1 Minetest Lua Modding API Reference 0.4.dev
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.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
258 uses them for certain automated functions. If you don't use these
259 functions, you can use them to store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Nodes can also contain extra data. See "Node Metadata".
283 Representations of simple things
284 --------------------------------
286 {x=num, y=num, z=num}
287 Currently the API does not provide any helper functions for addition,
288 subtraction and whatever; you can define those that you need yourself.
292 Node (register_node):
293 A node from the world
294 Tool (register_tool):
295 A tool/weapon that can dig and damage things according to tool_capabilities
296 Craftitem (register_craftitem):
299 Items and item stacks can exist in three formats:
301 Serialized; This is called stackstring or itemstring:
303 eg. 'default:pick_wood 21323'
307 eg. {name="default:dirt", count=5, wear=0, metadata=""}
309 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
310 ^ a wooden pick about 1/3 weared out
311 eg. {name="default:apple", count=1, wear=0, metadata=""}
315 C++ native format with many helper methods. Useful for converting between
316 formats. See the Class reference section for details.
318 When an item must be passed to a function, it can usually be in any of
323 In a number of places, there is a group table. Groups define the
324 properties of a thing (item, node, armor of entity, capabilities of
325 tool) in such a way that the engine and other mods can can interact with
326 the thing without actually knowing what the thing is.
329 - Groups are stored in a table, having the group names with keys and the
330 group ratings as values. For example:
331 groups = {crumbly=3, soil=1}
332 ^ Default dirt (soil group actually currently not defined; TODO)
333 groups = {crumbly=2, soil=1, level=2, outerspace=1}
334 ^ A more special dirt-kind of thing
335 - Groups always have a rating associated with them. If there is no
336 useful meaning for a rating for an enabled group, it shall be 1.
337 - When not defined, the rating of a group defaults to 0. Thus when you
338 read groups, you must interpret nil and 0 as the same value, 0.
340 You can read the rating of a group for an item or a node by using
341 minetest.get_item_group(itemname, groupname)
345 Groups of items can define what kind of an item it is (eg. wool).
349 In addition to the general item things, groups are used to define whether
350 a node is destroyable and how long it takes to destroy by a tool.
354 For entities, groups are, as of now, used only for calculating damage.
356 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
357 object.set_armor_groups({level=2, fleshy=2, cracky=2})
361 Groups in tools define which groups of nodes and entities they are
364 Groups in crafting recipes
365 ---------------------------
366 - Not implemented yet. (TODO)
367 - Will probably look like this:
369 output = 'food:meat_soup_raw',
375 preserve = {'group:bowl'},
380 - immortal: Disables the group damage system for an entity
381 - level: Can be used to give an additional sense of progression in the game.
382 - A larger level will cause eg. a weapon of a lower level make much less
383 damage, and get weared out much faster, or not be able to get drops
384 from destroyed nodes.
385 - 0 is something that is directly accessible at the start of gameplay
386 - There is no upper limit
387 - dig_immediate: (player can always pick up node without tool wear)
388 - 2: node is removed without tool wear after 0.5 seconds or so
390 - 3: node is removed without tool wear immediately (torch)
392 Known damage and digging time defining groups
393 ----------------------------------------------
394 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
395 - crumbly: dirt, sand
396 - cracky: tough but crackable stuff like stone.
397 - snappy: something that can be cut using fine tools; eg. leaves, small
398 plants, wire, sheets of metal
399 - choppy: something that can be cut using force; eg. trees, wooden planks
400 - fleshy: Living things like animals and the player. This could imply
401 some blood effects when hitting.
402 - explody: Especially prone to explosions
403 - oddly_breakable_by_hand:
404 Can be added to nodes that shouldn't logically be breakable by the
405 hand but are. Somewhat similar to dig_immediate, but times are more
406 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
407 speed of a tool if the tool can dig at a faster speed than this
408 suggests for the hand.
