1 Minetest Lua Modding API Reference 0.4.6
2 ========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
123 Optional dependencies can be defined by appending a question mark
124 to a single modname. Their meaning is that if the specified mod
125 is missing, that does not prevent this mod from being loaded.
128 An alternative way of specifying optional dependencies.
129 Like depends.txt, a single line contains a single modname.
131 NOTE: This file exists for compatibility purposes only and
132 support for it will be removed from the engine by the end of 2013.
135 The main Lua script. Running this script should register everything it
136 wants to register. Subsequent execution depends on minetest calling the
137 registered callbacks.
139 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
140 to read custom or existing settings at load time, if necessary.
142 textures, sounds, media:
143 Media files (textures, sounds, whatever) that will be transferred to the
144 client and will be available for use by the mod.
146 Naming convention for registered textual names
147 ----------------------------------------------
148 Registered names should generally be in this format:
149 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
151 This is to prevent conflicting names from corrupting maps and is
152 enforced by the mod loader.
154 Example: mod "experimental", ideal item/node/entity name "tnt":
155 -> the name should be "experimental:tnt".
157 Enforcement can be overridden by prefixing the name with ":". This can
158 be used for overriding the registrations of some other mod.
160 Example: Any mod can redefine experimental:tnt by using the name
161 ":experimental:tnt" when registering it.
162 (also that mod is required to have "experimental" as a dependency)
164 The ":" prefix can also be used for maintaining backwards compatibility.
168 Aliases can be added by using minetest.register_alias(name, convert_to)
170 This will make Minetest to convert things called name to things called
173 This can be used for maintaining backwards compatibility.
175 This can be also used for setting quick access names for things, eg. if
176 you have an item called epiclylongmodname:stuff, you could do
177 minetest.register_alias("stuff", "epiclylongmodname:stuff")
178 and be able to use "/giveme stuff".
182 Mods should generally prefix their textures with modname_, eg. given
183 the mod name "foomod", a texture could be called
184 "foomod_foothing.png"
186 Textures are referred to by their complete name, or alternatively by
187 stripping out the file extension:
188 eg. foomod_foothing.png
193 Only OGG files are supported.
195 For positional playing of sounds, only single-channel (mono) files are
196 supported. Otherwise OpenAL will play them non-positionally.
198 Mods should generally prefix their sounds with modname_, eg. given
199 the mod name "foomod", a sound could be called
200 "foomod_foosound.ogg"
202 Sounds are referred to by their name with a dot, a single digit and the
203 file extension stripped out. When a sound is played, the actual sound file
204 is chosen randomly from the matching sounds.
206 When playing the sound "foomod_foosound", the sound is chosen randomly
207 from the available ones of the following files:
209 foomod_foosound.0.ogg
210 foomod_foosound.1.ogg
212 foomod_foosound.9.ogg
214 Examples of sound parameter tables:
215 -- Play locationless on all clients
217 gain = 1.0, -- default
219 -- Play locationless to a player
222 gain = 1.0, -- default
224 -- Play in a location
227 gain = 1.0, -- default
228 max_hear_distance = 32, -- default
230 -- Play connected to an object, looped
232 object = <an ObjectRef>,
233 gain = 1.0, -- default
234 max_hear_distance = 32, -- default
235 loop = true, -- only sounds connected to objects can be looped
240 eg. "default_place_node"
242 eg. {name="default_place_node"}
243 eg. {name="default_place_node", gain=1.0}
245 Registered definitions of stuff
246 --------------------------------
247 Anything added using certain minetest.register_* functions get added to
248 the global minetest.registered_* tables.
250 minetest.register_entity(name, prototype table)
251 -> minetest.registered_entities[name]
253 minetest.register_node(name, node definition)
254 -> minetest.registered_items[name]
255 -> minetest.registered_nodes[name]
257 minetest.register_tool(name, item definition)
258 -> minetest.registered_items[name]
260 minetest.register_craftitem(name, item definition)
261 -> minetest.registered_items[name]
263 Note that in some cases you will stumble upon things that are not contained
264 in these tables (eg. when a mod has been removed). Always check for
265 existence before trying to access the fields.
267 Example: If you want to check the drawtype of a node, you could do:
269 local function get_nodedef_field(nodename, fieldname)
270 if not minetest.registered_nodes[nodename] then
273 return minetest.registered_nodes[nodename][fieldname]
275 local drawtype = get_nodedef_field(nodename, "drawtype")
277 Example: minetest.get_item_group(name, group) has been implemented as:
279 function minetest.get_item_group(name, group)
280 if not minetest.registered_items[name] or not
281 minetest.registered_items[name].groups[group] then
284 return minetest.registered_items[name].groups[group]
289 Nodes are the bulk data of the world: cubes and other things that take the
290 space of a cube. Huge amounts of them are handled efficiently, but they
293 The definition of a node is stored and can be accessed by name in
294 minetest.registered_nodes[node.name]
295 See "Registered definitions of stuff".
297 Nodes are passed by value between Lua and the engine.
298 They are represented by a table:
299 {name="name", param1=num, param2=num}
301 param1 and param2 are 8 bit integers. The engine uses them for certain
302 automated functions. If you don't use these functions, you can use them to
303 store arbitrary values.
305 The functions of param1 and param2 are determined by certain fields in the
307 param1 is reserved for the engine when paramtype != "none":
309 ^ The value stores light with and without sun in it's
310 upper and lower 4 bits.
311 param2 is reserved for the engine when any of these are used:
312 liquidtype == "flowing"
313 ^ The level and some flags of the liquid is stored in param2
314 drawtype == "flowingliquid"
315 ^ The drawn liquid level is read from param2
316 drawtype == "torchlike"
317 drawtype == "signlike"
318 paramtype2 == "wallmounted"
319 ^ The rotation of the node is stored in param2. You can make this value
320 by using minetest.dir_to_wallmounted().
321 paramtype2 == "facedir"
322 ^ The rotation of the node is stored in param2. Furnaces and chests are
323 rotated this way. Can be made by using minetest.dir_to_facedir().
325 facedir modulo 4 = axisdir
326 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
327 facedir's two less significant bits are rotation around the axis
329 Nodes can also contain extra data. See "Node Metadata".
333 There are a bunch of different looking node types. These are mostly just
334 copied from Minetest 0.3; more may be made in the future.
336 Look for examples in games/minimal or games/minetest_game.
351 - nodebox -- See below. EXPERIMENTAL
355 Node selection boxes are defined using "node boxes"
357 The "nodebox" node drawtype allows defining visual of nodes consisting of
358 arbitrary number of boxes. It allows defining stuff like stairs. Only the
359 "fixed" box type is supported for these.
360 ^ Please note that this is still experimental, and may be incompatibly
361 changed in the future.
363 A nodebox is defined as any of:
365 -- A normal cube; the default in most things
369 -- A fixed box (facedir param2 is used, if applicable)
371 fixed = box OR {box1, box2, ...}
374 -- A box like the selection box for torches
375 -- (wallmounted param2 is used, if applicable)
376 type = "wallmounted",
383 {x1, y1, z1, x2, y2, z2}
384 A box of a regular node would look like:
385 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
389 These tell in what manner the ore is generated.
390 All default ores are of the uniformly-distributed scatter type.
393 Randomly chooses a location and generates a cluster of ore.
394 If noise_params is specified, the ore will be placed if the 3d perlin noise at
395 that point is greater than the noise_threshhold, giving the ability to create a non-equal
398 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
399 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
400 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
401 scale when comparing against the noise threshhold, but scale is used to determine relative height.
