1 Minetest Lua Modding API Reference 0.4.11
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (e.g. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on Linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for e.g. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
123 Optional dependencies can be defined by appending a question mark
124 to a single modname. Their meaning is that if the specified mod
125 is missing, that does not prevent this mod from being loaded.
128 A screenshot shown in modmanager within mainmenu.
131 File containing description to be shown within mainmenu.
134 The main Lua script. Running this script should register everything it
135 wants to register. Subsequent execution depends on minetest calling the
136 registered callbacks.
138 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
139 to read custom or existing settings at load time, if necessary.
142 Models for entities or meshnodes.
144 textures, sounds, media:
145 Media files (textures, sounds, whatever) that will be transferred to the
146 client and will be available for use by the mod.
148 Naming convention for registered textual names
149 ----------------------------------------------
150 Registered names should generally be in this format:
151 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
153 This is to prevent conflicting names from corrupting maps and is
154 enforced by the mod loader.
156 Example: mod "experimental", ideal item/node/entity name "tnt":
157 -> the name should be "experimental:tnt".
159 Enforcement can be overridden by prefixing the name with ":". This can
160 be used for overriding the registrations of some other mod.
162 Example: Any mod can redefine experimental:tnt by using the name
163 ":experimental:tnt" when registering it.
164 (also that mod is required to have "experimental" as a dependency)
166 The ":" prefix can also be used for maintaining backwards compatibility.
170 Aliases can be added by using minetest.register_alias(name, convert_to)
172 This will make Minetest to convert things called name to things called
175 This can be used for maintaining backwards compatibility.
177 This can be also used for setting quick access names for things, e.g. if
178 you have an item called epiclylongmodname:stuff, you could do
179 minetest.register_alias("stuff", "epiclylongmodname:stuff")
180 and be able to use "/giveme stuff".
184 Mods should generally prefix their textures with modname_, e.g. given
185 the mod name "foomod", a texture could be called
186 "foomod_foothing.png"
188 Textures are referred to by their complete name, or alternatively by
189 stripping out the file extension:
190 e.g. foomod_foothing.png
195 There are various texture modifiers that can be used
196 to generate textures on-the-fly.
199 Textures can be overlaid by putting a ^ between them.
200 Example: default_dirt.png^default_grass_side.png
201 default_grass_side.png is overlayed over default_dirt.png
204 Textures can be grouped together by enclosing them in ( and ).
205 Example: cobble.png^(thing1.png^thing2.png)
206 A texture for 'thing1.png^thing2.png' is created and the resulting
207 texture is overlaid over cobble.png.
209 Advanced texture modifiers:
211 n = animation frame count, p = current animation frame
212 Draw a step of the crack animation on the texture.
213 Example: default_cobble.png^[crack:10:1
215 [combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
216 w = width, h = height, x1/x2 = x position, y1/y1 = y position,
217 file1/file2 = texture to combine
218 Create a texture of size <w> x <h> and blit <file1> to (<x1>,<y1>)
219 and blit <file2> to (<x2>,<y2>).
220 Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
223 Brightens the texture.
224 Example: tnt_tnt_side.png^[brighten
227 Makes the texture completely opaque.
228 Example: default_leaves.png^[noalpha
230 [makealpha:<r>,<g>,<b>
231 Convert one color to transparency.
232 Example: default_cobble.png^[makealpha:128,128,128
235 t = transformation(s) to apply
236 Rotates and/or flips the image.
237 <t> can be a number (between 0 and 7) or a transform name.
238 Rotations are counter-clockwise.
240 1 R90 rotate by 90 degrees
241 2 R180 rotate by 180 degrees
242 3 R270 rotate by 270 degrees
244 5 FXR90 flip X then rotate by 90 degrees
246 7 FYR90 flip Y then rotate by 90 degrees
247 Example: default_stone.png^[transformFXR90
249 [inventorycube{<top>{<left>{<right>
250 '^' is replaced by '&' in texture names
251 Create an inventory cube texture using the side textures.
252 Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
253 Creates an inventorycube with 'grass.png', 'dirt.png^grass_side.png' and
254 'dirt.png^grass_side.png' textures
256 [lowpart:<percent>:<file>
257 Blit the lower <percent>% part of <file> on the texture:
258 Example: base.png^[lowpart:25:overlay.png
260 [verticalframe:<t>:<n>
261 t = animation frame count, n = current animation frame
262 Crops the texture to a frame of a vertical animation.
263 Example: default_torch_animated.png^[verticalframe:16:8
266 Apply a mask to the base image.
267 The mask is applied using binary AND.
270 Colorize the textures with given color
271 <color> as ColorString
275 Only OGG Vorbis files are supported.
277 For positional playing of sounds, only single-channel (mono) files are
278 supported. Otherwise OpenAL will play them non-positionally.
280 Mods should generally prefix their sounds with modname_, e.g. given
281 the mod name "foomod", a sound could be called
282 "foomod_foosound.ogg"
284 Sounds are referred to by their name with a dot, a single digit and the
285 file extension stripped out. When a sound is played, the actual sound file
286 is chosen randomly from the matching sounds.
288 When playing the sound "foomod_foosound", the sound is chosen randomly
289 from the available ones of the following files:
291 foomod_foosound.0.ogg
292 foomod_foosound.1.ogg
294 foomod_foosound.9.ogg
296 Examples of sound parameter tables:
297 -- Play location-less on all clients
299 gain = 1.0, -- default
301 -- Play location-less to a player
304 gain = 1.0, -- default
306 -- Play in a location
309 gain = 1.0, -- default
310 max_hear_distance = 32, -- default
312 -- Play connected to an object, looped
314 object = <an ObjectRef>,
315 gain = 1.0, -- default
316 max_hear_distance = 32, -- default
317 loop = true, -- only sounds connected to objects can be looped
322 e.g. "default_place_node"
324 e.g. {name="default_place_node"}
325 e.g. {name="default_place_node", gain=1.0}
327 Registered definitions of stuff
328 --------------------------------
329 Anything added using certain minetest.register_* functions get added to
330 the global minetest.registered_* tables.
332 minetest.register_entity(name, prototype table)
333 -> minetest.registered_entities[name]
335 minetest.register_node(name, node definition)
336 -> minetest.registered_items[name]
337 -> minetest.registered_nodes[name]
339 minetest.register_tool(name, item definition)
340 -> minetest.registered_items[name]
342 minetest.register_craftitem(name, item definition)
343 -> minetest.registered_items[name]
345 Note that in some cases you will stumble upon things that are not contained
346 in these tables (e.g. when a mod has been removed). Always check for
347 existence before trying to access the fields.
349 Example: If you want to check the drawtype of a node, you could do:
351 local function get_nodedef_field(nodename, fieldname)
352 if not minetest.registered_nodes[nodename] then
355 return minetest.registered_nodes[nodename][fieldname]
357 local drawtype = get_nodedef_field(nodename, "drawtype")
359 Example: minetest.get_item_group(name, group) has been implemented as:
361 function minetest.get_item_group(name, group)
362 if not minetest.registered_items[name] or not
363 minetest.registered_items[name].groups[group] then
366 return minetest.registered_items[name].groups[group]
371 Nodes are the bulk data of the world: cubes and other things that take the
372 space of a cube. Huge amounts of them are handled efficiently, but they
375 The definition of a node is stored and can be accessed by name in
376 minetest.registered_nodes[node.name]
377 See "Registered definitions of stuff".
379 Nodes are passed by value between Lua and the engine.
380 They are represented by a table:
381 {name="name", param1=num, param2=num}
383 param1 and param2 are 8 bit integers. The engine uses them for certain
384 automated functions. If you don't use these functions, you can use them to
385 store arbitrary values.
387 The functions of param1 and param2 are determined by certain fields in the
389 param1 is reserved for the engine when paramtype != "none":
391 ^ The value stores light with and without sun in it's
392 upper and lower 4 bits.
393 param2 is reserved for the engine when any of these are used:
394 liquidtype == "flowing"
395 ^ The level and some flags of the liquid is stored in param2
396 drawtype == "flowingliquid"
397 ^ The drawn liquid level is read from param2
398 drawtype == "torchlike"
399 drawtype == "signlike"
400 paramtype2 == "wallmounted"
401 ^ The rotation of the node is stored in param2. You can make this value
402 by using minetest.dir_to_wallmounted().
403 paramtype2 == "facedir"
404 ^ The rotation of the node is stored in param2. Furnaces and chests are
405 rotated this way. Can be made by using minetest.dir_to_facedir().
407 facedir modulo 4 = axisdir
408 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
409 facedir's two less significant bits are rotation around the axis
410 paramtype2 == "leveled"
414 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
417 ^ defines list of collision boxes for the node. If empty, collision boxes
418 will be the same as nodeboxes, in case of any other nodes will be full cube
419 as in the example above.
421 Nodes can also contain extra data. See "Node Metadata".
425 There are a bunch of different looking node types.
427 Look for examples in games/minimal or games/minetest_game.
435 - glasslike_framed_optional
444 - nodebox -- See below. EXPERIMENTAL
445 - mesh -- use models for nodes
447 *_optional drawtypes need less rendering time if deactivated (always client side)
451 Node selection boxes are defined using "node boxes"
453 The "nodebox" node drawtype allows defining visual of nodes consisting of
454 arbitrary number of boxes. It allows defining stuff like stairs. Only the
455 "fixed" and "leveled" box type is supported for these.
456 ^ Please note that this is still experimental, and may be incompatibly
457 changed in the future.
459 A nodebox is defined as any of:
461 -- A normal cube; the default in most things
465 -- A fixed box (facedir param2 is used, if applicable)
467 fixed = box OR {box1, box2, ...}
470 -- A box like the selection box for torches
471 -- (wallmounted param2 is used, if applicable)
472 type = "wallmounted",
479 {x1, y1, z1, x2, y2, z2}
480 A box of a regular node would look like:
481 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
483 type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
488 If drawtype "mesh" is used tiles should hold model materials textures.
489 Only static meshes are implemented.
490 For supported model formats see Irrlicht engine documentation.
495 Noise Parameters, or commonly called NoiseParams, define the properties of perlin noise.
497 Offset that the noise is translated by (i.e. added) after calculation.
499 Factor that the noise is scaled by (i.e. multiplied) after calculation.
501 Vector containing values by which each coordinate is divided by before calculation.
502 Higher spread values result in larger noise features.
503 A value of {x=250, y=250, z=250} is common.
505 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
506 In the case of minetest.get_perlin(), this value has the world seed automatically added.
508 Number of times the noise gradient is accumulated into the noise.
509 Increase this number to increase the amount of detail in the resulting noise.
510 A value of 6 is common.
512 Factor by which the effect of the noise gradient function changes with each successive octave.
513 Values less than 1 make the details of successive octaves' noise diminish, while values
514 greater than 1 make successive octaves stronger.
515 A value of 0.6 is common.
517 Factor by which the noise feature sizes change with each successive octave.
518 A value of 2.0 is common.
520 Leave this field unset for no special handling.
521 Currently supported are:
523 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
526 Maps noise gradient values onto a quintic S-curve before performing interpolation.
527 This results in smooth, rolling noise. Disable this ("noeased") for sharp-looking noise.
528 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
530 Accumulates the absolute value of each noise gradient result.
532 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
536 spread = {x=500, y=500, z=500},
541 flags = "defaults, absvalue"
543 ^ A single noise parameter table can be used to get 2D or 3D noise,
544 when getting 2D noise spread.z is ignored.