410 Examples of custom groups
411 --------------------------
412 Item groups are often used for defining, well, //groups of items//.
413 - meat: any meat-kind of a thing (rating might define the size or healing
414 ability or be irrelevant - it is not defined as of yet)
415 - eatable: anything that can be eaten. Rating might define HP gain in half
417 - flammable: can be set on fire. Rating might define the intensity of the
418 fire, affecting eg. the speed of the spreading of an open fire.
419 - wool: any wool (any origin, any color)
422 - heavy: anything considerably heavy
424 Digging time calculation specifics
425 -----------------------------------
426 Groups such as **crumbly**, **cracky** and **snappy** are used for this
427 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
430 The **level** group is used to limit the toughness of nodes a tool can dig
431 and to scale the digging times / damage to a greater extent.
433 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
436 Tools define their properties by a list of parameters for groups. They
437 cannot dig other groups; thus it is important to use a standard bunch of
438 groups to enable interaction with tools.
441 * Full punch interval
443 * For an arbitrary list of groups:
444 * Uses (until the tool breaks)
445 * Maximum level (usually 0, 1, 2 or 3)
448 **Full punch interval**:
449 When used as a weapon, the tool will do full damage if this time is spent
450 between punches. If eg. half the time is spent, the tool will do half
453 **Maximum drop level**
454 Suggests the maximum level of node, when dug with the tool, that will drop
455 it's useful item. (eg. iron ore to drop a lump of iron).
456 - This is not automated; it is the responsibility of the node definition
460 Determines how many uses the tool has when it is used for digging a node,
461 of this group, of the maximum level. For lower leveled nodes, the use count
462 is multiplied by 3^leveldiff.
463 - uses=10, leveldiff=0 -> actual uses: 10
464 - uses=10, leveldiff=1 -> actual uses: 30
465 - uses=10, leveldiff=2 -> actual uses: 90
468 Tells what is the maximum level of a node of this group that the tool will
472 List of digging times for different ratings of the group, for nodes of the
474 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
475 result in the tool to be able to dig nodes that have a rating of 2 or 3
476 for this group, and unable to dig the rating 1, which is the toughest.
477 Unless there is a matching group that enables digging otherwise.
478 * For entities, damage equals the amount of nodes dug in the time spent
479 between hits, with a maximum time of ''full_punch_interval''.
481 Example definition of the capabilities of a tool
482 -------------------------------------------------
483 tool_capabilities = {
484 full_punch_interval=1.5,
487 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
491 This makes the tool be able to dig nodes that fullfill both of these:
492 - Have the **crumbly** group
493 - Have a **level** group less or equal to 2
495 Table of resulting digging times:
496 crumbly 0 1 2 3 4 <- level
502 level diff: 2 1 0 -1 -2
504 Table of resulting tool uses:
511 - At crumbly=0, the node is not diggable.
512 - At crumbly=3, the level difference digging time divider kicks in and makes
513 easy nodes to be quickly breakable.
514 - At level > 2, the node is not diggable, because it's level > maxlevel
516 Entity damage mechanism
517 ------------------------
519 - Take the time spent after the last hit
520 - Limit time to full_punch_interval
521 - Take the damage groups and imagine a bunch of nodes that have them
522 - Damage in HP is the amount of nodes destroyed in this time.
524 Client predicts damage based on damage groups. Because of this, it is able to
525 give an immediate response when an entity is damaged or dies; the response is
526 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
528 - Currently a smoke puff will appear when an entity dies.
530 The group **immortal** completely disables normal damage.
532 Entities can define a special armor group, which is **punch_operable**. This
533 group disables the regular damage mechanism for players punching it by hand or
534 a non-tool item, so that it can do something else than take damage.
536 On the Lua side, every punch calls ''entity:on_punch(puncher,
537 time_from_last_punch, tool_capabilities, direction)''. This should never be
538 called directly, because damage is usually not handled by the entity itself.
539 * ''puncher'' is the object performing the punch. Can be nil. Should never be
540 accessed unless absolutely required, to encourage interoperability.
