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(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)
1382 ^ If max_splits is negative, do not limit splits.
1383 ^ sep_is_pattern specifies if separator is a plain string or a pattern (regex).
1384 ^ e.g. string.split("a,b", ",") == {"a","b"}
1386 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1387 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1388 ^ Convert position to a printable string
1389 minetest.string_to_pos(string) -> position
1390 ^ Same but in reverse. Returns nil if the string can't be parsed to a position.
1391 minetest.formspec_escape(string) -> string
1392 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1393 minetest.is_yes(arg)
1394 ^ returns whether arg can be interpreted as yes
1395 minetest.get_us_time()
1396 ^ returns time with microsecond precision
1397 table.copy(table) -> table
1398 ^ returns a deep copy of a table
1400 minetest namespace reference
1401 -----------------------------
1403 minetest.get_current_modname() -> string
1404 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1405 ^ Useful for loading additional .lua modules or static data from mod
1406 minetest.get_modnames() -> list of installed mods
1407 ^ Return a list of installed mods, sorted alphabetically
1408 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1409 ^ Useful for storing custom data
1410 minetest.is_singleplayer()
1412 ^ table containing API feature flags: {foo=true, bar=true}
1413 minetest.has_feature(arg) -> bool, missing_features
1414 ^ arg: string or table in format {foo=true, bar=true}
1415 ^ missing_features: {foo=true, bar=true}
1416 minetest.get_player_information(playername)
1417 ^ table containing information about player peer:
1419 address = "127.0.0.1", -- IP address of client
1420 ip_version = 4, -- IPv4 / IPv6
1421 min_rtt = 0.01, -- minimum round trip time
1422 max_rtt = 0.2, -- maximum round trip time
1423 avg_rtt = 0.02, -- average round trip time
1424 min_jitter = 0.01, -- minimum packet time jitter
1425 max_jitter = 0.5, -- maximum packet time jitter
1426 avg_jitter = 0.03, -- average packet time jitter
1427 connection_uptime = 200, -- seconds since client connected
1429 -- following information is available on debug build only!!!
1430 -- DO NOT USE IN MODS
1431 --ser_vers = 26, -- serialization version used by client
1432 --prot_vers = 23, -- protocol version used by client
1433 --major = 0, -- major version number
1434 --minor = 4, -- minor version number
1435 --patch = 10, -- patch version number
1436 --vers_string = "0.4.9-git", -- full version string
1437 --state = "Active" -- current client state
1441 minetest.debug(line)
1442 ^ Always printed to stderr and logfile (print() is redirected here)
1444 minetest.log(loglevel, line)
1445 ^ loglevel one of "error", "action", "info", "verbose"
1447 Registration functions: (Call these only at load time)
1448 minetest.register_entity(name, prototype table)
1449 minetest.register_abm(abm definition)
1450 minetest.register_node(name, node definition)
1451 minetest.register_tool(name, item definition)
1452 minetest.register_craftitem(name, item definition)
1453 minetest.register_alias(name, convert_to)
1454 minetest.register_craft(recipe)
1455 minetest.register_ore(ore definition)
1456 minetest.register_decoration(decoration definition)
1457 minetest.override_item(name, redefinition)
1458 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1459 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1460 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1462 Global callback registration functions: (Call these only at load time)
1463 minetest.register_globalstep(func(dtime))
1464 ^ Called every server step, usually interval of 0.1s
1465 minetest.register_on_shutdown(func())
1466 ^ Called before server shutdown
1467 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1468 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1469 semi-frequent intervals as well as on server shutdown.
1470 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1471 ^ Called when a node has been placed
1472 ^ If return true no item is taken from itemstack
1473 ^ Not recommended; use on_construct or after_place_node in node definition
1475 minetest.register_on_dignode(func(pos, oldnode, digger))
1476 ^ Called when a node has been dug.
1477 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1479 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1480 ^ Called when a node is punched
1481 minetest.register_on_generated(func(minp, maxp, blockseed))
1482 ^ Called after generating a piece of world. Modifying nodes inside the area
1483 is a bit faster than usually.