549 These tell in what manner the ore is generated.
550 All default ores are of the uniformly-distributed scatter type.
553 Randomly chooses a location and generates a cluster of ore.
554 If noise_params is specified, the ore will be placed if the 3d perlin noise at
555 that point is greater than the noise_threshold, giving the ability to create a non-equal
558 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
559 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
560 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
561 scale when comparing against the noise threshold, but scale is used to determine relative height.
562 The height of the blob is randomly scattered, with a maximum height of clust_size.
563 clust_scarcity and clust_num_ores are ignored.
564 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
566 Creates a deformed sphere blobs of ore according to 3d perlin noise described by noise_params. The
567 maximum size of the blob is clust_size, and clust_scarcity has the same meaning as with scatter type.
569 Creates veins of ore varying in density by according to the intersection of two instances 3d perlin
570 noise with diffferent seeds both described by noise_params. random_factor varies the influence random
571 chance has on placement of an ore inside the vein, which is 1 by default. Note that modifying this
572 parameter may require adjusting noise_threshhold. The parameters clust_scarcity, clust_num_ores, and
573 clust_size are ignored by this ore type. This ore type is difficult to control since it is sensitive
574 to small changes. The following is a decent set of parameters to work from:
578 spread = {x=200, y=200, z=200},
584 noise_threshhold = 1.6
585 WARNING: Use this ore type *very* sparingly since it is ~200x more computationally expensive than
590 See section Flag Specifier Format.
591 Currently supported flags: absheight
593 Also produce this same ore between the height range of -height_max and -height_min.
594 Useful for having ore in sky realms without having to duplicate ore entries.
598 The varying types of decorations that can be placed.
599 The default value is simple, and is currently the only type supported.
602 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
603 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
604 for example. Can also generate a decoration of random height between a specified lower and
605 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
608 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
609 probability of a node randomly appearing when placed. This decoration type is intended to be used
610 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
615 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
616 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
617 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
618 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
619 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
621 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
622 probability of that node appearing in the structure.
623 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
624 - A probability value of 0 means that node will never appear (0% chance).
625 - A probability value of 255 means the node will always appear (100% chance).
626 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
627 will appear when the schematic is placed on the map.
629 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
633 ---------------------
634 See section Flag Specifier Format.
635 Currently supported flags: place_center_x, place_center_y, place_center_z
637 Placement of this decoration is centered along the X axis.
639 Placement of this decoration is centered along the Y axis.
641 Placement of this decoration is centered along the Z axis.
646 The position field is used for all element types.
647 To account for differing resolutions, the position coordinates are the percentage of the screen,
648 ranging in value from 0 to 1.
649 The name field is not yet used, but should contain a description of what the HUD element represents.
650 The direction field is the direction in which something is drawn.
651 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
652 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
653 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
655 The offset field specifies a pixel offset from the position. Contrary to position,
656 the offset is not scaled to screen size. This allows for some precisely-positioned
658 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
659 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
661 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
664 Displays an image on the HUD.
665 - scale: The scale of the image, with 1 being the original texture size.
666 Only the X coordinate scale is used (positive values)
667 Negative values represent that percentage of the screen it
668 should take; e.g. x=-100 means 100% (width)
669 - text: The name of the texture that is displayed.
670 - alignment: The alignment of the image.
671 - offset: offset in pixels from position.
673 Displays text on the HUD.
674 - scale: Defines the bounding rectangle of the text.
675 A value such as {x=100, y=100} should work.
676 - text: The text to be displayed in the HUD element.
677 - number: An integer containing the RGB value of the color used to draw the text.
678 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
679 - alignment: The alignment of the text.
680 - offset: offset in pixels from position.
682 Displays a horizontal bar made up of half-images.
683 - text: The name of the texture that is used.
684 - number: The number of half-textures that are displayed.
685 If odd, will end with a vertically center-split texture.
687 - offset: offset in pixels from position.
688 - size: If used will force full-image size to this value (override texture pack image size)
690 - text: The name of the inventory list to be displayed.
691 - number: Number of items in the inventory to be displayed.
692 - item: Position of item that is selected.
695 Displays distance to selected world position.
696 - name: The name of the waypoint.
697 - text: Distance suffix. Can be blank.
698 - number: An integer containing the RGB value of the color used to draw the text.
699 - world_pos: World position of the waypoint.
701 Representations of simple things
702 --------------------------------
704 {x=num, y=num, z=num}
705 For helper functions see "Vector helpers".
709 {type="node", under=pos, above=pos}
710 {type="object", ref=ObjectRef}
712 Flag Specifier Format
713 -----------------------
714 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
715 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
716 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
717 clears the flag from whatever the default may be.
718 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
719 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
720 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
722 e.g. A flag field of value
723 {place_center_x = true, place_center_y=false, place_center_z=true}
725 {place_center_x = true, noplace_center_y=true, place_center_z=true}
726 which is equivalent to
727 "place_center_x, noplace_center_y, place_center_z"
729 "place_center_x, place_center_z"
730 since, by default, no schematic attributes are set.
734 Node (register_node):
735 A node from the world
736 Tool (register_tool):
737 A tool/weapon that can dig and damage things according to tool_capabilities
738 Craftitem (register_craftitem):
741 Items and item stacks can exist in three formats:
743 Serialized; This is called stackstring or itemstring:
744 e.g. 'default:dirt 5'
745 e.g. 'default:pick_wood 21323'
749 e.g. {name="default:dirt", count=5, wear=0, metadata=""}
751 e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
752 ^ a wooden pick about 1/3 worn out
753 e.g. {name="default:apple", count=1, wear=0, metadata=""}
757 C++ native format with many helper methods. Useful for converting between
758 formats. See the Class reference section for details.
760 When an item must be passed to a function, it can usually be in any of
765 In a number of places, there is a group table. Groups define the
766 properties of a thing (item, node, armor of entity, capabilities of
767 tool) in such a way that the engine and other mods can can interact with
768 the thing without actually knowing what the thing is.
771 - Groups are stored in a table, having the group names with keys and the
772 group ratings as values. For example:
773 groups = {crumbly=3, soil=1}
775 groups = {crumbly=2, soil=1, level=2, outerspace=1}
776 ^ A more special dirt-kind of thing
777 - Groups always have a rating associated with them. If there is no
778 useful meaning for a rating for an enabled group, it shall be 1.
779 - When not defined, the rating of a group defaults to 0. Thus when you
780 read groups, you must interpret nil and 0 as the same value, 0.
782 You can read the rating of a group for an item or a node by using
783 minetest.get_item_group(itemname, groupname)
787 Groups of items can define what kind of an item it is (e.g. wool).
791 In addition to the general item things, groups are used to define whether
792 a node is destroyable and how long it takes to destroy by a tool.
796 For entities, groups are, as of now, used only for calculating damage.
797 The rating is the percentage of damage caused by tools with this damage group.
798 See "Entity damage mechanism".
800 object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
801 object.set_armor_groups({fleshy=30, cracky=80})
805 Groups in tools define which groups of nodes and entities they are
808 Groups in crafting recipes
809 ---------------------------
810 An example: Make meat soup from any meat, any water and any bowl
812 output = 'food:meat_soup_raw',
818 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
820 An another example: Make red wool from white wool and red dye
824 recipe = {'wool:white', 'group:dye,basecolor_red'},
829 - immortal: Disables the group damage system for an entity
830 - level: Can be used to give an additional sense of progression in the game.
831 - A larger level will cause e.g. a weapon of a lower level make much less
832 damage, and get worn out much faster, or not be able to get drops
833 from destroyed nodes.
834 - 0 is something that is directly accessible at the start of gameplay
835 - There is no upper limit
836 - dig_immediate: (player can always pick up node without tool wear)
837 - 2: node is removed without tool wear after 0.5 seconds or so
839 - 3: node is removed without tool wear immediately (torch)
840 - disable_jump: Player (and possibly other things) cannot jump from node
841 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
842 - bouncy: value is bounce speed in percent
843 - falling_node: if there is no walkable block under the node it will fall
844 - attached_node: if the node under it is not a walkable block the node will be
845 dropped as an item. If the node is wallmounted the
846 wallmounted direction is checked.
847 - soil: saplings will grow on nodes in this group
848 - connect_to_raillike: makes nodes of raillike drawtype connect to
849 other group members with same drawtype
851 Known damage and digging time defining groups
852 ----------------------------------------------
853 - crumbly: dirt, sand
854 - cracky: tough but crackable stuff like stone.
855 - snappy: something that can be cut using fine tools; e.g. leaves, small
856 plants, wire, sheets of metal
857 - choppy: something that can be cut using force; e.g. trees, wooden planks
858 - fleshy: Living things like animals and the player. This could imply
859 some blood effects when hitting.
860 - explody: Especially prone to explosions
861 - oddly_breakable_by_hand:
862 Can be added to nodes that shouldn't logically be breakable by the
863 hand but are. Somewhat similar to dig_immediate, but times are more
864 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
865 speed of a tool if the tool can dig at a faster speed than this
866 suggests for the hand.
868 Examples of custom groups
869 --------------------------
870 Item groups are often used for defining, well, //groups of items//.
871 - meat: any meat-kind of a thing (rating might define the size or healing
872 ability or be irrelevant - it is not defined as of yet)
873 - eatable: anything that can be eaten. Rating might define HP gain in half
875 - flammable: can be set on fire. Rating might define the intensity of the
876 fire, affecting e.g. the speed of the spreading of an open fire.
877 - wool: any wool (any origin, any color)
880 - heavy: anything considerably heavy
882 Digging time calculation specifics
883 -----------------------------------
884 Groups such as **crumbly**, **cracky** and **snappy** are used for this
885 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
888 The **level** group is used to limit the toughness of nodes a tool can dig
889 and to scale the digging times / damage to a greater extent.
891 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
894 Tools define their properties by a list of parameters for groups. They
895 cannot dig other groups; thus it is important to use a standard bunch of
896 groups to enable interaction with tools.
899 * Full punch interval
901 * For an arbitrary list of groups:
902 * Uses (until the tool breaks)
903 * Maximum level (usually 0, 1, 2 or 3)
907 **Full punch interval**:
908 When used as a weapon, the tool will do full damage if this time is spent
909 between punches. If e.g. half the time is spent, the tool will do half
912 **Maximum drop level**
913 Suggests the maximum level of node, when dug with the tool, that will drop
914 it's useful item. (e.g. iron ore to drop a lump of iron).
915 - This is not automated; it is the responsibility of the node definition
919 Determines how many uses the tool has when it is used for digging a node,
920 of this group, of the maximum level. For lower leveled nodes, the use count
921 is multiplied by 3^leveldiff.
922 - uses=10, leveldiff=0 -> actual uses: 10
923 - uses=10, leveldiff=1 -> actual uses: 30
924 - uses=10, leveldiff=2 -> actual uses: 90
927 Tells what is the maximum level of a node of this group that the tool will
931 List of digging times for different ratings of the group, for nodes of the
933 * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
934 result in the tool to be able to dig nodes that have a rating of 2 or 3
935 for this group, and unable to dig the rating 1, which is the toughest.
936 Unless there is a matching group that enables digging otherwise.
939 List of damage for groups of entities. See "Entity damage mechanism".
941 Example definition of the capabilities of a tool
942 -------------------------------------------------
943 tool_capabilities = {
944 full_punch_interval=1.5,
947 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
949 damage_groups = {fleshy=2},
952 This makes the tool be able to dig nodes that fulfil both of these:
953 - Have the **crumbly** group
954 - Have a **level** group less or equal to 2
956 Table of resulting digging times:
957 crumbly 0 1 2 3 4 <- level
963 level diff: 2 1 0 -1 -2
965 Table of resulting tool uses:
972 - At crumbly=0, the node is not diggable.
