1 Minetest Lua Modding API Reference 0.4.6
2 ========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
339 - nodebox -- See below. EXPERIMENTAL
343 Node selection boxes are defined using "node boxes"
345 The "nodebox" node drawtype allows defining visual of nodes consisting of
346 arbitrary number of boxes. It allows defining stuff like stairs. Only the
347 "fixed" box type is supported for these.
348 ^ Please note that this is still experimental, and may be incompatibly
349 changed in the future.
351 A nodebox is defined as any of:
353 -- A normal cube; the default in most things
357 -- A fixed box (facedir param2 is used, if applicable)
359 fixed = box OR {box1, box2, ...}
362 -- A box like the selection box for torches
363 -- (wallmounted param2 is used, if applicable)
364 type = "wallmounted",
371 {x1, y1, z1, x2, y2, z2}
372 A box of a regular node would look like:
373 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
377 These tell in what manner the ore is generated.
378 All default ores are of the uniformly-distributed scatter type.
381 Randomly chooses a location and generates a cluster of ore.
382 If noise_params is specified, the ore will be placed if the 3d perlin noise at
383 that point is greater than the noise_threshhold, giving the ability to create a non-equal
386 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
387 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
388 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
389 scale when comparing against the noise threshhold, but scale is used to determine relative height.
390 The height of the blob is randomly scattered, with a maximum height of clust_size.
391 clust_scarcity and clust_num_ores are ignored.
392 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
393 - claylike - NOT YET IMPLEMENTED
394 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
395 neighborhood of clust_size radius.
399 Currently supported flags: absheight
401 Also produce this same ore between the height range of -height_max and -height_min.
402 Useful for having ore in sky realms without having to duplicate ore entries.
406 The position field is used for all element types.
407 To account for differing resolutions, the position coordinates are the percentage of the screen,
408 ranging in value from 0 to 1.
409 The name field is not yet used, but should contain a description of what the HUD element represents.
410 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
412 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
415 Displays an image on the HUD.
416 - scale: The scale of the image, with 1 being the original texture size.
417 Only the X coordinate scale is used.
418 - text: The name of the texture that is displayed.
420 Displays text on the HUD.
421 - scale: Defines the bounding rectangle of the text.
422 A value such as {x=100, y=100} should work.
423 - text: The text to be displayed in the HUD element.
424 - number: An integer containing the RGB value of the color used to draw the text.
425 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
427 Displays a horizontal bar made up of half-images.
428 - text: The name of the texture that is used.
429 - number: The number of half-textures that are displayed.
430 If odd, will end with a vertically center-split texture.
432 - text: The name of the inventory list to be displayed.
433 - number: Number of items in the inventory to be displayed.
434 - item: Position of item that is selected.
435 - direction: Direction in which the inventory list is drawn.
436 0 draws from left to right,
437 1 draws from right to left,
438 2 draws from top to bottom, and
439 3 draws from bottom to top.
441 Representations of simple things
442 --------------------------------
444 {x=num, y=num, z=num}
445 Currently the API does not provide any helper functions for addition,
446 subtraction and whatever; you can define those that you need yourself.
450 {type="node", under=pos, above=pos}
451 {type="object", ref=ObjectRef}
455 Node (register_node):
456 A node from the world
457 Tool (register_tool):
458 A tool/weapon that can dig and damage things according to tool_capabilities
459 Craftitem (register_craftitem):
462 Items and item stacks can exist in three formats:
464 Serialized; This is called stackstring or itemstring:
466 eg. 'default:pick_wood 21323'
470 eg. {name="default:dirt", count=5, wear=0, metadata=""}
472 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
473 ^ a wooden pick about 1/3 weared out
474 eg. {name="default:apple", count=1, wear=0, metadata=""}
478 C++ native format with many helper methods. Useful for converting between
479 formats. See the Class reference section for details.
481 When an item must be passed to a function, it can usually be in any of
486 In a number of places, there is a group table. Groups define the
487 properties of a thing (item, node, armor of entity, capabilities of
488 tool) in such a way that the engine and other mods can can interact with
489 the thing without actually knowing what the thing is.
492 - Groups are stored in a table, having the group names with keys and the
493 group ratings as values. For example:
494 groups = {crumbly=3, soil=1}
495 ^ Default dirt (soil group actually currently not defined; TODO)
496 groups = {crumbly=2, soil=1, level=2, outerspace=1}
497 ^ A more special dirt-kind of thing
498 - Groups always have a rating associated with them. If there is no
499 useful meaning for a rating for an enabled group, it shall be 1.
500 - When not defined, the rating of a group defaults to 0. Thus when you
501 read groups, you must interpret nil and 0 as the same value, 0.
503 You can read the rating of a group for an item or a node by using
504 minetest.get_item_group(itemname, groupname)
508 Groups of items can define what kind of an item it is (eg. wool).
512 In addition to the general item things, groups are used to define whether
513 a node is destroyable and how long it takes to destroy by a tool.
517 For entities, groups are, as of now, used only for calculating damage.
518 The rating is the percentage of damage caused by tools with this damage group.
519 See "Entity damage mechanism".
521 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
522 object.set_armor_groups({fleshy=30, cracky=80})
526 Groups in tools define which groups of nodes and entities they are
529 Groups in crafting recipes
530 ---------------------------
531 An example: Make meat soup from any meat, any water and any bowl
533 output = 'food:meat_soup_raw',
539 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
541 An another example: Make red wool from white wool and red dye
545 recipe = {'wool:white', 'group:dye,basecolor_red'},
550 - immortal: Disables the group damage system for an entity
551 - level: Can be used to give an additional sense of progression in the game.
552 - A larger level will cause eg. a weapon of a lower level make much less
553 damage, and get weared out much faster, or not be able to get drops
554 from destroyed nodes.
555 - 0 is something that is directly accessible at the start of gameplay
556 - There is no upper limit
557 - dig_immediate: (player can always pick up node without tool wear)
558 - 2: node is removed without tool wear after 0.5 seconds or so
560 - 3: node is removed without tool wear immediately (torch)
561 - disable_jump: Player (and possibly other things) cannot jump from node
562 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
563 - bouncy: value is bounce speed in percent
564 - falling_node: if there is no walkable block under the node it will fall
565 - attached_node: if the node under it is not a walkable block the node will be
566 dropped as an item. If the node is wallmounted the
567 wallmounted direction is checked.