1484 minetest.register_on_newplayer(func(ObjectRef))
1485 ^ Called after a new player has been created
1486 minetest.register_on_dieplayer(func(ObjectRef))
1487 ^ Called when a player dies
1488 minetest.register_on_respawnplayer(func(ObjectRef))
1489 ^ Called when player is to be respawned
1490 ^ Called _before_ repositioning of player occurs
1491 ^ return true in func to disable regular player placement
1492 minetest.register_on_prejoinplayer(func(name, ip))
1493 ^ Called before a player joins the game
1494 ^ If it returns a string, the player is disconnected with that string as reason
1495 minetest.register_on_joinplayer(func(ObjectRef))
1496 ^ Called when a player joins the game
1497 minetest.register_on_leaveplayer(func(ObjectRef))
1498 ^ Called when a player leaves the game
1499 minetest.register_on_cheat(func(ObjectRef, cheat))
1500 ^ Called when a player cheats
1501 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1502 minetest.register_on_chat_message(func(name, message))
1503 ^ Called always when a player says something
1504 minetest.register_on_player_receive_fields(func(player, formname, fields))
1505 ^ Called when a button is pressed in player's inventory form
1506 ^ Newest functions are called first
1507 ^ If function returns true, remaining functions are not called
1508 minetest.register_on_mapgen_init(func(MapgenParams))
1509 ^ Deprecated; maintained for compatibility
1510 ^ This immediately calls func(minetest.get_mapgen_params())
1511 ^ MapgenParams consists of a table with the fields mgname, chunksize, seed, water_level, and flags
1512 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1513 ^ Called when player crafts something
1514 ^ itemstack is the output
1515 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1516 ^ craft_inv is the inventory with the crafting grid
1517 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1518 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1519 ^ The same as before, except that it is called before the player crafts, to make
1520 ^ craft prediction, and it should not change anything.
1521 minetest.register_on_protection_violation(func(pos, name))
1522 ^ Called by builtin and mods when a player violates protection at a position
1523 (eg, digs a node or punches a protected entity).
1524 ^ The registered functions can be called using minetest.record_protection_violation
1525 ^ The provided function should check that the position is protected by the mod
1526 calling this function before it prints a message, if it does, to allow for
1527 multiple protection mods.
1528 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1529 ^ Called when an item is eaten, by minetest.item_eat
1530 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1532 Other registration functions:
1533 minetest.register_chatcommand(cmd, chatcommand definition)
1534 minetest.register_privilege(name, definition)
1535 ^ definition: "description text"
1537 description = "description text",
1538 give_to_singleplayer = boolean, -- default: true
1540 minetest.register_authentication_handler(handler)
1541 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1544 minetest.setting_set(name, value)
1545 minetest.setting_get(name) -> string or nil
1546 minetest.setting_setbool(name, value)
1547 minetest.setting_getbool(name) -> boolean value or nil
1548 minetest.setting_get_pos(name) -> position or nil
1549 minetest.setting_save() -> nil, save all settings to config file
1552 minetest.notify_authentication_modified(name)
1553 ^ Should be called by the authentication handler if privileges change.
1554 ^ To report everybody, set name=nil.