973 - At crumbly=3, the level difference digging time divider kicks in and makes
974 easy nodes to be quickly breakable.
975 - At level > 2, the node is not diggable, because it's level > maxlevel
977 Entity damage mechanism
978 ------------------------
981 foreach group in cap.damage_groups:
982 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
983 * (object.armor_groups[group] / 100.0)
984 -- Where object.armor_groups[group] is 0 for inexistent values
987 Client predicts damage based on damage groups. Because of this, it is able to
988 give an immediate response when an entity is damaged or dies; the response is
989 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
991 - Currently a smoke puff will appear when an entity dies.
993 The group **immortal** completely disables normal damage.
995 Entities can define a special armor group, which is **punch_operable**. This
996 group disables the regular damage mechanism for players punching it by hand or
997 a non-tool item, so that it can do something else than take damage.
999 On the Lua side, every punch calls ''entity:on_punch(puncher,
1000 time_from_last_punch, tool_capabilities, direction)''. This should never be
1001 called directly, because damage is usually not handled by the entity itself.
1002 * ''puncher'' is the object performing the punch. Can be nil. Should never be
1003 accessed unless absolutely required, to encourage interoperability.
1004 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
1005 * ''tool_capabilities'' can be nil.
1006 * ''direction'' is a unit vector, pointing from the source of the punch to
1009 To punch an entity/object in Lua, call ''object:punch(puncher,
1010 time_from_last_punch, tool_capabilities, direction)''.
1011 * Return value is tool wear.
1012 * Parameters are equal to the above callback.
1013 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
1014 automatically filled in based on the location of ''puncher''.
1018 The instance of a node in the world normally only contains the three values
1019 mentioned in "Nodes". However, it is possible to insert extra data into a
1020 node. It is called "node metadata"; See "NodeMetaRef".
1022 Metadata contains two things:
1026 Some of the values in the key-value store are handled specially:
1027 - formspec: Defines a right-click inventory menu. See "Formspec".
1028 - infotext: Text shown on the screen when the node is pointed at
1032 local meta = minetest.get_meta(pos)
1033 meta:set_string("formspec",
1035 "list[context;main;0,0;8,4;]"..
1036 "list[current_player;main;0,5;8,4;]")
1037 meta:set_string("infotext", "Chest");
1038 local inv = meta:get_inventory()
1039 inv:set_size("main", 8*4)
1040 print(dump(meta:to_table()))
1043 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] = ""}
1046 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1053 Formspec defines a menu. Currently not much else than inventories are
1054 supported. It is a string, with a somewhat strange format.
1056 Spaces and newlines can be inserted between the blocks, as is used in the
1062 list[context;main;0,0;8,4;]
1063 list[current_player;main;0,5;8,4;]
1066 list[context;fuel;2,3;1,1;]
1067 list[context;src;2,1;1,1;]
1068 list[context;dst;5,1;2,2;]
1069 list[current_player;main;0,5;8,4;]
1070 - Minecraft-like player inventory
1072 image[1,0.6;1,2;player.png]
1073 list[current_player;main;0,3.5;8,4;]
1074 list[current_player;craft;3,0;3,3;]
1075 list[current_player;craftpreview;7,1;1,1;]
1079 size[<W>,<H>,<fixed_size>]
1080 ^ Define the size of the menu in inventory slots
1081 ^ fixed_size true/false (optional)
1082 ^ deprecated: invsize[<W>,<H>;]
1084 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
1085 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
1086 ^ Show an inventory list
1088 listcolors[<slot_bg_normal>;<slot_bg_hover>]
1089 ^ Sets background color of slots as ColorString
1090 ^ Sets background color of slots on mouse hovering
1092 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
1093 ^ Sets background color of slots as ColorString
1094 ^ Sets background color of slots on mouse hovering
1095 ^ Sets color of slots border
1097 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
1098 ^ Sets background color of slots as ColorString
1099 ^ Sets background color of slots on mouse hovering
1100 ^ Sets color of slots border
1101 ^ Sets default background color of tooltips
1102 ^ Sets default font color of tooltips
1104 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
1105 ^ Adds tooltip for an element
1106 ^ <bgcolor> tooltip background color as ColorString (optional)
1107 ^ <fontcolor> tooltip font color as ColorString (optional)
1110 image[<X>,<Y>;<W>,<H>;<texture name>]
1112 ^ Position and size units are inventory slots
1114 item_image[<X>,<Y>;<W>,<H>;<item name>]
1115 ^ Show an inventory image of registered item/node
1116 ^ Position and size units are inventory slots
1118 bgcolor[<color>;<fullscreen>]
1119 ^ Sets background color of formspec as ColorString
1120 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
1122 background[<X>,<Y>;<W>,<H>;<texture name>]
1123 ^ Use a background. Inventory rectangles are not drawn then.
1124 ^ Position and size units are inventory slots
1125 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1127 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
1128 ^ Use a background. Inventory rectangles are not drawn then.
1129 ^ Position and size units are inventory slots
1130 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1131 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
1133 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
1134 ^ Textual password style field; will be sent to server when a button is clicked
1135 ^ x and y position the field relative to the top left of the menu
1136 ^ w and h are the size of the field
1137 ^ fields are a set height, but will be vertically centred on h
1138 ^ Position and size units are inventory slots
1139 ^ name is the name of the field as returned in fields to on_receive_fields
1140 ^ label, if not blank, will be text printed on the top left above the field
1142 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1143 ^ Textual field; will be sent to server when a button is clicked
1144 ^ x and y position the field relative to the top left of the menu
1145 ^ w and h are the size of the field
1146 ^ fields are a set height, but will be vertically centred on h
1147 ^ Position and size units are inventory slots
1148 ^ name is the name of the field as returned in fields to on_receive_fields
1149 ^ label, if not blank, will be text printed on the top left above the field
1150 ^ default is the default value of the field
1151 ^ default may contain variable references such as '${text}' which
1152 will fill the value from the metadata value 'text'
1153 ^ Note: no extra text or more than a single variable is supported ATM.
1155 field[<name>;<label>;<default>]
1156 ^ as above but without position/size units
1157 ^ special field for creating simple forms, such as sign text input
1158 ^ must be used without a size[] element
1159 ^ a 'Proceed' button will be added automatically
1161 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1162 ^ same as fields above, but with multi-line input
1164 label[<X>,<Y>;<label>]
1165 ^ x and y work as per field
1166 ^ label is the text on the label
1167 ^ Position and size units are inventory slots
1169 vertlabel[<X>,<Y>;<label>]
1170 ^ Textual label drawn vertically
1171 ^ x and y work as per field
1172 ^ label is the text on the label
1173 ^ Position and size units are inventory slots
1175 button[<X>,<Y>;<W>,<H>;<name>;<label>]
1176 ^ Clickable button. When clicked, fields will be sent.
1177 ^ x, y and name work as per field
1178 ^ w and h are the size of the button
1179 ^ label is the text on the button
1180 ^ Position and size units are inventory slots
1182 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1183 ^ x, y, w, h, and name work as per button
1184 ^ texture name is the filename of an image
1185 ^ Position and size units are inventory slots
1187 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1188 ^ x, y, w, h, and name work as per button
1189 ^ texture name is the filename of an image
1190 ^ Position and size units are inventory slots
1191 ^ noclip=true means imagebutton doesn't need to be within specified formsize
1192 ^ drawborder draw button border or not
1193 ^ pressed texture name is the filename of an image on pressed state
1195 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1196 ^ x, y, w, h, name and label work as per button
1197 ^ item name is the registered name of an item/node,
1198 tooltip will be made out of its description
1199 to override it use tooltip element
1200 ^ Position and size units are inventory slots
1202 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1203 ^ When clicked, fields will be sent and the form will quit.
1205 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1206 ^ When clicked, fields will be sent and the form will quit.
1208 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1209 ^ Scrollable item list showing arbitrary text elements
1210 ^ x and y position the itemlist relative to the top left of the menu
1211 ^ w and h are the size of the itemlist
1212 ^ name fieldname sent to server on doubleclick value is current selected element
1213 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1214 ^ if you want a listelement to start with # write ##
1216 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1217 ^ Scrollable itemlist showing arbitrary text elements
1218 ^ x and y position the itemlist relative to the top left of the menu
1219 ^ w and h are the size of the itemlist
1220 ^ name fieldname sent to server on doubleclick value is current selected element
1221 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1222 ^ if you want a listelement to start with # write ##
1223 ^ index to be selected within textlist
1224 ^ true/false draw transparent background
1225 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1227 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1228 ^ show a tabHEADER at specific position (ignores formsize)
1229 ^ x and y position the itemlist relative to the top left of the menu
1230 ^ name fieldname data is transferred to Lua
1231 ^ caption 1... name shown on top of tab
1232 ^ current_tab index of selected tab 1...
1233 ^ transparent (optional) show transparent
1234 ^ draw_border (optional) draw border
1236 box[<X>,<Y>;<W>,<H>;<color>]
1237 ^ simple colored semitransparent box
1238 ^ x and y position the box relative to the top left of the menu
1239 ^ w and h are the size of box
1240 ^ color as ColorString
1242 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1243 ^ show a dropdown field
1244 ^ IMPORTANT NOTE: There are two different operation modes:
1245 ^ 1) handle directly on change (only changed dropdown is submitted)
1246 ^ 2) read the value on pressing a button (all dropdown values are available)
1247 ^ x and y position of dropdown
1249 ^ fieldname data is transferred to Lua
1250 ^ items to be shown in dropdown
1251 ^ index of currently selected dropdown item
1253 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1255 ^ x and y position of checkbox
1256 ^ name fieldname data is transferred to Lua
1257 ^ label to be shown left of checkbox
1258 ^ selected (optional) true/false
1259 ^ tooltip (optional)
1261 scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
1263 ^ there are two ways to use it:
1264 ^ 1) handle the changed event (only changed scrollbar is available)
1265 ^ 2) read the value on pressing a button (all scrollbars are available)
1266 ^ x and y position of trackbar
1268 ^ orientation vertical/horizontal
1269 ^ fieldname data is transferred to lua
1270 ^ value this trackbar is set to (0-1000)
1271 ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
1273 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1274 ^ show scrollable table using options defined by the previous tableoptions[]
1275 ^ displays cells as defined by the previous tablecolumns[]
1276 ^ x and y position the itemlist relative to the top left of the menu
1277 ^ w and h are the size of the itemlist
1278 ^ name fieldname sent to server on row select or doubleclick
1279 ^ cell 1...n cell contents given in row-major order
1280 ^ selected idx: index of row to be selected within table (first row = 1)
1281 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1283 tableoptions[<opt 1>;<opt 2>;...]
