1 Minetest Lua Modding API Reference 0.4.6
2 ========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
340 - nodebox -- See below. EXPERIMENTAL
344 Node selection boxes are defined using "node boxes"
346 The "nodebox" node drawtype allows defining visual of nodes consisting of
347 arbitrary number of boxes. It allows defining stuff like stairs. Only the
348 "fixed" box type is supported for these.
349 ^ Please note that this is still experimental, and may be incompatibly
350 changed in the future.
352 A nodebox is defined as any of:
354 -- A normal cube; the default in most things
358 -- A fixed box (facedir param2 is used, if applicable)
360 fixed = box OR {box1, box2, ...}
363 -- A box like the selection box for torches
364 -- (wallmounted param2 is used, if applicable)
365 type = "wallmounted",
372 {x1, y1, z1, x2, y2, z2}
373 A box of a regular node would look like:
374 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
378 These tell in what manner the ore is generated.
379 All default ores are of the uniformly-distributed scatter type.
382 Randomly chooses a location and generates a cluster of ore.
383 If noise_params is specified, the ore will be placed if the 3d perlin noise at
384 that point is greater than the noise_threshhold, giving the ability to create a non-equal
387 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
388 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
389 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
390 scale when comparing against the noise threshhold, but scale is used to determine relative height.
391 The height of the blob is randomly scattered, with a maximum height of clust_size.
392 clust_scarcity and clust_num_ores are ignored.
393 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
394 - claylike - NOT YET IMPLEMENTED
395 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
396 neighborhood of clust_size radius.
400 Currently supported flags: absheight
402 Also produce this same ore between the height range of -height_max and -height_min.
403 Useful for having ore in sky realms without having to duplicate ore entries.
407 The position field is used for all element types.
408 To account for differing resolutions, the position coordinates are the percentage of the screen,
409 ranging in value from 0 to 1.
410 The name field is not yet used, but should contain a description of what the HUD element represents.
411 The direction field is the direction in which something is drawn.
412 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.
413 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
414 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
416 The offset field specifies a pixel offset from the position. Contrary to position,
417 the offset is not scaled to screen size. This allows for some precisely-positioned
419 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
421 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
424 Displays an image on the HUD.
425 - scale: The scale of the image, with 1 being the original texture size.
426 Only the X coordinate scale is used.
427 - text: The name of the texture that is displayed.
428 - alignment: The alignment of the image.
429 - offset: offset in pixels from position.
431 Displays text on the HUD.
432 - scale: Defines the bounding rectangle of the text.
433 A value such as {x=100, y=100} should work.
434 - text: The text to be displayed in the HUD element.
435 - number: An integer containing the RGB value of the color used to draw the text.
436 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
437 - alignment: The alignment of the text.
438 - offset: offset in pixels from position.
440 Displays a horizontal bar made up of half-images.
441 - text: The name of the texture that is used.
442 - number: The number of half-textures that are displayed.
443 If odd, will end with a vertically center-split texture.
445 - offset: offset in pixels from position.
447 - text: The name of the inventory list to be displayed.
448 - number: Number of items in the inventory to be displayed.
449 - item: Position of item that is selected.
452 Representations of simple things
453 --------------------------------
455 {x=num, y=num, z=num}
456 Currently the API does not provide any helper functions for addition,
457 subtraction and whatever; you can define those that you need yourself.
461 {type="node", under=pos, above=pos}
462 {type="object", ref=ObjectRef}
466 Node (register_node):
467 A node from the world
468 Tool (register_tool):
469 A tool/weapon that can dig and damage things according to tool_capabilities
470 Craftitem (register_craftitem):
473 Items and item stacks can exist in three formats:
475 Serialized; This is called stackstring or itemstring:
477 eg. 'default:pick_wood 21323'
481 eg. {name="default:dirt", count=5, wear=0, metadata=""}
483 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
484 ^ a wooden pick about 1/3 weared out
485 eg. {name="default:apple", count=1, wear=0, metadata=""}
489 C++ native format with many helper methods. Useful for converting between
490 formats. See the Class reference section for details.
492 When an item must be passed to a function, it can usually be in any of
497 In a number of places, there is a group table. Groups define the
498 properties of a thing (item, node, armor of entity, capabilities of
499 tool) in such a way that the engine and other mods can can interact with
500 the thing without actually knowing what the thing is.
503 - Groups are stored in a table, having the group names with keys and the
504 group ratings as values. For example:
505 groups = {crumbly=3, soil=1}
506 ^ Default dirt (soil group actually currently not defined; TODO)
507 groups = {crumbly=2, soil=1, level=2, outerspace=1}
508 ^ A more special dirt-kind of thing
509 - Groups always have a rating associated with them. If there is no
510 useful meaning for a rating for an enabled group, it shall be 1.
511 - When not defined, the rating of a group defaults to 0. Thus when you
512 read groups, you must interpret nil and 0 as the same value, 0.
514 You can read the rating of a group for an item or a node by using
515 minetest.get_item_group(itemname, groupname)
519 Groups of items can define what kind of an item it is (eg. wool).
523 In addition to the general item things, groups are used to define whether
524 a node is destroyable and how long it takes to destroy by a tool.
528 For entities, groups are, as of now, used only for calculating damage.
529 The rating is the percentage of damage caused by tools with this damage group.
530 See "Entity damage mechanism".
532 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
533 object.set_armor_groups({fleshy=30, cracky=80})
537 Groups in tools define which groups of nodes and entities they are
540 Groups in crafting recipes
541 ---------------------------
542 An example: Make meat soup from any meat, any water and any bowl
544 output = 'food:meat_soup_raw',
550 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
552 An another example: Make red wool from white wool and red dye
556 recipe = {'wool:white', 'group:dye,basecolor_red'},
561 - immortal: Disables the group damage system for an entity
562 - level: Can be used to give an additional sense of progression in the game.
563 - A larger level will cause eg. a weapon of a lower level make much less
564 damage, and get weared out much faster, or not be able to get drops
565 from destroyed nodes.
566 - 0 is something that is directly accessible at the start of gameplay
567 - There is no upper limit
568 - dig_immediate: (player can always pick up node without tool wear)
569 - 2: node is removed without tool wear after 0.5 seconds or so
571 - 3: node is removed without tool wear immediately (torch)
572 - disable_jump: Player (and possibly other things) cannot jump from node
573 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
574 - bouncy: value is bounce speed in percent
575 - falling_node: if there is no walkable block under the node it will fall
576 - attached_node: if the node under it is not a walkable block the node will be
577 dropped as an item. If the node is wallmounted the
578 wallmounted direction is checked.