402 The height of the blob is randomly scattered, with a maximum height of clust_size.
403 clust_scarcity and clust_num_ores are ignored.
404 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
405 - claylike - NOT YET IMPLEMENTED
406 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
407 neighborhood of clust_size radius.
411 Currently supported flags: absheight
413 Also produce this same ore between the height range of -height_max and -height_min.
414 Useful for having ore in sky realms without having to duplicate ore entries.
418 The position field is used for all element types.
419 To account for differing resolutions, the position coordinates are the percentage of the screen,
420 ranging in value from 0 to 1.
421 The name field is not yet used, but should contain a description of what the HUD element represents.
422 The direction field is the direction in which something is drawn.
423 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.
424 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
425 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
427 The offset field specifies a pixel offset from the position. Contrary to position,
428 the offset is not scaled to screen size. This allows for some precisely-positioned
430 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
432 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
435 Displays an image on the HUD.
436 - scale: The scale of the image, with 1 being the original texture size.
437 Only the X coordinate scale is used.
438 - text: The name of the texture that is displayed.
439 - alignment: The alignment of the image.
440 - offset: offset in pixels from position.
442 Displays text on the HUD.
443 - scale: Defines the bounding rectangle of the text.
444 A value such as {x=100, y=100} should work.
445 - text: The text to be displayed in the HUD element.
446 - number: An integer containing the RGB value of the color used to draw the text.
447 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
448 - alignment: The alignment of the text.
449 - offset: offset in pixels from position.
451 Displays a horizontal bar made up of half-images.
452 - text: The name of the texture that is used.
453 - number: The number of half-textures that are displayed.
454 If odd, will end with a vertically center-split texture.
456 - offset: offset in pixels from position.
458 - text: The name of the inventory list to be displayed.
459 - number: Number of items in the inventory to be displayed.
460 - item: Position of item that is selected.
463 Representations of simple things
464 --------------------------------
466 {x=num, y=num, z=num}
467 Currently the API does not provide any helper functions for addition,
468 subtraction and whatever; you can define those that you need yourself.
472 {type="node", under=pos, above=pos}
473 {type="object", ref=ObjectRef}
477 Node (register_node):
478 A node from the world
479 Tool (register_tool):
480 A tool/weapon that can dig and damage things according to tool_capabilities
481 Craftitem (register_craftitem):
484 Items and item stacks can exist in three formats:
486 Serialized; This is called stackstring or itemstring:
488 eg. 'default:pick_wood 21323'
492 eg. {name="default:dirt", count=5, wear=0, metadata=""}
494 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
495 ^ a wooden pick about 1/3 weared out
496 eg. {name="default:apple", count=1, wear=0, metadata=""}
500 C++ native format with many helper methods. Useful for converting between
501 formats. See the Class reference section for details.
503 When an item must be passed to a function, it can usually be in any of
508 In a number of places, there is a group table. Groups define the
509 properties of a thing (item, node, armor of entity, capabilities of
510 tool) in such a way that the engine and other mods can can interact with
511 the thing without actually knowing what the thing is.
514 - Groups are stored in a table, having the group names with keys and the
515 group ratings as values. For example:
516 groups = {crumbly=3, soil=1}
517 ^ Default dirt (soil group actually currently not defined; TODO)
518 groups = {crumbly=2, soil=1, level=2, outerspace=1}
519 ^ A more special dirt-kind of thing
520 - Groups always have a rating associated with them. If there is no
521 useful meaning for a rating for an enabled group, it shall be 1.
522 - When not defined, the rating of a group defaults to 0. Thus when you
523 read groups, you must interpret nil and 0 as the same value, 0.
525 You can read the rating of a group for an item or a node by using
526 minetest.get_item_group(itemname, groupname)
530 Groups of items can define what kind of an item it is (eg. wool).
534 In addition to the general item things, groups are used to define whether
535 a node is destroyable and how long it takes to destroy by a tool.
539 For entities, groups are, as of now, used only for calculating damage.
540 The rating is the percentage of damage caused by tools with this damage group.
541 See "Entity damage mechanism".
543 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
544 object.set_armor_groups({fleshy=30, cracky=80})
548 Groups in tools define which groups of nodes and entities they are
551 Groups in crafting recipes
552 ---------------------------
553 An example: Make meat soup from any meat, any water and any bowl
555 output = 'food:meat_soup_raw',
561 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
563 An another example: Make red wool from white wool and red dye
567 recipe = {'wool:white', 'group:dye,basecolor_red'},
572 - immortal: Disables the group damage system for an entity
573 - level: Can be used to give an additional sense of progression in the game.
574 - A larger level will cause eg. a weapon of a lower level make much less
575 damage, and get weared out much faster, or not be able to get drops
576 from destroyed nodes.
577 - 0 is something that is directly accessible at the start of gameplay
578 - There is no upper limit
579 - dig_immediate: (player can always pick up node without tool wear)
580 - 2: node is removed without tool wear after 0.5 seconds or so
582 - 3: node is removed without tool wear immediately (torch)
583 - disable_jump: Player (and possibly other things) cannot jump from node
584 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
585 - bouncy: value is bounce speed in percent
586 - falling_node: if there is no walkable block under the node it will fall
587 - attached_node: if the node under it is not a walkable block the node will be
588 dropped as an item. If the node is wallmounted the
589 wallmounted direction is checked.
591 Known damage and digging time defining groups
592 ----------------------------------------------
593 - crumbly: dirt, sand
594 - cracky: tough but crackable stuff like stone.
595 - snappy: something that can be cut using fine tools; eg. leaves, small
596 plants, wire, sheets of metal
597 - choppy: something that can be cut using force; eg. trees, wooden planks
598 - fleshy: Living things like animals and the player. This could imply
599 some blood effects when hitting.
600 - explody: Especially prone to explosions
601 - oddly_breakable_by_hand:
602 Can be added to nodes that shouldn't logically be breakable by the
603 hand but are. Somewhat similar to dig_immediate, but times are more
604 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
605 speed of a tool if the tool can dig at a faster speed than this
606 suggests for the hand.
608 Examples of custom groups
609 --------------------------
610 Item groups are often used for defining, well, //groups of items//.
611 - meat: any meat-kind of a thing (rating might define the size or healing
612 ability or be irrelevant - it is not defined as of yet)
613 - eatable: anything that can be eaten. Rating might define HP gain in half
615 - flammable: can be set on fire. Rating might define the intensity of the
616 fire, affecting eg. the speed of the spreading of an open fire.
617 - wool: any wool (any origin, any color)
620 - heavy: anything considerably heavy
622 Digging time calculation specifics
623 -----------------------------------
624 Groups such as **crumbly**, **cracky** and **snappy** are used for this
625 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
628 The **level** group is used to limit the toughness of nodes a tool can dig
629 and to scale the digging times / damage to a greater extent.
