1 Minetest Lua Modding API Reference 0.4.0
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 integers. The engine uses them for certain
258 automated functions. If you don't use these functions, you can use them to
259 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".
285 There are a bunch of different looking node types. These are mostly just
286 copied from Minetest 0.3; more may be made in the future.
288 Look for examples in games/minimal or games/minetest_game.
302 - nodebox -- See below. EXPERIMENTAL
306 Node selection boxes are defined using "node boxes"
308 The "nodebox" node drawtype allows defining visual of nodes consisting of
309 arbitrary number of boxes. It allows defining stuff like stairs. Only the
310 "fixed" box type is supported for these.
311 ^ Please note that this is still experimental, and may be incompatibly
312 changed in the future.
314 A nodebox is defined as any of:
316 -- A normal cube; the default in most things
320 -- A fixed box (facedir param2 is used, if applicable)
322 fixed = box OR {box1, box2, ...}
325 -- A box like the selection box for torches
326 -- (wallmounted param2 is used, if applicable)
327 type = "wallmounted",
334 {x1, y1, z1, x2, y2, z2}
335 A box of a regular node would look like:
336 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
338 Representations of simple things
339 --------------------------------
341 {x=num, y=num, z=num}
342 Currently the API does not provide any helper functions for addition,
343 subtraction and whatever; you can define those that you need yourself.
347 {type="node", under=pos, above=pos}
348 {type="object", ref=ObjectRef}
352 Node (register_node):
353 A node from the world
354 Tool (register_tool):
355 A tool/weapon that can dig and damage things according to tool_capabilities
356 Craftitem (register_craftitem):
359 Items and item stacks can exist in three formats:
361 Serialized; This is called stackstring or itemstring:
363 eg. 'default:pick_wood 21323'
367 eg. {name="default:dirt", count=5, wear=0, metadata=""}
369 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
370 ^ a wooden pick about 1/3 weared out
371 eg. {name="default:apple", count=1, wear=0, metadata=""}
375 C++ native format with many helper methods. Useful for converting between
376 formats. See the Class reference section for details.
378 When an item must be passed to a function, it can usually be in any of
383 In a number of places, there is a group table. Groups define the
384 properties of a thing (item, node, armor of entity, capabilities of
385 tool) in such a way that the engine and other mods can can interact with
386 the thing without actually knowing what the thing is.
389 - Groups are stored in a table, having the group names with keys and the
390 group ratings as values. For example:
391 groups = {crumbly=3, soil=1}
392 ^ Default dirt (soil group actually currently not defined; TODO)
393 groups = {crumbly=2, soil=1, level=2, outerspace=1}
394 ^ A more special dirt-kind of thing
395 - Groups always have a rating associated with them. If there is no
396 useful meaning for a rating for an enabled group, it shall be 1.
397 - When not defined, the rating of a group defaults to 0. Thus when you
398 read groups, you must interpret nil and 0 as the same value, 0.
400 You can read the rating of a group for an item or a node by using
401 minetest.get_item_group(itemname, groupname)
405 Groups of items can define what kind of an item it is (eg. wool).
409 In addition to the general item things, groups are used to define whether
410 a node is destroyable and how long it takes to destroy by a tool.
414 For entities, groups are, as of now, used only for calculating damage.
416 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
417 object.set_armor_groups({level=2, fleshy=2, cracky=2})
421 Groups in tools define which groups of nodes and entities they are
424 Groups in crafting recipes
425 ---------------------------
426 An example: Make meat soup from any meat, any water and any bowl
428 output = 'food:meat_soup_raw',
434 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
436 An another example: Make red wool from white wool and red dye
440 recipe = {'wool:white', 'group:dye,basecolor_red'},
445 - immortal: Disables the group damage system for an entity
446 - level: Can be used to give an additional sense of progression in the game.
447 - A larger level will cause eg. a weapon of a lower level make much less
448 damage, and get weared out much faster, or not be able to get drops
449 from destroyed nodes.
450 - 0 is something that is directly accessible at the start of gameplay
451 - There is no upper limit
452 - dig_immediate: (player can always pick up node without tool wear)
453 - 2: node is removed without tool wear after 0.5 seconds or so
455 - 3: node is removed without tool wear immediately (torch)
456 - disable_jump: Player (and possibly other things) cannot jump from node
457 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
458 - bouncy: value is bounce speed in percent
460 Known damage and digging time defining groups
461 ----------------------------------------------
462 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
463 - crumbly: dirt, sand
464 - cracky: tough but crackable stuff like stone.
465 - snappy: something that can be cut using fine tools; eg. leaves, small
466 plants, wire, sheets of metal
467 - choppy: something that can be cut using force; eg. trees, wooden planks
468 - fleshy: Living things like animals and the player. This could imply
469 some blood effects when hitting.
470 - explody: Especially prone to explosions
471 - oddly_breakable_by_hand:
472 Can be added to nodes that shouldn't logically be breakable by the
473 hand but are. Somewhat similar to dig_immediate, but times are more
474 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
475 speed of a tool if the tool can dig at a faster speed than this
476 suggests for the hand.