541 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
542 * ''tool_capabilities'' can be nil.
543 * ''direction'' is a unit vector, pointing from the source of the punch to
546 To punch an entity/object in Lua, call ''object:punch(puncher,
547 time_from_last_punch, tool_capabilities, direction)''.
548 * Return value is tool wear.
549 * Parameters are equal to the above callback.
550 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
551 automatically filled in based on the location of ''puncher''.
555 The instance of a node in the world normally only contains the three values
556 mentioned in "Nodes". However, it is possible to insert extra data into a
557 node. It is called "node metadata"; See "NodeMetaRef".
559 Metadata contains two things:
563 Some of the values in the key-value store are handled specially:
564 - formspec: Defines a right-click inventory menu. See "Formspec".
565 - infotext: Text shown on the screen when the node is pointed at
569 local meta = minetest.env:get_meta(pos)
570 meta:set_string("formspec",
572 "list[current_name;main;0,0;8,4;]"..
573 "list[current_player;main;0,5;8,4;]")
574 meta:set_string("infotext", "Chest");
575 local inv = meta:get_inventory()
576 inv:set_size("main", 8*4)
577 print(dump(meta:to_table()))
580 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] = ""}
583 formspec = "invsize[8,9;]list[current_name;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
590 Formspec defines a menu. Currently not much else than inventories are
591 supported. It is a string, with a somewhat strange format.
593 Spaces and newlines can be inserted between the blocks, as is used in the
599 list[current_name;main;0,0;8,4;]
600 list[current_player;main;0,5;8,4;]
603 list[current_name;fuel;2,3;1,1;]
604 list[current_name;src;2,1;1,1;]
605 list[current_name;dst;5,1;2,2;]
606 list[current_player;main;0,5;8,4;]
611 ^ Define the size of the menu in inventory slots
613 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
614 ^ Show an inventory list
616 image[<X>,<Y>;<W>,<H>;<texture name>]
618 ^ Position and size units are inventory slots
621 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
622 ^ Textual field; will be sent to server when a button is clicked
623 ^ Position and size units are inventory slots
626 button[<X>,<Y>;<W>,<H>;<name>;<label>]
627 ^ Clickable button. When clicked, fields will be sent.
628 ^ Button will be visible as a field, with the value "active".
629 ^ Position and size units are inventory slots
633 - "current_name": Selected node metadata
634 - "current_player": Player to whom the menu is shown
635 - "player:<name>": Any player
636 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
640 dump2(obj, name="_", dumped={})
641 ^ Return object serialized as a string, handles reference loops
643 ^ Return object serialized as a string
644 string:split(separator)
645 ^ eg. string:split("a,b", ",") == {"a","b"}
647 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
648 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
649 ^ Convert position to a printable string
650 minetest.string_to_pos(string) -> position
652 minetest namespace reference
653 -----------------------------
654 minetest.get_current_modname() -> string
655 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
656 ^ Useful for loading additional .lua modules or static data from mod
657 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
658 ^ Useful for storing custom data
659 minetest.is_singleplayer()
662 ^ Always printed to stderr and logfile (print() is redirected here)
664 minetest.log(loglevel, line)
665 ^ loglevel one of "error", "action", "info", "verbose"
667 Registration functions: (Call these only at load time)
668 minetest.register_entity(name, prototype table)
669 minetest.register_abm(abm definition)
670 minetest.register_node(name, node definition)
671 minetest.register_tool(name, item definition)
672 minetest.register_craftitem(name, item definition)
673 minetest.register_alias(name, convert_to)
674 minetest.register_craft(recipe)
676 Global callback registration functions: (Call these only at load time)
677 minetest.register_globalstep(func(dtime))
678 ^ Called every server step, usually interval of 0.05s
679 minetest.register_on_placenode(func(pos, newnode, placer))
680 ^ Called when a node has been placed
681 minetest.register_on_dignode(func(pos, oldnode, digger))
682 ^ Called when a node has been dug. digger can be nil.