631 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
634 Tools define their properties by a list of parameters for groups. They
635 cannot dig other groups; thus it is important to use a standard bunch of
636 groups to enable interaction with tools.
639 * Full punch interval
641 * For an arbitrary list of groups:
642 * Uses (until the tool breaks)
643 * Maximum level (usually 0, 1, 2 or 3)
647 **Full punch interval**:
648 When used as a weapon, the tool will do full damage if this time is spent
649 between punches. If eg. half the time is spent, the tool will do half
652 **Maximum drop level**
653 Suggests the maximum level of node, when dug with the tool, that will drop
654 it's useful item. (eg. iron ore to drop a lump of iron).
655 - This is not automated; it is the responsibility of the node definition
659 Determines how many uses the tool has when it is used for digging a node,
660 of this group, of the maximum level. For lower leveled nodes, the use count
661 is multiplied by 3^leveldiff.
662 - uses=10, leveldiff=0 -> actual uses: 10
663 - uses=10, leveldiff=1 -> actual uses: 30
664 - uses=10, leveldiff=2 -> actual uses: 90
667 Tells what is the maximum level of a node of this group that the tool will
671 List of digging times for different ratings of the group, for nodes of the
673 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
674 result in the tool to be able to dig nodes that have a rating of 2 or 3
675 for this group, and unable to dig the rating 1, which is the toughest.
676 Unless there is a matching group that enables digging otherwise.
679 List of damage for groups of entities. See "Entity damage mechanism".
681 Example definition of the capabilities of a tool
682 -------------------------------------------------
683 tool_capabilities = {
684 full_punch_interval=1.5,
687 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
689 damage_groups = {fleshy=2},
692 This makes the tool be able to dig nodes that fullfill both of these:
693 - Have the **crumbly** group
694 - Have a **level** group less or equal to 2
696 Table of resulting digging times:
697 crumbly 0 1 2 3 4 <- level
703 level diff: 2 1 0 -1 -2
705 Table of resulting tool uses:
712 - At crumbly=0, the node is not diggable.
713 - At crumbly=3, the level difference digging time divider kicks in and makes
714 easy nodes to be quickly breakable.
715 - At level > 2, the node is not diggable, because it's level > maxlevel
717 Entity damage mechanism
718 ------------------------
721 foreach group in cap.damage_groups:
722 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
723 * (object.armor_groups[group] / 100.0)
724 -- Where object.armor_groups[group] is 0 for inexisting values
727 Client predicts damage based on damage groups. Because of this, it is able to
728 give an immediate response when an entity is damaged or dies; the response is
729 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
731 - Currently a smoke puff will appear when an entity dies.
733 The group **immortal** completely disables normal damage.
735 Entities can define a special armor group, which is **punch_operable**. This
736 group disables the regular damage mechanism for players punching it by hand or
737 a non-tool item, so that it can do something else than take damage.
739 On the Lua side, every punch calls ''entity:on_punch(puncher,
740 time_from_last_punch, tool_capabilities, direction)''. This should never be
741 called directly, because damage is usually not handled by the entity itself.
742 * ''puncher'' is the object performing the punch. Can be nil. Should never be
743 accessed unless absolutely required, to encourage interoperability.
744 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
745 * ''tool_capabilities'' can be nil.
746 * ''direction'' is a unit vector, pointing from the source of the punch to
749 To punch an entity/object in Lua, call ''object:punch(puncher,
750 time_from_last_punch, tool_capabilities, direction)''.
751 * Return value is tool wear.
752 * Parameters are equal to the above callback.
753 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
754 automatically filled in based on the location of ''puncher''.
758 The instance of a node in the world normally only contains the three values
759 mentioned in "Nodes". However, it is possible to insert extra data into a
760 node. It is called "node metadata"; See "NodeMetaRef".
762 Metadata contains two things:
766 Some of the values in the key-value store are handled specially:
767 - formspec: Defines a right-click inventory menu. See "Formspec".
768 - infotext: Text shown on the screen when the node is pointed at
772 local meta = minetest.env:get_meta(pos)
773 meta:set_string("formspec",
775 "list[context;main;0,0;8,4;]"..
776 "list[current_player;main;0,5;8,4;]")
777 meta:set_string("infotext", "Chest");
778 local inv = meta:get_inventory()
779 inv:set_size("main", 8*4)
780 print(dump(meta:to_table()))
783 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""}
786 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
793 Formspec defines a menu. Currently not much else than inventories are
794 supported. It is a string, with a somewhat strange format.
796 Spaces and newlines can be inserted between the blocks, as is used in the
802 list[context;main;0,0;8,4;]
803 list[current_player;main;0,5;8,4;]
806 list[context;fuel;2,3;1,1;]
807 list[context;src;2,1;1,1;]
808 list[context;dst;5,1;2,2;]
809 list[current_player;main;0,5;8,4;]
810 - Minecraft-like player inventory
812 image[1,0.6;1,2;player.png]
813 list[current_player;main;0,3.5;8,4;]
814 list[current_player;craft;3,0;3,3;]
815 list[current_player;craftpreview;7,1;1,1;]
820 ^ Define the size of the menu in inventory slots
821 ^ deprecated: invsize[<W>,<H>;]
823 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
824 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
825 ^ Show an inventory list
827 image[<X>,<Y>;<W>,<H>;<texture name>]
829 ^ Position and size units are inventory slots
831 item_image[<X>,<Y>;<W>,<H>;<item name>]
832 ^ Show an inventory image of registered item/node
833 ^ Position and size units are inventory slots
835 background[<X>,<Y>;<W>,<H>;<texture name>]
836 ^ Use a background. Inventory rectangles are not drawn then.
837 ^ Position and size units are inventory slots
838 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
840 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
841 ^ Textual field; will be sent to server when a button is clicked
842 ^ x and y position the field relative to the top left of the menu
843 ^ w and h are the size of the field
844 ^ fields are a set height, but will be vertically centred on h
845 ^ Position and size units are inventory slots
846 ^ name is the name of the field as returned in fields to on_receive_fields
847 ^ label, if not blank, will be text printed on the top left above the field
848 ^ default is the default value of the field
849 ^ default may contain variable references such as '${text}' which
850 will fill the value from the metadata value 'text'
851 ^ Note: no extra text or more than a single variable is supported ATM.
853 field[<name>;<label>;<default>]
854 ^ as above but without position/size units
855 ^ special field for creating simple forms, such as sign text input
856 ^ must be used without a size[] element
857 ^ a 'Proceed' button will be added automatically
859 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
860 ^ same as fields above, but with multi-line input
862 label[<X>,<Y>;<label>]
863 ^ x and y work as per field
864 ^ label is the text on the label
865 ^ Position and size units are inventory slots
867 button[<X>,<Y>;<W>,<H>;<name>;<label>]
868 ^ Clickable button. When clicked, fields will be sent.
869 ^ x, y and name work as per field
870 ^ w and h are the size of the button
871 ^ label is the text on the button
872 ^ Position and size units are inventory slots
874 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
875 ^ x, y, w, h, and name work as per button
876 ^ image is the filename of an image
877 ^ Position and size units are inventory slots
879 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
880 ^ x, y, w, h, name and label work as per button
881 ^ item name is the registered name of an item/node,
882 tooltip will be made out of its descritption
883 ^ Position and size units are inventory slots
885 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
886 ^ When clicked, fields will be sent and the form will quit.