478 Examples of custom groups
479 --------------------------
480 Item groups are often used for defining, well, //groups of items//.
481 - meat: any meat-kind of a thing (rating might define the size or healing
482 ability or be irrelevant - it is not defined as of yet)
483 - eatable: anything that can be eaten. Rating might define HP gain in half
485 - flammable: can be set on fire. Rating might define the intensity of the
486 fire, affecting eg. the speed of the spreading of an open fire.
487 - wool: any wool (any origin, any color)
490 - heavy: anything considerably heavy
492 Digging time calculation specifics
493 -----------------------------------
494 Groups such as **crumbly**, **cracky** and **snappy** are used for this
495 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
498 The **level** group is used to limit the toughness of nodes a tool can dig
499 and to scale the digging times / damage to a greater extent.
501 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
504 Tools define their properties by a list of parameters for groups. They
505 cannot dig other groups; thus it is important to use a standard bunch of
506 groups to enable interaction with tools.
509 * Full punch interval
511 * For an arbitrary list of groups:
512 * Uses (until the tool breaks)
513 * Maximum level (usually 0, 1, 2 or 3)
516 **Full punch interval**:
517 When used as a weapon, the tool will do full damage if this time is spent
518 between punches. If eg. half the time is spent, the tool will do half
521 **Maximum drop level**
522 Suggests the maximum level of node, when dug with the tool, that will drop
523 it's useful item. (eg. iron ore to drop a lump of iron).
524 - This is not automated; it is the responsibility of the node definition
528 Determines how many uses the tool has when it is used for digging a node,
529 of this group, of the maximum level. For lower leveled nodes, the use count
530 is multiplied by 3^leveldiff.
531 - uses=10, leveldiff=0 -> actual uses: 10
532 - uses=10, leveldiff=1 -> actual uses: 30
533 - uses=10, leveldiff=2 -> actual uses: 90
536 Tells what is the maximum level of a node of this group that the tool will
540 List of digging times for different ratings of the group, for nodes of the
542 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
543 result in the tool to be able to dig nodes that have a rating of 2 or 3
544 for this group, and unable to dig the rating 1, which is the toughest.
545 Unless there is a matching group that enables digging otherwise.
546 * For entities, damage equals the amount of nodes dug in the time spent
547 between hits, with a maximum time of ''full_punch_interval''.
549 Example definition of the capabilities of a tool
550 -------------------------------------------------
551 tool_capabilities = {
552 full_punch_interval=1.5,
555 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
559 This makes the tool be able to dig nodes that fullfill both of these:
560 - Have the **crumbly** group
561 - Have a **level** group less or equal to 2
563 Table of resulting digging times:
564 crumbly 0 1 2 3 4 <- level
570 level diff: 2 1 0 -1 -2
572 Table of resulting tool uses:
579 - At crumbly=0, the node is not diggable.
580 - At crumbly=3, the level difference digging time divider kicks in and makes
581 easy nodes to be quickly breakable.
582 - At level > 2, the node is not diggable, because it's level > maxlevel
584 Entity damage mechanism
585 ------------------------
587 - Take the time spent after the last hit
588 - Limit time to full_punch_interval
589 - Take the damage groups and imagine a bunch of nodes that have them
590 - Damage in HP is the amount of nodes destroyed in this time.
592 Client predicts damage based on damage groups. Because of this, it is able to
593 give an immediate response when an entity is damaged or dies; the response is
594 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
596 - Currently a smoke puff will appear when an entity dies.
598 The group **immortal** completely disables normal damage.
600 Entities can define a special armor group, which is **punch_operable**. This
601 group disables the regular damage mechanism for players punching it by hand or
602 a non-tool item, so that it can do something else than take damage.
604 On the Lua side, every punch calls ''entity:on_punch(puncher,
605 time_from_last_punch, tool_capabilities, direction)''. This should never be
606 called directly, because damage is usually not handled by the entity itself.
607 * ''puncher'' is the object performing the punch. Can be nil. Should never be
608 accessed unless absolutely required, to encourage interoperability.
609 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
610 * ''tool_capabilities'' can be nil.
611 * ''direction'' is a unit vector, pointing from the source of the punch to
614 To punch an entity/object in Lua, call ''object:punch(puncher,
615 time_from_last_punch, tool_capabilities, direction)''.
616 * Return value is tool wear.
617 * Parameters are equal to the above callback.
618 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
619 automatically filled in based on the location of ''puncher''.
623 The instance of a node in the world normally only contains the three values
624 mentioned in "Nodes". However, it is possible to insert extra data into a
625 node. It is called "node metadata"; See "NodeMetaRef".
627 Metadata contains two things:
631 Some of the values in the key-value store are handled specially:
632 - formspec: Defines a right-click inventory menu. See "Formspec".
633 - infotext: Text shown on the screen when the node is pointed at
637 local meta = minetest.env:get_meta(pos)
638 meta:set_string("formspec",
640 "list[context;main;0,0;8,4;]"..