683 minetest.register_on_punchnode(func(pos, node, puncher))
684 ^ Called when a node is punched
685 minetest.register_on_generated(func(minp, maxp, blockseed))
686 ^ Called after generating a piece of world. Modifying nodes inside the area
687 is a bit faster than usually.
688 minetest.register_on_newplayer(func(ObjectRef))
689 ^ Called after a new player has been created
690 minetest.register_on_dieplayer(func(ObjectRef))
691 ^ Called when a player dies
692 minetest.register_on_respawnplayer(func(ObjectRef))
693 ^ Called when player is to be respawned
694 ^ Called _before_ repositioning of player occurs
695 ^ return true in func to disable regular player placement
696 minetest.register_on_chat_message(func(name, message))
698 Other registration functions:
699 minetest.register_chatcommand(cmd, chatcommand definition)
700 minetest.register_privilege(name, definition)
701 ^ definition: "description text"
703 description = "description text",
704 give_to_singleplayer = boolean, -- default: true
706 minetest.register_authentication_handler(handler)
707 ^ See minetest.builtin_auth_handler in builtin.lua for reference
710 minetest.setting_set(name, value)
711 minetest.setting_get(name) -> string or nil
712 minetest.setting_getbool(name) -> boolean value or nil
713 minetest.setting_get_pos(name) -> position or nil
714 minetest.add_to_creative_inventory(itemstring)
717 minetest.notify_authentication_modified(name)
718 ^ Should be called by the authentication handler if privileges change.
719 ^ To report everybody, set name=nil.
720 minetest.get_password_hash(name, raw_password)
721 ^ Convert a name-password pair to a password hash that minetest can use
722 minetest.string_to_privs(str) -> {priv1=true,...}
723 minetest.privs_to_string(privs) -> "priv1,priv2,..."
724 ^ Convert between two privilege representations
725 minetest.set_player_password(name, password_hash)
726 minetest.set_player_privs(name, {priv1=true,...})
727 minetest.get_player_privs(name) -> {priv1=true,...}
728 minetest.auth_reload()
729 ^ These call the authentication handler
730 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
731 ^ A quickhand for checking privileges
734 minetest.chat_send_all(text)
735 minetest.chat_send_player(name, text)
738 minetest.get_inventory(location) -> InvRef
739 ^ location = eg. {type="player", name="celeron55"}
740 {type="node", pos={x=, y=, z=}}
743 minetest.inventorycube(img1, img2, img3)
744 ^ Returns a string for making an image of a cube (useful as an item image)
745 minetest.get_pointed_thing_position(pointed_thing, above)
746 ^ Get position of a pointed_thing (that you can get from somewhere)
747 minetest.dir_to_facedir(dir)
748 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
749 minetest.dir_to_wallmounted(dir)
750 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
751 minetest.get_node_drops(nodename, toolname)
752 ^ Returns list of item names.
753 ^ Note: This will be removed or modified in a future version.
754 minetest.get_craft_result(input) -> output, decremented_input
755 ^ input.method = 'normal' or 'cooking' or 'fuel'
756 ^ input.width = for example 3
757 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
758 stack 5, stack 6, stack 7, stack 8, stack 9 }
759 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
760 ^ output.time = number, if unsuccessful: 0
761 ^ decremented_input = like input
763 Defaults for the on_* item definition functions:
764 (These return the leftover itemstack)
765 minetest.item_place_node(itemstack, placer, pointed_thing)
766 ^ Place item as a node
767 minetest.item_place_object(itemstack, placer, pointed_thing)
769 minetest.item_place(itemstack, placer, pointed_thing)
770 ^ Use one of the above based on what the item is.
771 minetest.item_drop(itemstack, dropper, pos)
773 minetest.item_eat(hp_change, replace_with_item)
774 ^ Eat the item. replace_with_item can be nil.