888 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
889 ^ When clicked, fields will be sent and the form will quit.
893 - "context": Selected node metadata (deprecated: "current_name")
894 - "current_player": Player to whom the menu is shown
895 - "player:<name>": Any player
896 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
897 - "detached:<name>": A detached inventory
901 dump2(obj, name="_", dumped={})
902 ^ Return object serialized as a string, handles reference loops
904 ^ Return object serialized as a string
905 string:split(separator)
906 ^ eg. string:split("a,b", ",") == {"a","b"}
908 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
909 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
910 ^ Convert position to a printable string
911 minetest.string_to_pos(string) -> position
912 ^ Same but in reverse
913 minetest.formspec_escape(string) -> string
914 ^ escapes characters like [, ], and \ that can not be used in formspecs
916 minetest namespace reference
917 -----------------------------
918 minetest.get_current_modname() -> string
919 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
920 ^ Useful for loading additional .lua modules or static data from mod
921 minetest.get_modnames() -> list of installed mods
922 ^ Return a list of installed mods, sorted alphabetically
923 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
924 ^ Useful for storing custom data
925 minetest.is_singleplayer()
927 ^ table containing API feature flags: {foo=true, bar=true}
928 minetest.has_feature(arg) -> bool, missing_features
929 ^ arg: string or table in format {foo=true, bar=true}
930 ^ missing_features: {foo=true, bar=true}
933 ^ Always printed to stderr and logfile (print() is redirected here)
935 minetest.log(loglevel, line)
936 ^ loglevel one of "error", "action", "info", "verbose"
938 Registration functions: (Call these only at load time)
939 minetest.register_entity(name, prototype table)
940 minetest.register_abm(abm definition)
941 minetest.register_node(name, node definition)
942 minetest.register_tool(name, item definition)
943 minetest.register_craftitem(name, item definition)
944 minetest.register_alias(name, convert_to)
945 minetest.register_craft(recipe)
946 minetest.register_ore(ore definition)
948 Global callback registration functions: (Call these only at load time)
949 minetest.register_globalstep(func(dtime))
950 ^ Called every server step, usually interval of 0.05s
951 minetest.register_on_shutdown(func())
952 ^ Called before server shutdown
953 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
954 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
955 semi-frequent intervals as well as on server shutdown.
956 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
957 ^ Called when a node has been placed
958 ^ If return true no item is taken from itemstack
959 ^ Deprecated: Use on_construct or after_place_node in node definition instead
960 minetest.register_on_dignode(func(pos, oldnode, digger))
961 ^ Called when a node has been dug.
962 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
963 minetest.register_on_punchnode(func(pos, node, puncher))
964 ^ Called when a node is punched
965 minetest.register_on_generated(func(minp, maxp, blockseed))
966 ^ Called after generating a piece of world. Modifying nodes inside the area
967 is a bit faster than usually.
968 minetest.register_on_newplayer(func(ObjectRef))
969 ^ Called after a new player has been created
970 minetest.register_on_dieplayer(func(ObjectRef))
971 ^ Called when a player dies
972 minetest.register_on_respawnplayer(func(ObjectRef))
973 ^ Called when player is to be respawned
974 ^ Called _before_ repositioning of player occurs
975 ^ return true in func to disable regular player placement
976 minetest.register_on_joinplayer(func(ObjectRef))
977 ^ Called when a player joins the game
978 minetest.register_on_leaveplayer(func(ObjectRef))
979 ^ Called when a player leaves the game
980 minetest.register_on_chat_message(func(name, message))
981 ^ Called always when a player says something
982 minetest.register_on_player_receive_fields(func(player, formname, fields))
983 ^ Called when a button is pressed in player's inventory form
984 ^ Newest functions are called first
985 ^ If function returns true, remaining functions are not called
987 Other registration functions:
988 minetest.register_chatcommand(cmd, chatcommand definition)
989 minetest.register_privilege(name, definition)
990 ^ definition: "description text"
992 description = "description text",
993 give_to_singleplayer = boolean, -- default: true
995 minetest.register_authentication_handler(handler)
996 ^ See minetest.builtin_auth_handler in builtin.lua for reference
999 minetest.setting_set(name, value)
1000 minetest.setting_get(name) -> string or nil
1001 minetest.setting_getbool(name) -> boolean value or nil
1002 minetest.setting_get_pos(name) -> position or nil
1003 minetest.setting_save() -> nil, save all settings to config file
1004 minetest.add_to_creative_inventory(itemstring)
1007 minetest.notify_authentication_modified(name)
1008 ^ Should be called by the authentication handler if privileges change.
1009 ^ To report everybody, set name=nil.
1010 minetest.get_password_hash(name, raw_password)
1011 ^ Convert a name-password pair to a password hash that minetest can use
1012 minetest.string_to_privs(str) -> {priv1=true,...}
1013 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1014 ^ Convert between two privilege representations
1015 minetest.set_player_password(name, password_hash)
1016 minetest.set_player_privs(name, {priv1=true,...})
1017 minetest.get_player_privs(name) -> {priv1=true,...}
1018 minetest.auth_reload()
1019 ^ These call the authentication handler
1020 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1021 ^ A quickhand for checking privileges
1022 minetest.get_player_ip(name) -> IP address string
1025 minetest.chat_send_all(text)
1026 minetest.chat_send_player(name, text, prepend)
1027 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1030 minetest.get_inventory(location) -> InvRef
1031 ^ location = eg. {type="player", name="celeron55"}
1032 {type="node", pos={x=, y=, z=}}
1033 {type="detached", name="creative"}
1034 minetest.create_detached_inventory(name, callbacks) -> InvRef
1035 ^ callbacks: See "Detached inventory callbacks"
1036 ^ Creates a detached inventory. If it already exists, it is cleared.
1037 minetest.show_formspec(playername, formname, formspec)
1038 ^ playername: name of player to show formspec
1039 ^ formname: name passed to on_player_receive_fields callbacks
1040 ^ should follow "modname:<whatever>" naming convention
1041 ^ formspec: formspec to display
1044 minetest.inventorycube(img1, img2, img3)
1045 ^ Returns a string for making an image of a cube (useful as an item image)
1046 minetest.get_pointed_thing_position(pointed_thing, above)
1047 ^ Get position of a pointed_thing (that you can get from somewhere)
1048 minetest.dir_to_facedir(dir)
1049 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1050 minetest.dir_to_wallmounted(dir)
1051 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1052 minetest.get_node_drops(nodename, toolname)
1053 ^ Returns list of item names.
1054 ^ Note: This will be removed or modified in a future version.