641 "list[current_player;main;0,5;8,4;]")
642 meta:set_string("infotext", "Chest");
643 local inv = meta:get_inventory()
644 inv:set_size("main", 8*4)
645 print(dump(meta:to_table()))
648 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] = ""}
651 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
658 Formspec defines a menu. Currently not much else than inventories are
659 supported. It is a string, with a somewhat strange format.
661 Spaces and newlines can be inserted between the blocks, as is used in the
667 list[context;main;0,0;8,4;]
668 list[current_player;main;0,5;8,4;]
671 list[context;fuel;2,3;1,1;]
672 list[context;src;2,1;1,1;]
673 list[context;dst;5,1;2,2;]
674 list[current_player;main;0,5;8,4;]
675 - Minecraft-like player inventory
677 image[1,0.6;1,2;player.png]
678 list[current_player;main;0,3.5;8,4;]
679 list[current_player;craft;3,0;3,3;]
680 list[current_player;craftpreview;7,1;1,1;]
685 ^ Define the size of the menu in inventory slots
686 ^ deprecated: invsize[<W>,<H>;]
688 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
689 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
690 ^ Show an inventory list
692 image[<X>,<Y>;<W>,<H>;<texture name>]
694 ^ Position and size units are inventory slots
696 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
697 ^ Textual field; will be sent to server when a button is clicked
698 ^ x and y position the field relative to the top left of the menu
699 ^ w and h are the size of the field
700 ^ fields are a set height, but will be vertically centred on h
701 ^ Position and size units are inventory slots
702 ^ name is the name of the field as returned in fields to on_receive_fields
703 ^ label, if not blank, will be text printed on the top left above the field
704 ^ default is the default value of the field
705 ^ default may contain variable references such as '${text}' which
706 will fill the value from the metadata value 'text'
707 ^ Note: no extra text or more than a single variable is supported ATM.
709 field[<name>;<label>;<default>]
710 ^ as above but without position/size units
711 ^ special field for creating simple forms, such as sign text input
712 ^ must be used without a size[] element
713 ^ a 'Proceed' button will be added automatically
715 label[<X>,<Y>;<label>]
716 ^ x and y work as per field
717 ^ label is the text on the label
718 ^ Position and size units are inventory slots
720 button[<X>,<Y>;<W>,<H>;<name>;<label>]
721 ^ Clickable button. When clicked, fields will be sent.
722 ^ x, y and name work as per field
723 ^ w and h are the size of the button
724 ^ label is the text on the button
725 ^ Position and size units are inventory slots
727 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
728 ^ x, y, w, h, and name work as per button
729 ^ image is the filename of an image
730 ^ Position and size units are inventory slots
732 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
733 ^ When clicked, fields will be sent and the form will quit.
735 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
736 ^ When clicked, fields will be sent and the form will quit.
740 - "context": Selected node metadata (deprecated: "current_name")
741 - "current_player": Player to whom the menu is shown
742 - "player:<name>": Any player
743 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
744 - "detached:<name>": A detached inventory
748 dump2(obj, name="_", dumped={})
749 ^ Return object serialized as a string, handles reference loops
751 ^ Return object serialized as a string
752 string:split(separator)
753 ^ eg. string:split("a,b", ",") == {"a","b"}
755 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
756 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
757 ^ Convert position to a printable string
758 minetest.string_to_pos(string) -> position
760 minetest namespace reference
761 -----------------------------
762 minetest.get_current_modname() -> string
763 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
764 ^ Useful for loading additional .lua modules or static data from mod
765 minetest.get_modnames() -> list of installed mods
766 ^ Return a list of installed mods, sorted alphabetically
767 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
768 ^ Useful for storing custom data
769 minetest.is_singleplayer()
772 ^ Always printed to stderr and logfile (print() is redirected here)
774 minetest.log(loglevel, line)
775 ^ loglevel one of "error", "action", "info", "verbose"
777 Registration functions: (Call these only at load time)
778 minetest.register_entity(name, prototype table)
779 minetest.register_abm(abm definition)
780 minetest.register_node(name, node definition)
781 minetest.register_tool(name, item definition)
782 minetest.register_craftitem(name, item definition)
783 minetest.register_alias(name, convert_to)
784 minetest.register_craft(recipe)
786 Global callback registration functions: (Call these only at load time)
787 minetest.register_globalstep(func(dtime))
788 ^ Called every server step, usually interval of 0.05s
789 minetest.register_on_placenode(func(pos, newnode, placer, oldnode))
790 ^ Called when a node has been placed
791 ^ Deprecated: Use on_construct or after_place_node in node definition instead
792 minetest.register_on_dignode(func(pos, oldnode, digger))
793 ^ Called when a node has been dug.
794 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
795 minetest.register_on_punchnode(func(pos, node, puncher))
796 ^ Called when a node is punched
797 minetest.register_on_generated(func(minp, maxp, blockseed))
798 ^ Called after generating a piece of world. Modifying nodes inside the area
799 is a bit faster than usually.
