1 Minetest Lua Modding API Reference 0.4.dev
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
258 uses them for certain automated functions. If you don't use these
259 functions, you can use them to store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Nodes can also contain extra data. See "Node Metadata".
283 Representations of simple things
284 --------------------------------
286 {x=num, y=num, z=num}
287 Currently the API does not provide any helper functions for addition,
288 subtraction and whatever; you can define those that you need yourself.
292 Node (register_node):
293 A node from the world
294 Tool (register_tool):
295 A tool/weapon that can dig and damage things according to tool_capabilities
296 Craftitem (register_craftitem):
299 Items and item stacks can exist in three formats:
301 Serialized; This is called stackstring or itemstring:
303 eg. 'default:pick_wood 21323'
307 eg. {name="default:dirt", count=5, wear=0, metadata=""}
309 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
310 ^ a wooden pick about 1/3 weared out
311 eg. {name="default:apple", count=1, wear=0, metadata=""}
315 C++ native format with many helper methods. Useful for converting between
316 formats. See the Class reference section for details.
318 When an item must be passed to a function, it can usually be in any of
323 In a number of places, there is a group table. Groups define the
324 properties of a thing (item, node, armor of entity, capabilities of
325 tool) in such a way that the engine and other mods can can interact with
326 the thing without actually knowing what the thing is.
329 - Groups are stored in a table, having the group names with keys and the
330 group ratings as values. For example:
331 groups = {crumbly=3, soil=1}
332 ^ Default dirt (soil group actually currently not defined; TODO)
333 groups = {crumbly=2, soil=1, level=2, outerspace=1}
334 ^ A more special dirt-kind of thing
335 - Groups always have a rating associated with them. If there is no
336 useful meaning for a rating for an enabled group, it shall be 1.
337 - When not defined, the rating of a group defaults to 0. Thus when you
338 read groups, you must interpret nil and 0 as the same value, 0.
340 You can read the rating of a group for an item or a node by using
341 minetest.get_item_group(itemname, groupname)
345 Groups of items can define what kind of an item it is (eg. wool).
349 In addition to the general item things, groups are used to define whether
350 a node is destroyable and how long it takes to destroy by a tool.
354 For entities, groups are, as of now, used only for calculating damage.
356 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
357 object.set_armor_groups({level=2, fleshy=2, cracky=2})
361 Groups in tools define which groups of nodes and entities they are
364 Groups in crafting recipes
365 ---------------------------
368 output = 'food:meat_soup_raw',
374 preserve = {'group:bowl'}, -- Not implemented yet (TODO)
379 - immortal: Disables the group damage system for an entity
380 - level: Can be used to give an additional sense of progression in the game.
381 - A larger level will cause eg. a weapon of a lower level make much less
382 damage, and get weared out much faster, or not be able to get drops
383 from destroyed nodes.
384 - 0 is something that is directly accessible at the start of gameplay
385 - There is no upper limit
386 - dig_immediate: (player can always pick up node without tool wear)
387 - 2: node is removed without tool wear after 0.5 seconds or so
389 - 3: node is removed without tool wear immediately (torch)
391 Known damage and digging time defining groups
392 ----------------------------------------------
393 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
394 - crumbly: dirt, sand
395 - cracky: tough but crackable stuff like stone.
396 - snappy: something that can be cut using fine tools; eg. leaves, small
397 plants, wire, sheets of metal
398 - choppy: something that can be cut using force; eg. trees, wooden planks
399 - fleshy: Living things like animals and the player. This could imply
400 some blood effects when hitting.
401 - explody: Especially prone to explosions
402 - oddly_breakable_by_hand:
403 Can be added to nodes that shouldn't logically be breakable by the
404 hand but are. Somewhat similar to dig_immediate, but times are more
405 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
406 speed of a tool if the tool can dig at a faster speed than this
407 suggests for the hand.
409 Examples of custom groups
410 --------------------------
411 Item groups are often used for defining, well, //groups of items//.
412 - meat: any meat-kind of a thing (rating might define the size or healing
413 ability or be irrelevant - it is not defined as of yet)
414 - eatable: anything that can be eaten. Rating might define HP gain in half
416 - flammable: can be set on fire. Rating might define the intensity of the
417 fire, affecting eg. the speed of the spreading of an open fire.