1055 minetest.get_craft_result(input) -> output, decremented_input
1056 ^ input.method = 'normal' or 'cooking' or 'fuel'
1057 ^ input.width = for example 3
1058 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1059 stack 5, stack 6, stack 7, stack 8, stack 9 }
1060 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1061 ^ output.time = number, if unsuccessful: 0
1062 ^ decremented_input = like input
1063 minetest.get_craft_recipe(output) -> input
1064 ^ returns last registered recipe for output item (node)
1065 ^ output is a node or item type such as 'default:torch'
1066 ^ input.method = 'normal' or 'cooking' or 'fuel'
1067 ^ input.width = for example 3
1068 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1069 stack 5, stack 6, stack 7, stack 8, stack 9 }
1070 ^ input.items = nil if no recipe found
1071 minetest.get_all_craft_recipes(query item) -> table or nil
1072 ^ returns indexed table with all registered recipes for query item (node)
1073 or nil if no recipe was found
1076 method = 'normal' or 'cooking' or 'fuel'
1077 width = 0-3, 0 means shapeless recipe
1078 items = indexed [1-9] table with recipe items
1079 output = string with item name and quantity
1081 Example query for default:gold_ingot will return table:
1083 1={type = "cooking", width = 3, output = "default:gold_ingot",
1084 items = {1 = "default:gold_lump"}},
1085 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1086 items = {1 = "default:goldblock"}}
1088 minetest.handle_node_drops(pos, drops, digger)
1089 ^ drops: list of itemstrings
1090 ^ Handles drops from nodes after digging: Default action is to put them into
1092 ^ Can be overridden to get different functionality (eg. dropping items on
1096 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1097 ^ Find who has done something to a node, or near a node
1098 ^ actor: "player:<name>", also "liquid".
1099 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1100 ^ Revert latest actions of someone
1101 ^ actor: "player:<name>", also "liquid".
1103 Defaults for the on_* item definition functions:
1104 (These return the leftover itemstack)
1105 minetest.item_place_node(itemstack, placer, pointed_thing)
1106 ^ Place item as a node
1107 minetest.item_place_object(itemstack, placer, pointed_thing)
1109 minetest.item_place(itemstack, placer, pointed_thing)
1110 ^ Use one of the above based on what the item is.
1111 ^ Calls on_rightclick of pointed_thing.under if defined instead
1112 ^ Note: is not called when wielded item overrides on_place
1113 minetest.item_drop(itemstack, dropper, pos)
1115 minetest.item_eat(hp_change, replace_with_item)
1116 ^ Eat the item. replace_with_item can be nil.
1118 Defaults for the on_punch and on_dig node definition callbacks:
1119 minetest.node_punch(pos, node, puncher)
1120 ^ Calls functions registered by minetest.register_on_punchnode()
1121 minetest.node_dig(pos, node, digger)
1122 ^ Checks if node can be dug, puts item into inventory, removes node
1123 ^ Calls functions registered by minetest.registered_on_dignodes()
1126 minetest.sound_play(spec, parameters) -> handle
1127 ^ spec = SimpleSoundSpec
1128 ^ parameters = sound parameter table
1129 minetest.sound_stop(handle)
1132 minetest.after(time, func, ...)
1133 ^ Call function after time seconds
1134 ^ Optional: Variable number of arguments that are passed to func
1137 minetest.request_shutdown() -> request for server shutdown
1138 minetest.get_server_status() -> server status string
1141 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1142 minetest.get_ban_description(ip_or_name) -> ban description (string)
1143 minetest.ban_player(name) -> ban a player
1144 minetest.unban_player_or_ip(name) -> unban player or IP address
1147 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1148 size, collisiondetection, texture, playername)
1149 ^ Spawn particle at pos with velocity and acceleration
1150 ^ Disappears after expirationtime seconds
1151 ^ collisiondetection: if true collides with physical objects
1152 ^ Uses texture (string)
1153 ^ Playername is optional, if specified spawns particle only on the player's client
1155 minetest.add_particlespawner(amount, time,
1159 minexptime, maxexptime,
1161 collisiondetection, texture, playername)
1162 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1163 ^ The particle's properties are random values in between the boundings:
1164 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1165 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1166 ^ collisiondetection: if true uses collisiondetection
1167 ^ Uses texture (string)
1168 ^ Playername is optional, if specified spawns particle only on the player's client
1169 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1172 minetest.delete_particlespawner(id, player)
1173 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1174 ^ If playername is specified, only deletes on the player's client,
1175 ^ otherwise on all clients
1178 minetest.get_connected_players() -> list of ObjectRefs
1179 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1180 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1181 minetest.get_item_group(name, group) -> rating
1182 ^ Get rating of a group of an item. (0 = not in group)
1183 minetest.get_node_group(name, group) -> rating
1184 ^ Deprecated: An alias for the former.
1185 minetest.serialize(table) -> string
1186 ^ Convert a table containing tables, strings, numbers, booleans and nils
1187 into string form readable by minetest.deserialize
1188 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1189 minetest.deserialize(string) -> table
1190 ^ Convert a string returned by minetest.deserialize into a table
1191 ^ String is loaded in an empty sandbox environment.
1192 ^ Will load functions, but they cannot access the global environment.
1193 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1194 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1195 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1198 minetest.env - EnvRef of the server environment and world.
1199 ^ Using this you can access nodes and entities
1202 minetest.registered_items
1203 ^ List of registered items, indexed by name
1204 minetest.registered_nodes
1205 ^ List of registered node definitions, indexed by name
1206 minetest.registered_craftitems
1207 ^ List of registered craft item definitions, indexed by name
1208 minetest.registered_tools
1209 ^ List of registered tool definitions, indexed by name
1210 minetest.registered_entities
1211 ^ List of registered entity prototypes, indexed by name
1212 minetest.object_refs
1213 ^ List of object references, indexed by active object id
1214 minetest.luaentities
1215 ^ List of lua entities, indexed by active object id
1217 Deprecated but defined for backwards compatibility:
1218 minetest.digprop_constanttime(time)
1219 minetest.digprop_stonelike(toughness)
1220 minetest.digprop_dirtlike(toughness)
1221 minetest.digprop_gravellike(toughness)
1222 minetest.digprop_woodlike(toughness)
1223 minetest.digprop_leaveslike(toughness)
1224 minetest.digprop_glasslike(toughness)
