light_definitioninset_lighting.
- Result is a table with the same fields as
respawn(): Respawns the player using the same mechanism as the death screen, including callingon_respawnplayercallbacks.get_flags(): returns a table of player flags (the following boolean fields):breathing: Whether breathing (regaining air) is enabled, defaulttrue.drowning: Whether drowning (losing air) is enabled, defaulttrue.node_damage: Whether the player takes damage from nodes, defaulttrue.set_flags(flags): sets flags- takes a table in the same format as returned by
get_flags - absent fields are left unchanged
PcgRandom¶
A 32-bit pseudorandom number generator. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
- constructor
PcgRandom(seed, [seq]) seed: 64-bit unsigned seedseq: 64-bit unsigned sequence, optional
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, andvariance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)- Increasing
num_trialsimproves accuracy of the approximation
get_state(): return generator state encoded in stringset_state(state_string): restore generator state from encoded string
PlayerMetaRef¶
Player metadata.
Uses the same method of storage as the deprecated player attribute API, so
data there will also be in player meta.
Can be obtained using player:get_meta().
Methods¶
- All methods in MetaDataRef
PseudoRandom¶
A 16-bit pseudorandom number generator. Uses a well-known LCG algorithm introduced by K&R.
Note:
PseudoRandom is slower and has worse random distribution than PcgRandom.
Use PseudoRandom only if you need output to match the well-known LCG algorithm introduced by K&R.
Otherwise, use PcgRandom.
- constructor
PseudoRandom(seed) seed: 32-bit signed number
Methods¶
next(): return next integer random number [0...32767]next(min, max): return next integer random number [min...max]- Either
max - min == 32767ormax - min <= 6553must be true due to the simple implementation making a bad distribution otherwise.
- Either
get_state(): return state of pseudorandom generator as number- use returned number as seed in PseudoRandom constructor to restore
Raycast¶
A raycast on the map. It works with selection boxes. Can be used as an iterator in a for loop as:
local ray = Raycast(...)
for pointed_thing in ray do
...
end
The map is loaded as the ray advances. If the map is modified after the
Raycast is created, the changes may or may not have an effect on the object.
It can be created via Raycast(pos1, pos2, objects, liquids, pointabilities)
or core.raycast(pos1, pos2, objects, liquids, pointabilities) where:
pos1: start of the raypos2: end of the rayobjects: if false, only nodes will be returned. Default istrue.liquids: if false, liquid nodes (liquidtype ~= "none") won't be returned. Default isfalse.pointabilities: Allows overriding thepointableproperty of nodes and objects. Uses the same format as thepointabilitiesproperty of item definitions. Default isnil.
Limitations¶
Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
Rotated selectionboxes paired with automatic_rotate are not reliable either since the server
can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
The server calculates the total rotation incurred through automatic_rotate as a "best guess"
assuming the object was active & rotating on the client all the time since its creation.
This may be significantly out of sync with what clients see.
Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off; toggling automatic rotation may however cause errors to add up.
In multiplayer mode, the error may be arbitrarily large.
Methods¶
next(): returns apointed_thingwith exact pointing location- Returns the next thing pointed by the ray or nil.
SecureRandom¶
Interface for the operating system's crypto-secure PRNG.
It can be created via SecureRandom(). The constructor throws an error if a
secure random device cannot be found on the system.
Methods¶
next_bytes([count]): return nextcount(default 1, capped at 2048) many random bytes, as a string.
Settings¶
An interface to read config files in the format of minetest.conf.
core.settings is a Settings instance that can be used to access the
main config file (minetest.conf). Instances for other config files can be
created via Settings(filename).
Engine settings on the core.settings object have internal defaults that
will be returned if a setting is unset.
The engine does not (yet) read settingtypes.txt for this purpose. This
means that no defaults will be returned for mod settings.
Methods¶
get(key): returns a value- Returns
nilifkeyis not found.
- Returns
get_bool(key, [default]): returns a booleandefaultis the value returned ifkeyis not found.- Returns
nilifkeyis not found anddefaultnot specified.
get_np_group(key): returns a NoiseParams table- Returns
nilifkeyis not found.