776 Defaults for the on_punch and on_dig node definition callbacks:
777 minetest.node_punch(pos, node, puncher)
778 ^ Calls functions registered by minetest.register_on_punchnode()
779 minetest.node_dig(pos, node, digger)
780 ^ Checks if node can be dug, puts item into inventory, removes node
781 ^ Calls functions registered by minetest.registered_on_dignodes()
784 minetest.sound_play(spec, parameters) -> handle
785 ^ spec = SimpleSoundSpec
786 ^ parameters = sound parameter table
787 minetest.sound_stop(handle)
790 minetest.after(time, func, param)
791 ^ Call function after time seconds
792 ^ param is optional; to pass multiple parameters, pass a table.
795 minetest.get_connected_players() -> list of ObjectRefs
796 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
797 ^ Gives a unique hash number for a node position (16+16+16=48bit)
798 minetest.get_item_group(name, group) -> rating
799 ^ Get rating of a group of an item. (0 = not in group)
800 minetest.get_node_group(name, group) -> rating
801 ^ Deprecated: An alias for the former.
804 minetest.env - EnvRef of the server environment and world.
805 ^ Using this you can access nodes and entities
808 minetest.registered_items
809 ^ List of registered items, indexed by name
810 minetest.registered_nodes
811 ^ List of registered node definitions, indexed by name
812 minetest.registered_craftitems
813 ^ List of registered craft item definitions, indexed by name
814 minetest.registered_tools
815 ^ List of registered tool definitions, indexed by name
816 minetest.registered_entities
817 ^ List of registered entity prototypes, indexed by name
819 ^ List of object references, indexed by active object id
821 ^ List of lua entities, indexed by active object id
823 Deprecated but defined for backwards compatibility:
824 minetest.digprop_constanttime(time)
825 minetest.digprop_stonelike(toughness)
826 minetest.digprop_dirtlike(toughness)
827 minetest.digprop_gravellike(toughness)
828 minetest.digprop_woodlike(toughness)
829 minetest.digprop_leaveslike(toughness)
830 minetest.digprop_glasslike(toughness)
834 EnvRef: basically ServerEnvironment and ServerMap combined.
836 - set_node(pos, node)
837 - add_node(pos, node): alias set_node(pos, node)
838 - remove_node(pos): equivalent to set_node(pos, "air")
840 ^ Returns {name="ignore", ...} for unloaded area
841 - get_node_or_nil(pos)
842 ^ Returns nil for unloaded area
843 - get_node_light(pos, timeofday) -> 0...15 or nil
844 ^ timeofday: nil = current time, 0 = night, 0.5 = day
845 - add_entity(pos, name): Spawn Lua-defined entity at position
846 ^ Returns ObjectRef, or nil if failed
847 - add_item(pos, itemstring): Spawn item
848 ^ Returns ObjectRef, or nil if failed
849 - get_meta(pos) -- Get a NodeMetaRef at that position
850 - get_player_by_name(name) -- Get an ObjectRef to a player
851 - get_objects_inside_radius(pos, radius)
852 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
854 - find_node_near(pos, radius, nodenames) -> pos or nil
855 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
856 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
857 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
858 - get_perlin(seeddiff, octaves, persistence, scale)
859 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
861 - add_rat(pos): Add C++ rat object (no-op)
862 - add_firefly(pos): Add C++ firefly object (no-op)
864 NodeMetaRef: Node metadata - reference extra data and functionality stored
866 - Can be gotten via minetest.env:get_nodemeta(pos)
868 - set_string(name, value)
870 - set_int(name, value)
872 - set_float(name, value)
874 - get_inventory() -> InvRef
875 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
876 - from_table(nil or {})
877 ^ See "Node Metadata"
879 ObjectRef: Moving things in the game are generally these
880 (basically reference to a C++ ServerActiveObject)
882 - remove(): remove object (after returning from Lua)
883 - getpos() -> {x=num, y=num, z=num}
884 - setpos(pos); pos={x=num, y=num, z=num}
885 - moveto(pos, continuous=false): interpolated move
886 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
887 ^ puncher = an another ObjectRef,
888 ^ time_from_last_punch = time since last punch action of the puncher