418 - wool: any wool (any origin, any color)
421 - heavy: anything considerably heavy
423 Digging time calculation specifics
424 -----------------------------------
425 Groups such as **crumbly**, **cracky** and **snappy** are used for this
426 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
429 The **level** group is used to limit the toughness of nodes a tool can dig
430 and to scale the digging times / damage to a greater extent.
432 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
435 Tools define their properties by a list of parameters for groups. They
436 cannot dig other groups; thus it is important to use a standard bunch of
437 groups to enable interaction with tools.
440 * Full punch interval
442 * For an arbitrary list of groups:
443 * Uses (until the tool breaks)
444 * Maximum level (usually 0, 1, 2 or 3)
447 **Full punch interval**:
448 When used as a weapon, the tool will do full damage if this time is spent
449 between punches. If eg. half the time is spent, the tool will do half
452 **Maximum drop level**
453 Suggests the maximum level of node, when dug with the tool, that will drop
454 it's useful item. (eg. iron ore to drop a lump of iron).
455 - This is not automated; it is the responsibility of the node definition
459 Determines how many uses the tool has when it is used for digging a node,
460 of this group, of the maximum level. For lower leveled nodes, the use count
461 is multiplied by 3^leveldiff.
462 - uses=10, leveldiff=0 -> actual uses: 10
463 - uses=10, leveldiff=1 -> actual uses: 30
464 - uses=10, leveldiff=2 -> actual uses: 90
467 Tells what is the maximum level of a node of this group that the tool will
471 List of digging times for different ratings of the group, for nodes of the
473 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
474 result in the tool to be able to dig nodes that have a rating of 2 or 3
475 for this group, and unable to dig the rating 1, which is the toughest.
476 Unless there is a matching group that enables digging otherwise.
477 * For entities, damage equals the amount of nodes dug in the time spent
478 between hits, with a maximum time of ''full_punch_interval''.
480 Example definition of the capabilities of a tool
481 -------------------------------------------------
482 tool_capabilities = {
483 full_punch_interval=1.5,
486 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
490 This makes the tool be able to dig nodes that fullfill both of these:
491 - Have the **crumbly** group
492 - Have a **level** group less or equal to 2
494 Table of resulting digging times:
495 crumbly 0 1 2 3 4 <- level
501 level diff: 2 1 0 -1 -2
503 Table of resulting tool uses:
510 - At crumbly=0, the node is not diggable.
511 - At crumbly=3, the level difference digging time divider kicks in and makes
512 easy nodes to be quickly breakable.
513 - At level > 2, the node is not diggable, because it's level > maxlevel
515 Entity damage mechanism
516 ------------------------
518 - Take the time spent after the last hit
519 - Limit time to full_punch_interval
520 - Take the damage groups and imagine a bunch of nodes that have them
521 - Damage in HP is the amount of nodes destroyed in this time.
523 Client predicts damage based on damage groups. Because of this, it is able to
524 give an immediate response when an entity is damaged or dies; the response is
525 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
527 - Currently a smoke puff will appear when an entity dies.
529 The group **immortal** completely disables normal damage.
531 Entities can define a special armor group, which is **punch_operable**. This
532 group disables the regular damage mechanism for players punching it by hand or
533 a non-tool item, so that it can do something else than take damage.
535 On the Lua side, every punch calls ''entity:on_punch(puncher,
536 time_from_last_punch, tool_capabilities, direction)''. This should never be
537 called directly, because damage is usually not handled by the entity itself.
538 * ''puncher'' is the object performing the punch. Can be nil. Should never be
539 accessed unless absolutely required, to encourage interoperability.
540 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
541 * ''tool_capabilities'' can be nil.
542 * ''direction'' is a unit vector, pointing from the source of the punch to
545 To punch an entity/object in Lua, call ''object:punch(puncher,
546 time_from_last_punch, tool_capabilities, direction)''.
547 * Return value is tool wear.
548 * Parameters are equal to the above callback.
549 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
550 automatically filled in based on the location of ''puncher''.
554 The instance of a node in the world normally only contains the three values
555 mentioned in "Nodes". However, it is possible to insert extra data into a
556 node. It is called "node metadata"; See "NodeMetaRef".