569 Known damage and digging time defining groups
570 ----------------------------------------------
571 - crumbly: dirt, sand
572 - cracky: tough but crackable stuff like stone.
573 - snappy: something that can be cut using fine tools; eg. leaves, small
574 plants, wire, sheets of metal
575 - choppy: something that can be cut using force; eg. trees, wooden planks
576 - fleshy: Living things like animals and the player. This could imply
577 some blood effects when hitting.
578 - explody: Especially prone to explosions
579 - oddly_breakable_by_hand:
580 Can be added to nodes that shouldn't logically be breakable by the
581 hand but are. Somewhat similar to dig_immediate, but times are more
582 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
583 speed of a tool if the tool can dig at a faster speed than this
584 suggests for the hand.
586 Examples of custom groups
587 --------------------------
588 Item groups are often used for defining, well, //groups of items//.
589 - meat: any meat-kind of a thing (rating might define the size or healing
590 ability or be irrelevant - it is not defined as of yet)
591 - eatable: anything that can be eaten. Rating might define HP gain in half
593 - flammable: can be set on fire. Rating might define the intensity of the
594 fire, affecting eg. the speed of the spreading of an open fire.
595 - wool: any wool (any origin, any color)
598 - heavy: anything considerably heavy
600 Digging time calculation specifics
601 -----------------------------------
602 Groups such as **crumbly**, **cracky** and **snappy** are used for this
603 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
606 The **level** group is used to limit the toughness of nodes a tool can dig
607 and to scale the digging times / damage to a greater extent.
609 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
612 Tools define their properties by a list of parameters for groups. They
613 cannot dig other groups; thus it is important to use a standard bunch of
614 groups to enable interaction with tools.
617 * Full punch interval
619 * For an arbitrary list of groups:
620 * Uses (until the tool breaks)
621 * Maximum level (usually 0, 1, 2 or 3)
625 **Full punch interval**:
626 When used as a weapon, the tool will do full damage if this time is spent
627 between punches. If eg. half the time is spent, the tool will do half
630 **Maximum drop level**
631 Suggests the maximum level of node, when dug with the tool, that will drop
632 it's useful item. (eg. iron ore to drop a lump of iron).
633 - This is not automated; it is the responsibility of the node definition
637 Determines how many uses the tool has when it is used for digging a node,
638 of this group, of the maximum level. For lower leveled nodes, the use count
639 is multiplied by 3^leveldiff.
640 - uses=10, leveldiff=0 -> actual uses: 10
641 - uses=10, leveldiff=1 -> actual uses: 30
642 - uses=10, leveldiff=2 -> actual uses: 90
645 Tells what is the maximum level of a node of this group that the tool will
649 List of digging times for different ratings of the group, for nodes of the
651 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
652 result in the tool to be able to dig nodes that have a rating of 2 or 3
653 for this group, and unable to dig the rating 1, which is the toughest.
654 Unless there is a matching group that enables digging otherwise.
657 List of damage for groups of entities. See "Entity damage mechanism".
659 Example definition of the capabilities of a tool
660 -------------------------------------------------
661 tool_capabilities = {
662 full_punch_interval=1.5,
665 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
667 damage_groups = {fleshy=2},
670 This makes the tool be able to dig nodes that fullfill both of these:
671 - Have the **crumbly** group
672 - Have a **level** group less or equal to 2
674 Table of resulting digging times:
675 crumbly 0 1 2 3 4 <- level
681 level diff: 2 1 0 -1 -2
683 Table of resulting tool uses:
690 - At crumbly=0, the node is not diggable.
691 - At crumbly=3, the level difference digging time divider kicks in and makes
692 easy nodes to be quickly breakable.
693 - At level > 2, the node is not diggable, because it's level > maxlevel
695 Entity damage mechanism
696 ------------------------
699 foreach group in cap.damage_groups:
700 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
701 * (object.armor_groups[group] / 100.0)
702 -- Where object.armor_groups[group] is 0 for inexisting values
705 Client predicts damage based on damage groups. Because of this, it is able to
706 give an immediate response when an entity is damaged or dies; the response is
707 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
709 - Currently a smoke puff will appear when an entity dies.
711 The group **immortal** completely disables normal damage.
713 Entities can define a special armor group, which is **punch_operable**. This
714 group disables the regular damage mechanism for players punching it by hand or
715 a non-tool item, so that it can do something else than take damage.
717 On the Lua side, every punch calls ''entity:on_punch(puncher,
718 time_from_last_punch, tool_capabilities, direction)''. This should never be
719 called directly, because damage is usually not handled by the entity itself.
720 * ''puncher'' is the object performing the punch. Can be nil. Should never be
721 accessed unless absolutely required, to encourage interoperability.
722 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
723 * ''tool_capabilities'' can be nil.
724 * ''direction'' is a unit vector, pointing from the source of the punch to
727 To punch an entity/object in Lua, call ''object:punch(puncher,
728 time_from_last_punch, tool_capabilities, direction)''.
729 * Return value is tool wear.
730 * Parameters are equal to the above callback.
731 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
732 automatically filled in based on the location of ''puncher''.
736 The instance of a node in the world normally only contains the three values
737 mentioned in "Nodes". However, it is possible to insert extra data into a
738 node. It is called "node metadata"; See "NodeMetaRef".
740 Metadata contains two things:
744 Some of the values in the key-value store are handled specially:
745 - formspec: Defines a right-click inventory menu. See "Formspec".
746 - infotext: Text shown on the screen when the node is pointed at
750 local meta = minetest.env:get_meta(pos)
751 meta:set_string("formspec",
753 "list[context;main;0,0;8,4;]"..
754 "list[current_player;main;0,5;8,4;]")
755 meta:set_string("infotext", "Chest");
756 local inv = meta:get_inventory()
757 inv:set_size("main", 8*4)
758 print(dump(meta:to_table()))
761 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] = ""}
764 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
771 Formspec defines a menu. Currently not much else than inventories are
772 supported. It is a string, with a somewhat strange format.