800 minetest.register_on_newplayer(func(ObjectRef))
801 ^ Called after a new player has been created
802 minetest.register_on_dieplayer(func(ObjectRef))
803 ^ Called when a player dies
804 minetest.register_on_respawnplayer(func(ObjectRef))
805 ^ Called when player is to be respawned
806 ^ Called _before_ repositioning of player occurs
807 ^ return true in func to disable regular player placement
808 minetest.register_on_joinplayer(func(ObjectRef))
809 ^ Called when a player joins the game
810 minetest.register_on_leaveplayer(func(ObjectRef))
811 ^ Called when a player leaves the game
812 minetest.register_on_chat_message(func(name, message))
813 ^ Called always when a player says something
814 minetest.register_on_player_receive_fields(func(player, formname, fields))
815 ^ Called when a button is pressed in player's inventory form
816 ^ Newest functions are called first
817 ^ If function returns true, remaining functions are not called
819 Other registration functions:
820 minetest.register_chatcommand(cmd, chatcommand definition)
821 minetest.register_privilege(name, definition)
822 ^ definition: "description text"
824 description = "description text",
825 give_to_singleplayer = boolean, -- default: true
827 minetest.register_authentication_handler(handler)
828 ^ See minetest.builtin_auth_handler in builtin.lua for reference
831 minetest.setting_set(name, value)
832 minetest.setting_get(name) -> string or nil
833 minetest.setting_getbool(name) -> boolean value or nil
834 minetest.setting_get_pos(name) -> position or nil
835 minetest.add_to_creative_inventory(itemstring)
838 minetest.notify_authentication_modified(name)
839 ^ Should be called by the authentication handler if privileges change.
840 ^ To report everybody, set name=nil.
841 minetest.get_password_hash(name, raw_password)
842 ^ Convert a name-password pair to a password hash that minetest can use
843 minetest.string_to_privs(str) -> {priv1=true,...}
844 minetest.privs_to_string(privs) -> "priv1,priv2,..."
845 ^ Convert between two privilege representations
846 minetest.set_player_password(name, password_hash)
847 minetest.set_player_privs(name, {priv1=true,...})
848 minetest.get_player_privs(name) -> {priv1=true,...}
849 minetest.auth_reload()
850 ^ These call the authentication handler
851 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
852 ^ A quickhand for checking privileges
855 minetest.chat_send_all(text)
856 minetest.chat_send_player(name, text)
859 minetest.get_inventory(location) -> InvRef
860 ^ location = eg. {type="player", name="celeron55"}
861 {type="node", pos={x=, y=, z=}}
862 {type="detached", name="creative"}
863 minetest.create_detached_inventory(name, callbacks) -> InvRef
864 ^ callbacks: See "Detached inventory callbacks"
865 ^ Creates a detached inventory. If it already exists, it is cleared.
868 minetest.inventorycube(img1, img2, img3)
869 ^ Returns a string for making an image of a cube (useful as an item image)
870 minetest.get_pointed_thing_position(pointed_thing, above)
871 ^ Get position of a pointed_thing (that you can get from somewhere)
872 minetest.dir_to_facedir(dir)
873 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
874 minetest.dir_to_wallmounted(dir)
875 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
876 minetest.get_node_drops(nodename, toolname)
877 ^ Returns list of item names.
878 ^ Note: This will be removed or modified in a future version.
879 minetest.get_craft_result(input) -> output, decremented_input
880 ^ input.method = 'normal' or 'cooking' or 'fuel'
881 ^ input.width = for example 3
882 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
883 stack 5, stack 6, stack 7, stack 8, stack 9 }
884 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
885 ^ output.time = number, if unsuccessful: 0
886 ^ decremented_input = like input
887 minetest.get_craft_recipe(output) -> input
888 ^ output is a node or item type such as 'default:torch'
889 ^ input.method = 'normal' or 'cooking' or 'fuel'
890 ^ input.width = for example 3
891 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
892 stack 5, stack 6, stack 7, stack 8, stack 9 }
893 ^ input.items = nil if no recipe found
894 minetest.handle_node_drops(pos, drops, digger)
895 ^ drops: list of itemstrings
896 ^ Handles drops from nodes after digging: Default action is to put them into
898 ^ Can be overridden to get different functionality (eg. dropping items on
902 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
903 ^ Find who has done something to a node, or near a node
904 ^ actor: "player:<name>", also "liquid".
905 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
906 ^ Revert latest actions of someone
907 ^ actor: "player:<name>", also "liquid".
909 Defaults for the on_* item definition functions:
910 (These return the leftover itemstack)
911 minetest.item_place_node(itemstack, placer, pointed_thing)
912 ^ Place item as a node
913 minetest.item_place_object(itemstack, placer, pointed_thing)
915 minetest.item_place(itemstack, placer, pointed_thing)
916 ^ Use one of the above based on what the item is.
917 minetest.item_drop(itemstack, dropper, pos)
919 minetest.item_eat(hp_change, replace_with_item)
920 ^ Eat the item. replace_with_item can be nil.