558 Metadata contains two things:
562 Some of the values in the key-value store are handled specially:
563 - formspec: Defines a right-click inventory menu. See "Formspec".
564 - infotext: Text shown on the screen when the node is pointed at
568 local meta = minetest.env:get_meta(pos)
569 meta:set_string("formspec",
571 "list[context;main;0,0;8,4;]"..
572 "list[current_player;main;0,5;8,4;]")
573 meta:set_string("infotext", "Chest");
574 local inv = meta:get_inventory()
575 inv:set_size("main", 8*4)
576 print(dump(meta:to_table()))
579 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] = ""}
582 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
589 Formspec defines a menu. Currently not much else than inventories are
590 supported. It is a string, with a somewhat strange format.
592 Spaces and newlines can be inserted between the blocks, as is used in the
598 list[context;main;0,0;8,4;]
599 list[current_player;main;0,5;8,4;]
602 list[context;fuel;2,3;1,1;]
603 list[context;src;2,1;1,1;]
604 list[context;dst;5,1;2,2;]
605 list[current_player;main;0,5;8,4;]
606 - Minecraft-like player inventory
608 image[1,0.6;1,2;player.png]
609 list[current_player;main;0,3.5;8,4;]
610 list[current_player;craft;3,0;3,3;]
611 list[current_player;craftpreview;7,1;1,1;]
616 ^ Define the size of the menu in inventory slots
618 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
619 ^ Show an inventory list
621 image[<X>,<Y>;<W>,<H>;<texture name>]
623 ^ Position and size units are inventory slots
625 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
626 ^ Textual field; will be sent to server when a button is clicked
627 ^ Position and size units are inventory slots
630 button[<X>,<Y>;<W>,<H>;<name>;<label>]
631 ^ Clickable button. When clicked, fields will be sent.
632 ^ Button will be visible as a field, with the value "active".
633 ^ Position and size units are inventory slots
637 - "context": Selected node metadata (deprecated: "current_name")
638 - "current_player": Player to whom the menu is shown
639 - "player:<name>": Any player
640 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
644 dump2(obj, name="_", dumped={})
645 ^ Return object serialized as a string, handles reference loops
647 ^ Return object serialized as a string
648 string:split(separator)
649 ^ eg. string:split("a,b", ",") == {"a","b"}
651 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
652 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
653 ^ Convert position to a printable string
654 minetest.string_to_pos(string) -> position
656 minetest namespace reference
657 -----------------------------
658 minetest.get_current_modname() -> string
659 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
660 ^ Useful for loading additional .lua modules or static data from mod
661 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
662 ^ Useful for storing custom data
663 minetest.is_singleplayer()
666 ^ Always printed to stderr and logfile (print() is redirected here)
668 minetest.log(loglevel, line)
669 ^ loglevel one of "error", "action", "info", "verbose"
671 Registration functions: (Call these only at load time)
672 minetest.register_entity(name, prototype table)
673 minetest.register_abm(abm definition)
674 minetest.register_node(name, node definition)
675 minetest.register_tool(name, item definition)
676 minetest.register_craftitem(name, item definition)
677 minetest.register_alias(name, convert_to)
678 minetest.register_craft(recipe)
680 Global callback registration functions: (Call these only at load time)
681 minetest.register_globalstep(func(dtime))
682 ^ Called every server step, usually interval of 0.05s
683 minetest.register_on_placenode(func(pos, newnode, placer))
684 ^ Called when a node has been placed
685 ^ Deprecated: Use on_construct or after_place_node in node definition instead
686 minetest.register_on_dignode(func(pos, oldnode, digger))
687 ^ Called when a node has been dug. digger can be nil.
688 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
689 minetest.register_on_punchnode(func(pos, node, puncher))
690 ^ Called when a node is punched
691 minetest.register_on_generated(func(minp, maxp, blockseed))
692 ^ Called after generating a piece of world. Modifying nodes inside the area
693 is a bit faster than usually.
