doc/world_format.md
This applies to a world format carrying the block serialization version 22...27, used at least in
0.4.dev-20120322 ... 0.4.dev-20120606 (22...23)0.4.0 (23)0.4.15-dev5.5.0-devThe block serialization version does not fully specify every aspect of this format; if compliance with this format is to be checked, it needs to be done by detecting if the files and data indeed follows it.
Everything is contained in a directory, the name of which is freeform, but often serves as the name of the world.
Currently, the authentication and ban data is stored on a per-world basis. It can be copied over from an old world to a newly created world.
World
├── auth.txt ───── Authentication data
├── auth.sqlite ── Authentication data (SQLite alternative)
├── env_meta.txt ─ Environment metadata
├── ipban.txt ──── Banned IPs/users
├── map_meta.txt ─ Map metadata
├── map.sqlite ─── Map data
├── players ────── Player directory
│ │── player1 ── Player file
│ └── Foo ────── Player file
└── world.mt ───── World metadata
auth.txtContains authentication data, one player per line.
<name>:<password hash>:<privilege1,...>
Legacy format (until 0.4.12) of password hash is <name><password> SHA1'd,
in base64.
Format (since 0.4.13) of password hash is #1#<salt>#<verifier>, with the
parts inside <> encoded in base64.
<verifier> is an RFC 2945 compatible SRP verifier,
of the given salt, password, and the player's name lowercased,
using the 2048-bit group specified in RFC 5054 and the SHA-256 hash function.
Example lines:
celeron55::interact,shout
foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout
foo:#1#hPpy4O3IAn1hsNK00A6wNw#Kpu6rj7McsrPCt4euTb5RA5ltF7wdcWGoYMcRngwDi11cZhPuuR9i5Bo7o6A877TgcEwoc//HNrj9EjR/CGjdyTFmNhiermZOADvd8eu32FYK1kf7RMC0rXWxCenYuOQCG4WF9mMGiyTPxC63VAjAMuc1nCZzmy6D9zt0SIKxOmteI75pAEAIee2hx4OkSXRIiU4Zrxo1Xf7QFxkMY4x77vgaPcvfmuzom0y/fU1EdSnZeopGPvzMpFx80ODFx1P34R52nmVl0W8h4GNo0k8ZiWtRCdrJxs8xIg7z5P1h3Th/BJ0lwexpdK8sQZWng8xaO5ElthNuhO8UQx1l6FgEA:shout
bar::
auth.sqliteContains authentication data as an SQLite database. This replaces auth.txt
above when auth_backend is set to sqlite3 in world.mt.
This database contains two tables: auth and user_privileges:
CREATE TABLE `auth` (
`id` INTEGER PRIMARY KEY AUTOINCREMENT,
`name` VARCHAR(32) UNIQUE,
`password` VARCHAR(512),
`last_login` INTEGER
);
CREATE TABLE `user_privileges` (
`id` INTEGER,
`privilege` VARCHAR(32),
PRIMARY KEY (id, privilege),
CONSTRAINT fk_id FOREIGN KEY (id) REFERENCES auth (id) ON DELETE CASCADE
);
The name and password fields of the auth table are the same as the auth.txt
fields (with modern password hash). The last_login field is the last login
time as a Unix time stamp.
The user_privileges table contains one entry per privilege and player.
A player with "interact" and "shout" privileges will have two entries, one
with privilege="interact" and the second with privilege="shout".
env_meta.txtSimple global environment variables.
Example content:
game_time = 73471
time_of_day = 19118
EnvArgsEnd
ipban.txtBanned IP addresses and usernames.
Example content:
123.456.78.9|foo
123.456.78.10|bar
map_meta.txtSimple global map variables.
Example content:
seed = 7980462765762429666
[end_of_params]
map.sqliteMap data.
See Map File Format below.
player1, FooPlayer data.
Filename can be anything.