922 Defaults for the on_punch and on_dig node definition callbacks:
923 minetest.node_punch(pos, node, puncher)
924 ^ Calls functions registered by minetest.register_on_punchnode()
925 minetest.node_dig(pos, node, digger)
926 ^ Checks if node can be dug, puts item into inventory, removes node
927 ^ Calls functions registered by minetest.registered_on_dignodes()
930 minetest.sound_play(spec, parameters) -> handle
931 ^ spec = SimpleSoundSpec
932 ^ parameters = sound parameter table
933 minetest.sound_stop(handle)
936 minetest.after(time, func, param)
937 ^ Call function after time seconds
938 ^ param is optional; to pass multiple parameters, pass a table.
941 minetest.request_shutdown() -> request for server shutdown
942 minetest.get_server_status() -> server status string
945 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
946 minetest.get_ban_description(ip_or_name) -> ban description (string)
947 minetest.ban_player(name) -> ban a player
948 minetest.unban_player_or_ip(name) -> unban player or IP address
951 minetest.get_connected_players() -> list of ObjectRefs
952 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
953 ^ Gives a unique hash number for a node position (16+16+16=48bit)
954 minetest.get_item_group(name, group) -> rating
955 ^ Get rating of a group of an item. (0 = not in group)
956 minetest.get_node_group(name, group) -> rating
957 ^ Deprecated: An alias for the former.
958 minetest.serialize(table) -> string
959 ^ Convert a table containing tables, strings, numbers, booleans and nils
960 into string form readable by minetest.deserialize
961 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
962 minetest.deserialize(string) -> table
963 ^ Convert a string returned by minetest.deserialize into a table
964 ^ String is loaded in an empty sandbox environment.
965 ^ Will load functions, but they cannot access the global environment.
966 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
967 ^ Example: deserialize('print("foo")') -> nil (function call fails)
968 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
971 minetest.env - EnvRef of the server environment and world.
972 ^ Using this you can access nodes and entities
975 minetest.registered_items
976 ^ List of registered items, indexed by name
977 minetest.registered_nodes
978 ^ List of registered node definitions, indexed by name
979 minetest.registered_craftitems
980 ^ List of registered craft item definitions, indexed by name
981 minetest.registered_tools
982 ^ List of registered tool definitions, indexed by name
983 minetest.registered_entities
984 ^ List of registered entity prototypes, indexed by name
986 ^ List of object references, indexed by active object id
988 ^ List of lua entities, indexed by active object id
990 Deprecated but defined for backwards compatibility:
991 minetest.digprop_constanttime(time)
992 minetest.digprop_stonelike(toughness)
993 minetest.digprop_dirtlike(toughness)
994 minetest.digprop_gravellike(toughness)
995 minetest.digprop_woodlike(toughness)
996 minetest.digprop_leaveslike(toughness)
997 minetest.digprop_glasslike(toughness)
1001 EnvRef: basically ServerEnvironment and ServerMap combined.
1003 - set_node(pos, node)
1004 - add_node(pos, node): alias set_node(pos, node)
1005 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1007 ^ Equivalent to set_node(pos, "air")
1009 ^ Returns {name="ignore", ...} for unloaded area
1010 - get_node_or_nil(pos)
1011 ^ Returns nil for unloaded area
1012 - get_node_light(pos, timeofday) -> 0...15 or nil
1013 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1015 - place_node(pos, node)
1016 ^ Place node with the same effects that a player would cause
1018 ^ Dig node with the same effects that a player would cause
1020 ^ Punch node with the same effects that a player would cause
1022 - get_meta(pos) -- Get a NodeMetaRef at that position
1023 - get_node_timer(pos) -- Get NodeTimerRef
1025 - add_entity(pos, name): Spawn Lua-defined entity at position
1026 ^ Returns ObjectRef, or nil if failed
1027 - add_item(pos, item): Spawn item
1028 ^ Returns ObjectRef, or nil if failed
1029 - get_player_by_name(name) -- Get an ObjectRef to a player
1030 - get_objects_inside_radius(pos, radius)
1031 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1033 - find_node_near(pos, radius, nodenames) -> pos or nil
1034 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1035 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1036 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1037 - get_perlin(seeddiff, octaves, persistence, scale)
1038 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1040 ^ clear all objects in the environments
1042 - add_rat(pos): Add C++ rat object (no-op)
1043 - add_firefly(pos): Add C++ firefly object (no-op)
1045 NodeMetaRef: Node metadata - reference extra data and functionality stored
1047 - Can be gotten via minetest.env:get_nodemeta(pos)
1049 - set_string(name, value)
1051 - set_int(name, value)
1053 - set_float(name, value)
1055 - get_inventory() -> InvRef
1056 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1057 - from_table(nil or {})
1058 ^ See "Node Metadata"
1060 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1061 - Can be gotten via minetest.env:get_node_timer(pos)
1063 - set(timeout,elapsed)
1064 ^ set a timer's state
1065 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1066 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1067 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1070 ^ equivelent to set(timeout,0)