694 minetest.register_on_newplayer(func(ObjectRef))
695 ^ Called after a new player has been created
696 minetest.register_on_dieplayer(func(ObjectRef))
697 ^ Called when a player dies
698 minetest.register_on_respawnplayer(func(ObjectRef))
699 ^ Called when player is to be respawned
700 ^ Called _before_ repositioning of player occurs
701 ^ return true in func to disable regular player placement
702 minetest.register_on_chat_message(func(name, message))
704 Other registration functions:
705 minetest.register_chatcommand(cmd, chatcommand definition)
706 minetest.register_privilege(name, definition)
707 ^ definition: "description text"
709 description = "description text",
710 give_to_singleplayer = boolean, -- default: true
712 minetest.register_authentication_handler(handler)
713 ^ See minetest.builtin_auth_handler in builtin.lua for reference
716 minetest.setting_set(name, value)
717 minetest.setting_get(name) -> string or nil
718 minetest.setting_getbool(name) -> boolean value or nil
719 minetest.setting_get_pos(name) -> position or nil
720 minetest.add_to_creative_inventory(itemstring)
723 minetest.notify_authentication_modified(name)
724 ^ Should be called by the authentication handler if privileges change.
725 ^ To report everybody, set name=nil.
726 minetest.get_password_hash(name, raw_password)
727 ^ Convert a name-password pair to a password hash that minetest can use
728 minetest.string_to_privs(str) -> {priv1=true,...}
729 minetest.privs_to_string(privs) -> "priv1,priv2,..."
730 ^ Convert between two privilege representations
731 minetest.set_player_password(name, password_hash)
732 minetest.set_player_privs(name, {priv1=true,...})
733 minetest.get_player_privs(name) -> {priv1=true,...}
734 minetest.auth_reload()
735 ^ These call the authentication handler
736 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
737 ^ A quickhand for checking privileges
740 minetest.chat_send_all(text)
741 minetest.chat_send_player(name, text)
744 minetest.get_inventory(location) -> InvRef
745 ^ location = eg. {type="player", name="celeron55"}
746 {type="node", pos={x=, y=, z=}}
749 minetest.inventorycube(img1, img2, img3)
750 ^ Returns a string for making an image of a cube (useful as an item image)
751 minetest.get_pointed_thing_position(pointed_thing, above)
752 ^ Get position of a pointed_thing (that you can get from somewhere)
753 minetest.dir_to_facedir(dir)
754 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
755 minetest.dir_to_wallmounted(dir)
756 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
757 minetest.get_node_drops(nodename, toolname)
758 ^ Returns list of item names.
759 ^ Note: This will be removed or modified in a future version.
760 minetest.get_craft_result(input) -> output, decremented_input
761 ^ input.method = 'normal' or 'cooking' or 'fuel'
762 ^ input.width = for example 3
763 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
764 stack 5, stack 6, stack 7, stack 8, stack 9 }
765 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
766 ^ output.time = number, if unsuccessful: 0
767 ^ decremented_input = like input
769 Defaults for the on_* item definition functions:
770 (These return the leftover itemstack)
771 minetest.item_place_node(itemstack, placer, pointed_thing)
772 ^ Place item as a node
773 minetest.item_place_object(itemstack, placer, pointed_thing)
775 minetest.item_place(itemstack, placer, pointed_thing)
776 ^ Use one of the above based on what the item is.
777 minetest.item_drop(itemstack, dropper, pos)
779 minetest.item_eat(hp_change, replace_with_item)
780 ^ Eat the item. replace_with_item can be nil.
782 Defaults for the on_punch and on_dig node definition callbacks:
783 minetest.node_punch(pos, node, puncher)
784 ^ Calls functions registered by minetest.register_on_punchnode()
785 minetest.node_dig(pos, node, digger)
786 ^ Checks if node can be dug, puts item into inventory, removes node
787 ^ Calls functions registered by minetest.registered_on_dignodes()
790 minetest.sound_play(spec, parameters) -> handle
791 ^ spec = SimpleSoundSpec
792 ^ parameters = sound parameter table
793 minetest.sound_stop(handle)
796 minetest.after(time, func, param)
797 ^ Call function after time seconds
798 ^ param is optional; to pass multiple parameters, pass a table.