1284 ^ sets options for table[]:
1286 ^^ default text color (ColorString), defaults to #FFFFFF
1287 ^ background=#RRGGBB
1288 ^^ table background color (ColorString), defaults to #000000
1289 ^ border=<true/false>
1290 ^^ should the table be drawn with a border? (default true)
1292 ^^ highlight background color (ColorString), defaults to #466432
1293 ^ highlight_text=#RRGGBB
1294 ^^ highlight text color (ColorString), defaults to #FFFFFF
1296 ^^ all subtrees up to depth < value are open (default value = 0)
1297 ^^ only useful when there is a column of type "tree"
1299 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1300 ^ sets columns for table[]:
1301 ^ types: text, image, color, indent, tree
1302 ^^ text: show cell contents as text
1303 ^^ image: cell contents are an image index, use column options to define images
1304 ^^ color: cell contents are a ColorString and define color of following cell
1305 ^^ indent: cell contents are a number and define indentation of following cell
1306 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1308 ^^ align=<value> for "text" and "image": content alignment within cells
1309 ^^ available values: left (default), center, right, inline
1310 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1311 ^^ for "indent" and "tree": indent width in em (default 1.5)
1312 ^^ padding=<value> padding left of the column, in em (default 0.5)
1313 ^^ exception: defaults to 0 for indent columns
1314 ^^ tooltip=<value> tooltip text (default empty)
1315 ^ "image" column options:
1316 ^^ 0=<value> sets image for image index 0
1317 ^^ 1=<value> sets image for image index 1
1318 ^^ 2=<value> sets image for image index 2
1319 ^^ and so on; defined indices need not be contiguous
1320 ^^ empty or non-numeric cells are treated as 0
1321 ^ "color" column options:
1322 ^^ span=<value> number of following columns to affect (default infinite)
1324 Note: do NOT use a element name starting with "key_" those names are reserved to
1325 pass key press events to formspec!
1329 - "context": Selected node metadata (deprecated: "current_name")
1330 - "current_player": Player to whom the menu is shown
1331 - "player:<name>": Any player
1332 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1333 - "detached:<name>": A detached inventory
1338 ^ defines a color in hexadecimal format
1340 ^ defines a color in hexadecimal format and alpha channel
1342 ^ defines a color in hexadecimal format
1344 ^ defines a color in hexadecimal format and alpha channel
1346 Named colors are also supported and are equivalent to "CSS Color Module Level 4"
1347 (http://dev.w3.org/csswg/css-color/#named-colors). To specify the value of the
1348 alpha channel, append #AA to the end of the color name (e.g. colorname#08). For
1349 named colors the hexadecimal string representing the alpha value must (always)
1350 be two hexadecimal digits.
1354 vector.new([x[, y, z]]) -> vector
1355 ^ x is a table or the x position.
1356 vector.direction(p1, p2) -> vector
1357 vector.distance(p1, p2) -> number
1358 vector.length(v) -> number
1359 vector.normalize(v) -> vector
1360 vector.round(v) -> vector
1361 vector.apply(v, func) -> vector
1362 vector.equals(v1, v2) -> bool
1363 For the following functions x can be either a vector or a number.
1364 vector.add(v, x) -> vector
1365 vector.subtract(v, x) -> vector
1366 vector.multiply(v, x) -> vector
1367 vector.divide(v, x) -> vector
1371 dump2(obj, name="_", dumped={})
1372 ^ Return object serialized as a string, handles reference loops
1373 dump(obj, dumped={})
1374 ^ Return object serialized as a string
1376 ^ Get the hypotenuse of a triangle with legs x and y.
1377 Useful for distance calculation.
1378 math.sign(x, tolerance)
1379 ^ Get the sign of a number
1380 Optional: Also returns 0 when the absolute value is within the tolerance (default 0)
1381 string:split(separator)
1382 ^ e.g. string:split("a,b", ",") == {"a","b"}
1384 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1385 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1386 ^ Convert position to a printable string
1387 minetest.string_to_pos(string) -> position
1388 ^ Same but in reverse. Returns nil if the string can't be parsed to a position.
1389 minetest.formspec_escape(string) -> string
1390 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1391 minetest.is_yes(arg)
1392 ^ returns whether arg can be interpreted as yes
1393 minetest.get_us_time()
1394 ^ returns time with microsecond precision
1395 table.copy(table) -> table
1396 ^ returns a deep copy of a table
1398 minetest namespace reference
1399 -----------------------------
1401 minetest.get_current_modname() -> string
1402 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1403 ^ Useful for loading additional .lua modules or static data from mod
1404 minetest.get_modnames() -> list of installed mods
1405 ^ Return a list of installed mods, sorted alphabetically
1406 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1407 ^ Useful for storing custom data
1408 minetest.is_singleplayer()
1410 ^ table containing API feature flags: {foo=true, bar=true}
1411 minetest.has_feature(arg) -> bool, missing_features
1412 ^ arg: string or table in format {foo=true, bar=true}
1413 ^ missing_features: {foo=true, bar=true}
1414 minetest.get_player_information(playername)
1415 ^ table containing information about player peer:
1417 address = "127.0.0.1", -- IP address of client
1418 ip_version = 4, -- IPv4 / IPv6
1419 min_rtt = 0.01, -- minimum round trip time
1420 max_rtt = 0.2, -- maximum round trip time
1421 avg_rtt = 0.02, -- average round trip time
1422 min_jitter = 0.01, -- minimum packet time jitter
1423 max_jitter = 0.5, -- maximum packet time jitter
1424 avg_jitter = 0.03, -- average packet time jitter
1425 connection_uptime = 200, -- seconds since client connected
1427 -- following information is available on debug build only!!!
1428 -- DO NOT USE IN MODS
1429 --ser_vers = 26, -- serialization version used by client
1430 --prot_vers = 23, -- protocol version used by client
1431 --major = 0, -- major version number
1432 --minor = 4, -- minor version number
1433 --patch = 10, -- patch version number
1434 --vers_string = "0.4.9-git", -- full version string
1435 --state = "Active" -- current client state
1439 minetest.debug(line)
1440 ^ Always printed to stderr and logfile (print() is redirected here)
1442 minetest.log(loglevel, line)
1443 ^ loglevel one of "error", "action", "info", "verbose"
1445 Registration functions: (Call these only at load time)
1446 minetest.register_entity(name, prototype table)
1447 minetest.register_abm(abm definition)
1448 minetest.register_node(name, node definition)
1449 minetest.register_tool(name, item definition)
1450 minetest.register_craftitem(name, item definition)
1451 minetest.register_alias(name, convert_to)
1452 minetest.register_craft(recipe)
1453 minetest.register_ore(ore definition)
1454 minetest.register_decoration(decoration definition)
1455 minetest.override_item(name, redefinition)
1456 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1457 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1458 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1460 Global callback registration functions: (Call these only at load time)
1461 minetest.register_globalstep(func(dtime))
1462 ^ Called every server step, usually interval of 0.1s
1463 minetest.register_on_shutdown(func())
1464 ^ Called before server shutdown
1465 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1466 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1467 semi-frequent intervals as well as on server shutdown.
1468 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1469 ^ Called when a node has been placed
1470 ^ If return true no item is taken from itemstack
1471 ^ Not recommended; use on_construct or after_place_node in node definition
1473 minetest.register_on_dignode(func(pos, oldnode, digger))
1474 ^ Called when a node has been dug.
1475 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1477 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1478 ^ Called when a node is punched
1479 minetest.register_on_generated(func(minp, maxp, blockseed))
1480 ^ Called after generating a piece of world. Modifying nodes inside the area
1481 is a bit faster than usually.
1482 minetest.register_on_newplayer(func(ObjectRef))
1483 ^ Called after a new player has been created
1484 minetest.register_on_dieplayer(func(ObjectRef))
1485 ^ Called when a player dies
1486 minetest.register_on_respawnplayer(func(ObjectRef))
1487 ^ Called when player is to be respawned
1488 ^ Called _before_ repositioning of player occurs
1489 ^ return true in func to disable regular player placement
1490 minetest.register_on_prejoinplayer(func(name, ip))
1491 ^ Called before a player joins the game
1492 ^ If it returns a string, the player is disconnected with that string as reason
1493 minetest.register_on_joinplayer(func(ObjectRef))
1494 ^ Called when a player joins the game
1495 minetest.register_on_leaveplayer(func(ObjectRef))
1496 ^ Called when a player leaves the game
1497 minetest.register_on_cheat(func(ObjectRef, cheat))
1498 ^ Called when a player cheats
1499 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1500 minetest.register_on_chat_message(func(name, message))
1501 ^ Called always when a player says something
1502 minetest.register_on_player_receive_fields(func(player, formname, fields))
1503 ^ Called when a button is pressed in player's inventory form
1504 ^ Newest functions are called first
1505 ^ If function returns true, remaining functions are not called
1506 minetest.register_on_mapgen_init(func(MapgenParams))
1507 ^ Called just before the map generator is initialized but before the environment is initialized
1508 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1509 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1510 ^ Called when player crafts something
1511 ^ itemstack is the output
1512 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1513 ^ craft_inv is the inventory with the crafting grid
1514 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1515 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1516 ^ The same as before, except that it is called before the player crafts, to make
1517 ^ craft prediction, and it should not change anything.
1518 minetest.register_on_protection_violation(func(pos, name))
1519 ^ Called by builtin and mods when a player violates protection at a position
1520 (eg, digs a node or punches a protected entity).
1521 ^ The registered functions can be called using minetest.record_protection_violation
1522 ^ The provided function should check that the position is protected by the mod
1523 calling this function before it prints a message, if it does, to allow for
1524 multiple protection mods.
1525 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1526 ^ Called when an item is eaten, by minetest.item_eat
1527 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1529 Other registration functions:
1530 minetest.register_chatcommand(cmd, chatcommand definition)
1531 minetest.register_privilege(name, definition)
1532 ^ definition: "description text"
1534 description = "description text",
1535 give_to_singleplayer = boolean, -- default: true
1537 minetest.register_authentication_handler(handler)
1538 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1541 minetest.setting_set(name, value)
1542 minetest.setting_get(name) -> string or nil
1543 minetest.setting_setbool(name, value)
1544 minetest.setting_getbool(name) -> boolean value or nil
1545 minetest.setting_get_pos(name) -> position or nil
1546 minetest.setting_save() -> nil, save all settings to config file
1549 minetest.notify_authentication_modified(name)
1550 ^ Should be called by the authentication handler if privileges change.
1551 ^ To report everybody, set name=nil.
1552 minetest.get_password_hash(name, raw_password)
1553 ^ Convert a name-password pair to a password hash that minetest can use
1554 minetest.string_to_privs(str) -> {priv1=true,...}
1555 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1556 ^ Convert between two privilege representations
1557 minetest.set_player_password(name, password_hash)
1558 minetest.set_player_privs(name, {priv1=true,...})
1559 minetest.get_player_privs(name) -> {priv1=true,...}
1560 minetest.auth_reload()
1561 ^ These call the authentication handler
1562 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1563 ^ A quickhand for checking privileges
1564 minetest.get_player_ip(name) -> IP address string
1567 minetest.chat_send_all(text)
1568 minetest.chat_send_player(name, text)
1572 minetest.set_node(pos, node)
1573 minetest.add_node(pos, node): alias set_node(pos, node)
1574 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1575 minetest.swap_node(pos, node)
1576 ^ Set node at position, but don't remove metadata
1577 minetest.remove_node(pos)
1578 ^ Equivalent to set_node(pos, "air")
1579 minetest.get_node(pos)
1580 ^ Returns {name="ignore", ...} for unloaded area
1581 minetest.get_node_or_nil(pos)
1582 ^ Returns nil for unloaded area
1583 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1584 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1586 minetest.place_node(pos, node)
1587 ^ Place node with the same effects that a player would cause
1588 minetest.dig_node(pos)
1589 ^ Dig node with the same effects that a player would cause
1590 Returns true if successful, false on failure (e.g. protected location)
1591 minetest.punch_node(pos)
1592 ^ Punch node with the same effects that a player would cause
1594 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1595 minetest.get_node_timer(pos) -- Get NodeTimerRef
1597 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1598 ^ Returns ObjectRef, or nil if failed
1599 minetest.add_item(pos, item): Spawn item
1600 ^ Returns ObjectRef, or nil if failed
1601 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1602 minetest.get_objects_inside_radius(pos, radius)
1603 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1604 minetest.get_timeofday()
1605 minetest.get_gametime(): returns the time, in seconds, since the world was created
1606 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1607 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1608 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1609 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1610 minetest.get_perlin(noiseparams)
1611 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1612 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1613 minetest.get_voxel_manip()
1614 ^ Return voxel manipulator object
1615 minetest.get_voxel_manip(p1, p2)
1616 ^ Return voxel manipulator object with blank data preallocated
1617 minetest.set_gen_notify(flags, {deco_ids})
1618 ^ Set the types of on-generate notifications that should be collected
1619 ^ flags is a flag field with the available flags:
1620 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end, decoration
1621 ^ The second parameter is a list of IDS of decorations which notification is requested for
1622 minetest.get_mapgen_object(objectname)
1623 ^ Return requested mapgen object if available (see Mapgen objects)
1624 minetest.set_mapgen_params(MapgenParams)
1625 ^ Set map generation parameters
1626 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1627 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1628 ^ Leave field unset to leave that parameter unchanged
1629 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1630 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1631 minetest.set_noiseparams(name, noiseparams, set_default)
1632 ^ Sets the noiseparams setting of 'name' to the noiseparams table specified in 'noiseparams'.