1555 minetest.get_password_hash(name, raw_password)
1556 ^ Convert a name-password pair to a password hash that minetest can use
1557 minetest.string_to_privs(str) -> {priv1=true,...}
1558 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1559 ^ Convert between two privilege representations
1560 minetest.set_player_password(name, password_hash)
1561 minetest.set_player_privs(name, {priv1=true,...})
1562 minetest.get_player_privs(name) -> {priv1=true,...}
1563 minetest.auth_reload()
1564 ^ These call the authentication handler
1565 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1566 ^ A quickhand for checking privileges
1567 minetest.get_player_ip(name) -> IP address string
1570 minetest.chat_send_all(text)
1571 minetest.chat_send_player(name, text)
1575 minetest.set_node(pos, node)
1576 minetest.add_node(pos, node): alias set_node(pos, node)
1577 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1578 minetest.swap_node(pos, node)
1579 ^ Set node at position, but don't remove metadata
1580 minetest.remove_node(pos)
1581 ^ Equivalent to set_node(pos, "air")
1582 minetest.get_node(pos)
1583 ^ Returns {name="ignore", ...} for unloaded area
1584 minetest.get_node_or_nil(pos)
1585 ^ Returns nil for unloaded area
1586 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1587 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1589 minetest.place_node(pos, node)
1590 ^ Place node with the same effects that a player would cause
1591 minetest.dig_node(pos)
1592 ^ Dig node with the same effects that a player would cause
1593 Returns true if successful, false on failure (e.g. protected location)
1594 minetest.punch_node(pos)
1595 ^ Punch node with the same effects that a player would cause
1597 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1598 minetest.get_node_timer(pos) -- Get NodeTimerRef
1600 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1601 ^ Returns ObjectRef, or nil if failed
1602 minetest.add_item(pos, item): Spawn item
1603 ^ Returns ObjectRef, or nil if failed
1604 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1605 minetest.get_objects_inside_radius(pos, radius)
1606 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1607 minetest.get_timeofday()
1608 minetest.get_gametime(): returns the time, in seconds, since the world was created
1609 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1610 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1611 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1612 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1613 minetest.get_perlin(noiseparams)
1614 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1615 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1616 minetest.get_voxel_manip()
1617 ^ Return voxel manipulator object
1618 minetest.get_voxel_manip(p1, p2)
1619 ^ Return voxel manipulator object with map pre-loaded
1620 minetest.set_gen_notify(flags, {deco_ids})
1621 ^ Set the types of on-generate notifications that should be collected
1622 ^ flags is a flag field with the available flags:
1623 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end, decoration
1624 ^ The second parameter is a list of IDS of decorations which notification is requested for
1625 minetest.get_mapgen_object(objectname)
1626 ^ Return requested mapgen object if available (see Mapgen objects)
1627 minetest.get_mapgen_params()
1628 ^ Returns mapgen params
1629 ^ A table consisting of mgname, seed, chunksize, water_level, and flags
1630 ^ Can be called at any time
1631 minetest.set_mapgen_params(MapgenParams)
1632 ^ Set map generation parameters
1633 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1634 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1635 ^ Leave field unset to leave that parameter unchanged
1636 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1637 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1638 minetest.set_noiseparams(name, noiseparams, set_default)
1639 ^ Sets the noiseparams setting of 'name' to the noiseparams table specified in 'noiseparams'.
1640 ^ 'set_default', is an optional boolean (default of true) that specifies whether the setting
1641 ^ should be applied to the default config or current active config
1642 minetest.clear_objects()
1643 ^ clear all objects in the environments
1644 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1645 ^ Check if there is a direct line of sight between pos1 and pos2
1646 ^ Returns the position of the blocking node when false
1647 ^ pos1 First position
1648 ^ pos2 Second position
1649 ^ stepsize smaller gives more accurate results but requires more computing
1651 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1652 ^ -> table containing path
1653 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1654 ^ pos1: start position
1655 ^ pos2: end position
1656 ^ searchdistance: number of blocks to search in each direction
1657 ^ max_jump: maximum height difference to consider walkable
1658 ^ max_drop: maximum height difference to consider droppable
1659 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1660 minetest.spawn_tree (pos, {treedef})
1661 ^ spawns L-System tree at given pos with definition in treedef table
1662 minetest.transforming_liquid_add(pos)
1663 ^ add node to liquid update queue
1664 minetest.get_node_max_level(pos)
1665 ^ get max available level for leveled node
1666 minetest.get_node_level(pos)
1667 ^ get level of leveled node (water, snow)
1668 minetest.set_node_level(pos, level)
1669 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1670 minetest.add_node_level(pos, level)
1671 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1674 minetest.get_inventory(location) -> InvRef
1675 ^ location = e.g. {type="player", name="celeron55"}
1676 {type="node", pos={x=, y=, z=}}
1677 {type="detached", name="creative"}
1678 minetest.create_detached_inventory(name, callbacks) -> InvRef
1679 ^ callbacks: See "Detached inventory callbacks"
1680 ^ Creates a detached inventory. If it already exists, it is cleared.