580 Known damage and digging time defining groups
581 ----------------------------------------------
582 - crumbly: dirt, sand
583 - cracky: tough but crackable stuff like stone.
584 - snappy: something that can be cut using fine tools; eg. leaves, small
585 plants, wire, sheets of metal
586 - choppy: something that can be cut using force; eg. trees, wooden planks
587 - fleshy: Living things like animals and the player. This could imply
588 some blood effects when hitting.
589 - explody: Especially prone to explosions
590 - oddly_breakable_by_hand:
591 Can be added to nodes that shouldn't logically be breakable by the
592 hand but are. Somewhat similar to dig_immediate, but times are more
593 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
594 speed of a tool if the tool can dig at a faster speed than this
595 suggests for the hand.
597 Examples of custom groups
598 --------------------------
599 Item groups are often used for defining, well, //groups of items//.
600 - meat: any meat-kind of a thing (rating might define the size or healing
601 ability or be irrelevant - it is not defined as of yet)
602 - eatable: anything that can be eaten. Rating might define HP gain in half
604 - flammable: can be set on fire. Rating might define the intensity of the
605 fire, affecting eg. the speed of the spreading of an open fire.
606 - wool: any wool (any origin, any color)
609 - heavy: anything considerably heavy
611 Digging time calculation specifics
612 -----------------------------------
613 Groups such as **crumbly**, **cracky** and **snappy** are used for this
614 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
617 The **level** group is used to limit the toughness of nodes a tool can dig
618 and to scale the digging times / damage to a greater extent.
620 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
623 Tools define their properties by a list of parameters for groups. They
624 cannot dig other groups; thus it is important to use a standard bunch of
625 groups to enable interaction with tools.
628 * Full punch interval
630 * For an arbitrary list of groups:
631 * Uses (until the tool breaks)
632 * Maximum level (usually 0, 1, 2 or 3)
636 **Full punch interval**:
637 When used as a weapon, the tool will do full damage if this time is spent
638 between punches. If eg. half the time is spent, the tool will do half
641 **Maximum drop level**
642 Suggests the maximum level of node, when dug with the tool, that will drop
643 it's useful item. (eg. iron ore to drop a lump of iron).
644 - This is not automated; it is the responsibility of the node definition
648 Determines how many uses the tool has when it is used for digging a node,
649 of this group, of the maximum level. For lower leveled nodes, the use count
650 is multiplied by 3^leveldiff.
651 - uses=10, leveldiff=0 -> actual uses: 10
652 - uses=10, leveldiff=1 -> actual uses: 30
653 - uses=10, leveldiff=2 -> actual uses: 90
656 Tells what is the maximum level of a node of this group that the tool will
660 List of digging times for different ratings of the group, for nodes of the
662 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
663 result in the tool to be able to dig nodes that have a rating of 2 or 3
664 for this group, and unable to dig the rating 1, which is the toughest.
665 Unless there is a matching group that enables digging otherwise.
668 List of damage for groups of entities. See "Entity damage mechanism".
670 Example definition of the capabilities of a tool
671 -------------------------------------------------
672 tool_capabilities = {
673 full_punch_interval=1.5,
676 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
678 damage_groups = {fleshy=2},
681 This makes the tool be able to dig nodes that fullfill both of these:
682 - Have the **crumbly** group
683 - Have a **level** group less or equal to 2
685 Table of resulting digging times:
686 crumbly 0 1 2 3 4 <- level
692 level diff: 2 1 0 -1 -2
694 Table of resulting tool uses:
701 - At crumbly=0, the node is not diggable.
702 - At crumbly=3, the level difference digging time divider kicks in and makes
703 easy nodes to be quickly breakable.
704 - At level > 2, the node is not diggable, because it's level > maxlevel
706 Entity damage mechanism
707 ------------------------
710 foreach group in cap.damage_groups:
711 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
712 * (object.armor_groups[group] / 100.0)
713 -- Where object.armor_groups[group] is 0 for inexisting values
716 Client predicts damage based on damage groups. Because of this, it is able to
717 give an immediate response when an entity is damaged or dies; the response is
718 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
720 - Currently a smoke puff will appear when an entity dies.
722 The group **immortal** completely disables normal damage.
724 Entities can define a special armor group, which is **punch_operable**. This
725 group disables the regular damage mechanism for players punching it by hand or
726 a non-tool item, so that it can do something else than take damage.
728 On the Lua side, every punch calls ''entity:on_punch(puncher,
729 time_from_last_punch, tool_capabilities, direction)''. This should never be
730 called directly, because damage is usually not handled by the entity itself.
731 * ''puncher'' is the object performing the punch. Can be nil. Should never be
732 accessed unless absolutely required, to encourage interoperability.
733 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
734 * ''tool_capabilities'' can be nil.
735 * ''direction'' is a unit vector, pointing from the source of the punch to
738 To punch an entity/object in Lua, call ''object:punch(puncher,
739 time_from_last_punch, tool_capabilities, direction)''.
740 * Return value is tool wear.
741 * Parameters are equal to the above callback.
742 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
743 automatically filled in based on the location of ''puncher''.
747 The instance of a node in the world normally only contains the three values
748 mentioned in "Nodes". However, it is possible to insert extra data into a
749 node. It is called "node metadata"; See "NodeMetaRef".
751 Metadata contains two things:
755 Some of the values in the key-value store are handled specially:
756 - formspec: Defines a right-click inventory menu. See "Formspec".
757 - infotext: Text shown on the screen when the node is pointed at
761 local meta = minetest.env:get_meta(pos)
762 meta:set_string("formspec",
764 "list[context;main;0,0;8,4;]"..
765 "list[current_player;main;0,5;8,4;]")
766 meta:set_string("infotext", "Chest");
767 local inv = meta:get_inventory()
768 inv:set_size("main", 8*4)
769 print(dump(meta:to_table()))
772 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] = ""}
775 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
782 Formspec defines a menu. Currently not much else than inventories are
783 supported. It is a string, with a somewhat strange format.