889 - right_click(clicker); clicker = an another ObjectRef
890 - get_hp(): returns number of hitpoints (2 * number of hearts)
891 - set_hp(hp): set number of hitpoints (2 * number of hearts)
892 - get_inventory() -> InvRef
893 - get_wield_list(): returns the name of the inventory list the wielded item is in
894 - get_wield_index(): returns the index of the wielded item
895 - get_wielded_item() -> ItemStack
896 - set_wielded_item(item): replaces the wielded item, returns true if successful
897 - set_armor_groups({group1=rating, group2=rating, ...})
898 - set_properties(object property table)
899 LuaEntitySAO-only: (no-op for other objects)
900 - setvelocity({x=num, y=num, z=num})
901 - getvelocity() -> {x=num, y=num, z=num}
902 - setacceleration({x=num, y=num, z=num})
903 - getacceleration() -> {x=num, y=num, z=num}
905 - getyaw() -> radians
907 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
908 - select_horiz_by_yawpitch=false)
909 - ^ Select sprite from spritesheet with optional animation and DM-style
910 - texture selection based on yaw relative to camera
911 - get_entity_name() (DEPRECATED: Will be removed in a future version)
913 Player-only: (no-op for other objects)
914 - get_player_name(): will return nil if is not a player
915 - get_look_dir(): get camera direction as a unit vector
916 - get_look_pitch(): pitch in radians
917 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
919 InvRef: Reference to an inventory
921 - get_size(listname): get size of a list
922 - set_size(listname, size): set size of a list
923 - get_stack(listname, i): get a copy of stack index i in list
924 - set_stack(listname, i, stack): copy stack to index i in list
925 - get_list(listname): return full list
926 - set_list(listname, list): set full list (size will not change)
927 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
928 - room_for_item(listname, stack): returns true if the stack of items
929 can be fully added to the list
930 - contains_item(listname, stack): returns true if the stack of items
931 can be fully taken from the list
932 remove_item(listname, stack): take as many items as specified from the list,
933 returns the items that were actually removed (as an ItemStack)
935 ItemStack: A stack of items.
936 - Can be created via ItemStack(itemstack or itemstring or table or nil)
938 - is_empty(): return true if stack is empty
939 - get_name(): returns item name (e.g. "default:stone")
940 - get_count(): returns number of items on the stack
941 - get_wear(): returns tool wear (0-65535), 0 for non-tools
942 - get_metadata(): returns metadata (a string attached to an item stack)
943 - clear(): removes all items from the stack, making it empty
944 - replace(item): replace the contents of this stack (item can also
945 be an itemstring or table)
946 - to_string(): returns the stack in itemstring form
947 - to_table(): returns the stack in Lua table form
948 - get_stack_max(): returns the maximum size of the stack (depends on the item)
949 - get_free_space(): returns get_stack_max() - get_count()
950 - is_known(): returns true if the item name refers to a defined item type
951 - get_definition(): returns the item definition table
952 - get_tool_capabilities(): returns the digging properties of the item,
953 ^ or those of the hand if none are defined for this item type
954 - add_wear(amount): increases wear by amount if the item is a tool
955 - add_item(item): put some item or stack onto this stack,
956 ^ returns leftover ItemStack
957 - item_fits(item): returns true if item or stack can be fully added to this one
958 - take_item(n): take (and remove) up to n items from this stack
959 ^ returns taken ItemStack
960 ^ if n is omitted, n=1 is used
961 - peek_item(n): copy (don't remove) up to n items from this stack
962 ^ returns copied ItemStack
963 ^ if n is omitted, n=1 is used
965 PseudoRandom: A pseudorandom number generator
966 - Can be created via PseudoRandom(seed)
968 - next(): return next integer random number [0...32767]
969 - next(min, max): return next integer random number [min...max]
970 (max - min) must be 32767 or <= 6553 due to the simple
971 implementation making bad distribution otherwise.