1228 EnvRef: basically ServerEnvironment and ServerMap combined.
1230 - set_node(pos, node)
1231 - add_node(pos, node): alias set_node(pos, node)
1232 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1234 ^ Equivalent to set_node(pos, "air")
1236 ^ Returns {name="ignore", ...} for unloaded area
1237 - get_node_or_nil(pos)
1238 ^ Returns nil for unloaded area
1239 - get_node_light(pos, timeofday) -> 0...15 or nil
1240 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1242 - place_node(pos, node)
1243 ^ Place node with the same effects that a player would cause
1245 ^ Dig node with the same effects that a player would cause
1247 ^ Punch node with the same effects that a player would cause
1249 - get_meta(pos) -- Get a NodeMetaRef at that position
1250 - get_node_timer(pos) -- Get NodeTimerRef
1252 - add_entity(pos, name): Spawn Lua-defined entity at position
1253 ^ Returns ObjectRef, or nil if failed
1254 - add_item(pos, item): Spawn item
1255 ^ Returns ObjectRef, or nil if failed
1256 - get_player_by_name(name) -- Get an ObjectRef to a player
1257 - get_objects_inside_radius(pos, radius)
1258 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1260 - find_node_near(pos, radius, nodenames) -> pos or nil
1261 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1262 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1263 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1264 - get_perlin(seeddiff, octaves, persistence, scale)
1265 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1267 ^ clear all objects in the environments
1268 - line_of_sight(pos1,pos2,stepsize) ->true/false
1269 ^ checkif there is a direct line of sight between pos1 and pos2
1270 ^ pos1 First position
1271 ^ pos2 Second position
1272 ^ stepsize smaller gives more accurate results but requires more computing
1274 -find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path
1275 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1276 ^ pos1: start position
1277 ^ pos2: end position
1278 ^ searchdistance: number of blocks to search in each direction
1279 ^ max_jump: maximum height difference to consider walkable
1280 ^ max_drop: maximum height difference to consider droppable
1281 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1282 - spawn_tree (pos, {treedef})
1283 ^ spawns L-System tree at given pos with definition in treedef table
1285 axiom, - string initial tree axiom
1286 rules_a, - string rules set A
1287 rules_b, - string rules set B
1288 rules_c, - string rules set C
1289 rules_d, - string rules set D
1290 trunk, - string trunk node name
1291 leaves, - string leaves node name
1292 leaves2, - string secondary leaves node name
1293 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1294 angle, - num angle in deg
1295 iterations, - num max # of iterations, usually 2 -5
1296 random_level, - num factor to lower nr of iterations, usually 0 - 3
1297 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1298 thin_branches, - boolean true -> use thin (1 node) branches
1299 fruit, - string fruit node name
1300 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1301 seed, - num random seed
1304 Key for Special L-System Symbols used in Axioms
1305 G - move forward one unit with the pen up
1306 F - move forward one unit with the pen down drawing trunks and branches
1307 f - move forward one unit with the pen down drawing leaves (100% chance)
1308 T - move forward one unit with the pen down drawing trunks only
1309 R - move forward one unit with the pen down placing fruit
1310 A - replace with rules set A
1311 B - replace with rules set B
1312 C - replace with rules set C
1313 D - replace with rules set D
1314 a - replace with rules set A, chance 90%
1315 b - replace with rules set B, chance 80%
1316 c - replace with rules set C, chance 70%
1317 d - replace with rules set D, chance 60%
1318 + - yaw the turtle right by angle parameter
1319 - - yaw the turtle left by angle parameter
1320 & - pitch the turtle down by angle parameter
1321 ^ - pitch the turtle up by angle parameter
1322 / - roll the turtle to the right by angle parameter
1323 * - roll the turtle to the left by angle parameter
1324 [ - save in stack current state info
1325 ] - recover from stack state info
1327 Example usage: spawn small apple tree
1330 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1331 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1332 trunk="default:tree",
1333 leaves="default:leaves",
1337 trunk_type="single",
1340 fruit="default:apple"
1342 minetest.env:spawn_tree(pos,apple_tree)
1345 - add_rat(pos): Add C++ rat object (no-op)
1346 - add_firefly(pos): Add C++ firefly object (no-op)
1348 NodeMetaRef: Node metadata - reference extra data and functionality stored
1350 - Can be gotten via minetest.env:get_nodemeta(pos)
1352 - set_string(name, value)
1354 - set_int(name, value)
1356 - set_float(name, value)
1358 - get_inventory() -> InvRef
1359 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1360 - from_table(nil or {})
1361 ^ See "Node Metadata"
1363 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1364 - Can be gotten via minetest.env:get_node_timer(pos)
1366 - set(timeout,elapsed)
1367 ^ set a timer's state
1368 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1369 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1370 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1373 ^ equivelent to set(timeout,0)
1376 - get_timeout() -> current timeout in seconds
1377 ^ if timeout is 0, timer is inactive
1378 - get_elapsed() -> current elapsed time in seconds
1379 ^ the node's on_timer function will be called after timeout-elapsed seconds
1380 - is_started() -> boolean state of timer
1381 ^ returns true if timer is started, otherwise false
1383 ObjectRef: Moving things in the game are generally these
1384 (basically reference to a C++ ServerActiveObject)
1386 - remove(): remove object (after returning from Lua)
1387 - getpos() -> {x=num, y=num, z=num}
1388 - setpos(pos); pos={x=num, y=num, z=num}
1389 - moveto(pos, continuous=false): interpolated move
1390 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1391 ^ puncher = an another ObjectRef,
1392 ^ time_from_last_punch = time since last punch action of the puncher
1393 ^ direction: can be nil
1394 - right_click(clicker); clicker = an another ObjectRef
1395 - get_hp(): returns number of hitpoints (2 * number of hearts)
1396 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1397 - get_inventory() -> InvRef
1398 - get_wield_list(): returns the name of the inventory list the wielded item is in
1399 - get_wield_index(): returns the index of the wielded item
1400 - get_wielded_item() -> ItemStack
1401 - set_wielded_item(item): replaces the wielded item, returns true if successful
1402 - set_armor_groups({group1=rating, group2=rating, ...})
1403 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1404 - set_attach(parent, bone, position, rotation)
1406 ^ position = {x=num, y=num, z=num} (relative)
1407 ^ rotation = {x=num, y=num, z=num}
1409 - set_bone_position(bone, position, rotation)
1411 ^ position = {x=num, y=num, z=num} (relative)
1412 ^ rotation = {x=num, y=num, z=num}
1413 - set_properties(object property table)
1414 LuaEntitySAO-only: (no-op for other objects)
1415 - setvelocity({x=num, y=num, z=num})
1416 - getvelocity() -> {x=num, y=num, z=num}
1417 - setacceleration({x=num, y=num, z=num})
1418 - getacceleration() -> {x=num, y=num, z=num}
1420 - getyaw() -> radians
1421 - settexturemod(mod)
1422 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1423 - select_horiz_by_yawpitch=false)
1424 ^ Select sprite from spritesheet with optional animation and DM-style
1425 texture selection based on yaw relative to camera
1426 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1428 Player-only: (no-op for other objects)
1429 - is_player(): true for players, false for others
1430 - get_player_name(): returns "" if is not a player
1431 - get_look_dir(): get camera direction as a unit vector
1432 - get_look_pitch(): pitch in radians
1433 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1434 - set_look_pitch(radians): sets look pitch
1435 - set_look_yaw(radians): sets look yaw
1436 - set_inventory_formspec(formspec)
1437 ^ Redefine player's inventory form
1438 ^ Should usually be called in on_joinplayer
1439 - get_inventory_formspec() -> formspec string
1440 - get_player_control(): returns table with player pressed keys
1441 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1442 - get_player_control_bits(): returns integer with bit packed player pressed keys
1443 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1444 - set_physics_override(speed, jump, gravity)
1445 modifies per-player walking speed, jump height, and gravity.
1446 Values default to 1 and act as offsets to the physics settings
1447 in minetest.conf. nil will keep the current setting.