1073 - get_timeout() -> current timeout in seconds
1074 ^ if timeout is 0, timer is inactive
1075 - get_elapsed() -> current elapsed time in seconds
1076 ^ the node's on_timer function will be called after timeout-elapsed seconds
1077 - is_started() -> boolean state of timer
1078 ^ returns true if timer is started, otherwise false
1080 ObjectRef: Moving things in the game are generally these
1081 (basically reference to a C++ ServerActiveObject)
1083 - remove(): remove object (after returning from Lua)
1084 - getpos() -> {x=num, y=num, z=num}
1085 - setpos(pos); pos={x=num, y=num, z=num}
1086 - moveto(pos, continuous=false): interpolated move
1087 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1088 ^ puncher = an another ObjectRef,
1089 ^ time_from_last_punch = time since last punch action of the puncher
1090 ^ direction: can be nil
1091 - right_click(clicker); clicker = an another ObjectRef
1092 - get_hp(): returns number of hitpoints (2 * number of hearts)
1093 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1094 - get_inventory() -> InvRef
1095 - get_wield_list(): returns the name of the inventory list the wielded item is in
1096 - get_wield_index(): returns the index of the wielded item
1097 - get_wielded_item() -> ItemStack
1098 - set_wielded_item(item): replaces the wielded item, returns true if successful
1099 - set_armor_groups({group1=rating, group2=rating, ...})
1100 - set_properties(object property table)
1101 LuaEntitySAO-only: (no-op for other objects)
1102 - setvelocity({x=num, y=num, z=num})
1103 - getvelocity() -> {x=num, y=num, z=num}
1104 - setacceleration({x=num, y=num, z=num})
1105 - getacceleration() -> {x=num, y=num, z=num}
1107 - getyaw() -> radians
1108 - settexturemod(mod)
1109 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1110 - select_horiz_by_yawpitch=false)
1111 ^ Select sprite from spritesheet with optional animation and DM-style
1112 texture selection based on yaw relative to camera
1113 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1115 Player-only: (no-op for other objects)
1116 - is_player(): true for players, false for others
1117 - get_player_name(): returns "" if is not a player
1118 - get_look_dir(): get camera direction as a unit vector
1119 - get_look_pitch(): pitch in radians
1120 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1121 - set_inventory_formspec(formspec)
1122 ^ Redefine player's inventory form
1123 ^ Should usually be called in on_joinplayer
1124 - get_inventory_formspec() -> formspec string
1126 InvRef: Reference to an inventory
1128 - is_empty(listname): return true if list is empty
1129 - get_size(listname): get size of a list
1130 - set_size(listname, size): set size of a list
1131 - get_width(listname): get width of a list
1132 - set_width(listname, width): set width of list; currently used for crafting
1133 - get_stack(listname, i): get a copy of stack index i in list
1134 - set_stack(listname, i, stack): copy stack to index i in list
1135 - get_list(listname): return full list
1136 - set_list(listname, list): set full list (size will not change)
1137 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1138 - room_for_item(listname, stack): returns true if the stack of items
1139 can be fully added to the list
1140 - contains_item(listname, stack): returns true if the stack of items
1141 can be fully taken from the list
1142 remove_item(listname, stack): take as many items as specified from the list,
1143 returns the items that were actually removed (as an ItemStack)
1145 ItemStack: A stack of items.
1146 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1148 - is_empty(): return true if stack is empty
1149 - get_name(): returns item name (e.g. "default:stone")
1150 - get_count(): returns number of items on the stack
1151 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1152 - get_metadata(): returns metadata (a string attached to an item stack)
1153 - clear(): removes all items from the stack, making it empty
1154 - replace(item): replace the contents of this stack (item can also
1155 be an itemstring or table)
1156 - to_string(): returns the stack in itemstring form
1157 - to_table(): returns the stack in Lua table form
1158 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1159 - get_free_space(): returns get_stack_max() - get_count()
1160 - is_known(): returns true if the item name refers to a defined item type
1161 - get_definition(): returns the item definition table
1162 - get_tool_capabilities(): returns the digging properties of the item,
1163 ^ or those of the hand if none are defined for this item type
1164 - add_wear(amount): increases wear by amount if the item is a tool
1165 - add_item(item): put some item or stack onto this stack,
1166 ^ returns leftover ItemStack
1167 - item_fits(item): returns true if item or stack can be fully added to this one
1168 - take_item(n): take (and remove) up to n items from this stack
1169 ^ returns taken ItemStack
1170 ^ if n is omitted, n=1 is used
1171 - peek_item(n): copy (don't remove) up to n items from this stack
1172 ^ returns copied ItemStack
1173 ^ if n is omitted, n=1 is used
1175 PseudoRandom: A pseudorandom number generator
1176 - Can be created via PseudoRandom(seed)
1178 - next(): return next integer random number [0...32767]
1179 - next(min, max): return next integer random number [min...max]
1180 (max - min) must be 32767 or <= 6553 due to the simple
1181 implementation making bad distribution otherwise.