973 PerlinNoise: A perlin noise generator
974 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
975 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
977 - get2d(pos) -> 2d noise value at pos={x=,y=}
978 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
982 - Functions receive a "luaentity" as self:
983 - It has the member .name, which is the registered name ("mod:thing")
984 - It has the member .object, which is an ObjectRef pointing to the object
985 - The original prototype stuff is visible directly via a metatable
987 - on_activate(self, staticdata)
988 ^ Called when the object is instantiated.
989 - on_step(self, dtime)
990 ^ Called on every server tick (dtime is usually 0.05 seconds)
991 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
992 ^ Called when somebody punches the object.
993 ^ Note that you probably want to handle most punches using the
994 automatic armor group system.
995 ^ puncher: ObjectRef (can be nil)
996 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
997 ^ tool_capabilities: capability table of used tool (can be nil)
998 ^ dir: unit vector of direction of punch. Always defined. Points from
999 the puncher to the punched.
1000 - on_rightclick(self, clicker)
1001 - get_staticdata(self)
1002 ^ Should return a string that will be passed to on_activate when
1003 the object is instantiated the next time.
1011 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1012 visual = "cube"/"sprite"/"upright_sprite",
1013 visual_size = {x=1, y=1},
1014 textures = {}, -- number of required textures depends on visual
1015 spritediv = {x=1, y=1},
1016 initial_sprite_basepos = {x=0, y=0},
1018 makes_footstep_sound = false,
1021 Entity definition (register_entity)
1023 (Deprecated: Everything in object properties is read directly from here)
1025 initial_properties = <initial object properties>,
1027 on_activate = function(self, staticdata),
1028 on_step = function(self, dtime),
1029 on_punch = function(self, hitter),
1030 on_rightclick = function(self, clicker),
1031 get_staticdata = function(self),
1032 ^ Called sometimes; the string returned is passed to on_activate when
1033 the entity is re-activated from static state
1035 # Also you can define arbitrary member variables here
1036 myvariable = whatever,
1039 ABM (ActiveBlockModifier) definition (register_abm)
1041 -- In the following two fields, also group:groupname will work.
1042 nodenames = {"default:lava_source"},
1043 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1044 ^ If left out or empty, any neighbor will do
1045 interval = 1.0, -- (operation interval)
1046 chance = 1, -- (chance of trigger is 1.0/this)
1047 action = func(pos, node, active_object_count, active_object_count_wider),
1050 Item definition (register_node, register_craftitem, register_tool)
1052 description = "Steel Axe",
1053 groups = {}, -- key=name, value=rating; rating=1..3.
1054 if rating not applicable, use 1.
1055 eg. {wool=1, fluffy=3}
1056 {soil=2, outerspace=1, crumbly=1}
1057 {bendy=2, snappy=1},
1058 {hard=1, metal=1, spikes=1}
1059 inventory_image = "default_tool_steelaxe.png",
1061 wield_scale = {x=1,y=1,z=1},
1063 liquids_pointable = false,
1064 tool_capabilities = {
1065 full_punch_interval = 1.0,
1069 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1070 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1071 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1075 on_place = func(itemstack, placer, pointed_thing),
1076 ^ default: minetest.item_place
1077 on_drop = func(itemstack, dropper, pos),
1078 ^ default: minetest.item_drop
1079 on_use = func(itemstack, user, pointed_thing),
1081 ^ Function must return either nil if no item shall be removed from
1082 inventory, or an itemstack to replace the original itemstack.
1083 eg. itemstack:take_item(); return itemstack
1084 ^ Otherwise, the function is free to do what it wants.
1085 ^ The default functions handle regular use cases.