785 Spaces and newlines can be inserted between the blocks, as is used in the
791 list[context;main;0,0;8,4;]
792 list[current_player;main;0,5;8,4;]
795 list[context;fuel;2,3;1,1;]
796 list[context;src;2,1;1,1;]
797 list[context;dst;5,1;2,2;]
798 list[current_player;main;0,5;8,4;]
799 - Minecraft-like player inventory
801 image[1,0.6;1,2;player.png]
802 list[current_player;main;0,3.5;8,4;]
803 list[current_player;craft;3,0;3,3;]
804 list[current_player;craftpreview;7,1;1,1;]
809 ^ Define the size of the menu in inventory slots
810 ^ deprecated: invsize[<W>,<H>;]
812 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
813 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
814 ^ Show an inventory list
816 image[<X>,<Y>;<W>,<H>;<texture name>]
818 ^ Position and size units are inventory slots
820 item_image[<X>,<Y>;<W>,<H>;<item name>]
821 ^ Show an inventory image of registered item/node
822 ^ Position and size units are inventory slots
824 background[<X>,<Y>;<W>,<H>;<texture name>]
825 ^ Use a background. Inventory rectangles are not drawn then.
826 ^ Position and size units are inventory slots
827 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
829 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
830 ^ Textual field; will be sent to server when a button is clicked
831 ^ x and y position the field relative to the top left of the menu
832 ^ w and h are the size of the field
833 ^ fields are a set height, but will be vertically centred on h
834 ^ Position and size units are inventory slots
835 ^ name is the name of the field as returned in fields to on_receive_fields
836 ^ label, if not blank, will be text printed on the top left above the field
837 ^ default is the default value of the field
838 ^ default may contain variable references such as '${text}' which
839 will fill the value from the metadata value 'text'
840 ^ Note: no extra text or more than a single variable is supported ATM.
842 field[<name>;<label>;<default>]
843 ^ as above but without position/size units
844 ^ special field for creating simple forms, such as sign text input
845 ^ must be used without a size[] element
846 ^ a 'Proceed' button will be added automatically
848 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
849 ^ same as fields above, but with multi-line input
851 label[<X>,<Y>;<label>]
852 ^ x and y work as per field
853 ^ label is the text on the label
854 ^ Position and size units are inventory slots
856 button[<X>,<Y>;<W>,<H>;<name>;<label>]
857 ^ Clickable button. When clicked, fields will be sent.
858 ^ x, y and name work as per field
859 ^ w and h are the size of the button
860 ^ label is the text on the button
861 ^ Position and size units are inventory slots
863 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
864 ^ x, y, w, h, and name work as per button
865 ^ image is the filename of an image
866 ^ Position and size units are inventory slots
868 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
869 ^ x, y, w, h, name and label work as per button
870 ^ item name is the registered name of an item/node,
871 tooltip will be made out of its descritption
872 ^ Position and size units are inventory slots
874 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
875 ^ When clicked, fields will be sent and the form will quit.
877 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
878 ^ When clicked, fields will be sent and the form will quit.
882 - "context": Selected node metadata (deprecated: "current_name")
883 - "current_player": Player to whom the menu is shown
884 - "player:<name>": Any player
885 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
886 - "detached:<name>": A detached inventory
890 dump2(obj, name="_", dumped={})
891 ^ Return object serialized as a string, handles reference loops
893 ^ Return object serialized as a string
894 string:split(separator)
895 ^ eg. string:split("a,b", ",") == {"a","b"}
897 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
898 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
899 ^ Convert position to a printable string
900 minetest.string_to_pos(string) -> position
901 ^ Same but in reverse
902 minetest.formspec_escape(string) -> string
903 ^ escapes characters like [, ], and \ that can not be used in formspecs
905 minetest namespace reference
906 -----------------------------
907 minetest.get_current_modname() -> string
908 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
909 ^ Useful for loading additional .lua modules or static data from mod
910 minetest.get_modnames() -> list of installed mods
911 ^ Return a list of installed mods, sorted alphabetically
912 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
913 ^ Useful for storing custom data
914 minetest.is_singleplayer()
916 ^ table containing API feature flags: {foo=true, bar=true}
917 minetest.has_feature(arg) -> bool, missing_features
918 ^ arg: string or table in format {foo=true, bar=true}
919 ^ missing_features: {foo=true, bar=true}
922 ^ Always printed to stderr and logfile (print() is redirected here)
924 minetest.log(loglevel, line)
925 ^ loglevel one of "error", "action", "info", "verbose"
927 Registration functions: (Call these only at load time)
928 minetest.register_entity(name, prototype table)
929 minetest.register_abm(abm definition)
930 minetest.register_node(name, node definition)
931 minetest.register_tool(name, item definition)
932 minetest.register_craftitem(name, item definition)
933 minetest.register_alias(name, convert_to)
934 minetest.register_craft(recipe)
935 minetest.register_ore(ore definition)
937 Global callback registration functions: (Call these only at load time)
938 minetest.register_globalstep(func(dtime))
939 ^ Called every server step, usually interval of 0.05s
940 minetest.register_on_shutdown(func())
941 ^ Called before server shutdown
942 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
943 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
944 semi-frequent intervals as well as on server shutdown.
945 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
946 ^ Called when a node has been placed
947 ^ If return true no item is taken from itemstack
948 ^ Deprecated: Use on_construct or after_place_node in node definition instead
949 minetest.register_on_dignode(func(pos, oldnode, digger))
950 ^ Called when a node has been dug.
951 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
952 minetest.register_on_punchnode(func(pos, node, puncher))
953 ^ Called when a node is punched
954 minetest.register_on_generated(func(minp, maxp, blockseed))
955 ^ Called after generating a piece of world. Modifying nodes inside the area
956 is a bit faster than usually.
957 minetest.register_on_newplayer(func(ObjectRef))
958 ^ Called after a new player has been created
959 minetest.register_on_dieplayer(func(ObjectRef))
960 ^ Called when a player dies
961 minetest.register_on_respawnplayer(func(ObjectRef))
962 ^ Called when player is to be respawned
963 ^ Called _before_ repositioning of player occurs
964 ^ return true in func to disable regular player placement
965 minetest.register_on_joinplayer(func(ObjectRef))
966 ^ Called when a player joins the game
967 minetest.register_on_leaveplayer(func(ObjectRef))
968 ^ Called when a player leaves the game
969 minetest.register_on_chat_message(func(name, message))
970 ^ Called always when a player says something
971 minetest.register_on_player_receive_fields(func(player, formname, fields))
972 ^ Called when a button is pressed in player's inventory form
973 ^ Newest functions are called first
974 ^ If function returns true, remaining functions are not called
976 Other registration functions:
977 minetest.register_chatcommand(cmd, chatcommand definition)
978 minetest.register_privilege(name, definition)
979 ^ definition: "description text"
981 description = "description text",
982 give_to_singleplayer = boolean, -- default: true
984 minetest.register_authentication_handler(handler)
985 ^ See minetest.builtin_auth_handler in builtin.lua for reference
988 minetest.setting_set(name, value)
989 minetest.setting_get(name) -> string or nil
990 minetest.setting_getbool(name) -> boolean value or nil
991 minetest.setting_get_pos(name) -> position or nil
992 minetest.setting_save() -> nil, save all settings to config file
993 minetest.add_to_creative_inventory(itemstring)
996 minetest.notify_authentication_modified(name)
997 ^ Should be called by the authentication handler if privileges change.