1448 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1449 - hud_remove(id): remove the HUD element of the specified id
1450 - hud_change(id, stat, value): change a value of a previously added HUD element
1451 ^ element stat values: position, name, scale, text, number, item, dir
1452 - hud_get(id): gets the HUD element definition structure of the specified ID
1453 - hud_set_flags(flags): sets specified HUD flags to true/false
1454 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1455 ^ pass a table containing a true/false value of each flag to be set or unset
1456 ^ if a flag is nil, the flag is not modified
1458 InvRef: Reference to an inventory
1460 - is_empty(listname): return true if list is empty
1461 - get_size(listname): get size of a list
1462 - set_size(listname, size): set size of a list
1463 - get_width(listname): get width of a list
1464 - set_width(listname, width): set width of list; currently used for crafting
1465 - get_stack(listname, i): get a copy of stack index i in list
1466 - set_stack(listname, i, stack): copy stack to index i in list
1467 - get_list(listname): return full list
1468 - set_list(listname, list): set full list (size will not change)
1469 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1470 - room_for_item(listname, stack): returns true if the stack of items
1471 can be fully added to the list
1472 - contains_item(listname, stack): returns true if the stack of items
1473 can be fully taken from the list
1474 remove_item(listname, stack): take as many items as specified from the list,
1475 returns the items that were actually removed (as an ItemStack)
1476 - get_location() -> location compatible to minetest.get_inventory(location)
1477 -> {type="undefined"} in case location is not known
1479 ItemStack: A stack of items.
1480 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1482 - is_empty(): return true if stack is empty
1483 - get_name(): returns item name (e.g. "default:stone")
1484 - get_count(): returns number of items on the stack
1485 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1486 - get_metadata(): returns metadata (a string attached to an item stack)
1487 - clear(): removes all items from the stack, making it empty
1488 - replace(item): replace the contents of this stack (item can also
1489 be an itemstring or table)
1490 - to_string(): returns the stack in itemstring form
1491 - to_table(): returns the stack in Lua table form
1492 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1493 - get_free_space(): returns get_stack_max() - get_count()
1494 - is_known(): returns true if the item name refers to a defined item type
1495 - get_definition(): returns the item definition table
1496 - get_tool_capabilities(): returns the digging properties of the item,
1497 ^ or those of the hand if none are defined for this item type
1498 - add_wear(amount): increases wear by amount if the item is a tool
1499 - add_item(item): put some item or stack onto this stack,
1500 ^ returns leftover ItemStack
1501 - item_fits(item): returns true if item or stack can be fully added to this one
1502 - take_item(n): take (and remove) up to n items from this stack
1503 ^ returns taken ItemStack
1504 ^ if n is omitted, n=1 is used
1505 - peek_item(n): copy (don't remove) up to n items from this stack
1506 ^ returns copied ItemStack
1507 ^ if n is omitted, n=1 is used
1509 PseudoRandom: A pseudorandom number generator
1510 - Can be created via PseudoRandom(seed)
1512 - next(): return next integer random number [0...32767]
1513 - next(min, max): return next integer random number [min...max]
1514 (max - min) must be 32767 or <= 6553 due to the simple
1515 implementation making bad distribution otherwise.
1517 PerlinNoise: A perlin noise generator
1518 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1519 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1521 - get2d(pos) -> 2d noise value at pos={x=,y=}
1522 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1525 --------------------
1526 - Functions receive a "luaentity" as self:
1527 - It has the member .name, which is the registered name ("mod:thing")
1528 - It has the member .object, which is an ObjectRef pointing to the object
1529 - The original prototype stuff is visible directly via a metatable
1531 - on_activate(self, staticdata)
1532 ^ Called when the object is instantiated.
1533 - on_step(self, dtime)
1534 ^ Called on every server tick (dtime is usually 0.05 seconds)
1535 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1536 ^ Called when somebody punches the object.
1537 ^ Note that you probably want to handle most punches using the
1538 automatic armor group system.
1539 ^ puncher: ObjectRef (can be nil)
1540 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1541 ^ tool_capabilities: capability table of used tool (can be nil)
1542 ^ dir: unit vector of direction of punch. Always defined. Points from
1543 the puncher to the punched.
1544 - on_rightclick(self, clicker)
1545 - get_staticdata(self)
1546 ^ Should return a string that will be passed to on_activate when
1547 the object is instantiated the next time.
1557 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1558 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1559 visual_size = {x=1, y=1},
1561 textures = {}, -- number of required textures depends on visual
1562 colors = {}, -- number of required colors depends on visual
1563 spritediv = {x=1, y=1},
1564 initial_sprite_basepos = {x=0, y=0},
1566 makes_footstep_sound = false,
1567 automatic_rotate = false,
1570 Entity definition (register_entity)
1572 (Deprecated: Everything in object properties is read directly from here)
1574 initial_properties = <initial object properties>,
1576 on_activate = function(self, staticdata, dtime_s),
1577 on_step = function(self, dtime),
1578 on_punch = function(self, hitter),
1579 on_rightclick = function(self, clicker),
1580 get_staticdata = function(self),
1581 ^ Called sometimes; the string returned is passed to on_activate when
1582 the entity is re-activated from static state
1584 # Also you can define arbitrary member variables here
1585 myvariable = whatever,
1588 ABM (ActiveBlockModifier) definition (register_abm)
1590 -- In the following two fields, also group:groupname will work.
1591 nodenames = {"default:lava_source"},
1592 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1593 ^ If left out or empty, any neighbor will do
1594 interval = 1.0, -- (operation interval)
1595 chance = 1, -- (chance of trigger is 1.0/this)
1596 action = func(pos, node, active_object_count, active_object_count_wider),
1599 Item definition (register_node, register_craftitem, register_tool)
1601 description = "Steel Axe",
1602 groups = {}, -- key=name, value=rating; rating=1..3.
1603 if rating not applicable, use 1.
1604 eg. {wool=1, fluffy=3}
1605 {soil=2, outerspace=1, crumbly=1}
1606 {bendy=2, snappy=1},
1607 {hard=1, metal=1, spikes=1}
1608 inventory_image = "default_tool_steelaxe.png",
1610 wield_scale = {x=1,y=1,z=1},
1612 liquids_pointable = false,
1613 tool_capabilities = {
1614 full_punch_interval = 1.0,
1618 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1619 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1621 damage_groups = {groupname=damage},
1623 node_placement_prediction = nil,
1624 ^ If nil and item is node, prediction is made automatically
1625 ^ If nil and item is not a node, no prediction is made
1626 ^ If "" and item is anything, no prediction is made
1627 ^ Otherwise should be name of node which the client immediately places
1628 on ground when the player places the item. Server will always update
1629 actual result to client in a short moment.
1631 place = <SimpleSoundSpec>,
1634 on_place = func(itemstack, placer, pointed_thing),
1635 ^ Shall place item and return the leftover itemstack
1636 ^ default: minetest.item_place
1637 on_drop = func(itemstack, dropper, pos),
1638 ^ Shall drop item and return the leftover itemstack
1639 ^ default: minetest.item_drop
1640 on_use = func(itemstack, user, pointed_thing),
1642 ^ Function must return either nil if no item shall be removed from
1643 inventory, or an itemstack to replace the original itemstack.
1644 eg. itemstack:take_item(); return itemstack
1645 ^ Otherwise, the function is free to do what it wants.
1646 ^ The default functions handle regular use cases.