- Returns
get_flags(key):- Returns
{flag = true/false, ...}according to the set flags. - Is currently limited to mapgen flags
mg_flagsand mapgen-specific flags likemgv5_spflags. - Returns
nilifkeyis not found.
- Returns
get_pos(key):- Returns a
vector - Returns
nilif no value is found or parsing failed.
- Returns a
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 (
core.settings).
- Setting names can't contain whitespace or any of
set_bool(key, value)- See documentation for
set()above.
- See documentation for
set_np_group(key, value)valueis a NoiseParams table.- Also, see documentation for
set()above.
set_pos(key, value)valueis avector.- Also, see documentation for
set()above.
remove(key): returns a boolean (truefor success)get_names(): returns{key1,...}has(key):- Returns a boolean indicating whether
keyexists. - In contrast to the various getter functions,
has()doesn't consider any default values. - This means that on the main settings object (
core.settings),get(key)might return a value even ifhas(key)returnsfalse.
- Returns a boolean indicating whether
write(): returns a boolean (truefor success)- Writes changes to file.
to_table(): returns{[key1]=value1,...}
Format¶
The settings have the format key = value. Example:
foo = example text
bar = """
Multiline
value
"""
StorageRef¶
Mod metadata: per mod and world metadata, saved automatically.
Can be obtained via core.get_mod_storage() during load time.
WARNING: This storage backend is incapable of saving raw binary data due to restrictions of JSON.
Methods¶
- All methods in MetaDataRef
ValueNoise¶
A value noise generator.
It can be created via ValueNoise() or core.get_value_noise().
For core.get_value_noise(), the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
Important: These require the mapgen environment to be initalized, do not use at load time.
ValueNoise(noiseparams)ValueNoise(seed, octaves, persistence, spread)(deprecated)core.get_value_noise(noiseparams)core.get_value_noise(seeddiff, octaves, persistence, spread)(deprecated)
These were previously called PerlinNoise() and core.get_perlin(), but the
implemented noise was not Perlin noise. They were renamed in 5.12.0. The old
names still exist as aliases.
Methods¶
get_2d(pos): returns 2D noise value atpos={x=,y=}get_3d(pos): returns 3D noise value atpos={x=,y=,z=}
ValueNoiseMap¶
A fast, bulk noise generator.
It can be created via ValueNoiseMap(noiseparams, size) or
core.get_value_noise_map(noiseparams, size).
For core.get_value_noise_map(), the actual seed used is the noiseparams seed
plus the world seed, to create world-specific noise.
These were previously called PerlinNoiseMap() and core.get_perlin_map(),
but the implemented noise was not Perlin noise. They were renamed in 5.12.0.
The old names still exist as aliases.
Format of size is {x=dimx, y=dimy, z=dimz}. The z component is omitted
for 2D noise, and it 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.
Important: These require the mapgen environment to be initalized, do not use at load time.
Methods¶
get_2d_map(pos): returns a<size.x>times<size.y>2D array of 2D noise with values starting atpos={x=,y=}get_3d_map(pos): returns a<size.x>times<size.y>times<size.z>3D array of 3D noise with values starting atpos={x=,y=,z=}.get_2d_map_flat(pos, buffer): returns a flat<size.x * size.y>element array of 2D noise with values starting atpos={x=,y=}get_3d_map_flat(pos, buffer): Same asget2dMap_flat, but 3D noisecalc_2d_map(pos): Calculates the 2d noise map starting atpos. The result is stored internally.calc_3d_map(pos): Calculates the 3d noise map starting atpos. The result is stored internally.get_map_slice(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 coordinatesslice_offsetand takes a chunk ofslice_size. E.g., to grab a 2-slice high horizontal 2d plane of noise starting at buffer offsety = 20:It is important to note thatnoisevals = noise:get_map_slice({y=20}, {y=2})slice_offsetoffset 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 coordinatesx = 1023, y=1000, z = 1000:noise:calc_3d_map({x=1000, y=1000, z=1000}) noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})