998 ^ To report everybody, set name=nil.
999 minetest.get_password_hash(name, raw_password)
1000 ^ Convert a name-password pair to a password hash that minetest can use
1001 minetest.string_to_privs(str) -> {priv1=true,...}
1002 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1003 ^ Convert between two privilege representations
1004 minetest.set_player_password(name, password_hash)
1005 minetest.set_player_privs(name, {priv1=true,...})
1006 minetest.get_player_privs(name) -> {priv1=true,...}
1007 minetest.auth_reload()
1008 ^ These call the authentication handler
1009 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1010 ^ A quickhand for checking privileges
1011 minetest.get_player_ip(name) -> IP address string
1014 minetest.chat_send_all(text)
1015 minetest.chat_send_player(name, text, prepend)
1016 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1019 minetest.get_inventory(location) -> InvRef
1020 ^ location = eg. {type="player", name="celeron55"}
1021 {type="node", pos={x=, y=, z=}}
1022 {type="detached", name="creative"}
1023 minetest.create_detached_inventory(name, callbacks) -> InvRef
1024 ^ callbacks: See "Detached inventory callbacks"
1025 ^ Creates a detached inventory. If it already exists, it is cleared.
1026 minetest.show_formspec(playername, formname, formspec)
1027 ^ playername: name of player to show formspec
1028 ^ formname: name passed to on_player_receive_fields callbacks
1029 ^ should follow "modname:<whatever>" naming convention
1030 ^ formspec: formspec to display
1033 minetest.inventorycube(img1, img2, img3)
1034 ^ Returns a string for making an image of a cube (useful as an item image)
1035 minetest.get_pointed_thing_position(pointed_thing, above)
1036 ^ Get position of a pointed_thing (that you can get from somewhere)
1037 minetest.dir_to_facedir(dir)
1038 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1039 minetest.dir_to_wallmounted(dir)
1040 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1041 minetest.get_node_drops(nodename, toolname)
1042 ^ Returns list of item names.
1043 ^ Note: This will be removed or modified in a future version.
1044 minetest.get_craft_result(input) -> output, decremented_input
1045 ^ input.method = 'normal' or 'cooking' or 'fuel'
1046 ^ input.width = for example 3
1047 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1048 stack 5, stack 6, stack 7, stack 8, stack 9 }
1049 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1050 ^ output.time = number, if unsuccessful: 0
1051 ^ decremented_input = like input
1052 minetest.get_craft_recipe(output) -> input
1053 ^ returns last registered recipe for output item (node)
1054 ^ output is a node or item type such as 'default:torch'
1055 ^ input.method = 'normal' or 'cooking' or 'fuel'
1056 ^ input.width = for example 3
1057 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1058 stack 5, stack 6, stack 7, stack 8, stack 9 }
1059 ^ input.items = nil if no recipe found
1060 minetest.get_all_craft_recipes(query item) -> table or nil
1061 ^ returns indexed table with all registered recipes for query item (node)
1062 or nil if no recipe was found
1065 method = 'normal' or 'cooking' or 'fuel'
1066 width = 0-3, 0 means shapeless recipe
1067 items = indexed [1-9] table with recipe items
1068 output = string with item name and quantity
1070 Example query for default:gold_ingot will return table:
1072 1={type = "cooking", width = 3, output = "default:gold_ingot",
1073 items = {1 = "default:gold_lump"}},
1074 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1075 items = {1 = "default:goldblock"}}
1077 minetest.handle_node_drops(pos, drops, digger)
1078 ^ drops: list of itemstrings
1079 ^ Handles drops from nodes after digging: Default action is to put them into
1081 ^ Can be overridden to get different functionality (eg. dropping items on
1085 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1086 ^ Find who has done something to a node, or near a node
1087 ^ actor: "player:<name>", also "liquid".
1088 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1089 ^ Revert latest actions of someone
1090 ^ actor: "player:<name>", also "liquid".
1092 Defaults for the on_* item definition functions:
1093 (These return the leftover itemstack)
1094 minetest.item_place_node(itemstack, placer, pointed_thing)
1095 ^ Place item as a node
1096 minetest.item_place_object(itemstack, placer, pointed_thing)
1098 minetest.item_place(itemstack, placer, pointed_thing)
1099 ^ Use one of the above based on what the item is.
1100 ^ Calls on_rightclick of pointed_thing.under if defined instead
1101 ^ Note: is not called when wielded item overrides on_place
1102 minetest.item_drop(itemstack, dropper, pos)
1104 minetest.item_eat(hp_change, replace_with_item)
1105 ^ Eat the item. replace_with_item can be nil.
1107 Defaults for the on_punch and on_dig node definition callbacks:
1108 minetest.node_punch(pos, node, puncher)
1109 ^ Calls functions registered by minetest.register_on_punchnode()
1110 minetest.node_dig(pos, node, digger)
1111 ^ Checks if node can be dug, puts item into inventory, removes node
1112 ^ Calls functions registered by minetest.registered_on_dignodes()
1115 minetest.sound_play(spec, parameters) -> handle
1116 ^ spec = SimpleSoundSpec
1117 ^ parameters = sound parameter table
1118 minetest.sound_stop(handle)
1121 minetest.after(time, func, ...)