See Player File Format below.
world.mtWorld metadata.
gameid = mesetint - name of the game
enable_damage = true - whether damage is enabled or not
creative_mode = false - whether creative mode is enabled or not
backend = sqlite3 - which DB backend to use for blocks (sqlite3, dummy, leveldb, redis, postgresql)
player_backend = sqlite3 - which DB backend to use for player data
readonly_backend = sqlite3 - optionally read-only seed DB (DB file _must_ be located in "readonly" subfolder)
auth_backend = files - which DB backend to use for authentication data
mod_storage_backend = sqlite3 - which DB backend to use for mod storage
server_announce = false - whether the server is publicly announced or not
load_mod_<mod> = false - whether <mod> is to be loaded in this world
world_name = Sol III - name of the world (if not set, the world folder name will be used)
shown in the main menu and used as a technical identifier
For load_mod_<mod>, the possible values are:
false - Do not load the mod.true - Load the mod from wherever it is found (may cause conflicts if the same mod appears also in some other place).mods/modpack/moddir - Relative path to the mod
mods/: mods in the user path's mods folder (ex. /home/user/.minetest/mods)share/: mods in the share's mods folder (ex. /usr/share/minetest/mods)/path/to/env: you can use absolute paths to mods inside folders specified with the MINETEST_MOD_PATH env variable.moddir is the directory name, not the mod name specified in mod.conf.PostgreSQL backend specific settings:
pgsql_connection = host=127.0.0.1 port=5432 user=mt_user password=mt_password dbname=minetest
pgsql_player_connection = (same parameters as above)
pgsql_readonly_connection = (same parameters as above)
pgsql_auth_connection = (same parameters as above)
pgsql_mod_storage_connection = (same parameters as above)
Redis backend specific settings:
redis_address = 127.0.0.1 - Redis server address
redis_hash = foo - Database hash
redis_port = 6379 - (optional) Connection port
redis_password = hunter2 - (optional) Server password
Should be pretty self-explanatory.
Note: Position is in
nodes * 10
Example content:
hp = 11
name = celeron55
pitch = 39.77
position = (-5231.97,15,1961.41)
version = 1
yaw = 101.37
PlayerArgsEnd
List main 32
Item default:torch 13
Item default:pick_steel 1 50112
Item experimental:tnt
Item default:cobble 99
Item default:pick_stone 1 13104
Item default:shovel_steel 1 51838
Item default:dirt 61
Item default:rail 78
Item default:coal_lump 3
Item default:cobble 99
Item default:leaves 22
Item default:gravel 52
Item default:axe_steel 1 2045
Item default:cobble 98
Item default:sand 61
Item default:water_source 94
Item default:glass 2
Item default:mossycobble
Item default:pick_steel 1 64428
Item animalmaterials:bone
Item default:sword_steel
Item default:sapling
Item default:sword_stone 1 10647
Item default:dirt 99
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
EndInventoryList
List craft 9
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
EndInventoryList
List craftpreview 1
Empty
EndInventoryList
List craftresult 1
Empty
EndInventoryList
EndInventory
Luanti maps consist of MapBlocks, each holds 16x16x16 nodes.
In addition to the bulk node data, MapBlocks stored on disk also contain
other things.
Initially, Luanti stored maps in a format called the "sectors" format. It was a directory/file structure like this:
sectors2/XXX/ZZZ/YYYY
For example, the MapBlock at (0, 1, -2) was this file:
sectors2/000/ffd/0001
Eventually Luanti outgrew this directory structure, as filesystems were struggling under the number of files and directories.
Large servers seriously needed a new format, and thus the base of the current format was invented, suggested by celeron55 and implemented by JacobF.
SQLite3 was implemented. Blocks files were directly inserted as blobs
in a single table, indexed by integer primary keys, which were hashed
coordinates.