774 Spaces and newlines can be inserted between the blocks, as is used in the
780 list[context;main;0,0;8,4;]
781 list[current_player;main;0,5;8,4;]
784 list[context;fuel;2,3;1,1;]
785 list[context;src;2,1;1,1;]
786 list[context;dst;5,1;2,2;]
787 list[current_player;main;0,5;8,4;]
788 - Minecraft-like player inventory
790 image[1,0.6;1,2;player.png]
791 list[current_player;main;0,3.5;8,4;]
792 list[current_player;craft;3,0;3,3;]
793 list[current_player;craftpreview;7,1;1,1;]
798 ^ Define the size of the menu in inventory slots
799 ^ deprecated: invsize[<W>,<H>;]
801 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
802 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
803 ^ Show an inventory list
805 image[<X>,<Y>;<W>,<H>;<texture name>]
807 ^ Position and size units are inventory slots
809 item_image[<X>,<Y>;<W>,<H>;<item name>]
810 ^ Show an inventory image of registered item/node
811 ^ Position and size units are inventory slots
813 background[<X>,<Y>;<W>,<H>;<texture name>]
814 ^ Use a background. Inventory rectangles are not drawn then.
815 ^ Position and size units are inventory slots
816 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
818 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
819 ^ Textual field; will be sent to server when a button is clicked
820 ^ x and y position the field relative to the top left of the menu
821 ^ w and h are the size of the field
822 ^ fields are a set height, but will be vertically centred on h
823 ^ Position and size units are inventory slots
824 ^ name is the name of the field as returned in fields to on_receive_fields
825 ^ label, if not blank, will be text printed on the top left above the field
826 ^ default is the default value of the field
827 ^ default may contain variable references such as '${text}' which
828 will fill the value from the metadata value 'text'
829 ^ Note: no extra text or more than a single variable is supported ATM.
831 field[<name>;<label>;<default>]
832 ^ as above but without position/size units
833 ^ special field for creating simple forms, such as sign text input
834 ^ must be used without a size[] element
835 ^ a 'Proceed' button will be added automatically
837 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
838 ^ same as fields above, but with multi-line input
840 label[<X>,<Y>;<label>]
841 ^ x and y work as per field
842 ^ label is the text on the label
843 ^ Position and size units are inventory slots
845 button[<X>,<Y>;<W>,<H>;<name>;<label>]
846 ^ Clickable button. When clicked, fields will be sent.
847 ^ x, y and name work as per field
848 ^ w and h are the size of the button
849 ^ label is the text on the button
850 ^ Position and size units are inventory slots
852 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
853 ^ x, y, w, h, and name work as per button
854 ^ image is the filename of an image
855 ^ Position and size units are inventory slots
857 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
858 ^ x, y, w, h, name and label work as per button
859 ^ item name is the registered name of an item/node,
860 tooltip will be made out of its descritption
861 ^ Position and size units are inventory slots
863 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
864 ^ When clicked, fields will be sent and the form will quit.
866 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
867 ^ When clicked, fields will be sent and the form will quit.
871 - "context": Selected node metadata (deprecated: "current_name")
872 - "current_player": Player to whom the menu is shown
873 - "player:<name>": Any player
874 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
875 - "detached:<name>": A detached inventory
879 dump2(obj, name="_", dumped={})
880 ^ Return object serialized as a string, handles reference loops
882 ^ Return object serialized as a string
883 string:split(separator)
884 ^ eg. string:split("a,b", ",") == {"a","b"}
886 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
887 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
888 ^ Convert position to a printable string
889 minetest.string_to_pos(string) -> position
890 ^ Same but in reverse
891 minetest.formspec_escape(string) -> string
892 ^ escapes characters like [, ], and \ that can not be used in formspecs
894 minetest namespace reference
895 -----------------------------
896 minetest.get_current_modname() -> string
897 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
898 ^ Useful for loading additional .lua modules or static data from mod
899 minetest.get_modnames() -> list of installed mods
900 ^ Return a list of installed mods, sorted alphabetically
901 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
902 ^ Useful for storing custom data
903 minetest.is_singleplayer()
906 ^ Always printed to stderr and logfile (print() is redirected here)
908 minetest.log(loglevel, line)
909 ^ loglevel one of "error", "action", "info", "verbose"
911 Registration functions: (Call these only at load time)
912 minetest.register_entity(name, prototype table)
913 minetest.register_abm(abm definition)
914 minetest.register_node(name, node definition)
915 minetest.register_tool(name, item definition)
916 minetest.register_craftitem(name, item definition)
917 minetest.register_alias(name, convert_to)
918 minetest.register_craft(recipe)
919 minetest.register_ore(ore definition)
921 Global callback registration functions: (Call these only at load time)
922 minetest.register_globalstep(func(dtime))
923 ^ Called every server step, usually interval of 0.05s
924 minetest.register_on_shutdown(func())
925 ^ Called before server shutdown
926 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
927 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
928 semi-frequent intervals as well as on server shutdown.
929 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
930 ^ Called when a node has been placed
931 ^ If return true no item is taken from itemstack
932 ^ Deprecated: Use on_construct or after_place_node in node definition instead
933 minetest.register_on_dignode(func(pos, oldnode, digger))
934 ^ Called when a node has been dug.
935 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
936 minetest.register_on_punchnode(func(pos, node, puncher))
937 ^ Called when a node is punched
938 minetest.register_on_generated(func(minp, maxp, blockseed))
939 ^ Called after generating a piece of world. Modifying nodes inside the area
940 is a bit faster than usually.
941 minetest.register_on_newplayer(func(ObjectRef))
942 ^ Called after a new player has been created
943 minetest.register_on_dieplayer(func(ObjectRef))
944 ^ Called when a player dies
945 minetest.register_on_respawnplayer(func(ObjectRef))
946 ^ Called when player is to be respawned
947 ^ Called _before_ repositioning of player occurs
948 ^ return true in func to disable regular player placement
949 minetest.register_on_joinplayer(func(ObjectRef))
950 ^ Called when a player joins the game
951 minetest.register_on_leaveplayer(func(ObjectRef))
952 ^ Called when a player leaves the game
953 minetest.register_on_chat_message(func(name, message))
954 ^ Called always when a player says something
955 minetest.register_on_player_receive_fields(func(player, formname, fields))
956 ^ Called when a button is pressed in player's inventory form
957 ^ Newest functions are called first
958 ^ If function returns true, remaining functions are not called
960 Other registration functions:
961 minetest.register_chatcommand(cmd, chatcommand definition)
962 minetest.register_privilege(name, definition)
963 ^ definition: "description text"
965 description = "description text",
966 give_to_singleplayer = boolean, -- default: true
968 minetest.register_authentication_handler(handler)
969 ^ See minetest.builtin_auth_handler in builtin.lua for reference
972 minetest.setting_set(name, value)
973 minetest.setting_get(name) -> string or nil
974 minetest.setting_getbool(name) -> boolean value or nil
975 minetest.setting_get_pos(name) -> position or nil
976 minetest.setting_save() -> nil, save all settings to config file
977 minetest.add_to_creative_inventory(itemstring)
980 minetest.notify_authentication_modified(name)
981 ^ Should be called by the authentication handler if privileges change.