1122 ^ Call function after time seconds
1123 ^ Optional: Variable number of arguments that are passed to func
1126 minetest.request_shutdown() -> request for server shutdown
1127 minetest.get_server_status() -> server status string
1130 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1131 minetest.get_ban_description(ip_or_name) -> ban description (string)
1132 minetest.ban_player(name) -> ban a player
1133 minetest.unban_player_or_ip(name) -> unban player or IP address
1136 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1137 size, collisiondetection, texture, playername)
1138 ^ Spawn particle at pos with velocity and acceleration
1139 ^ Disappears after expirationtime seconds
1140 ^ collisiondetection: if true collides with physical objects
1141 ^ Uses texture (string)
1142 ^ Playername is optional, if specified spawns particle only on the player's client
1144 minetest.add_particlespawner(amount, time,
1148 minexptime, maxexptime,
1150 collisiondetection, texture, playername)
1151 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1152 ^ The particle's properties are random values in between the boundings:
1153 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1154 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1155 ^ collisiondetection: if true uses collisiondetection
1156 ^ Uses texture (string)
1157 ^ Playername is optional, if specified spawns particle only on the player's client
1158 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1161 minetest.delete_particlespawner(id, player)
1162 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1163 ^ If playername is specified, only deletes on the player's client,
1164 ^ otherwise on all clients
1167 minetest.get_connected_players() -> list of ObjectRefs
1168 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1169 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1170 minetest.get_item_group(name, group) -> rating
1171 ^ Get rating of a group of an item. (0 = not in group)
1172 minetest.get_node_group(name, group) -> rating
1173 ^ Deprecated: An alias for the former.
1174 minetest.serialize(table) -> string
1175 ^ Convert a table containing tables, strings, numbers, booleans and nils
1176 into string form readable by minetest.deserialize
1177 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1178 minetest.deserialize(string) -> table
1179 ^ Convert a string returned by minetest.deserialize into a table
1180 ^ String is loaded in an empty sandbox environment.
1181 ^ Will load functions, but they cannot access the global environment.
1182 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1183 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1184 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1187 minetest.env - EnvRef of the server environment and world.
1188 ^ Using this you can access nodes and entities
1191 minetest.registered_items
1192 ^ List of registered items, indexed by name
1193 minetest.registered_nodes
1194 ^ List of registered node definitions, indexed by name
1195 minetest.registered_craftitems
1196 ^ List of registered craft item definitions, indexed by name
1197 minetest.registered_tools
1198 ^ List of registered tool definitions, indexed by name
1199 minetest.registered_entities
1200 ^ List of registered entity prototypes, indexed by name
1201 minetest.object_refs
1202 ^ List of object references, indexed by active object id
1203 minetest.luaentities
1204 ^ List of lua entities, indexed by active object id
1206 Deprecated but defined for backwards compatibility:
1207 minetest.digprop_constanttime(time)
1208 minetest.digprop_stonelike(toughness)
1209 minetest.digprop_dirtlike(toughness)
1210 minetest.digprop_gravellike(toughness)
1211 minetest.digprop_woodlike(toughness)
1212 minetest.digprop_leaveslike(toughness)
1213 minetest.digprop_glasslike(toughness)
1217 EnvRef: basically ServerEnvironment and ServerMap combined.
1219 - set_node(pos, node)
1220 - add_node(pos, node): alias set_node(pos, node)
1221 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1223 ^ Equivalent to set_node(pos, "air")
1225 ^ Returns {name="ignore", ...} for unloaded area
1226 - get_node_or_nil(pos)
1227 ^ Returns nil for unloaded area
1228 - get_node_light(pos, timeofday) -> 0...15 or nil
1229 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1231 - place_node(pos, node)
1232 ^ Place node with the same effects that a player would cause
1234 ^ Dig node with the same effects that a player would cause
1236 ^ Punch node with the same effects that a player would cause
1238 - get_meta(pos) -- Get a NodeMetaRef at that position
1239 - get_node_timer(pos) -- Get NodeTimerRef
1241 - add_entity(pos, name): Spawn Lua-defined entity at position
1242 ^ Returns ObjectRef, or nil if failed
1243 - add_item(pos, item): Spawn item
1244 ^ Returns ObjectRef, or nil if failed
1245 - get_player_by_name(name) -- Get an ObjectRef to a player
1246 - get_objects_inside_radius(pos, radius)
1247 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1249 - find_node_near(pos, radius, nodenames) -> pos or nil
1250 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1251 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1252 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1253 - get_perlin(seeddiff, octaves, persistence, scale)
1254 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1256 ^ clear all objects in the environments
1257 - line_of_sight(pos1,pos2,stepsize) ->true/false
1258 ^ checkif there is a direct line of sight between pos1 and pos2
1259 ^ pos1 First position
1260 ^ pos2 Second position
1261 ^ stepsize smaller gives more accurate results but requires more computing
1263 -find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path
1264 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1265 ^ pos1: start position
1266 ^ pos2: end position
1267 ^ searchdistance: number of blocks to search in each direction
1268 ^ max_jump: maximum height difference to consider walkable
1269 ^ max_drop: maximum height difference to consider droppable
1270 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1271 - spawn_tree (pos, {treedef})
1272 ^ spawns L-System tree at given pos with definition in treedef table
1274 axiom, - string initial tree axiom
1275 rules_a, - string rules set A
1276 rules_b, - string rules set B
1277 rules_c, - string rules set C
1278 rules_d, - string rules set D
1279 trunk, - string trunk node name
1280 leaves, - string leaves node name
1281 leaves2, - string secondary leaves node name
1282 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1283 angle, - num angle in deg
1284 iterations, - num max # of iterations, usually 2 -5
1285 random_level, - num factor to lower nr of iterations, usually 0 - 3
1286 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1287 thin_branches, - boolean true -> use thin (1 node) branches
1288 fruit, - string fruit node name
1289 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1290 seed, - num random seed
1293 Key for Special L-System Symbols used in Axioms
1294 G - move forward one unit with the pen up
1295 F - move forward one unit with the pen down drawing trunks and branches
1296 f - move forward one unit with the pen down drawing leaves (100% chance)