801 minetest.get_connected_players() -> list of ObjectRefs
802 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
803 ^ Gives a unique hash number for a node position (16+16+16=48bit)
804 minetest.get_item_group(name, group) -> rating
805 ^ Get rating of a group of an item. (0 = not in group)
806 minetest.get_node_group(name, group) -> rating
807 ^ Deprecated: An alias for the former.
808 minetest.serialize(table) -> string
809 ^ Convert a table containing tables, strings, numbers, booleans and nils
810 into string form readable by minetest.deserialize
811 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
812 minetest.deserialize(string) -> table
813 ^ Convert a string returned by minetest.deserialize into a table
814 ^ String is loaded in an empty sandbox environment.
815 ^ Will load functions, but they cannot access the global environment.
816 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
817 ^ Example: deserialize('print("foo")') -> nil (function call fails)
818 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
821 minetest.env - EnvRef of the server environment and world.
822 ^ Using this you can access nodes and entities
825 minetest.registered_items
826 ^ List of registered items, indexed by name
827 minetest.registered_nodes
828 ^ List of registered node definitions, indexed by name
829 minetest.registered_craftitems
830 ^ List of registered craft item definitions, indexed by name
831 minetest.registered_tools
832 ^ List of registered tool definitions, indexed by name
833 minetest.registered_entities
834 ^ List of registered entity prototypes, indexed by name
836 ^ List of object references, indexed by active object id
838 ^ List of lua entities, indexed by active object id
840 Deprecated but defined for backwards compatibility:
841 minetest.digprop_constanttime(time)
842 minetest.digprop_stonelike(toughness)
843 minetest.digprop_dirtlike(toughness)
844 minetest.digprop_gravellike(toughness)
845 minetest.digprop_woodlike(toughness)
846 minetest.digprop_leaveslike(toughness)
847 minetest.digprop_glasslike(toughness)
851 EnvRef: basically ServerEnvironment and ServerMap combined.
853 - set_node(pos, node)
854 - add_node(pos, node): alias set_node(pos, node)
855 ^ Set node at position (node = {name="foo", param1=0, param2=0})
857 ^ Equivalent to set_node(pos, "air")
859 ^ Returns {name="ignore", ...} for unloaded area
860 - get_node_or_nil(pos)
861 ^ Returns nil for unloaded area
862 - get_node_light(pos, timeofday) -> 0...15 or nil
863 ^ timeofday: nil = current time, 0 = night, 0.5 = day
865 - place_node(pos, node)
866 ^ Place node with the same effects that a player would cause
868 ^ Dig node with the same effects that a player would cause
870 ^ Punch node with the same effects that a player would cause
872 - add_entity(pos, name): Spawn Lua-defined entity at position
873 ^ Returns ObjectRef, or nil if failed
874 - add_item(pos, item): Spawn item
875 ^ Returns ObjectRef, or nil if failed
876 - get_meta(pos) -- Get a NodeMetaRef at that position
877 - get_player_by_name(name) -- Get an ObjectRef to a player
878 - get_objects_inside_radius(pos, radius)
879 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
881 - find_node_near(pos, radius, nodenames) -> pos or nil
882 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
883 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
884 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
885 - get_perlin(seeddiff, octaves, persistence, scale)
886 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
888 - add_rat(pos): Add C++ rat object (no-op)
889 - add_firefly(pos): Add C++ firefly object (no-op)
891 NodeMetaRef: Node metadata - reference extra data and functionality stored
893 - Can be gotten via minetest.env:get_nodemeta(pos)
895 - set_string(name, value)
897 - set_int(name, value)
899 - set_float(name, value)
901 - get_inventory() -> InvRef
902 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
903 - from_table(nil or {})
904 ^ See "Node Metadata"
906 ObjectRef: Moving things in the game are generally these
907 (basically reference to a C++ ServerActiveObject)
909 - remove(): remove object (after returning from Lua)
910 - getpos() -> {x=num, y=num, z=num}
911 - setpos(pos); pos={x=num, y=num, z=num}
912 - moveto(pos, continuous=false): interpolated move
913 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
914 ^ puncher = an another ObjectRef,
915 ^ time_from_last_punch = time since last punch action of the puncher
916 - right_click(clicker); clicker = an another ObjectRef
917 - get_hp(): returns number of hitpoints (2 * number of hearts)
918 - set_hp(hp): set number of hitpoints (2 * number of hearts)
919 - get_inventory() -> InvRef