982 ^ To report everybody, set name=nil.
983 minetest.get_password_hash(name, raw_password)
984 ^ Convert a name-password pair to a password hash that minetest can use
985 minetest.string_to_privs(str) -> {priv1=true,...}
986 minetest.privs_to_string(privs) -> "priv1,priv2,..."
987 ^ Convert between two privilege representations
988 minetest.set_player_password(name, password_hash)
989 minetest.set_player_privs(name, {priv1=true,...})
990 minetest.get_player_privs(name) -> {priv1=true,...}
991 minetest.auth_reload()
992 ^ These call the authentication handler
993 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
994 ^ A quickhand for checking privileges
997 minetest.chat_send_all(text)
998 minetest.chat_send_player(name, text)
1001 minetest.get_inventory(location) -> InvRef
1002 ^ location = eg. {type="player", name="celeron55"}
1003 {type="node", pos={x=, y=, z=}}
1004 {type="detached", name="creative"}
1005 minetest.create_detached_inventory(name, callbacks) -> InvRef
1006 ^ callbacks: See "Detached inventory callbacks"
1007 ^ Creates a detached inventory. If it already exists, it is cleared.
1008 minetest.show_formspec(playername, formname, formspec)
1009 ^ playername: name of player to show formspec
1010 ^ formname: name passed to on_player_receive_fields callbacks
1011 ^ should follow "modname:<whatever>" naming convention
1012 ^ formspec: formspec to display
1015 minetest.inventorycube(img1, img2, img3)
1016 ^ Returns a string for making an image of a cube (useful as an item image)
1017 minetest.get_pointed_thing_position(pointed_thing, above)
1018 ^ Get position of a pointed_thing (that you can get from somewhere)
1019 minetest.dir_to_facedir(dir)
1020 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1021 minetest.dir_to_wallmounted(dir)
1022 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1023 minetest.get_node_drops(nodename, toolname)
1024 ^ Returns list of item names.
1025 ^ Note: This will be removed or modified in a future version.
1026 minetest.get_craft_result(input) -> output, decremented_input
1027 ^ input.method = 'normal' or 'cooking' or 'fuel'
1028 ^ input.width = for example 3
1029 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1030 stack 5, stack 6, stack 7, stack 8, stack 9 }
1031 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1032 ^ output.time = number, if unsuccessful: 0
1033 ^ decremented_input = like input
1034 minetest.get_craft_recipe(output) -> input
1035 ^ returns last registered recipe for output item (node)
1036 ^ output is a node or item type such as 'default:torch'
1037 ^ input.method = 'normal' or 'cooking' or 'fuel'
1038 ^ input.width = for example 3
1039 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1040 stack 5, stack 6, stack 7, stack 8, stack 9 }
1041 ^ input.items = nil if no recipe found
1042 minetest.get_all_craft_recipes(query item) -> table or nil
1043 ^ returns indexed table with all registered recipes for query item (node)
1044 or nil if no recipe was found
1047 method = 'normal' or 'cooking' or 'fuel'
1048 width = 0-3, 0 means shapeless recipe
1049 items = indexed [1-9] table with recipe items
1050 output = string with item name and quantity
1052 Example query for default:gold_ingot will return table:
1054 1={type = "cooking", width = 3, output = "default:gold_ingot",
1055 items = {1 = "default:gold_lump"}},
1056 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1057 items = {1 = "default:goldblock"}}
1059 minetest.handle_node_drops(pos, drops, digger)
1060 ^ drops: list of itemstrings
1061 ^ Handles drops from nodes after digging: Default action is to put them into
1063 ^ Can be overridden to get different functionality (eg. dropping items on
1067 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1068 ^ Find who has done something to a node, or near a node
1069 ^ actor: "player:<name>", also "liquid".
1070 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1071 ^ Revert latest actions of someone
1072 ^ actor: "player:<name>", also "liquid".
1074 Defaults for the on_* item definition functions:
1075 (These return the leftover itemstack)
1076 minetest.item_place_node(itemstack, placer, pointed_thing)
1077 ^ Place item as a node
1078 minetest.item_place_object(itemstack, placer, pointed_thing)
1080 minetest.item_place(itemstack, placer, pointed_thing)
1081 ^ Use one of the above based on what the item is.
1082 ^ Calls on_rightclick of pointed_thing.under if defined instead
1083 ^ Note: is not called when wielded item overrides on_place
1084 minetest.item_drop(itemstack, dropper, pos)
1086 minetest.item_eat(hp_change, replace_with_item)
1087 ^ Eat the item. replace_with_item can be nil.
1089 Defaults for the on_punch and on_dig node definition callbacks:
1090 minetest.node_punch(pos, node, puncher)
1091 ^ Calls functions registered by minetest.register_on_punchnode()
1092 minetest.node_dig(pos, node, digger)
1093 ^ Checks if node can be dug, puts item into inventory, removes node
1094 ^ Calls functions registered by minetest.registered_on_dignodes()
1097 minetest.sound_play(spec, parameters) -> handle
1098 ^ spec = SimpleSoundSpec
1099 ^ parameters = sound parameter table
1100 minetest.sound_stop(handle)
1103 minetest.after(time, func, ...)