1297 T - move forward one unit with the pen down drawing trunks only
1298 R - move forward one unit with the pen down placing fruit
1299 A - replace with rules set A
1300 B - replace with rules set B
1301 C - replace with rules set C
1302 D - replace with rules set D
1303 a - replace with rules set A, chance 90%
1304 b - replace with rules set B, chance 80%
1305 c - replace with rules set C, chance 70%
1306 d - replace with rules set D, chance 60%
1307 + - yaw the turtle right by angle parameter
1308 - - yaw the turtle left by angle parameter
1309 & - pitch the turtle down by angle parameter
1310 ^ - pitch the turtle up by angle parameter
1311 / - roll the turtle to the right by angle parameter
1312 * - roll the turtle to the left by angle parameter
1313 [ - save in stack current state info
1314 ] - recover from stack state info
1316 Example usage: spawn small apple tree
1319 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1320 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1321 trunk="default:tree",
1322 leaves="default:leaves",
1326 trunk_type="single",
1329 fruit="default:apple"
1331 minetest.env:spawn_tree(pos,apple_tree)
1334 - add_rat(pos): Add C++ rat object (no-op)
1335 - add_firefly(pos): Add C++ firefly object (no-op)
1337 NodeMetaRef: Node metadata - reference extra data and functionality stored
1339 - Can be gotten via minetest.env:get_nodemeta(pos)
1341 - set_string(name, value)
1343 - set_int(name, value)
1345 - set_float(name, value)
1347 - get_inventory() -> InvRef
1348 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1349 - from_table(nil or {})
1350 ^ See "Node Metadata"
1352 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1353 - Can be gotten via minetest.env:get_node_timer(pos)
1355 - set(timeout,elapsed)
1356 ^ set a timer's state
1357 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1358 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1359 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1362 ^ equivelent to set(timeout,0)
1365 - get_timeout() -> current timeout in seconds
1366 ^ if timeout is 0, timer is inactive
1367 - get_elapsed() -> current elapsed time in seconds
1368 ^ the node's on_timer function will be called after timeout-elapsed seconds
1369 - is_started() -> boolean state of timer
1370 ^ returns true if timer is started, otherwise false
1372 ObjectRef: Moving things in the game are generally these
1373 (basically reference to a C++ ServerActiveObject)
1375 - remove(): remove object (after returning from Lua)
1376 - getpos() -> {x=num, y=num, z=num}
1377 - setpos(pos); pos={x=num, y=num, z=num}
1378 - moveto(pos, continuous=false): interpolated move
1379 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1380 ^ puncher = an another ObjectRef,
1381 ^ time_from_last_punch = time since last punch action of the puncher
1382 ^ direction: can be nil
1383 - right_click(clicker); clicker = an another ObjectRef
1384 - get_hp(): returns number of hitpoints (2 * number of hearts)
1385 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1386 - get_inventory() -> InvRef
1387 - get_wield_list(): returns the name of the inventory list the wielded item is in
1388 - get_wield_index(): returns the index of the wielded item
1389 - get_wielded_item() -> ItemStack
1390 - set_wielded_item(item): replaces the wielded item, returns true if successful
1391 - set_armor_groups({group1=rating, group2=rating, ...})
1392 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1393 - set_attach(parent, bone, position, rotation)
1395 ^ position = {x=num, y=num, z=num} (relative)
1396 ^ rotation = {x=num, y=num, z=num}
1398 - set_bone_position(bone, position, rotation)
1400 ^ position = {x=num, y=num, z=num} (relative)
1401 ^ rotation = {x=num, y=num, z=num}
1402 - set_properties(object property table)
1403 LuaEntitySAO-only: (no-op for other objects)
1404 - setvelocity({x=num, y=num, z=num})
1405 - getvelocity() -> {x=num, y=num, z=num}
1406 - setacceleration({x=num, y=num, z=num})
1407 - getacceleration() -> {x=num, y=num, z=num}
1409 - getyaw() -> radians
1410 - settexturemod(mod)
1411 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1412 - select_horiz_by_yawpitch=false)
1413 ^ Select sprite from spritesheet with optional animation and DM-style
1414 texture selection based on yaw relative to camera
1415 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1417 Player-only: (no-op for other objects)
1418 - is_player(): true for players, false for others
1419 - get_player_name(): returns "" if is not a player
1420 - get_look_dir(): get camera direction as a unit vector
1421 - get_look_pitch(): pitch in radians
1422 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1423 - set_look_pitch(radians): sets look pitch
1424 - set_look_yaw(radians): sets look yaw
1425 - set_inventory_formspec(formspec)
1426 ^ Redefine player's inventory form
1427 ^ Should usually be called in on_joinplayer
1428 - get_inventory_formspec() -> formspec string
1429 - get_player_control(): returns table with player pressed keys
1430 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1431 - get_player_control_bits(): returns integer with bit packed player pressed keys
1432 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1433 - set_physics_override(speed, jump, gravity)
1434 modifies per-player walking speed, jump height, and gravity.
1435 Values default to 1 and act as offsets to the physics settings
1436 in minetest.conf. nil will keep the current setting.
1437 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1438 - hud_remove(id): remove the HUD element of the specified id
1439 - hud_change(id, stat, value): change a value of a previously added HUD element
1440 ^ element stat values: position, name, scale, text, number, item, dir
1441 - hud_get(id): gets the HUD element definition structure of the specified ID
1442 - hud_set_flags(flags): sets specified HUD flags to true/false
1443 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1444 ^ pass a table containing a true/false value of each flag to be set or unset
1445 ^ if a flag is nil, the flag is not modified
1447 InvRef: Reference to an inventory
1449 - is_empty(listname): return true if list is empty
1450 - get_size(listname): get size of a list
1451 - set_size(listname, size): set size of a list
1452 - get_width(listname): get width of a list
1453 - set_width(listname, width): set width of list; currently used for crafting
1454 - get_stack(listname, i): get a copy of stack index i in list
1455 - set_stack(listname, i, stack): copy stack to index i in list
1456 - get_list(listname): return full list
1457 - set_list(listname, list): set full list (size will not change)
1458 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1459 - room_for_item(listname, stack): returns true if the stack of items
1460 can be fully added to the list
1461 - contains_item(listname, stack): returns true if the stack of items
1462 can be fully taken from the list
1463 remove_item(listname, stack): take as many items as specified from the list,
1464 returns the items that were actually removed (as an ItemStack)
1465 - get_location() -> location compatible to minetest.get_inventory(location)