920 - get_wield_list(): returns the name of the inventory list the wielded item is in
921 - get_wield_index(): returns the index of the wielded item
922 - get_wielded_item() -> ItemStack
923 - set_wielded_item(item): replaces the wielded item, returns true if successful
924 - set_armor_groups({group1=rating, group2=rating, ...})
925 - set_properties(object property table)
926 LuaEntitySAO-only: (no-op for other objects)
927 - setvelocity({x=num, y=num, z=num})
928 - getvelocity() -> {x=num, y=num, z=num}
929 - setacceleration({x=num, y=num, z=num})
930 - getacceleration() -> {x=num, y=num, z=num}
932 - getyaw() -> radians
934 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
935 - select_horiz_by_yawpitch=false)
936 - ^ Select sprite from spritesheet with optional animation and DM-style
937 - texture selection based on yaw relative to camera
938 - get_entity_name() (DEPRECATED: Will be removed in a future version)
940 Player-only: (no-op for other objects)
941 - is_player(): true for players, false for others
942 - get_player_name(): returns "" if is not a player
943 - get_look_dir(): get camera direction as a unit vector
944 - get_look_pitch(): pitch in radians
945 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
947 InvRef: Reference to an inventory
949 - is_empty(listname): return true if list is empty
950 - get_size(listname): get size of a list
951 - set_size(listname, size): set size of a list
952 - get_stack(listname, i): get a copy of stack index i in list
953 - set_stack(listname, i, stack): copy stack to index i in list
954 - get_list(listname): return full list
955 - set_list(listname, list): set full list (size will not change)
956 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
957 - room_for_item(listname, stack): returns true if the stack of items
958 can be fully added to the list
959 - contains_item(listname, stack): returns true if the stack of items
960 can be fully taken from the list
961 remove_item(listname, stack): take as many items as specified from the list,
962 returns the items that were actually removed (as an ItemStack)
964 ItemStack: A stack of items.
965 - Can be created via ItemStack(itemstack or itemstring or table or nil)
967 - is_empty(): return true if stack is empty
968 - get_name(): returns item name (e.g. "default:stone")
969 - get_count(): returns number of items on the stack
970 - get_wear(): returns tool wear (0-65535), 0 for non-tools
971 - get_metadata(): returns metadata (a string attached to an item stack)
972 - clear(): removes all items from the stack, making it empty
973 - replace(item): replace the contents of this stack (item can also
974 be an itemstring or table)
975 - to_string(): returns the stack in itemstring form
976 - to_table(): returns the stack in Lua table form
977 - get_stack_max(): returns the maximum size of the stack (depends on the item)
978 - get_free_space(): returns get_stack_max() - get_count()
979 - is_known(): returns true if the item name refers to a defined item type
980 - get_definition(): returns the item definition table
981 - get_tool_capabilities(): returns the digging properties of the item,
982 ^ or those of the hand if none are defined for this item type
983 - add_wear(amount): increases wear by amount if the item is a tool
984 - add_item(item): put some item or stack onto this stack,
985 ^ returns leftover ItemStack
986 - item_fits(item): returns true if item or stack can be fully added to this one
987 - take_item(n): take (and remove) up to n items from this stack
988 ^ returns taken ItemStack
989 ^ if n is omitted, n=1 is used
990 - peek_item(n): copy (don't remove) up to n items from this stack
991 ^ returns copied ItemStack
992 ^ if n is omitted, n=1 is used
994 PseudoRandom: A pseudorandom number generator
995 - Can be created via PseudoRandom(seed)
997 - next(): return next integer random number [0...32767]
998 - next(min, max): return next integer random number [min...max]
999 (max - min) must be 32767 or <= 6553 due to the simple
1000 implementation making bad distribution otherwise.
1002 PerlinNoise: A perlin noise generator
1003 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1004 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1006 - get2d(pos) -> 2d noise value at pos={x=,y=}
1007 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1010 --------------------
1011 - Functions receive a "luaentity" as self:
1012 - It has the member .name, which is the registered name ("mod:thing")
1013 - It has the member .object, which is an ObjectRef pointing to the object
1014 - The original prototype stuff is visible directly via a metatable
1016 - on_activate(self, staticdata)
1017 ^ Called when the object is instantiated.
