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lua_api.txt
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Minetest Lua Modding API Reference 0.4.13
=========================================
* 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 modmanager within mainmenu.
### `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.setting_get(name)` and `minetest.setting_getbool(name)` can be used
to read custom or existing settings at load time, if necessary.
### `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 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)`.
This will make Minetest to convert things called name to things called
`convert_to`.
This can be used for maintaining backwards compatibility.
This can be also used for setting quick access names for things, 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`.
### 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 over `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
#### `[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>`
`^` is replaced by `&` in texture names.
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.
#### `[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.
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 location-less on all clients
{
gain = 1.0, -- default
}
-- Play location-less to a player
{
to_player = name,
gain = 1.0, -- default
}
-- Play in a location
{
pos = {x=1,y=2,z=3},
gain = 1.0, -- default
max_hear_distance = 32, -- default, 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, -- only sounds connected to objects can be looped
}
### `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.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. 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 modulo 4 = axisdir
0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
facedir's two less significant bits are rotation around the 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.
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
^ defines list of collision boxes for the node. If empty, collision boxes
will be the same as nodeboxes, in case of any other nodes will be full cube
as in the example above.
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`
### `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`
### `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"