1466 -> {type="undefined"} in case location is not known
1468 ItemStack: A stack of items.
1469 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1471 - is_empty(): return true if stack is empty
1472 - get_name(): returns item name (e.g. "default:stone")
1473 - get_count(): returns number of items on the stack
1474 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1475 - get_metadata(): returns metadata (a string attached to an item stack)
1476 - clear(): removes all items from the stack, making it empty
1477 - replace(item): replace the contents of this stack (item can also
1478 be an itemstring or table)
1479 - to_string(): returns the stack in itemstring form
1480 - to_table(): returns the stack in Lua table form
1481 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1482 - get_free_space(): returns get_stack_max() - get_count()
1483 - is_known(): returns true if the item name refers to a defined item type
1484 - get_definition(): returns the item definition table
1485 - get_tool_capabilities(): returns the digging properties of the item,
1486 ^ or those of the hand if none are defined for this item type
1487 - add_wear(amount): increases wear by amount if the item is a tool
1488 - add_item(item): put some item or stack onto this stack,
1489 ^ returns leftover ItemStack
1490 - item_fits(item): returns true if item or stack can be fully added to this one
1491 - take_item(n): take (and remove) up to n items from this stack
1492 ^ returns taken ItemStack
1493 ^ if n is omitted, n=1 is used
1494 - peek_item(n): copy (don't remove) up to n items from this stack
1495 ^ returns copied ItemStack
1496 ^ if n is omitted, n=1 is used
1498 PseudoRandom: A pseudorandom number generator
1499 - Can be created via PseudoRandom(seed)
1501 - next(): return next integer random number [0...32767]
1502 - next(min, max): return next integer random number [min...max]
1503 (max - min) must be 32767 or <= 6553 due to the simple
1504 implementation making bad distribution otherwise.
1506 PerlinNoise: A perlin noise generator
1507 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1508 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1510 - get2d(pos) -> 2d noise value at pos={x=,y=}
1511 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1514 --------------------
1515 - Functions receive a "luaentity" as self:
1516 - It has the member .name, which is the registered name ("mod:thing")
1517 - It has the member .object, which is an ObjectRef pointing to the object
1518 - The original prototype stuff is visible directly via a metatable
1520 - on_activate(self, staticdata)
1521 ^ Called when the object is instantiated.
1522 - on_step(self, dtime)
1523 ^ Called on every server tick (dtime is usually 0.05 seconds)
1524 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1525 ^ Called when somebody punches the object.
1526 ^ Note that you probably want to handle most punches using the
1527 automatic armor group system.
1528 ^ puncher: ObjectRef (can be nil)
1529 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1530 ^ tool_capabilities: capability table of used tool (can be nil)
1531 ^ dir: unit vector of direction of punch. Always defined. Points from
1532 the puncher to the punched.
1533 - on_rightclick(self, clicker)
1534 - get_staticdata(self)
1535 ^ Should return a string that will be passed to on_activate when
1536 the object is instantiated the next time.
1546 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1547 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1548 visual_size = {x=1, y=1},
1550 textures = {}, -- number of required textures depends on visual
1551 colors = {}, -- number of required colors depends on visual
1552 spritediv = {x=1, y=1},
1553 initial_sprite_basepos = {x=0, y=0},
1555 makes_footstep_sound = false,
1556 automatic_rotate = false,
1559 Entity definition (register_entity)
1561 (Deprecated: Everything in object properties is read directly from here)
1563 initial_properties = <initial object properties>,
1565 on_activate = function(self, staticdata, dtime_s),
1566 on_step = function(self, dtime),
1567 on_punch = function(self, hitter),
1568 on_rightclick = function(self, clicker),
1569 get_staticdata = function(self),
1570 ^ Called sometimes; the string returned is passed to on_activate when
1571 the entity is re-activated from static state
1573 # Also you can define arbitrary member variables here
1574 myvariable = whatever,
1577 ABM (ActiveBlockModifier) definition (register_abm)
1579 -- In the following two fields, also group:groupname will work.
1580 nodenames = {"default:lava_source"},
1581 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1582 ^ If left out or empty, any neighbor will do
1583 interval = 1.0, -- (operation interval)
1584 chance = 1, -- (chance of trigger is 1.0/this)
1585 action = func(pos, node, active_object_count, active_object_count_wider),
1588 Item definition (register_node, register_craftitem, register_tool)
1590 description = "Steel Axe",
1591 groups = {}, -- key=name, value=rating; rating=1..3.
1592 if rating not applicable, use 1.
1593 eg. {wool=1, fluffy=3}
1594 {soil=2, outerspace=1, crumbly=1}
1595 {bendy=2, snappy=1},
1596 {hard=1, metal=1, spikes=1}
1597 inventory_image = "default_tool_steelaxe.png",
1599 wield_scale = {x=1,y=1,z=1},
1601 liquids_pointable = false,
1602 tool_capabilities = {
1603 full_punch_interval = 1.0,
1607 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1608 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1610 damage_groups = {groupname=damage},
1612 node_placement_prediction = nil,
1613 ^ If nil and item is node, prediction is made automatically
1614 ^ If nil and item is not a node, no prediction is made
1615 ^ If "" and item is anything, no prediction is made
1616 ^ Otherwise should be name of node which the client immediately places
1617 on ground when the player places the item. Server will always update
1618 actual result to client in a short moment.
1620 place = <SimpleSoundSpec>,
1623 on_place = func(itemstack, placer, pointed_thing),
1624 ^ Shall place item and return the leftover itemstack
1625 ^ default: minetest.item_place
1626 on_drop = func(itemstack, dropper, pos),
1627 ^ Shall drop item and return the leftover itemstack
1628 ^ default: minetest.item_drop
1629 on_use = func(itemstack, user, pointed_thing),
1631 ^ Function must return either nil if no item shall be removed from
1632 inventory, or an itemstack to replace the original itemstack.
1633 eg. itemstack:take_item(); return itemstack
1634 ^ Otherwise, the function is free to do what it wants.
1635 ^ The default functions handle regular use cases.
1640 - {name="image.png", animation={Tile Animation definition}}
1641 - {name="image.png", backface_culling=bool}
1642 ^ backface culling only supported in special tiles
1643 - deprecated still supported field names:
1646 Tile animation definition:
1647 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1649 Node definition (register_node)
1651 <all fields allowed in item definitions>,
1653 drawtype = "normal", -- See "Node drawtypes"
1655 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1656 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1657 ^ List can be shortened to needed length
1658 special_tiles = {tile definition 1, Tile definition 2},
1659 ^ Special textures of node; used rarely (old field name: special_materials)
1660 ^ List can be shortened to needed length
1662 use_texture_alpha = false, -- Use texture's alpha channel
1663 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1664 paramtype = "none", -- See "Nodes"
1665 paramtype2 = "none", -- See "Nodes"
1666 is_ground_content = false, -- Currently not used for anything
1667 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1668 walkable = true, -- If true, objects collide with node
1669 pointable = true, -- If true, can be pointed at
1670 diggable = true, -- If false, can never be dug
1671 climbable = false, -- If true, can be climbed on (ladder)
1672 buildable_to = false, -- If true, placed nodes can replace this node
1673 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1674 liquidtype = "none", -- "none"/"source"/"flowing"
1675 liquid_alternative_flowing = "", -- Flowing version of source liquid
1676 liquid_alternative_source = "", -- Source version of flowing liquid
1677 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1678 liquid_renewable = true, -- Can new liquid source be created by placing
1679 two or more sources nearly?