1651 - {name="image.png", animation={Tile Animation definition}}
1652 - {name="image.png", backface_culling=bool}
1653 ^ backface culling only supported in special tiles
1654 - deprecated still supported field names:
1657 Tile animation definition:
1658 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1660 Node definition (register_node)
1662 <all fields allowed in item definitions>,
1664 drawtype = "normal", -- See "Node drawtypes"
1666 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1667 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1668 ^ List can be shortened to needed length
1669 special_tiles = {tile definition 1, Tile definition 2},
1670 ^ Special textures of node; used rarely (old field name: special_materials)
1671 ^ List can be shortened to needed length
1673 use_texture_alpha = false, -- Use texture's alpha channel
1674 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1675 paramtype = "none", -- See "Nodes"
1676 paramtype2 = "none", -- See "Nodes"
1677 is_ground_content = false, -- Currently not used for anything
1678 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1679 walkable = true, -- If true, objects collide with node
1680 pointable = true, -- If true, can be pointed at
1681 diggable = true, -- If false, can never be dug
1682 climbable = false, -- If true, can be climbed on (ladder)
1683 buildable_to = false, -- If true, placed nodes can replace this node
1684 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1685 liquidtype = "none", -- "none"/"source"/"flowing"
1686 liquid_alternative_flowing = "", -- Flowing version of source liquid
1687 liquid_alternative_source = "", -- Source version of flowing liquid
1688 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1689 liquid_renewable = true, -- Can new liquid source be created by placing
1690 two or more sources nearly?
1691 light_source = 0, -- Amount of light emitted by node
1692 damage_per_second = 0, -- If player is inside node, this damage is caused
1693 node_box = {type="regular"}, -- See "Node boxes"
1694 selection_box = {type="regular"}, -- See "Node boxes"
1695 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1696 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1697 legacy_wallmounted = false, -- Support maps made in and before January 2012
1699 footstep = <SimpleSoundSpec>,
1700 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1701 dug = <SimpleSoundSpec>,
1702 place = <SimpleSoundSpec>,
1705 on_construct = func(pos),
1706 ^ Node constructor; always called after adding node
1707 ^ Can set up metadata and stuff like that
1709 on_destruct = func(pos),
1710 ^ Node destructor; always called before removing node
1712 after_destruct = func(pos, oldnode),
1713 ^ Node destructor; always called after removing node
1716 after_place_node = func(pos, placer, itemstack),
1717 ^ Called after constructing node when node was placed using
1718 minetest.item_place_node / minetest.env:place_node
1719 ^ If return true no item is taken from itemstack
1721 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1722 ^ oldmetadata is in table format
1723 ^ Called after destructing node when node was dug using
1724 minetest.node_dig / minetest.env:dig_node
1726 can_dig = function(pos,player)
1727 ^ returns true if node can be dug, or false if not
1730 on_punch = func(pos, node, puncher),
1731 ^ default: minetest.node_punch
1732 ^ By default: does nothing
1733 on_rightclick = func(pos, node, clicker, itemstack),
1735 ^ if defined, itemstack will hold clicker's wielded item
1736 Shall return the leftover itemstack
1737 on_dig = func(pos, node, digger),
1738 ^ default: minetest.node_dig
1739 ^ By default: checks privileges, wears out tool and removes node
1741 on_timer = function(pos,elapsed),
1743 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1744 ^ elapsed is the total time passed since the timer was started
1745 ^ return true to run the timer for another cycle with the same timeout value
1747 on_receive_fields = func(pos, formname, fields, sender),
1748 ^ fields = {name1 = value1, name2 = value2, ...}
1749 ^ Called when an UI form (eg. sign text input) returns data
1752 allow_metadata_inventory_move = func(pos, from_list, from_index,
1753 to_list, to_index, count, player),
1754 ^ Called when a player wants to move items inside the inventory
1755 ^ Return value: number of items allowed to move
1757 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1758 ^ Called when a player wants to put something into the inventory
1759 ^ Return value: number of items allowed to put
1760 ^ Return value: -1: Allow and don't modify item count in inventory
1762 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1763 ^ Called when a player wants to take something out of the inventory
1764 ^ Return value: number of items allowed to take
1765 ^ Return value: -1: Allow and don't modify item count in inventory
1767 on_metadata_inventory_move = func(pos, from_list, from_index,
1768 to_list, to_index, count, player),
1769 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1770 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1771 ^ Called after the actual action has happened, according to what was allowed.
1774 on_blast = func(pos, intensity),
1775 ^ intensity: 1.0 = mid range of regular TNT
1776 ^ If defined, called when an explosion touches the node, instead of
1780 Recipe for register_craft: (shaped)
1782 output = 'default:pick_stone',
1784 {'default:cobble', 'default:cobble', 'default:cobble'},
1785 {'', 'default:stick', ''},
1786 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1788 replacements = <optional list of item pairs,
1789 replace one input item with another item on crafting>
1792 Recipe for register_craft (shapeless)
1795 output = 'mushrooms:mushroom_stew',
1798 "mushrooms:mushroom_brown",
1799 "mushrooms:mushroom_red",
1801 replacements = <optional list of item pairs,
1802 replace one input item with another item on crafting>
1805 Recipe for register_craft (tool repair)
1807 type = "toolrepair",
1808 additional_wear = -0.02,
1811 Recipe for register_craft (cooking)
1814 output = "default:glass",
1815 recipe = "default:sand",
1819 Recipe for register_craft (furnace fuel)
1822 recipe = "default:leaves",
1826 Ore definition (register_ore)
1828 ore_type = "scatter" -- See "Ore types"
1829 ore = "default:stone_with_coal",
1830 wherein = "default:stone",
1831 clust_scarcity = 8*8*8,
1832 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1833 ^ This value should be *MUCH* higher than your intuition might tell you!
1835 ^ Number of ores in a cluster
1837 ^ Size of the bounding box of the cluster
1838 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1839 height_min = -31000,
1842 ^ Attributes for this ore generation
1843 noise_threshhold = 0.5,
1844 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1845 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1846 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1847 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1850 Chatcommand definition (register_chatcommand)
1852 params = "<name> <privilege>", -- short parameter description
1853 description = "Remove privilege from player", -- full description
1854 privs = {privs=true}, -- require the "privs" privilege to run
1855 func = function(name, param), -- called when command is run
1858 Detached inventory callbacks
1860 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1861 ^ Called when a player wants to move items inside the inventory
1862 ^ Return value: number of items allowed to move
1864 allow_put = func(inv, listname, index, stack, player),
1865 ^ Called when a player wants to put something into the inventory
1866 ^ Return value: number of items allowed to put
1867 ^ Return value: -1: Allow and don't modify item count in inventory
1869 allow_take = func(inv, listname, index, stack, player),
1870 ^ Called when a player wants to take something out of the inventory
1871 ^ Return value: number of items allowed to take
1872 ^ Return value: -1: Allow and don't modify item count in inventory
1874 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1875 on_put = func(inv, listname, index, stack, player),
1876 on_take = func(inv, listname, index, stack, player),
1877 ^ Called after the actual action has happened, according to what was allowed.
1881 HUD Definition (hud_add, hud_get)
1883 hud_elem_type = "image", -- see HUD element types
1884 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1885 position = {x=0.5, y=0.5},
1886 ^ Left corner position of element
1892 ^ Selected item in inventory. 0 for no item selected.
1894 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1895 alignment = {x=0, y=0},
1896 ^ See "HUD Element Types"
1897 offset = {x=0, y=0},
1898 ^ See "HUD Element Types"