1633 ^ 'set_default', is an optional boolean (default of true) that specifies whether the setting
1634 ^ should be applied to the default config or current active config
1635 minetest.clear_objects()
1636 ^ clear all objects in the environments
1637 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1638 ^ Check if there is a direct line of sight between pos1 and pos2
1639 ^ Returns the position of the blocking node when false
1640 ^ pos1 First position
1641 ^ pos2 Second position
1642 ^ stepsize smaller gives more accurate results but requires more computing
1644 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1645 ^ -> table containing path
1646 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1647 ^ pos1: start position
1648 ^ pos2: end position
1649 ^ searchdistance: number of blocks to search in each direction
1650 ^ max_jump: maximum height difference to consider walkable
1651 ^ max_drop: maximum height difference to consider droppable
1652 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1653 minetest.spawn_tree (pos, {treedef})
1654 ^ spawns L-System tree at given pos with definition in treedef table
1655 minetest.transforming_liquid_add(pos)
1656 ^ add node to liquid update queue
1657 minetest.get_node_max_level(pos)
1658 ^ get max available level for leveled node
1659 minetest.get_node_level(pos)
1660 ^ get level of leveled node (water, snow)
1661 minetest.set_node_level(pos, level)
1662 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1663 minetest.add_node_level(pos, level)
1664 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1667 minetest.get_inventory(location) -> InvRef
1668 ^ location = e.g. {type="player", name="celeron55"}
1669 {type="node", pos={x=, y=, z=}}
1670 {type="detached", name="creative"}
1671 minetest.create_detached_inventory(name, callbacks) -> InvRef
1672 ^ callbacks: See "Detached inventory callbacks"
1673 ^ Creates a detached inventory. If it already exists, it is cleared.
1676 minetest.show_formspec(playername, formname, formspec)
1677 ^ playername: name of player to show formspec
1678 ^ formname: name passed to on_player_receive_fields callbacks
1679 ^ should follow "modname:<whatever>" naming convention
1680 ^ formspec: formspec to display
1681 minetest.formspec_escape(string) -> string
1682 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1683 minetest.explode_table_event(string) -> table
1684 ^ returns e.g. {type="CHG", row=1, column=2}
1685 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1686 minetest.explode_textlist_event(string) -> table
1687 ^ returns e.g. {type="CHG", index=1}
1688 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1689 minetest.explode_scrollbar_event(string) -> table
1690 ^ returns e.g. {type="CHG", value=500}
1691 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1694 minetest.inventorycube(img1, img2, img3)
1695 ^ Returns a string for making an image of a cube (useful as an item image)
1696 minetest.get_pointed_thing_position(pointed_thing, above)
1697 ^ Get position of a pointed_thing (that you can get from somewhere)
1698 minetest.dir_to_facedir(dir, is6d)
1699 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
1700 minetest.facedir_to_dir(facedir)
1701 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1702 minetest.dir_to_wallmounted(dir)
1703 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1704 minetest.get_node_drops(nodename, toolname)
1705 ^ Returns list of item names.
1706 ^ Note: This will be removed or modified in a future version.
1707 minetest.get_craft_result(input) -> output, decremented_input
1708 ^ input.method = 'normal' or 'cooking' or 'fuel'
1709 ^ input.width = for example 3
1710 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1711 stack 5, stack 6, stack 7, stack 8, stack 9 }
1712 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1713 ^ output.time = number, if unsuccessful: 0
1714 ^ decremented_input = like input
1715 minetest.get_craft_recipe(output) -> input
1716 ^ returns last registered recipe for output item (node)
1717 ^ output is a node or item type such as 'default:torch'
1718 ^ input.method = 'normal' or 'cooking' or 'fuel'
1719 ^ input.width = for example 3
1720 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1721 stack 5, stack 6, stack 7, stack 8, stack 9 }
1722 ^ input.items = nil if no recipe found
1723 minetest.get_all_craft_recipes(query item) -> table or nil
1724 ^ returns indexed table with all registered recipes for query item (node)
1725 or nil if no recipe was found
1728 method = 'normal' or 'cooking' or 'fuel'
1729 width = 0-3, 0 means shapeless recipe
1730 items = indexed [1-9] table with recipe items
1731 output = string with item name and quantity
1733 Example query for default:gold_ingot will return table:
1735 1={type = "cooking", width = 3, output = "default:gold_ingot",
1736 items = {1 = "default:gold_lump"}},
1737 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1738 items = {1 = "default:goldblock"}}
1740 minetest.handle_node_drops(pos, drops, digger)
1741 ^ drops: list of itemstrings
1742 ^ Handles drops from nodes after digging: Default action is to put them into
1744 ^ Can be overridden to get different functionality (e.g. dropping items on
1748 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1749 ^ Find who has done something to a node, or near a node
1750 ^ actor: "player:<name>", also "liquid".
1751 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1752 ^ Revert latest actions of someone
1753 ^ actor: "player:<name>", also "liquid".
1755 Defaults for the on_* item definition functions:
1756 (These return the leftover itemstack)
1757 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1758 ^ Place item as a node
1759 ^ param2 overrides facedir and wallmounted param2
1760 ^ returns itemstack, success
1761 minetest.item_place_object(itemstack, placer, pointed_thing)
1763 minetest.item_place(itemstack, placer, pointed_thing, param2)
1764 ^ Use one of the above based on what the item is.
1765 ^ Calls on_rightclick of pointed_thing.under if defined instead
1766 ^ Note: is not called when wielded item overrides on_place
1767 ^ param2 overrides facedir and wallmounted param2
1768 ^ returns itemstack, success
1769 minetest.item_drop(itemstack, dropper, pos)
1771 minetest.item_eat(hp_change, replace_with_item)
1772 ^ Eat the item. replace_with_item can be nil.
1774 Defaults for the on_punch and on_dig node definition callbacks:
1775 minetest.node_punch(pos, node, puncher, pointed_thing)
1776 ^ Calls functions registered by minetest.register_on_punchnode()
1777 minetest.node_dig(pos, node, digger)
1778 ^ Checks if node can be dug, puts item into inventory, removes node
1779 ^ Calls functions registered by minetest.registered_on_dignodes()
1782 minetest.sound_play(spec, parameters) -> handle
1783 ^ spec = SimpleSoundSpec
1784 ^ parameters = sound parameter table
1785 minetest.sound_stop(handle)
1788 minetest.after(time, func, ...)
1789 ^ Call function after time seconds
1790 ^ Optional: Variable number of arguments that are passed to func
1793 minetest.request_shutdown() -> request for server shutdown
1794 minetest.get_server_status() -> server status string
1797 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1798 minetest.get_ban_description(ip_or_name) -> ban description (string)
1799 minetest.ban_player(name) -> ban a player
1800 minetest.unban_player_or_ip(name) -> unban player or IP address
1801 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1804 minetest.add_particle(particle definition)
1805 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1806 size, collisiondetection, texture, playername)
1808 minetest.add_particlespawner(particlespawner definition)
1809 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1811 ^ Deprecated: minetest.add_particlespawner(amount, time,
1815 minexptime, maxexptime,
1817 collisiondetection, texture, playername)
1819 minetest.delete_particlespawner(id, player)
1820 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1821 ^ If playername is specified, only deletes on the player's client,
1822 ^ otherwise on all clients
1825 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1826 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1827 ^ Apply the specified probability values to the specified nodes in probability_list.
1828 ^ probability_list is an array of tables containing two fields, pos and prob.
1829 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1830 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1831 ^ If there are two or more entries with the same pos value, the last entry is used.
1832 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1833 ^ If probability_list is nil, no probabilities are applied.
1834 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1835 ^ the y position of the slice with a probability applied.
1836 ^ If slice probability list is nil, no slice probabilities are applied.
1837 ^ Saves schematic in the Minetest Schematic format to filename.
1839 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1840 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1841 ^ Rotation can be "0", "90", "180", "270", or "random".
1842 ^ If the rotation parameter is omitted, the schematic is not rotated.
1843 ^ replacements = {["old_name"] = "convert_to", ...}
1844 ^ force_placement is a boolean indicating whether nodes other than air and
1845 ^ ignore are replaced by the schematic
1848 minetest.get_connected_players() -> list of ObjectRefs
1849 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1850 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1851 minetest.get_position_from_hash(hash) -> position
1852 ^ Inverse transform of minetest.hash_node_position
1853 minetest.get_item_group(name, group) -> rating
1854 ^ Get rating of a group of an item. (0 = not in group)
1855 minetest.get_node_group(name, group) -> rating
1856 ^ Deprecated: An alias for the former.
1857 minetest.get_content_id(name) -> integer
1858 ^ Gets the internal content ID of name
1859 minetest.get_name_from_content_id(content_id) -> string
1860 ^ Gets the name of the content with that content ID
1861 minetest.parse_json(string[, nullvalue]) -> something
1862 ^ Convert a string containing JSON data into the Lua equivalent
1863 ^ nullvalue: returned in place of the JSON null; defaults to nil
1864 ^ On success returns a table, a string, a number, a boolean or nullvalue
1865 ^ On failure outputs an error message and returns nil
1866 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1867 minetest.write_json(data[, styled]) -> string or nil and error message
1868 ^ Convert a Lua table into a JSON string
1869 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1870 ^ Unserializable things like functions and userdata are saved as null.
1871 ^ Warning: JSON is more strict than the Lua table format.
1872 1. You can only use strings and positive integers of at least one as keys.
1873 2. You can not mix string and integer keys.
1874 This is due to the fact that JSON has two distinct array and object values.
1875 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1876 minetest.serialize(table) -> string
1877 ^ Convert a table containing tables, strings, numbers, booleans and nils
1878 into string form readable by minetest.deserialize
1879 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1880 minetest.deserialize(string) -> table
1881 ^ Convert a string returned by minetest.deserialize into a table
1882 ^ String is loaded in an empty sandbox environment.
1883 ^ Will load functions, but they cannot access the global environment.
1884 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1885 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1886 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1887 minetest.compress(data, method, ...) -> compressed_data
1888 ^ Compress a string of data.
1889 ^ `method` is a string identifying the compression method to be used.
1890 ^ Supported compression methods:
1891 ^ Deflate (zlib): "deflate"
1892 ^ `...` indicates method-specific arguments. Currently defined arguments are:
1893 ^ Deflate: `level` - Compression level, 0-9 or nil.