1680 light_source = 0, -- Amount of light emitted by node
1681 damage_per_second = 0, -- If player is inside node, this damage is caused
1682 node_box = {type="regular"}, -- See "Node boxes"
1683 selection_box = {type="regular"}, -- See "Node boxes"
1684 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1685 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1686 legacy_wallmounted = false, -- Support maps made in and before January 2012
1688 footstep = <SimpleSoundSpec>,
1689 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1690 dug = <SimpleSoundSpec>,
1691 place = <SimpleSoundSpec>,
1694 on_construct = func(pos),
1695 ^ Node constructor; always called after adding node
1696 ^ Can set up metadata and stuff like that
1698 on_destruct = func(pos),
1699 ^ Node destructor; always called before removing node
1701 after_destruct = func(pos, oldnode),
1702 ^ Node destructor; always called after removing node
1705 after_place_node = func(pos, placer, itemstack),
1706 ^ Called after constructing node when node was placed using
1707 minetest.item_place_node / minetest.env:place_node
1708 ^ If return true no item is taken from itemstack
1710 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1711 ^ oldmetadata is in table format
1712 ^ Called after destructing node when node was dug using
1713 minetest.node_dig / minetest.env:dig_node
1715 can_dig = function(pos,player)
1716 ^ returns true if node can be dug, or false if not
1719 on_punch = func(pos, node, puncher),
1720 ^ default: minetest.node_punch
1721 ^ By default: does nothing
1722 on_rightclick = func(pos, node, clicker, itemstack),
1724 ^ if defined, itemstack will hold clicker's wielded item
1725 Shall return the leftover itemstack
1726 on_dig = func(pos, node, digger),
1727 ^ default: minetest.node_dig
1728 ^ By default: checks privileges, wears out tool and removes node
1730 on_timer = function(pos,elapsed),
1732 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1733 ^ elapsed is the total time passed since the timer was started
1734 ^ return true to run the timer for another cycle with the same timeout value
1736 on_receive_fields = func(pos, formname, fields, sender),
1737 ^ fields = {name1 = value1, name2 = value2, ...}
1738 ^ Called when an UI form (eg. sign text input) returns data
1741 allow_metadata_inventory_move = func(pos, from_list, from_index,
1742 to_list, to_index, count, player),
1743 ^ Called when a player wants to move items inside the inventory
1744 ^ Return value: number of items allowed to move
1746 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1747 ^ Called when a player wants to put something into the inventory
1748 ^ Return value: number of items allowed to put
1749 ^ Return value: -1: Allow and don't modify item count in inventory
1751 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1752 ^ Called when a player wants to take something out of the inventory
1753 ^ Return value: number of items allowed to take
1754 ^ Return value: -1: Allow and don't modify item count in inventory
1756 on_metadata_inventory_move = func(pos, from_list, from_index,
1757 to_list, to_index, count, player),
1758 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1759 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1760 ^ Called after the actual action has happened, according to what was allowed.
1763 on_blast = func(pos, intensity),
1764 ^ intensity: 1.0 = mid range of regular TNT
1765 ^ If defined, called when an explosion touches the node, instead of
1769 Recipe for register_craft: (shaped)
1771 output = 'default:pick_stone',
1773 {'default:cobble', 'default:cobble', 'default:cobble'},
1774 {'', 'default:stick', ''},
1775 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1777 replacements = <optional list of item pairs,
1778 replace one input item with another item on crafting>
1781 Recipe for register_craft (shapeless)
1784 output = 'mushrooms:mushroom_stew',
1787 "mushrooms:mushroom_brown",
1788 "mushrooms:mushroom_red",
1790 replacements = <optional list of item pairs,
1791 replace one input item with another item on crafting>
1794 Recipe for register_craft (tool repair)
1796 type = "toolrepair",
1797 additional_wear = -0.02,
1800 Recipe for register_craft (cooking)
1803 output = "default:glass",
1804 recipe = "default:sand",
1808 Recipe for register_craft (furnace fuel)
1811 recipe = "default:leaves",
1815 Ore definition (register_ore)
1817 ore_type = "scatter" -- See "Ore types"
1818 ore = "default:stone_with_coal",
1819 wherein = "default:stone",
1820 clust_scarcity = 8*8*8,
1821 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1822 ^ This value should be *MUCH* higher than your intuition might tell you!
1824 ^ Number of ores in a cluster
1826 ^ Size of the bounding box of the cluster
1827 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1828 height_min = -31000,
1831 ^ Attributes for this ore generation
1832 noise_threshhold = 0.5,
1833 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1834 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1835 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1836 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1839 Chatcommand definition (register_chatcommand)
1841 params = "<name> <privilege>", -- short parameter description
1842 description = "Remove privilege from player", -- full description
1843 privs = {privs=true}, -- require the "privs" privilege to run
1844 func = function(name, param), -- called when command is run
1847 Detached inventory callbacks
1849 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1850 ^ Called when a player wants to move items inside the inventory
1851 ^ Return value: number of items allowed to move
1853 allow_put = func(inv, listname, index, stack, player),
1854 ^ Called when a player wants to put something into the inventory
1855 ^ Return value: number of items allowed to put
1856 ^ Return value: -1: Allow and don't modify item count in inventory
1858 allow_take = func(inv, listname, index, stack, player),
1859 ^ Called when a player wants to take something out of the inventory
1860 ^ Return value: number of items allowed to take
1861 ^ Return value: -1: Allow and don't modify item count in inventory
1863 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1864 on_put = func(inv, listname, index, stack, player),
1865 on_take = func(inv, listname, index, stack, player),
1866 ^ Called after the actual action has happened, according to what was allowed.
1870 HUD Definition (hud_add, hud_get)
1872 hud_elem_type = "image", -- see HUD element types
1873 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1874 position = {x=0.5, y=0.5},
1875 ^ Left corner position of element
1881 ^ Selected item in inventory. 0 for no item selected.
1883 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1884 alignment = {x=0, y=0},
1885 ^ See "HUD Element Types"
1886 offset = {x=0, y=0},
1887 ^ See "HUD Element Types"