Today, we know that SQLite3 allows multiple primary keys (which would allow
storing coordinates separately), but the format has been kept unchanged for
that part.
map.sqlitemap.sqlite is an SQLite3 database, containing a single table, called
blocks. It looks like this:
CREATE TABLE `blocks` (
`x` INTEGER, `y` INTEGER, `z` INTEGER,
`data` BLOB NOT NULL,
PRIMARY KEY (`x`, `z`, `y`)
);
Before 5.12.0 it looked like this:
CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY, `data` BLOB);
Applies to the pre-5.12.0 schema:
pos (a node position encoding) is created from the three coordinates of a
MapBlock using the following simple equation:
pos = (z << 24) + (y << 12) + x;
or, equivalently, pos = (z * 0x1000000) + (y * 0x1000) + x.
A position can be decoded using:
pos = pos + 0x800800800;
x = (pos & 0xFFF) - 0x800;
y = ((pos >> 12) & 0xFFF) - 0x800;
z = ((pos >> 24) & 0xFFF) - 0x800;
Positions are sequential along the x axis (as easily seen from the position equation above). It is possible to retrieve all blocks from an interval using the following SQL statement:
SELECT
`pos`,
`data`,
( (`pos` + 0x800800800) & 0xFFF) - 0x800 as x,
(((`pos` + 0x800800800) >> 12) & 0xFFF) - 0x800 as y,
(((`pos` + 0x800800800) >> 24) & 0xFFF) - 0x800 as z
FROM `blocks` WHERE
( (`pos` + 0x800800800) & 0xFFF) - 0x800 >= ? AND -- minx
( (`pos` + 0x800800800) & 0xFFF) - 0x800 <= ? AND -- maxx
(((`pos` + 0x800800800) >> 12) & 0xFFF) - 0x800 >= ? AND -- miny
(((`pos` + 0x800800800) >> 12) & 0xFFF) - 0x800 <= ? AND -- maxy
`pos` >= (? << 24) - 0x800800 AND -- minz
`pos` <= (? << 24) + 0x7FF7FF; -- maxz
The blob is the data that would have otherwise gone into the file.
See below for description.
Notes:
- NOTE: Byte order is MSB first (big-endian).
- NOTE: Zlib data is in such a format that Python's
zlibat least can directly decompress.- NOTE: Since version 29 zstd is used instead of zlib. In addition, the entire block is first serialized and then compressed (except version byte).
u8 version
u8 flags
0x01: is_underground: Should be set to 0 if there will be no light
obstructions above the block. If/when sunlight of a block is updated
and there is no block above it, this value is checked for determining
whether sunlight comes from the top.
0x02: day_night_differs: Whether the lighting of the block is different
on day and night. Only blocks that have this bit set are updated when
day transforms to night.
0x04: lighting_expired: Not used in version 27 and above. If true,
lighting is invalid and should be updated. If you can't calculate
lighting in your generator properly, you could try setting this 1 to
everything and setting the uppermost block in every sector as
is_underground=0. It most likely won't work properly.
0x08: generated: True if the block has been generated. If false, block
is mostly filled with CONTENT_IGNORE and is likely to contain e.g. parts
of trees of neighboring blocks.
u16 lighting_complete
Added in version 27.
This contains 12 flags, each of them corresponds to a direction.
Indicates if the light is correct at the sides of a map block. Lighting may not be correct if the light changed, but a neighbor block was not loaded at that time. If these flags are false, Luanti will automatically recompute light when both this block and its required neighbor are loaded.
The bit order is: nothing, nothing, nothing, nothing, night X-, night Y-, night Z-, night Z+, night Y+, night X+, day X-, day Y-, day Z-, day Z+, day Y+, day X+. Where 'day' is for the day light bank, 'night' is for the night light bank. The 'nothing' bits should be always set, as they will be used to indicate if direct sunlight spreading is finished.
Example: if the block at (0, 0, 0) has lighting_complete = 0b1111111111111110,
Luanti will correct lighting in the day light bank when the block at
(1, 0, 0) is also loaded.