1104 ^ Call function after time seconds
1105 ^ Optional: Variable number of arguments that are passed to func
1108 minetest.request_shutdown() -> request for server shutdown
1109 minetest.get_server_status() -> server status string
1112 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1113 minetest.get_ban_description(ip_or_name) -> ban description (string)
1114 minetest.ban_player(name) -> ban a player
1115 minetest.unban_player_or_ip(name) -> unban player or IP address
1118 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1119 size, collisiondetection, texture, playername)
1120 ^ Spawn particle at pos with velocity and acceleration
1121 ^ Disappears after expirationtime seconds
1122 ^ collisiondetection: if true collides with physical objects
1123 ^ Uses texture (string)
1124 ^ Playername is optional, if specified spawns particle only on the player's client
1126 minetest.add_particlespawner(amount, time,
1130 minexptime, maxexptime,
1132 collisiondetection, texture, playername)
1133 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1134 ^ The particle's properties are random values in between the boundings:
1135 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1136 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1137 ^ collisiondetection: if true uses collisiondetection
1138 ^ Uses texture (string)
1139 ^ Playername is optional, if specified spawns particle only on the player's client
1140 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1143 minetest.delete_particlespawner(id, player)
1144 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1145 ^ If playername is specified, only deletes on the player's client,
1146 ^ otherwise on all clients
1149 minetest.get_connected_players() -> list of ObjectRefs
1150 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1151 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1152 minetest.get_item_group(name, group) -> rating
1153 ^ Get rating of a group of an item. (0 = not in group)
1154 minetest.get_node_group(name, group) -> rating
1155 ^ Deprecated: An alias for the former.
1156 minetest.serialize(table) -> string
1157 ^ Convert a table containing tables, strings, numbers, booleans and nils
1158 into string form readable by minetest.deserialize
1159 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1160 minetest.deserialize(string) -> table
1161 ^ Convert a string returned by minetest.deserialize into a table
1162 ^ String is loaded in an empty sandbox environment.
1163 ^ Will load functions, but they cannot access the global environment.
1164 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1165 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1166 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1169 minetest.env - EnvRef of the server environment and world.
1170 ^ Using this you can access nodes and entities
1173 minetest.registered_items
1174 ^ List of registered items, indexed by name
1175 minetest.registered_nodes
1176 ^ List of registered node definitions, indexed by name
1177 minetest.registered_craftitems
1178 ^ List of registered craft item definitions, indexed by name
1179 minetest.registered_tools
1180 ^ List of registered tool definitions, indexed by name
1181 minetest.registered_entities
1182 ^ List of registered entity prototypes, indexed by name
1183 minetest.object_refs
1184 ^ List of object references, indexed by active object id
1185 minetest.luaentities
1186 ^ List of lua entities, indexed by active object id
1188 Deprecated but defined for backwards compatibility:
1189 minetest.digprop_constanttime(time)
1190 minetest.digprop_stonelike(toughness)
1191 minetest.digprop_dirtlike(toughness)
1192 minetest.digprop_gravellike(toughness)
1193 minetest.digprop_woodlike(toughness)
1194 minetest.digprop_leaveslike(toughness)
1195 minetest.digprop_glasslike(toughness)
1199 EnvRef: basically ServerEnvironment and ServerMap combined.
1201 - set_node(pos, node)
1202 - add_node(pos, node): alias set_node(pos, node)
1203 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1205 ^ Equivalent to set_node(pos, "air")
1207 ^ Returns {name="ignore", ...} for unloaded area
1208 - get_node_or_nil(pos)
1209 ^ Returns nil for unloaded area
1210 - get_node_light(pos, timeofday) -> 0...15 or nil
1211 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1213 - place_node(pos, node)
1214 ^ Place node with the same effects that a player would cause
1216 ^ Dig node with the same effects that a player would cause
1218 ^ Punch node with the same effects that a player would cause
1220 - get_meta(pos) -- Get a NodeMetaRef at that position
1221 - get_node_timer(pos) -- Get NodeTimerRef
1223 - add_entity(pos, name): Spawn Lua-defined entity at position
1224 ^ Returns ObjectRef, or nil if failed
1225 - add_item(pos, item): Spawn item
1226 ^ Returns ObjectRef, or nil if failed
1227 - get_player_by_name(name) -- Get an ObjectRef to a player
1228 - get_objects_inside_radius(pos, radius)
1229 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1231 - find_node_near(pos, radius, nodenames) -> pos or nil
1232 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1233 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1234 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1235 - get_perlin(seeddiff, octaves, persistence, scale)
1236 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1238 ^ clear all objects in the environments
1239 - line_of_sight(pos1,pos2,stepsize) ->true/false
1240 ^ checkif there is a direct line of sight between pos1 and pos2
1241 ^ pos1 First position
1242 ^ pos2 Second position
1243 ^ stepsize smaller gives more accurate results but requires more computing
1245 -find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path
1246 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1247 ^ pos1: start position
1248 ^ pos2: end position
1249 ^ searchdistance: number of blocks to search in each direction
1250 ^ max_jump: maximum height difference to consider walkable
1251 ^ max_drop: maximum height difference to consider droppable
1252 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1253 - spawn_tree (pos, {treedef})
1254 ^ spawns L-System tree at given pos with definition in treedef table
1256 axiom, - string initial tree axiom
1257 rules_a, - string rules set A
1258 rules_b, - string rules set B
1259 rules_c, - string rules set C
1260 rules_d, - string rules set D
1261 trunk, - string trunk node name
1262 leaves, - string leaves node name
1263 leaves2, - string secondary leaves node name
1264 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1265 angle, - num angle in deg
1266 iterations, - num max # of iterations, usually 2 -5
1267 random_level, - num factor to lower nr of iterations, usually 0 - 3
1268 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1269 thin_branches, - boolean true -> use thin (1 node) branches
1270 fruit, - string fruit node name
1271 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1272 seed, - num random seed
1275 Key for Special L-System Symbols used in Axioms
1276 G - move forward one unit with the pen up