1894 minetest.decompress(compressed_data, method, ...) -> data
1895 ^ Decompress a string of data (using ZLib).
1896 ^ See documentation on minetest.compress() for supported compression methods.
1897 ^ currently supported.
1898 ^ `...` indicates method-specific arguments. Currently, no methods use this.
1899 minetest.is_protected(pos, name) -> bool
1900 ^ This function should be overridden by protection mods and should be used to
1901 check if a player can interact at a position.
1902 ^ This function should call the old version of itself if the position is not
1903 protected by the mod.
1905 local old_is_protected = minetest.is_protected
1906 function minetest.is_protected(pos, name)
1907 if mymod:position_protected_from(pos, name) then
1910 return old_is_protected(pos, name)
1912 minetest.record_protection_violation(pos, name)
1913 ^ This function calls functions registered with
1914 minetest.register_on_protection_violation.
1915 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1916 ^ Attempt to predict the desired orientation of the facedir-capable node
1917 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1918 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1919 field is false or omitted (else, the itemstack is not changed). orient_flags
1920 is an optional table containing extra tweaks to the placement code:
1921 invert_wall: if true, place wall-orientation on the ground and ground-
1922 orientation on the wall.
1923 force_wall: if true, always place the node in wall orientation.
1924 force_ceiling: if true, always place on the ceiling.
1925 force_floor: if true, always place the node on the floor.
1927 The above four options are mutually-exclusive; the last in the list takes
1928 precedence over the first.
1930 force_facedir: if true, forcefully reset the facedir to north when placing on
1931 the floor or ceiling
1933 minetest.rotate_node(itemstack, placer, pointed_thing)
1934 ^ calls rotate_and_place() with infinitestacks set according to the state of
1935 the creative mode setting, and checks for "sneak" to set the invert_wall
1938 minetest.forceload_block(pos)
1939 ^ forceloads the position pos.
1940 ^ returns true if area could be forceloaded
1942 minetest.forceload_free_block(pos)
1943 ^ stops forceloading the position pos.
1945 Please note that forceloaded areas are saved when the server restarts.
1948 minetest.env - EnvRef of the server environment and world.
1949 ^ Any function in the minetest namespace can be called using the syntax
1950 minetest.env:somefunction(somearguments)
1952 minetest.somefunction(somearguments)
1953 ^ Deprecated, but support is not to be dropped soon
1956 minetest.registered_items
1957 ^ List of registered items, indexed by name
1958 minetest.registered_nodes
1959 ^ List of registered node definitions, indexed by name
1960 minetest.registered_craftitems
1961 ^ List of registered craft item definitions, indexed by name
1962 minetest.registered_tools
1963 ^ List of registered tool definitions, indexed by name
1964 minetest.registered_entities
1965 ^ List of registered entity prototypes, indexed by name
1966 minetest.object_refs
1967 ^ List of object references, indexed by active object id
1968 minetest.luaentities
1969 ^ List of Lua entities, indexed by active object id
1973 NodeMetaRef: Node metadata - reference extra data and functionality stored
1975 - Can be gotten via minetest.get_meta(pos)
1977 - set_string(name, value)
1979 - set_int(name, value)
1981 - set_float(name, value)
1983 - get_inventory() -> InvRef
1984 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1985 - from_table(nil or {})
1986 ^ See "Node Metadata"
1988 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1989 - Can be gotten via minetest.get_node_timer(pos)
1991 - set(timeout,elapsed)
1992 ^ set a timer's state
1993 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1994 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1995 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1998 ^ equivalent to set(timeout,0)
2001 - get_timeout() -> current timeout in seconds
2002 ^ if timeout is 0, timer is inactive
2003 - get_elapsed() -> current elapsed time in seconds
2004 ^ the node's on_timer function will be called after timeout-elapsed seconds
2005 - is_started() -> boolean state of timer
2006 ^ returns true if timer is started, otherwise false
2008 ObjectRef: Moving things in the game are generally these
2009 (basically reference to a C++ ServerActiveObject)
2011 - remove(): remove object (after returning from Lua)
2012 - getpos() -> {x=num, y=num, z=num}
2013 - setpos(pos); pos={x=num, y=num, z=num}
2014 - moveto(pos, continuous=false): interpolated move
2015 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
2016 ^ puncher = an another ObjectRef,
2017 ^ time_from_last_punch = time since last punch action of the puncher
2018 ^ direction: can be nil
2019 - right_click(clicker); clicker = an another ObjectRef
2020 - get_hp(): returns number of hitpoints (2 * number of hearts)
2021 - set_hp(hp): set number of hitpoints (2 * number of hearts)
2022 - get_inventory() -> InvRef
2023 - get_wield_list(): returns the name of the inventory list the wielded item is in
2024 - get_wield_index(): returns the index of the wielded item
2025 - get_wielded_item() -> ItemStack
2026 - set_wielded_item(item): replaces the wielded item, returns true if successful
2027 - set_armor_groups({group1=rating, group2=rating, ...})
2028 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
2029 - set_attach(parent, bone, position, rotation)
2031 ^ position = {x=num, y=num, z=num} (relative)
2032 ^ rotation = {x=num, y=num, z=num}
2034 - set_bone_position(bone, position, rotation)
2036 ^ position = {x=num, y=num, z=num} (relative)
2037 ^ rotation = {x=num, y=num, z=num}
2038 - set_properties(object property table)
2039 LuaEntitySAO-only: (no-op for other objects)
2040 - setvelocity({x=num, y=num, z=num})
2041 - getvelocity() -> {x=num, y=num, z=num}
2042 - setacceleration({x=num, y=num, z=num})
2043 - getacceleration() -> {x=num, y=num, z=num}
2045 - getyaw() -> radians
2046 - settexturemod(mod)
2047 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2048 - select_horiz_by_yawpitch=false)
2049 ^ Select sprite from spritesheet with optional animation and DM-style
2050 texture selection based on yaw relative to camera
2051 - get_entity_name() (DEPRECATED: Will be removed in a future version)
2053 Player-only: (no-op for other objects)
2054 - is_player(): true for players, false for others
2055 - get_player_name(): returns "" if is not a player
2056 - get_look_dir(): get camera direction as a unit vector
2057 - get_look_pitch(): pitch in radians
2058 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
2059 - set_look_pitch(radians): sets look pitch
2060 - set_look_yaw(radians): sets look yaw
2061 - get_breath() : returns players breath
2062 - set_breath(value) : sets players breath
2063 values: 0 player is drowning,
2064 1-10 number of bubbles remain,
2065 11 bubbles bar is not shown
2066 - set_inventory_formspec(formspec)
2067 ^ Redefine player's inventory form
2068 ^ Should usually be called in on_joinplayer
2069 - get_inventory_formspec() -> formspec string
2070 - get_player_control(): returns table with player pressed keys
2071 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
2072 - get_player_control_bits(): returns integer with bit packed player pressed keys
2073 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2074 - set_physics_override({
2075 speed = 1.0, -- multiplier to default value
2076 jump = 1.0, -- multiplier to default value
2077 gravity = 1.0, -- multiplier to default value
2078 sneak = true, -- whether player can sneak
2079 sneak_glitch = true, -- whether player can use the sneak glitch
2081 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
2082 - hud_remove(id): remove the HUD element of the specified id
2083 - hud_change(id, stat, value): change a value of a previously added HUD element
2084 ^ element stat values: position, name, scale, text, number, item, dir
2085 - hud_get(id): gets the HUD element definition structure of the specified ID
2086 - hud_set_flags(flags): sets specified HUD flags to true/false
2087 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
2088 ^ pass a table containing a true/false value of each flag to be set or unset
2089 ^ if a flag is nil, the flag is not modified
2090 - hud_get_flags(): returns a table containing status of hud flags
2091 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
2092 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
2093 ^ count: number of items, must be between 1 and 23
2094 - hud_set_hotbar_image(texturename)
2095 ^ sets background image for hotbar
2096 - hud_set_hotbar_selected_image(texturename)
2097 ^ sets image for selected item of hotbar
2098 - hud_replace_builtin(name, hud definition)
2099 ^ replace definition of a builtin hud element
2100 ^ name: "breath" or "health"
2101 ^ hud definition: definition to replace builtin definition
2102 - set_sky(bgcolor, type, {texture names})
2103 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
2105 - "regular": Uses 0 textures, bgcolor ignored
2106 - "skybox": Uses 6 textures, bgcolor used
2107 - "plain": Uses 0 textures, bgcolor used
2108 ^ Note: currently does not work directly in on_joinplayer; use
2109 minetest.after(0) in there.
2110 - override_day_night_ratio(ratio or nil)
2111 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
2112 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
2113 - set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
2114 ^ stand/idle animation key frames
2115 ^ walk animation key frames
2116 ^ dig animation key frames
2117 ^ walk+dig animation key frames
2118 ^ animation frame speed
2119 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
2120 ^ in first person view
2121 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
2123 InvRef: Reference to an inventory
2125 - is_empty(listname): return true if list is empty
2126 - get_size(listname): get size of a list
2127 - set_size(listname, size): set size of a list
2128 ^ returns false on error (e.g. invalid listname or listsize)
2129 - get_width(listname): get width of a list
2130 - set_width(listname, width): set width of list; currently used for crafting
2131 - get_stack(listname, i): get a copy of stack index i in list
2132 - set_stack(listname, i, stack): copy stack to index i in list
2133 - get_list(listname): return full list
2134 - set_list(listname, list): set full list (size will not change)
2135 - get_lists(): returns list of inventory lists
2136 - set_lists(lists): sets inventory lists (size will not change)
2137 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
2138 - room_for_item(listname, stack): returns true if the stack of items
2139 can be fully added to the list
2140 - contains_item(listname, stack): returns true if the stack of items
2141 can be fully taken from the list
2142 - remove_item(listname, stack): take as many items as specified from the list,
2143 returns the items that were actually removed (as an ItemStack) - note that
2144 any item metadata is ignored, so attempting to remove a specific unique
2145 item this way will likely remove the wrong one - to do that use set_stack
2146 with an empty ItemStack
2147 - get_location() -> location compatible to minetest.get_inventory(location)
2148 -> {type="undefined"} in case location is not known
2150 ItemStack: A stack of items.
2151 - Can be created via ItemStack(itemstack or itemstring or table or nil)
2153 - is_empty(): return true if stack is empty
2154 - get_name(): returns item name (e.g. "default:stone")
2155 - set_name(itemname): returns true/false (success)
2156 ^ clears item on failure
2157 - get_count(): returns number of items on the stack
2158 - set_count(count): returns true/false (success)
2159 ^ clears item on failure
2160 - get_wear(): returns tool wear (0-65535), 0 for non-tools
2161 - set_wear(wear): returns true/false (success)
2162 ^ clears item on failure
2163 - get_metadata(): returns metadata (a string attached to an item stack)
2164 - set_metadata(metadata): returns true
2165 - clear(): removes all items from the stack, making it empty
2166 - replace(item): replace the contents of this stack (item can also
2167 be an itemstring or table)
2168 - to_string(): returns the stack in itemstring form
2169 - to_table(): returns the stack in Lua table form
2170 - get_stack_max(): returns the maximum size of the stack (depends on the item)
2171 - get_free_space(): returns get_stack_max() - get_count()
2172 - is_known(): returns true if the item name refers to a defined item type
2173 - get_definition(): returns the item definition table
2174 - get_tool_capabilities(): returns the digging properties of the item,
2175 ^ or those of the hand if none are defined for this item type
2176 - add_wear(amount): increases wear by amount if the item is a tool
2177 - add_item(item): put some item or stack onto this stack,
2178 ^ returns leftover ItemStack
2179 - item_fits(item): returns true if item or stack can be fully added to this one
2180 - take_item(n): take (and remove) up to n items from this stack
2181 ^ returns taken ItemStack
2182 ^ if n is omitted, n=1 is used
2183 - peek_item(n): copy (don't remove) up to n items from this stack
2184 ^ returns copied ItemStack
2185 ^ if n is omitted, n=1 is used
2187 PseudoRandom: A pseudorandom number generator
2188 - Can be created via PseudoRandom(seed)
2190 - next(): return next integer random number [0...32767]
2191 - next(min, max): return next integer random number [min...max]
2192 (max - min) must be 32767 or <= 6553 due to the simple
2193 implementation making bad distribution otherwise.