1018 - on_step(self, dtime)
1019 ^ Called on every server tick (dtime is usually 0.05 seconds)
1020 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1021 ^ Called when somebody punches the object.
1022 ^ Note that you probably want to handle most punches using the
1023 automatic armor group system.
1024 ^ puncher: ObjectRef (can be nil)
1025 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1026 ^ tool_capabilities: capability table of used tool (can be nil)
1027 ^ dir: unit vector of direction of punch. Always defined. Points from
1028 the puncher to the punched.
1029 - on_rightclick(self, clicker)
1030 - get_staticdata(self)
1031 ^ Should return a string that will be passed to on_activate when
1032 the object is instantiated the next time.
1042 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1043 visual = "cube"/"sprite"/"upright_sprite",
1044 visual_size = {x=1, y=1},
1045 textures = {}, -- number of required textures depends on visual
1046 spritediv = {x=1, y=1},
1047 initial_sprite_basepos = {x=0, y=0},
1049 makes_footstep_sound = false,
1050 automatic_rotate = false,
1053 Entity definition (register_entity)
1055 (Deprecated: Everything in object properties is read directly from here)
1057 initial_properties = <initial object properties>,
1059 on_activate = function(self, staticdata),
1060 on_step = function(self, dtime),
1061 on_punch = function(self, hitter),
1062 on_rightclick = function(self, clicker),
1063 get_staticdata = function(self),
1064 ^ Called sometimes; the string returned is passed to on_activate when
1065 the entity is re-activated from static state
1067 # Also you can define arbitrary member variables here
1068 myvariable = whatever,
1071 ABM (ActiveBlockModifier) definition (register_abm)
1073 -- In the following two fields, also group:groupname will work.
1074 nodenames = {"default:lava_source"},
1075 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1076 ^ If left out or empty, any neighbor will do
1077 interval = 1.0, -- (operation interval)
1078 chance = 1, -- (chance of trigger is 1.0/this)
1079 action = func(pos, node, active_object_count, active_object_count_wider),
1082 Item definition (register_node, register_craftitem, register_tool)
1084 description = "Steel Axe",
1085 groups = {}, -- key=name, value=rating; rating=1..3.
1086 if rating not applicable, use 1.
1087 eg. {wool=1, fluffy=3}
1088 {soil=2, outerspace=1, crumbly=1}
1089 {bendy=2, snappy=1},
1090 {hard=1, metal=1, spikes=1}
1091 inventory_image = "default_tool_steelaxe.png",
1093 wield_scale = {x=1,y=1,z=1},
1095 liquids_pointable = false,
1096 tool_capabilities = {
1097 full_punch_interval = 1.0,
1101 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1102 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1103 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1106 node_placement_prediction = nil,
1107 ^ If nil and item is node, prediction is made automatically
1108 ^ If nil and item is not a node, no prediction is made
1109 ^ If "" and item is anything, no prediction is made
1110 ^ Otherwise should be name of node which the client immediately places
1111 on ground when the player places the item. Server will always update
1112 actual result to client in a short moment.
1114 on_place = func(itemstack, placer, pointed_thing),
1115 ^ default: minetest.item_place
1116 on_drop = func(itemstack, dropper, pos),
1117 ^ default: minetest.item_drop
1118 on_use = func(itemstack, user, pointed_thing),
1120 ^ Function must return either nil if no item shall be removed from
1121 inventory, or an itemstack to replace the original itemstack.
1122 eg. itemstack:take_item(); return itemstack
1123 ^ Otherwise, the function is free to do what it wants.
1124 ^ The default functions handle regular use cases.