1277 F - move forward one unit with the pen down drawing trunks and branches
1278 f - move forward one unit with the pen down drawing leaves (100% chance)
1279 T - move forward one unit with the pen down drawing trunks only
1280 R - move forward one unit with the pen down placing fruit
1281 A - replace with rules set A
1282 B - replace with rules set B
1283 C - replace with rules set C
1284 D - replace with rules set D
1285 a - replace with rules set A, chance 90%
1286 b - replace with rules set B, chance 80%
1287 c - replace with rules set C, chance 70%
1288 d - replace with rules set D, chance 60%
1289 + - yaw the turtle right by angle parameter
1290 - - yaw the turtle left by angle parameter
1291 & - pitch the turtle down by angle parameter
1292 ^ - pitch the turtle up by angle parameter
1293 / - roll the turtle to the right by angle parameter
1294 * - roll the turtle to the left by angle parameter
1295 [ - save in stack current state info
1296 ] - recover from stack state info
1298 Example usage: spawn small apple tree
1301 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1302 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1303 trunk="default:tree",
1304 leaves="default:leaves",
1308 trunk_type="single",
1311 fruit="default:apple"
1313 minetest.env:spawn_tree(pos,apple_tree)
1316 - add_rat(pos): Add C++ rat object (no-op)
1317 - add_firefly(pos): Add C++ firefly object (no-op)
1319 NodeMetaRef: Node metadata - reference extra data and functionality stored
1321 - Can be gotten via minetest.env:get_nodemeta(pos)
1323 - set_string(name, value)
1325 - set_int(name, value)
1327 - set_float(name, value)
1329 - get_inventory() -> InvRef
1330 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1331 - from_table(nil or {})
1332 ^ See "Node Metadata"
1334 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1335 - Can be gotten via minetest.env:get_node_timer(pos)
1337 - set(timeout,elapsed)
1338 ^ set a timer's state
1339 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1340 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1341 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1344 ^ equivelent to set(timeout,0)
1347 - get_timeout() -> current timeout in seconds
1348 ^ if timeout is 0, timer is inactive
1349 - get_elapsed() -> current elapsed time in seconds
1350 ^ the node's on_timer function will be called after timeout-elapsed seconds
1351 - is_started() -> boolean state of timer
1352 ^ returns true if timer is started, otherwise false
1354 ObjectRef: Moving things in the game are generally these
1355 (basically reference to a C++ ServerActiveObject)
1357 - remove(): remove object (after returning from Lua)
1358 - getpos() -> {x=num, y=num, z=num}
1359 - setpos(pos); pos={x=num, y=num, z=num}
1360 - moveto(pos, continuous=false): interpolated move
1361 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1362 ^ puncher = an another ObjectRef,
1363 ^ time_from_last_punch = time since last punch action of the puncher
1364 ^ direction: can be nil
1365 - right_click(clicker); clicker = an another ObjectRef
1366 - get_hp(): returns number of hitpoints (2 * number of hearts)
1367 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1368 - get_inventory() -> InvRef
1369 - get_wield_list(): returns the name of the inventory list the wielded item is in
1370 - get_wield_index(): returns the index of the wielded item
1371 - get_wielded_item() -> ItemStack
1372 - set_wielded_item(item): replaces the wielded item, returns true if successful
1373 - set_armor_groups({group1=rating, group2=rating, ...})
1374 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1375 - set_attach(parent, bone, position, rotation)
1377 ^ position = {x=num, y=num, z=num} (relative)
1378 ^ rotation = {x=num, y=num, z=num}
1380 - set_bone_position(bone, position, rotation)
1382 ^ position = {x=num, y=num, z=num} (relative)
1383 ^ rotation = {x=num, y=num, z=num}
1384 - set_properties(object property table)
1385 LuaEntitySAO-only: (no-op for other objects)
1386 - setvelocity({x=num, y=num, z=num})
1387 - getvelocity() -> {x=num, y=num, z=num}
1388 - setacceleration({x=num, y=num, z=num})
1389 - getacceleration() -> {x=num, y=num, z=num}
1391 - getyaw() -> radians
1392 - settexturemod(mod)
1393 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1394 - select_horiz_by_yawpitch=false)
1395 ^ Select sprite from spritesheet with optional animation and DM-style
1396 texture selection based on yaw relative to camera
1397 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1399 Player-only: (no-op for other objects)
1400 - is_player(): true for players, false for others
1401 - get_player_name(): returns "" if is not a player
1402 - get_look_dir(): get camera direction as a unit vector
1403 - get_look_pitch(): pitch in radians
1404 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1405 - set_look_pitch(radians): sets look pitch
1406 - set_look_yaw(radians): sets look yaw
1407 - set_inventory_formspec(formspec)
1408 ^ Redefine player's inventory form
1409 ^ Should usually be called in on_joinplayer
1410 - get_inventory_formspec() -> formspec string
1411 - get_player_control(): returns table with player pressed keys
1412 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1413 - get_player_control_bits(): returns integer with bit packed player pressed keys
1414 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1415 - set_physics_override(speed, jump, gravity)
1416 modifies per-player walking speed, jump height, and gravity.
1417 Values default to 1 and act as offsets to the physics settings
1418 in minetest.conf. nil will keep the current setting.
1419 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1420 - hud_remove(id): remove the HUD element of the specified id
1421 - hud_change(id, stat, value): change a value of a previously added HUD element
1422 ^ element stat values: position, name, scale, text, number, item, dir
1423 - hud_get(id): gets the HUD element definition structure of the specified ID
1425 InvRef: Reference to an inventory
1427 - is_empty(listname): return true if list is empty
1428 - get_size(listname): get size of a list
1429 - set_size(listname, size): set size of a list
1430 - get_width(listname): get width of a list
1431 - set_width(listname, width): set width of list; currently used for crafting
1432 - get_stack(listname, i): get a copy of stack index i in list
1433 - set_stack(listname, i, stack): copy stack to index i in list
1434 - get_list(listname): return full list
1435 - set_list(listname, list): set full list (size will not change)
1436 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1437 - room_for_item(listname, stack): returns true if the stack of items
1438 can be fully added to the list
1439 - contains_item(listname, stack): returns true if the stack of items
1440 can be fully taken from the list
1441 remove_item(listname, stack): take as many items as specified from the list,
1442 returns the items that were actually removed (as an ItemStack)
1443 - get_location() -> location compatible to minetest.get_inventory(location)