1183 PerlinNoise: A perlin noise generator
1184 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1185 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1187 - get2d(pos) -> 2d noise value at pos={x=,y=}
1188 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1191 --------------------
1192 - Functions receive a "luaentity" as self:
1193 - It has the member .name, which is the registered name ("mod:thing")
1194 - It has the member .object, which is an ObjectRef pointing to the object
1195 - The original prototype stuff is visible directly via a metatable
1197 - on_activate(self, staticdata)
1198 ^ Called when the object is instantiated.
1199 - on_step(self, dtime)
1200 ^ Called on every server tick (dtime is usually 0.05 seconds)
1201 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1202 ^ Called when somebody punches the object.
1203 ^ Note that you probably want to handle most punches using the
1204 automatic armor group system.
1205 ^ puncher: ObjectRef (can be nil)
1206 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1207 ^ tool_capabilities: capability table of used tool (can be nil)
1208 ^ dir: unit vector of direction of punch. Always defined. Points from
1209 the puncher to the punched.
1210 - on_rightclick(self, clicker)
1211 - get_staticdata(self)
1212 ^ Should return a string that will be passed to on_activate when
1213 the object is instantiated the next time.
1223 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1224 visual = "cube"/"sprite"/"upright_sprite",
1225 visual_size = {x=1, y=1},
1226 textures = {}, -- number of required textures depends on visual
1227 spritediv = {x=1, y=1},
1228 initial_sprite_basepos = {x=0, y=0},
1230 makes_footstep_sound = false,
1231 automatic_rotate = false,
1234 Entity definition (register_entity)
1236 (Deprecated: Everything in object properties is read directly from here)
1238 initial_properties = <initial object properties>,
1240 on_activate = function(self, staticdata, dtime_s),
1241 on_step = function(self, dtime),
1242 on_punch = function(self, hitter),
1243 on_rightclick = function(self, clicker),
1244 get_staticdata = function(self),
1245 ^ Called sometimes; the string returned is passed to on_activate when
1246 the entity is re-activated from static state
1248 # Also you can define arbitrary member variables here
1249 myvariable = whatever,
1252 ABM (ActiveBlockModifier) definition (register_abm)
1254 -- In the following two fields, also group:groupname will work.
1255 nodenames = {"default:lava_source"},
1256 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1257 ^ If left out or empty, any neighbor will do
1258 interval = 1.0, -- (operation interval)
1259 chance = 1, -- (chance of trigger is 1.0/this)
1260 action = func(pos, node, active_object_count, active_object_count_wider),
1263 Item definition (register_node, register_craftitem, register_tool)
1265 description = "Steel Axe",
1266 groups = {}, -- key=name, value=rating; rating=1..3.
1267 if rating not applicable, use 1.
1268 eg. {wool=1, fluffy=3}
1269 {soil=2, outerspace=1, crumbly=1}
1270 {bendy=2, snappy=1},
1271 {hard=1, metal=1, spikes=1}
1272 inventory_image = "default_tool_steelaxe.png",
1274 wield_scale = {x=1,y=1,z=1},
1276 liquids_pointable = false,
1277 tool_capabilities = {
1278 full_punch_interval = 1.0,
1282 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1283 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1284 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1287 node_placement_prediction = nil,
1288 ^ If nil and item is node, prediction is made automatically
1289 ^ If nil and item is not a node, no prediction is made
1290 ^ If "" and item is anything, no prediction is made
1291 ^ Otherwise should be name of node which the client immediately places
1292 on ground when the player places the item. Server will always update
1293 actual result to client in a short moment.
1295 on_place = func(itemstack, placer, pointed_thing),
1296 ^ Shall place item and return the leftover itemstack
1297 ^ default: minetest.item_place
1298 on_drop = func(itemstack, dropper, pos),
1299 ^ Shall drop item and return the leftover itemstack
1300 ^ default: minetest.item_drop
1301 on_use = func(itemstack, user, pointed_thing),
1303 ^ Function must return either nil if no item shall be removed from
1304 inventory, or an itemstack to replace the original itemstack.
1305 eg. itemstack:take_item(); return itemstack
1306 ^ Otherwise, the function is free to do what it wants.
1307 ^ The default functions handle regular use cases.