1127 Node definition (register_node)
1129 <all fields allowed in item definitions>,
1131 drawtype = "normal",
1133 tile_images = {"default_unknown_block.png"},
1134 special_materials = {
1135 {image="", backface_culling=true},
1136 {image="", backface_culling=true},
1139 post_effect_color = {a=0, r=0, g=0, b=0},
1141 paramtype2 = "none",
1142 is_ground_content = false,
1143 sunlight_propagates = false,
1148 buildable_to = false,
1150 -- alternatively drop = { max_items = ..., items = { ... } }
1151 liquidtype = "none",
1152 liquid_alternative_flowing = "",
1153 liquid_alternative_source = "",
1154 liquid_viscosity = 0,
1156 damage_per_second = 0,
1157 selection_box = {type="regular"},
1158 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1159 legacy_wallmounted = false, -- Support maps made in and before January 2012
1161 footstep = <SimpleSoundSpec>,
1162 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1163 dug = <SimpleSoundSpec>,
1166 on_construct = func(pos),
1167 ^ Node constructor; always called after adding node
1168 ^ Can set up metadata and stuff like that
1170 on_destruct = func(pos),
1171 ^ Node destructor; always called before removing node
1173 after_destruct = func(pos, oldnode),
1174 ^ Node destructor; always called after removing node
1177 after_place_node = func(pos, placer),
1178 ^ Called after constructing node when node was placed using
1179 minetest.item_place_node / minetest.env:place_node
1181 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1182 ^ oldmetadata is in table format
1183 ^ Called after destructing node when node was dug using
1184 minetest.node_dig / minetest.env:dig_node
1186 can_dig = function(pos,player)
1187 ^ returns true if node can be dug, or false if not
1190 on_punch = func(pos, node, puncher),
1191 ^ default: minetest.node_punch
1192 ^ By default: does nothing
1193 on_dig = func(pos, node, digger),
1194 ^ default: minetest.node_dig
1195 ^ By default: checks privileges, wears out tool and removes node
1197 on_receive_fields = func(pos, formname, fields, sender),
1198 ^ fields = {name1 = value1, name2 = value2, ...}
1199 ^ Called when an UI form (eg. sign text input) returns data
1202 on_metadata_inventory_move = func(pos, from_list, from_index,
1203 to_list, to_index, count, player),
1204 ^ Called when a player wants to move items inside the metadata
1205 ^ Should move items, or some items, if permitted. If not, should do
1207 ^ The engine ensures the action is valid, i.e. the stack fits at the
1209 ^ default: minetest.node_metadata_inventory_move_allow_all
1211 on_metadata_inventory_offer = func(pos, listname, index, stack, player),
1212 ^ Called when a player wants to put something into the metadata
1214 ^ Should check if the action is permitted (the engine ensures the
1215 action is valid, i.e. the stack fits at the given position)
1216 ^ If permitted, modify the metadata inventory and return the
1217 "leftover" stack (normally nil).
1218 ^ If not permitted, return itemstack.
1219 ^ default: minetest.node_metadata_inventory_offer_allow_all
1221 on_metadata_inventory_take = func(pos, listname, index, count, player),
1222 ^ Called when a player wants to take something out of the metadata
1224 ^ Should check if the action is permitted (the engine ensures the
1225 action is valid, i.e. there's a stack of at least “count” items at
1227 ^ If permitted, modify the metadata inventory and return the
1229 ^ If not permitted, return nil.
1230 ^ default: minetest.node_metadata_inventory_take_allow_all
1233 Recipe for register_craft: (shaped)
1235 output = 'default:pick_stone',
1237 {'default:cobble', 'default:cobble', 'default:cobble'},
1238 {'', 'default:stick', ''},
1239 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1241 replacements = <optional list of item pairs,
1242 replace one input item with another item on crafting>
1245 Recipe for register_craft (shapeless)
1248 output = 'mushrooms:mushroom_stew',
1251 "mushrooms:mushroom_brown",
1252 "mushrooms:mushroom_red",
1254 replacements = <optional list of item pairs,
1255 replace one input item with another item on crafting>
1258 Recipe for register_craft (tool repair)
1260 type = "toolrepair",
1261 additional_wear = -0.02,
1264 Recipe for register_craft (cooking)
1267 output = "default:glass",
1268 recipe = "default:sand",
1272 Recipe for register_craft (furnace fuel)
1275 recipe = "default:leaves",
1279 Chatcommand definition (register_chatcommand)
1281 params = "<name> <privilege>", -- short parameter description
1282 description = "Remove privilege from player", -- full description
1283 privs = {privs=true}, -- require the "privs" privilege to run
1284 func = function(name, param), -- called when command is run