1444 -> {type="undefined"} in case location is not known
1446 ItemStack: A stack of items.
1447 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1449 - is_empty(): return true if stack is empty
1450 - get_name(): returns item name (e.g. "default:stone")
1451 - get_count(): returns number of items on the stack
1452 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1453 - get_metadata(): returns metadata (a string attached to an item stack)
1454 - clear(): removes all items from the stack, making it empty
1455 - replace(item): replace the contents of this stack (item can also
1456 be an itemstring or table)
1457 - to_string(): returns the stack in itemstring form
1458 - to_table(): returns the stack in Lua table form
1459 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1460 - get_free_space(): returns get_stack_max() - get_count()
1461 - is_known(): returns true if the item name refers to a defined item type
1462 - get_definition(): returns the item definition table
1463 - get_tool_capabilities(): returns the digging properties of the item,
1464 ^ or those of the hand if none are defined for this item type
1465 - add_wear(amount): increases wear by amount if the item is a tool
1466 - add_item(item): put some item or stack onto this stack,
1467 ^ returns leftover ItemStack
1468 - item_fits(item): returns true if item or stack can be fully added to this one
1469 - take_item(n): take (and remove) up to n items from this stack
1470 ^ returns taken ItemStack
1471 ^ if n is omitted, n=1 is used
1472 - peek_item(n): copy (don't remove) up to n items from this stack
1473 ^ returns copied ItemStack
1474 ^ if n is omitted, n=1 is used
1476 PseudoRandom: A pseudorandom number generator
1477 - Can be created via PseudoRandom(seed)
1479 - next(): return next integer random number [0...32767]
1480 - next(min, max): return next integer random number [min...max]
1481 (max - min) must be 32767 or <= 6553 due to the simple
1482 implementation making bad distribution otherwise.
1484 PerlinNoise: A perlin noise generator
1485 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1486 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1488 - get2d(pos) -> 2d noise value at pos={x=,y=}
1489 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1492 --------------------
1493 - Functions receive a "luaentity" as self:
1494 - It has the member .name, which is the registered name ("mod:thing")
1495 - It has the member .object, which is an ObjectRef pointing to the object
1496 - The original prototype stuff is visible directly via a metatable
1498 - on_activate(self, staticdata)
1499 ^ Called when the object is instantiated.
1500 - on_step(self, dtime)
1501 ^ Called on every server tick (dtime is usually 0.05 seconds)
1502 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1503 ^ Called when somebody punches the object.
1504 ^ Note that you probably want to handle most punches using the
1505 automatic armor group system.
1506 ^ puncher: ObjectRef (can be nil)
1507 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1508 ^ tool_capabilities: capability table of used tool (can be nil)
1509 ^ dir: unit vector of direction of punch. Always defined. Points from
1510 the puncher to the punched.
1511 - on_rightclick(self, clicker)
1512 - get_staticdata(self)
1513 ^ Should return a string that will be passed to on_activate when
1514 the object is instantiated the next time.
1524 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1525 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1526 visual_size = {x=1, y=1},
1528 textures = {}, -- number of required textures depends on visual
1529 colors = {}, -- number of required colors depends on visual
1530 spritediv = {x=1, y=1},
1531 initial_sprite_basepos = {x=0, y=0},
1533 makes_footstep_sound = false,
1534 automatic_rotate = false,
1537 Entity definition (register_entity)
1539 (Deprecated: Everything in object properties is read directly from here)
1541 initial_properties = <initial object properties>,
1543 on_activate = function(self, staticdata, dtime_s),
1544 on_step = function(self, dtime),
1545 on_punch = function(self, hitter),
1546 on_rightclick = function(self, clicker),
1547 get_staticdata = function(self),
1548 ^ Called sometimes; the string returned is passed to on_activate when
1549 the entity is re-activated from static state
1551 # Also you can define arbitrary member variables here
1552 myvariable = whatever,
1555 ABM (ActiveBlockModifier) definition (register_abm)
1557 -- In the following two fields, also group:groupname will work.
1558 nodenames = {"default:lava_source"},
1559 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1560 ^ If left out or empty, any neighbor will do
1561 interval = 1.0, -- (operation interval)
1562 chance = 1, -- (chance of trigger is 1.0/this)
1563 action = func(pos, node, active_object_count, active_object_count_wider),
1566 Item definition (register_node, register_craftitem, register_tool)
1568 description = "Steel Axe",
1569 groups = {}, -- key=name, value=rating; rating=1..3.
1570 if rating not applicable, use 1.
1571 eg. {wool=1, fluffy=3}
1572 {soil=2, outerspace=1, crumbly=1}
1573 {bendy=2, snappy=1},
1574 {hard=1, metal=1, spikes=1}
1575 inventory_image = "default_tool_steelaxe.png",
1577 wield_scale = {x=1,y=1,z=1},
1579 liquids_pointable = false,
1580 tool_capabilities = {
1581 full_punch_interval = 1.0,
1585 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1586 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1588 damage_groups = {groupname=damage},
1590 node_placement_prediction = nil,
1591 ^ If nil and item is node, prediction is made automatically
1592 ^ If nil and item is not a node, no prediction is made
1593 ^ If "" and item is anything, no prediction is made
1594 ^ Otherwise should be name of node which the client immediately places
1595 on ground when the player places the item. Server will always update
1596 actual result to client in a short moment.
1598 place = <SimpleSoundSpec>,
1601 on_place = func(itemstack, placer, pointed_thing),
1602 ^ Shall place item and return the leftover itemstack
1603 ^ default: minetest.item_place
1604 on_drop = func(itemstack, dropper, pos),
1605 ^ Shall drop item and return the leftover itemstack
1606 ^ default: minetest.item_drop
1607 on_use = func(itemstack, user, pointed_thing),
1609 ^ Function must return either nil if no item shall be removed from
1610 inventory, or an itemstack to replace the original itemstack.
1611 eg. itemstack:take_item(); return itemstack
1612 ^ Otherwise, the function is free to do what it wants.
1613 ^ The default functions handle regular use cases.
1618 - {name="image.png", animation={Tile Animation definition}}
1619 - {name="image.png", backface_culling=bool}
1620 ^ backface culling only supported in special tiles
1621 - deprecated still supported field names:
1624 Tile animation definition:
1625 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1627 Node definition (register_node)
1629 <all fields allowed in item definitions>,
1631 drawtype = "normal", -- See "Node drawtypes"
1633 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1634 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1635 ^ List can be shortened to needed length
1636 special_tiles = {tile definition 1, Tile definition 2},
1637 ^ Special textures of node; used rarely (old field name: special_materials)
1638 ^ List can be shortened to needed length
1640 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1641 paramtype = "none", -- See "Nodes"
1642 paramtype2 = "none", -- See "Nodes"
1643 is_ground_content = false, -- Currently not used for anything
1644 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1645 walkable = true, -- If true, objects collide with node
1646 pointable = true, -- If true, can be pointed at
1647 diggable = true, -- If false, can never be dug
1648 climbable = false, -- If true, can be climbed on (ladder)
1649 buildable_to = false, -- If true, placed nodes can replace this node
1650 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1651 liquidtype = "none", -- "none"/"source"/"flowing"
1652 liquid_alternative_flowing = "", -- Flowing version of source liquid
1653 liquid_alternative_source = "", -- Source version of flowing liquid
1654 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1655 liquid_renewable = true, -- Can new liquid source be created by placing
1656 two or more sources nearly?