1088 Node definition (register_node)
1090 <all fields allowed in item definitions>,
1092 drawtype = "normal",
1094 tile_images = {"default_unknown_block.png"},
1095 special_materials = {
1096 {image="", backface_culling=true},
1097 {image="", backface_culling=true},
1100 post_effect_color = {a=0, r=0, g=0, b=0},
1102 paramtype2 = "none",
1103 is_ground_content = false,
1104 sunlight_propagates = false,
1109 buildable_to = false,
1111 -- alternatively drop = { max_items = ..., items = { ... } }
1112 liquidtype = "none",
1113 liquid_alternative_flowing = "",
1114 liquid_alternative_source = "",
1115 liquid_viscosity = 0,
1117 damage_per_second = 0,
1118 selection_box = {type="regular"},
1119 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1120 legacy_wallmounted = false, -- Support maps made in and before January 2012
1122 footstep = <SimpleSoundSpec>,
1123 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1124 dug = <SimpleSoundSpec>,
1127 on_construct = func(pos),
1128 ^ Node constructor; always called after adding node
1129 ^ Can set up metadata and stuff like that
1130 on_destruct = func(pos),
1131 ^ Node destructor; always called before removing node
1133 on_punch = func(pos, node, puncher),
1134 ^ default: minetest.node_punch
1135 ^ By default: does nothing
1136 on_dig = func(pos, node, digger),
1137 ^ default: minetest.node_dig
1138 ^ By default: checks privileges, wears out tool and removes node
1140 on_receive_fields = func(pos, formname, fields, sender),
1141 ^ fields = {name1 = value1, name2 = value2, ...}
1142 ^ Called when an UI form (eg. sign text input) returns data
1145 on_metadata_inventory_move = func(pos, from_list, from_index,
1146 to_list, to_index, count, player),
1147 ^ Called when a player wants to move items inside the metadata
1148 ^ Should move items, or some items, if permitted. If not, should do
1150 ^ The engine ensures the action is valid, i.e. the stack fits at the
1152 ^ default: minetest.node_metadata_inventory_move_allow_all
1154 on_metadata_inventory_offer = func(pos, listname, index, stack, player),
1155 ^ Called when a player wants to put something into the metadata
1157 ^ Should check if the action is permitted (the engine ensures the
1158 action is valid, i.e. the stack fits at the given position)
1159 ^ If permitted, modify the metadata inventory and return the
1160 "leftover" stack (normally nil).
1161 ^ If not permitted, return itemstack.
1162 ^ default: minetest.node_metadata_inventory_offer_allow_all
1164 on_metadata_inventory_take = func(pos, listname, index, count, player),
1165 ^ Called when a player wants to take something out of the metadata
1167 ^ Should check if the action is permitted (the engine ensures the
1168 action is valid, i.e. there's a stack of at least “count” items at
1170 ^ If permitted, modify the metadata inventory and return the
1172 ^ If not permitted, return nil.
1173 ^ default: minetest.node_metadata_inventory_take_allow_all
1176 Recipe: (register_craft)
1178 output = 'default:pick_stone',
1180 {'default:cobble', 'default:cobble', 'default:cobble'},
1181 {'', 'default:stick', ''},
1182 {'', 'default:stick', ''},
1184 replacements = <optional list of item pairs,
1185 replace one input item with another item on crafting>
1191 output = 'mushrooms:mushroom_stew',
1194 "mushrooms:mushroom_brown",
1195 "mushrooms:mushroom_red",
1197 replacements = <optional list of item pairs,
1198 replace one input item with another item on crafting>
1201 Recipe (tool repair):
1203 type = "toolrepair",
1204 additional_wear = -0.02,
1210 output = "default:glass",
1211 recipe = "default:sand",
1215 Recipe (furnace fuel):
1218 recipe = "default:leaves",
1222 Chatcommand definition (register_chatcommand)
1224 params = "<name> <privilege>", -- short parameter description
1225 description = "Remove privilege from player", -- full description
1226 privs = {privs=true}, -- require the "privs" privilege to run
1227 func = function(name, param), -- called when command is run