1312 - {name="image.png", animation={Tile Animation definition}}
1313 - {name="image.png", backface_culling=bool}
1314 ^ backface culling only supported in special tiles
1315 - deprecated still supported field names:
1318 Tile animation definition:
1319 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1321 Node definition (register_node)
1323 <all fields allowed in item definitions>,
1325 drawtype = "normal", -- See "Node drawtypes"
1327 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1328 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1329 ^ List can be shortened to needed length
1330 special_tiles = {tile definition 1, Tile definition 2},
1331 ^ Special textures of node; used rarely (old field name: special_materials)
1332 ^ List can be shortened to needed length
1334 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1335 paramtype = "none", -- See "Nodes"
1336 paramtype2 = "none", -- See "Nodes"
1337 is_ground_content = false, -- Currently not used for anything
1338 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1339 walkable = true, -- If true, objects collide with node
1340 pointable = true, -- If true, can be pointed at
1341 diggable = true, -- If false, can never be dug
1342 climbable = false, -- If true, can be climbed on (ladder)
1343 buildable_to = false, -- If true, placed nodes can replace this node
1344 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1345 liquidtype = "none", -- "none"/"source"/"flowing"
1346 liquid_alternative_flowing = "", -- Flowing version of source liquid
1347 liquid_alternative_source = "", -- Source version of flowing liquid
1348 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1349 light_source = 0, -- Amount of light emitted by node
1350 damage_per_second = 0, -- If player is inside node, this damage is caused
1351 node_box = {type="regular"}, -- See "Node boxes"
1352 selection_box = {type="regular"}, -- See "Node boxes"
1353 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1354 legacy_wallmounted = false, -- Support maps made in and before January 2012
1356 footstep = <SimpleSoundSpec>,
1357 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1358 dug = <SimpleSoundSpec>,
1361 on_construct = func(pos),
1362 ^ Node constructor; always called after adding node
1363 ^ Can set up metadata and stuff like that
1365 on_destruct = func(pos),
1366 ^ Node destructor; always called before removing node
1368 after_destruct = func(pos, oldnode),
1369 ^ Node destructor; always called after removing node
1372 after_place_node = func(pos, placer),
1373 ^ Called after constructing node when node was placed using
1374 minetest.item_place_node / minetest.env:place_node
1376 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1377 ^ oldmetadata is in table format
1378 ^ Called after destructing node when node was dug using
1379 minetest.node_dig / minetest.env:dig_node
1381 can_dig = function(pos,player)
1382 ^ returns true if node can be dug, or false if not
1385 on_punch = func(pos, node, puncher),
1386 ^ default: minetest.node_punch
1387 ^ By default: does nothing
1388 on_dig = func(pos, node, digger),
1389 ^ default: minetest.node_dig
1390 ^ By default: checks privileges, wears out tool and removes node
1392 on_timer = function(pos,elapsed),
1394 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1395 ^ elapsed is the total time passed since the timer was started
1396 ^ return true to run the timer for another cycle with the same timeout value
1398 on_receive_fields = func(pos, formname, fields, sender),
1399 ^ fields = {name1 = value1, name2 = value2, ...}
1400 ^ Called when an UI form (eg. sign text input) returns data
1403 allow_metadata_inventory_move = func(pos, from_list, from_index,
1404 to_list, to_index, count, player),
1405 ^ Called when a player wants to move items inside the inventory
1406 ^ Return value: number of items allowed to move
1408 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1409 ^ Called when a player wants to put something into the inventory
1410 ^ Return value: number of items allowed to put
1411 ^ Return value: -1: Allow and don't modify item count in inventory
1413 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1414 ^ Called when a player wants to take something out of the inventory
1415 ^ Return value: number of items allowed to take
1416 ^ Return value: -1: Allow and don't modify item count in inventory
1418 on_metadata_inventory_move = func(pos, from_list, from_index,
1419 to_list, to_index, count, player),
1420 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1421 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1422 ^ Called after the actual action has happened, according to what was allowed.
1425 on_blast = func(pos, intensity),
1426 ^ intensity: 1.0 = mid range of regular TNT
1427 ^ If defined, called when an explosion touches the node, instead of
1431 Recipe for register_craft: (shaped)
1433 output = 'default:pick_stone',
1435 {'default:cobble', 'default:cobble', 'default:cobble'},
1436 {'', 'default:stick', ''},
1437 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1439 replacements = <optional list of item pairs,
1440 replace one input item with another item on crafting>
1443 Recipe for register_craft (shapeless)
1446 output = 'mushrooms:mushroom_stew',
1449 "mushrooms:mushroom_brown",
1450 "mushrooms:mushroom_red",
1452 replacements = <optional list of item pairs,
1453 replace one input item with another item on crafting>
1456 Recipe for register_craft (tool repair)
1458 type = "toolrepair",
1459 additional_wear = -0.02,
1462 Recipe for register_craft (cooking)
1465 output = "default:glass",
1466 recipe = "default:sand",
1470 Recipe for register_craft (furnace fuel)
1473 recipe = "default:leaves",
1477 Chatcommand definition (register_chatcommand)
1479 params = "<name> <privilege>", -- short parameter description
1480 description = "Remove privilege from player", -- full description
1481 privs = {privs=true}, -- require the "privs" privilege to run
1482 func = function(name, param), -- called when command is run
1485 Detached inventory callbacks
1487 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1488 ^ Called when a player wants to move items inside the inventory
1489 ^ Return value: number of items allowed to move
1491 allow_put = func(inv, listname, index, stack, player),
1492 ^ Called when a player wants to put something into the inventory
1493 ^ Return value: number of items allowed to put
1494 ^ Return value: -1: Allow and don't modify item count in inventory
1496 allow_take = func(inv, listname, index, stack, player),
1497 ^ Called when a player wants to take something out of the inventory
1498 ^ Return value: number of items allowed to take
1499 ^ Return value: -1: Allow and don't modify item count in inventory
1501 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1502 on_put = func(inv, listname, index, stack, player),
1503 on_take = func(inv, listname, index, stack, player),
1504 ^ Called after the actual action has happened, according to what was allowed.