1657 light_source = 0, -- Amount of light emitted by node
1658 damage_per_second = 0, -- If player is inside node, this damage is caused
1659 node_box = {type="regular"}, -- See "Node boxes"
1660 selection_box = {type="regular"}, -- See "Node boxes"
1661 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1662 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1663 legacy_wallmounted = false, -- Support maps made in and before January 2012
1665 footstep = <SimpleSoundSpec>,
1666 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1667 dug = <SimpleSoundSpec>,
1668 place = <SimpleSoundSpec>,
1671 on_construct = func(pos),
1672 ^ Node constructor; always called after adding node
1673 ^ Can set up metadata and stuff like that
1675 on_destruct = func(pos),
1676 ^ Node destructor; always called before removing node
1678 after_destruct = func(pos, oldnode),
1679 ^ Node destructor; always called after removing node
1682 after_place_node = func(pos, placer, itemstack),
1683 ^ Called after constructing node when node was placed using
1684 minetest.item_place_node / minetest.env:place_node
1685 ^ If return true no item is taken from itemstack
1687 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1688 ^ oldmetadata is in table format
1689 ^ Called after destructing node when node was dug using
1690 minetest.node_dig / minetest.env:dig_node
1692 can_dig = function(pos,player)
1693 ^ returns true if node can be dug, or false if not
1696 on_punch = func(pos, node, puncher),
1697 ^ default: minetest.node_punch
1698 ^ By default: does nothing
1699 on_rightclick = func(pos, node, clicker, itemstack),
1701 ^ if defined, itemstack will hold clicker's wielded item
1702 Shall return the leftover itemstack
1703 on_dig = func(pos, node, digger),
1704 ^ default: minetest.node_dig
1705 ^ By default: checks privileges, wears out tool and removes node
1707 on_timer = function(pos,elapsed),
1709 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1710 ^ elapsed is the total time passed since the timer was started
1711 ^ return true to run the timer for another cycle with the same timeout value
1713 on_receive_fields = func(pos, formname, fields, sender),
1714 ^ fields = {name1 = value1, name2 = value2, ...}
1715 ^ Called when an UI form (eg. sign text input) returns data
1718 allow_metadata_inventory_move = func(pos, from_list, from_index,
1719 to_list, to_index, count, player),
1720 ^ Called when a player wants to move items inside the inventory
1721 ^ Return value: number of items allowed to move
1723 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1724 ^ Called when a player wants to put something into the inventory
1725 ^ Return value: number of items allowed to put
1726 ^ Return value: -1: Allow and don't modify item count in inventory
1728 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1729 ^ Called when a player wants to take something out of the inventory
1730 ^ Return value: number of items allowed to take
1731 ^ Return value: -1: Allow and don't modify item count in inventory
1733 on_metadata_inventory_move = func(pos, from_list, from_index,
1734 to_list, to_index, count, player),
1735 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1736 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1737 ^ Called after the actual action has happened, according to what was allowed.
1740 on_blast = func(pos, intensity),
1741 ^ intensity: 1.0 = mid range of regular TNT
1742 ^ If defined, called when an explosion touches the node, instead of
1746 Recipe for register_craft: (shaped)
1748 output = 'default:pick_stone',
1750 {'default:cobble', 'default:cobble', 'default:cobble'},
1751 {'', 'default:stick', ''},
1752 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1754 replacements = <optional list of item pairs,
1755 replace one input item with another item on crafting>
1758 Recipe for register_craft (shapeless)
1761 output = 'mushrooms:mushroom_stew',
1764 "mushrooms:mushroom_brown",
1765 "mushrooms:mushroom_red",
1767 replacements = <optional list of item pairs,
1768 replace one input item with another item on crafting>
1771 Recipe for register_craft (tool repair)
1773 type = "toolrepair",
1774 additional_wear = -0.02,
1777 Recipe for register_craft (cooking)
1780 output = "default:glass",
1781 recipe = "default:sand",
1785 Recipe for register_craft (furnace fuel)
1788 recipe = "default:leaves",
1792 Ore definition (register_ore)
1794 ore_type = "scatter" -- See "Ore types"
1795 ore = "default:stone_with_coal",
1796 wherein = "default:stone",
1797 clust_scarcity = 8*8*8,
1798 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1799 ^ This value should be *MUCH* higher than your intuition might tell you!
1801 ^ Number of ores in a cluster
1803 ^ Size of the bounding box of the cluster
1804 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1805 height_min = -31000,
1808 ^ Attributes for this ore generation
1809 noise_threshhold = 0.5,
1810 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1811 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1812 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1813 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1816 Chatcommand definition (register_chatcommand)
1818 params = "<name> <privilege>", -- short parameter description
1819 description = "Remove privilege from player", -- full description
1820 privs = {privs=true}, -- require the "privs" privilege to run
1821 func = function(name, param), -- called when command is run
1824 Detached inventory callbacks
1826 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1827 ^ Called when a player wants to move items inside the inventory
1828 ^ Return value: number of items allowed to move
1830 allow_put = func(inv, listname, index, stack, player),
1831 ^ Called when a player wants to put something into the inventory
1832 ^ Return value: number of items allowed to put
1833 ^ Return value: -1: Allow and don't modify item count in inventory
1835 allow_take = func(inv, listname, index, stack, player),
1836 ^ Called when a player wants to take something out of the inventory
1837 ^ Return value: number of items allowed to take
1838 ^ Return value: -1: Allow and don't modify item count in inventory
1840 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1841 on_put = func(inv, listname, index, stack, player),
1842 on_take = func(inv, listname, index, stack, player),
1843 ^ Called after the actual action has happened, according to what was allowed.
1847 HUD Definition (hud_add, hud_get)
1850 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1851 position = {x=0.5, y=0.5},
1852 ^ Left corner position of element
1858 ^ Selected item in inventory. 0 for no item selected.
1860 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top