2195 PerlinNoise: A perlin noise generator
2196 - Can be created via PerlinNoise(seed, octaves, persistence, scale) or PerlinNoise(noiseparams)
2197 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale) or minetest.get_perlin(noiseparams)
2199 - get2d(pos) -> 2d noise value at pos={x=,y=}
2200 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
2202 PerlinNoiseMap: A fast, bulk perlin noise generator
2203 - Can be created via PerlinNoiseMap(noiseparams, size)
2204 - Also minetest.get_perlin_map(noiseparams, size)
2205 - Format of 'size' for 3D perlin maps: {x=dimx, y=dimy, z=dimz}
2206 - Format of 'size' for 2D perlin maps: {x=dimx, y=dimy}
2207 ^ where dimx, dimy, dimz are the array dimensions
2208 ^ for 3D perlin maps the z component of 'size' must be larger than 1 otherwise 'nil' is returned
2210 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
2211 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
2212 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
2213 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
2215 VoxelManip: An interface to the MapVoxelManipulator for Lua
2216 - Can be created via VoxelManip()
2217 - Also minetest.get_voxel_manip()
2218 - Specify a pmin, pmax in either to allocate a blank chunk of data prefilled with cignore
2220 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
2221 ^ returns actual emerged pmin, actual emerged pmax
2222 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2223 ^ important: data must be set using VoxelManip:set_data before calling this
2224 - get_node_at(pos): Returns a MapNode table of the node currently loaded in the VoxelManip at that position
2225 - set_node_at(pos, node): Sets a specific MapNode in the VoxelManip at that position
2226 - get_data(): Gets the data read into the VoxelManip object
2227 ^ returns raw node data is in the form of an array of node content ids
2228 - set_data(data): Sets the data contents of the VoxelManip object
2229 - update_map(): Update map after writing chunk back to map.
2230 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2231 ^ retrieved from minetest.get_mapgen_object
2232 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2233 ^ light is a table, {day=<0...15>, night=<0...15>}
2234 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2235 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2236 - get_light_data(): Gets the light data read into the VoxelManip object
2237 ^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
2238 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2239 ^ light = day + (night * 16)
2240 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2241 ^ expects lighting data in the same format that get_light_data() returns
2242 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2243 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2244 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2245 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2246 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2247 - update_liquids(): Update liquid flow
2248 - was_modified(): Returns true or false if the data in the voxel manipulator had been modified since
2249 the last read from map, due to a call to minetest.set_data() on the loaded area elsewhere
2250 - get_emerged_area(): Returns actual emerged pmin, actual emerged pmax
2252 VoxelArea: A helper class for voxel areas
2253 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2254 - Coordinates are *inclusive*, like most other things in Minetest
2256 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2257 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2258 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2259 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2260 - indexp(p): same as above, except takes a vector
2261 - position(i): returns the absolute position vector corresponding to index i
2262 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2263 - containsp(p): same as above, except takes a vector
2264 - containsi(i): same as above, except takes an index
2265 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2266 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2267 - iterp(minp, maxp): same as above, except takes a vector
2269 Settings: An interface to read config files in the format of minetest.conf
2270 - Can be created via Settings(filename)
2273 - get_bool(key) -> boolean
2275 - remove(key) -> success
2276 - get_names() -> {key1,...}
2277 - write() -> success
2278 ^ write changes to file
2279 - to_table() -> {[key1]=value1,...}
2283 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2284 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2285 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2286 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2288 The following Mapgen objects are currently available:
2291 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2292 order. All mapgens support this object.
2295 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2296 generated chunk by the current mapgen.
2299 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2303 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2307 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2311 Returns a table mapping requested generation notification types to arrays of positions at which the
2312 corresponding generated structures are located at within the current chunk. To set the capture of positions
2313 of interest to be recorded on generate, use minetest.set_gen_notify().
2314 Possible fields of the table returned are:
2315 dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end, decoration
2316 Decorations have a key in the format of "decoration#id", where id is the numeric unique decoration ID.
2319 --------------------
2320 - Functions receive a "luaentity" as self:
2321 - It has the member .name, which is the registered name ("mod:thing")
2322 - It has the member .object, which is an ObjectRef pointing to the object
2323 - The original prototype stuff is visible directly via a metatable
2325 - on_activate(self, staticdata)
2326 ^ Called when the object is instantiated.
2327 - on_step(self, dtime)
2328 ^ Called on every server tick, after movement and collision processing.
2329 dtime is usually 0.1 seconds, as per the dedicated_server_step setting
2331 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2332 ^ Called when somebody punches the object.
2333 ^ Note that you probably want to handle most punches using the
2334 automatic armor group system.
2335 ^ puncher: ObjectRef (can be nil)
2336 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2337 ^ tool_capabilities: capability table of used tool (can be nil)
2338 ^ dir: unit vector of direction of punch. Always defined. Points from
2339 the puncher to the punched.
2340 - on_rightclick(self, clicker)
2341 - get_staticdata(self)
2342 ^ Should return a string that will be passed to on_activate when
2343 the object is instantiated the next time.
2348 axiom, - string initial tree axiom
2349 rules_a, - string rules set A
2350 rules_b, - string rules set B
2351 rules_c, - string rules set C
2352 rules_d, - string rules set D
2353 trunk, - string trunk node name
2354 leaves, - string leaves node name
2355 leaves2, - string secondary leaves node name
2356 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2357 angle, - num angle in deg
2358 iterations, - num max # of iterations, usually 2 -5
2359 random_level, - num factor to lower nr of iterations, usually 0 - 3
2360 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2361 thin_branches, - boolean true -> use thin (1 node) branches
2362 fruit, - string fruit node name
2363 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2364 seed, - num random seed; if no seed is provided, the engine will create one
2367 Key for Special L-System Symbols used in Axioms
2368 G - move forward one unit with the pen up
2369 F - move forward one unit with the pen down drawing trunks and branches
2370 f - move forward one unit with the pen down drawing leaves (100% chance)
2371 T - move forward one unit with the pen down drawing trunks only
2372 R - move forward one unit with the pen down placing fruit
2373 A - replace with rules set A
2374 B - replace with rules set B
2375 C - replace with rules set C
2376 D - replace with rules set D
2377 a - replace with rules set A, chance 90%
2378 b - replace with rules set B, chance 80%
2379 c - replace with rules set C, chance 70%
2380 d - replace with rules set D, chance 60%
2381 + - yaw the turtle right by angle parameter
2382 - - yaw the turtle left by angle parameter
2383 & - pitch the turtle down by angle parameter
2384 ^ - pitch the turtle up by angle parameter
2385 / - roll the turtle to the right by angle parameter
2386 * - roll the turtle to the left by angle parameter
2387 [ - save in stack current state info
2388 ] - recover from stack state info
2390 Example usage: spawn small apple tree
2393 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2394 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2395 trunk="default:tree",
2396 leaves="default:leaves",
2400 trunk_type="single",
2403 fruit="default:apple"
2405 minetest.spawn_tree(pos,apple_tree)
2414 collide_with_objects = true, -- collide with other objects if physical=true
2416 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2417 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2418 visual_size = {x=1, y=1},
2420 textures = {}, -- number of required textures depends on visual
2421 colors = {}, -- number of required colors depends on visual
2422 spritediv = {x=1, y=1},
2423 initial_sprite_basepos = {x=0, y=0},
2425 makes_footstep_sound = false,
2426 automatic_rotate = false,
2428 automatic_face_movement_dir = 0.0,
2429 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2432 Entity definition (register_entity)
2434 (Deprecated: Everything in object properties is read directly from here)
2436 initial_properties = <initial object properties>,
2438 on_activate = function(self, staticdata, dtime_s),
2439 on_step = function(self, dtime),
2440 on_punch = function(self, hitter),
2441 on_rightclick = function(self, clicker),
2442 get_staticdata = function(self),
2443 ^ Called sometimes; the string returned is passed to on_activate when
2444 the entity is re-activated from static state
2446 # Also you can define arbitrary member variables here
2447 myvariable = whatever,
2450 ABM (ActiveBlockModifier) definition (register_abm)
2452 -- In the following two fields, also group:groupname will work.
2453 nodenames = {"default:lava_source"},
2454 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2455 ^ If left out or empty, any neighbor will do
2456 interval = 1.0, -- (operation interval)
2457 chance = 1, -- (chance of trigger is 1.0/this)
2458 action = func(pos, node, active_object_count, active_object_count_wider),
2461 Item definition (register_node, register_craftitem, register_tool)
2463 description = "Steel Axe",
2464 groups = {}, -- key=name, value=rating; rating=1..3.
2465 if rating not applicable, use 1.
2466 e.g. {wool=1, fluffy=3}
2467 {soil=2, outerspace=1, crumbly=1}
2468 {bendy=2, snappy=1},
2469 {hard=1, metal=1, spikes=1}
2470 inventory_image = "default_tool_steelaxe.png",
2472 wield_scale = {x=1,y=1,z=1},
2475 liquids_pointable = false,
2476 tool_capabilities = {
2477 full_punch_interval = 1.0,
2481 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2482 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2484 damage_groups = {groupname=damage},
2486 node_placement_prediction = nil,
2487 ^ If nil and item is node, prediction is made automatically
2488 ^ If nil and item is not a node, no prediction is made
2489 ^ If "" and item is anything, no prediction is made
2490 ^ Otherwise should be name of node which the client immediately places
2491 on ground when the player places the item. Server will always update
2492 actual result to client in a short moment.
2494 place = <SimpleSoundSpec>,
2497 on_place = func(itemstack, placer, pointed_thing),
2498 ^ Shall place item and return the leftover itemstack
2499 ^ default: minetest.item_place
2500 on_drop = func(itemstack, dropper, pos),
2501 ^ Shall drop item and return the leftover itemstack
2502 ^ default: minetest.item_drop
2503 on_use = func(itemstack, user, pointed_thing),
2505 ^ Function must return either nil if no item shall be removed from
2506 inventory, or an itemstack to replace the original itemstack.
2507 e.g. itemstack:take_item(); return itemstack
2508 ^ Otherwise, the function is free to do what it wants.
2509 ^ The default functions handle regular use cases.
2510 after_use = func(itemstack, user, node, digparams),
2512 ^ If defined, should return an itemstack and will be called instead of
2513 wearing out the tool. If returns nil, does nothing.
2514 If after_use doesn't exist, it is the same as:
2515 function(itemstack, user, node, digparams)
2516 itemstack:add_wear(digparams.wear)
2523 - {name="image.png", animation={Tile Animation definition}}
2524 - {name="image.png", backface_culling=bool}
2525 ^ backface culling only supported in special tiles
2526 - deprecated still supported field names:
2529 Tile animation definition:
2530 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2532 Node definition (register_node)
2534 <all fields allowed in item definitions>,
2536 drawtype = "normal", -- See "Node drawtypes"
2538 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2539 ^ For plantlike, the image will start at the bottom of the node; for the
2540 ^ other drawtypes, the image will be centered on the node.