Timestamp and node ID mappings come here if map format version >= 29.
u32 timestamp
0xffffffff = invalid/unknown timestamp, nothing should be done with the time
difference when loadedu8 name_id_mapping_version
u16 num_name_id_mappings
num_name_id_mappings:
u16 idu16 name_lenu8[name_len] nameu8 content_width
param0) fields of nodesu8 params_width
Note: Zlib-compressed before map format version 29
If content_width is 1:
u8[4096]: param0 fieldsu8[4096]: param1 fieldsu8[4096]: param2 fieldsIf content_width is 2:
u16[4096]: param0 fieldsu8[4096]: param1 fieldsu8[4096]: param2 fieldsThe location of a node in each of those arrays is (z*16*16 + y*16 + x).
Note: Zlib-compressed before map version format 29
Before map format version 23:
u16 version (=1)u16 count of metadatau16 position ((p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X))u16 type_idu16 content_sizeu8[content_size] content of metadata. Format depends on type_id, see below.Since map format version 23:
u8 version
Note: Type was
u16before map format version 23
u16 count of metadatau16 position ((p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X))u32 num_varsnum_vars:
u16 key_lenu8[key_len] keyu32 val_lenu8[val_len] valueu8 is_privateMap format version 23:
u8 unused version (always 0)Map format version 24:
Note: Not released as stable
u8 nodetimer_versionnodetimer_version == 1:
u16 num_of_timersnum_of_timers:
u16 timer position ((z*16*16 + y*16 + x))s32 timeout * 1000s32 elapsed * 1000Map format version >= 25: see below
u8 static object version:
u16 static_object_count
foreach static_object_count:
u8 type (object type-id)s32 pos_x_nodes * 10000s32 pos_y_nodes * 10000s32 pos_z_nodes * 10000u16 data_sizeu8[data_size] dataBefore map format version 29:
u32 timestamp
u8 name-id-mapping version
u16 num_name_id_mappings
num_name_id_mappings:
u16 idu16 name_lenu8[name_len] nameSince map format version 25, node timers come here:
* u8 length of the data of a single timer (always 2+4+4=10)
* u16 num_of_timers
* foreach num_of_timers:
* u16 timer position ((z*16*16 + y*16 + x))
* s32 timeout * 1000
* s32 elapsed * 1000
End of File (EOF).
A node is composed of the u8 fields param0, param1 and param2.
Before map format version 24:
param0 < 0x80, content_id = param0content_id = (param0<<4) + (param2>>4)Since map format version 24:
param0.The purpose of param1 and param2 depend on the definition of the node.
The mapping maps node content IDs to node names.
The node metadata is serialized depending on the type_id field.
1: Generic metadata
u32 lenu8[len] textu16 lenu8[len] owneru16 lenu8[len] infotextu16 lenu8[len] inventory drawspecu8 allow_text_input (bool)u8 removal_disabled (bool)u8 enforce_owner (bool)u32 num_varsnum_vars:
u16 lenu8[len] nameu32 lenu8[len] value14: Sign metadata
u16 text_lenu8[text_len] text15: Chest metadata
16: Furnace metadata
17: Locked Chest metadata
u16 lenu8[len] ownerStatic objects are persistent freely moving objects in the world.
Object types:
1: Test object
7: LuaEntity:
u8 compatibility_byte (always 1)u16 lenu8[len] entity nameu32 lenu8[len] static datas16 hps32 velocity.x * 10000s32 velocity.y * 10000s32 velocity.z * 10000s32 yaw * 1000Since protocol version 37:
u8 version2 (=1 or 2)s32 pitch * 1000s32 roll * 1000u8[16] guidExamples:
'default:dirt 5''default:pick_wood 21323''"default:apple" 2''default:apple'Older formats:
'node "default:dirt" 5''NodeItem default:dirt 5''ToolItem WPick 21323'The wear value in tools is 0...65535.
\nEndInventory\nList foo 4
Item default:sapling
Item default:sword_stone 1 10647
Item default:dirt 99
Empty
EndInventoryList
List bar 9
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
EndInventoryList
EndInventory