2541 ^ Note that positioning for "torchlike" may still change.
2542 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2543 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2544 ^ List can be shortened to needed length
2545 special_tiles = {tile definition 1, Tile definition 2},
2546 ^ Special textures of node; used rarely (old field name: special_materials)
2547 ^ List can be shortened to needed length
2549 use_texture_alpha = false, -- Use texture's alpha channel
2550 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2551 paramtype = "none", -- See "Nodes"
2552 paramtype2 = "none", -- See "Nodes"
2553 is_ground_content = true, -- If false, the cave generator will not carve through this
2554 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2555 walkable = true, -- If true, objects collide with node
2556 pointable = true, -- If true, can be pointed at
2557 diggable = true, -- If false, can never be dug
2558 climbable = false, -- If true, can be climbed on (ladder)
2559 buildable_to = false, -- If true, placed nodes can replace this node
2560 liquidtype = "none", -- "none"/"source"/"flowing"
2561 liquid_alternative_flowing = "", -- Flowing version of source liquid
2562 liquid_alternative_source = "", -- Source version of flowing liquid
2563 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2564 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2565 freezemelt = "", -- water for snow/ice, ice/snow for water
2566 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2567 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2568 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2569 light_source = 0, -- Amount of light emitted by node
2570 damage_per_second = 0, -- If player is inside node, this damage is caused
2571 node_box = {type="regular"}, -- See "Node boxes"
2573 selection_box = {type="regular"}, -- See "Node boxes"
2574 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2575 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2576 legacy_wallmounted = false, -- Support maps made in and before January 2012
2578 footstep = <SimpleSoundSpec>,
2579 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2580 dug = <SimpleSoundSpec>,
2581 place = <SimpleSoundSpec>,
2583 drop = "", -- Name of dropped node when dug. Default is the node itself.
2586 max_items = 1, -- Maximum number of items to drop.
2587 items = { -- Choose max_items randomly from this list.
2589 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2590 rarity = 1, -- Probability of getting is 1 / rarity.
2595 on_construct = func(pos),
2596 ^ Node constructor; always called after adding node
2597 ^ Can set up metadata and stuff like that
2599 on_destruct = func(pos),
2600 ^ Node destructor; always called before removing node
2602 after_destruct = func(pos, oldnode),
2603 ^ Node destructor; always called after removing node
2606 after_place_node = func(pos, placer, itemstack, pointed_thing)
2607 ^ Called after constructing node when node was placed using
2608 minetest.item_place_node / minetest.place_node
2609 ^ If return true no item is taken from itemstack
2611 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2612 ^ oldmetadata is in table format
2613 ^ Called after destructing node when node was dug using
2614 minetest.node_dig / minetest.dig_node
2616 can_dig = function(pos,player)
2617 ^ returns true if node can be dug, or false if not
2620 on_punch = func(pos, node, puncher, pointed_thing),
2621 ^ default: minetest.node_punch
2622 ^ By default: Calls minetest.register_on_punchnode callbacks
2623 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2625 ^ if defined, itemstack will hold clicker's wielded item
2626 ^ Shall return the leftover itemstack
2627 ^ Note: pointed_thing can be nil, if a mod calls this function
2629 on_dig = func(pos, node, digger),
2630 ^ default: minetest.node_dig
2631 ^ By default: checks privileges, wears out tool and removes node
2633 on_timer = function(pos,elapsed),
2635 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2636 ^ elapsed is the total time passed since the timer was started
2637 ^ return true to run the timer for another cycle with the same timeout value
2639 on_receive_fields = func(pos, formname, fields, sender),
2640 ^ fields = {name1 = value1, name2 = value2, ...}
2641 ^ Called when an UI form (e.g. sign text input) returns data
2644 allow_metadata_inventory_move = func(pos, from_list, from_index,
2645 to_list, to_index, count, player),
2646 ^ Called when a player wants to move items inside the inventory
2647 ^ Return value: number of items allowed to move
2649 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2650 ^ Called when a player wants to put something into the inventory
2651 ^ Return value: number of items allowed to put
2652 ^ Return value: -1: Allow and don't modify item count in inventory
2654 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2655 ^ Called when a player wants to take something out of the inventory
2656 ^ Return value: number of items allowed to take
2657 ^ Return value: -1: Allow and don't modify item count in inventory
2659 on_metadata_inventory_move = func(pos, from_list, from_index,
2660 to_list, to_index, count, player),
2661 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2662 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2663 ^ Called after the actual action has happened, according to what was allowed.
2666 on_blast = func(pos, intensity),
2667 ^ intensity: 1.0 = mid range of regular TNT
2668 ^ If defined, called when an explosion touches the node, instead of
2672 Recipe for register_craft: (shaped)
2674 output = 'default:pick_stone',
2676 {'default:cobble', 'default:cobble', 'default:cobble'},
2677 {'', 'default:stick', ''},
2678 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2680 replacements = <optional list of item pairs,
2681 replace one input item with another item on crafting>
2684 Recipe for register_craft (shapeless)
2687 output = 'mushrooms:mushroom_stew',
2690 "mushrooms:mushroom_brown",
2691 "mushrooms:mushroom_red",
2693 replacements = <optional list of item pairs,
2694 replace one input item with another item on crafting>
2697 Recipe for register_craft (tool repair)
2699 type = "toolrepair",
2700 additional_wear = -0.02,
2703 Recipe for register_craft (cooking)
2706 output = "default:glass",
2707 recipe = "default:sand",
2711 Recipe for register_craft (furnace fuel)
2714 recipe = "default:leaves",
2718 Ore definition (register_ore)
2720 ore_type = "scatter", -- See "Ore types"
2721 ore = "default:stone_with_coal",
2722 wherein = "default:stone",
2723 ^ a list of nodenames is supported too
2724 clust_scarcity = 8*8*8,
2725 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2726 ^ This value should be *MUCH* higher than your intuition might tell you!
2728 ^ Number of ores in a cluster
2730 ^ Size of the bounding box of the cluster
2731 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2732 height_min = -31000,
2735 ^ Attributes for this ore generation
2736 noise_threshhold = 0.5,
2737 ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
2738 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2739 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2740 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2741 random_factor = 1.0,
2742 ^ Multiplier of the randomness contribution to the noise value at any given point to
2743 ^ decide if ore should be placed. Set to 0 for solid veins. This parameter is only valid
2744 ^ for ore_type == "vein".
2747 Decoration definition (register_decoration)
2749 deco_type = "simple", -- See "Decoration types"
2750 place_on = "default:dirt_with_grass",
2751 ^ Node that decoration can be placed on
2753 ^ Size of divisions made in the chunk being generated.
2754 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2756 ^ Ratio of the area to be uniformly filled by the decoration.
2757 ^ Used only if noise_params is not specified.
2758 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2759 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2760 ^ The result of this is multiplied by the 2d area of the division being decorated.
2761 biomes = {"Oceanside", "Hills", "Plains"},
2762 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2763 ^ and ignored if the Mapgen being used does not support biomes.
2766 ^ Minimum and maximum y positions these decorations can be generated at. This parameter refers to the
2767 ^ y position of the decoration base, so the actual maximum height would be (height_max + size.Y).
2769 ----- Simple-type parameters
2770 decoration = "default:grass",
2771 ^ The node name used as the decoration.
2772 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2774 ^ Number of nodes high the decoration is made.
2775 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2777 ^ Number of nodes the decoration can be at maximum.
2778 ^ If absent, the parameter 'height' is used as a constant.
2779 spawn_by = "default:water",
2780 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2782 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2783 ^ If absent or -1, decorations occur next to any nodes.
2785 ----- Schematic-type parameters
2786 schematic = "foobar.mts",
2787 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2788 ^ specified Minetest schematic file.
2789 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2790 ^ and an optional table yslice_prob:
2792 size = {x=4, y=6, z=4},
2794 {name="cobble", param1=255, param2=0},
2795 {name="dirt_with_grass", param1=255, param2=0},
2804 ^ See 'Schematic specifier' for details.
2805 replacements = {["oldname"] = "convert_to", ...},
2806 flags = "place_center_x, place_center_z",
2807 ^ Flags for schematic decorations. See 'Schematic attributes'.
2808 rotation = "90" -- rotate schematic 90 degrees on placement
2809 ^ Rotation can be "0", "90", "180", "270", or "random".
2812 Chatcommand definition (register_chatcommand)
2814 params = "<name> <privilege>", -- Short parameter description
2815 description = "Remove privilege from player", -- Full description
2816 privs = {privs=true}, -- Require the "privs" privilege to run
2817 func = function(name, param), -- Called when command is run.
2818 -- Returns boolean success and text output.
2821 Detached inventory callbacks
2823 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2824 ^ Called when a player wants to move items inside the inventory
2825 ^ Return value: number of items allowed to move
2827 allow_put = func(inv, listname, index, stack, player),
2828 ^ Called when a player wants to put something into the inventory
2829 ^ Return value: number of items allowed to put
2830 ^ Return value: -1: Allow and don't modify item count in inventory
2832 allow_take = func(inv, listname, index, stack, player),
2833 ^ Called when a player wants to take something out of the inventory
2834 ^ Return value: number of items allowed to take
2835 ^ Return value: -1: Allow and don't modify item count in inventory
2837 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2838 on_put = func(inv, listname, index, stack, player),
2839 on_take = func(inv, listname, index, stack, player),
2840 ^ Called after the actual action has happened, according to what was allowed.
2844 HUD Definition (hud_add, hud_get)
2846 hud_elem_type = "image", -- see HUD element types
2847 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2848 position = {x=0.5, y=0.5},
2849 ^ Left corner position of element
2855 ^ Selected item in inventory. 0 for no item selected.
2857 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2858 alignment = {x=0, y=0},
2859 ^ See "HUD Element Types"
2860 offset = {x=0, y=0},
2861 ^ See "HUD Element Types"
2862 size = { x=100, y=100 },
2863 ^ Size of element in pixels
2866 Particle definition (add_particle)
2868 pos = {x=0, y=0, z=0},
2869 velocity = {x=0, y=0, z=0},
2870 acceleration = {x=0, y=0, z=0},
2871 ^ Spawn particle at pos with velocity and acceleration
2873 ^ Disappears after expirationtime seconds
2875 collisiondetection = false,
2876 ^ collisiondetection: if true collides with physical objects
2878 ^ vertical: if true faces player using y axis only
2879 texture = "image.png",
2880 ^ Uses texture (string)
2881 playername = "singleplayer"
2882 ^ optional, if specified spawns particle only on the player's client
2885 ParticleSpawner definition (add_particlespawner)
2889 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2890 minpos = {x=0, y=0, z=0},
2891 maxpos = {x=0, y=0, z=0},
2892 minvel = {x=0, y=0, z=0},
2893 maxvel = {x=0, y=0, z=0},
2894 minacc = {x=0, y=0, z=0},
2895 maxacc = {x=0, y=0, z=0},
2900 ^ The particle's properties are random values in between the bounds:
2901 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2902 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2903 collisiondetection = false,
2904 ^ collisiondetection: if true uses collision detection
2906 ^ vertical: if true faces player using y axis only
2907 texture = "image.png",
2908 ^ Uses texture (string)
2909 playername = "singleplayer"
2910 ^ Playername is optional, if specified spawns particle only on the player's client