1683 minetest.show_formspec(playername, formname, formspec)
1684 ^ playername: name of player to show formspec
1685 ^ formname: name passed to on_player_receive_fields callbacks
1686 ^ should follow "modname:<whatever>" naming convention
1687 ^ formspec: formspec to display
1688 minetest.formspec_escape(string) -> string
1689 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1690 minetest.explode_table_event(string) -> table
1691 ^ returns e.g. {type="CHG", row=1, column=2}
1692 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1693 minetest.explode_textlist_event(string) -> table
1694 ^ returns e.g. {type="CHG", index=1}
1695 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1696 minetest.explode_scrollbar_event(string) -> table
1697 ^ returns e.g. {type="CHG", value=500}
1698 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1701 minetest.inventorycube(img1, img2, img3)
1702 ^ Returns a string for making an image of a cube (useful as an item image)
1703 minetest.get_pointed_thing_position(pointed_thing, above)
1704 ^ Get position of a pointed_thing (that you can get from somewhere)
1705 minetest.dir_to_facedir(dir, is6d)
1706 ^ 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
1707 minetest.facedir_to_dir(facedir)
1708 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1709 minetest.dir_to_wallmounted(dir)
1710 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1711 minetest.get_node_drops(nodename, toolname)
1712 ^ Returns list of item names.
1713 ^ Note: This will be removed or modified in a future version.
1714 minetest.get_craft_result(input) -> output, decremented_input
1715 ^ input.method = 'normal' or 'cooking' or 'fuel'
1716 ^ input.width = for example 3
1717 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1718 stack 5, stack 6, stack 7, stack 8, stack 9 }
1719 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1720 ^ output.time = number, if unsuccessful: 0
1721 ^ decremented_input = like input
1722 minetest.get_craft_recipe(output) -> input
1723 ^ returns last registered recipe for output item (node)
1724 ^ output is a node or item type such as 'default:torch'
1725 ^ input.method = 'normal' or 'cooking' or 'fuel'
1726 ^ input.width = for example 3
1727 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1728 stack 5, stack 6, stack 7, stack 8, stack 9 }
1729 ^ input.items = nil if no recipe found
1730 minetest.get_all_craft_recipes(query item) -> table or nil
1731 ^ returns indexed table with all registered recipes for query item (node)
1732 or nil if no recipe was found
1735 method = 'normal' or 'cooking' or 'fuel'
1736 width = 0-3, 0 means shapeless recipe
1737 items = indexed [1-9] table with recipe items
1738 output = string with item name and quantity
1740 Example query for default:gold_ingot will return table:
1742 1={type = "cooking", width = 3, output = "default:gold_ingot",
1743 items = {1 = "default:gold_lump"}},
1744 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1745 items = {1 = "default:goldblock"}}
1747 minetest.handle_node_drops(pos, drops, digger)
1748 ^ drops: list of itemstrings
1749 ^ Handles drops from nodes after digging: Default action is to put them into
1751 ^ Can be overridden to get different functionality (e.g. dropping items on
1755 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1756 ^ Find who has done something to a node, or near a node
1757 ^ actor: "player:<name>", also "liquid".
1758 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1759 ^ Revert latest actions of someone
1760 ^ actor: "player:<name>", also "liquid".
1762 Defaults for the on_* item definition functions:
1763 (These return the leftover itemstack)
1764 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1765 ^ Place item as a node
1766 ^ param2 overrides facedir and wallmounted param2
1767 ^ returns itemstack, success
1768 minetest.item_place_object(itemstack, placer, pointed_thing)
1770 minetest.item_place(itemstack, placer, pointed_thing, param2)
1771 ^ Use one of the above based on what the item is.
1772 ^ Calls on_rightclick of pointed_thing.under if defined instead
1773 ^ Note: is not called when wielded item overrides on_place
1774 ^ param2 overrides facedir and wallmounted param2
1775 ^ returns itemstack, success
1776 minetest.item_drop(itemstack, dropper, pos)
1778 minetest.item_eat(hp_change, replace_with_item)
1779 ^ Eat the item. replace_with_item can be nil.
1781 Defaults for the on_punch and on_dig node definition callbacks:
1782 minetest.node_punch(pos, node, puncher, pointed_thing)
1783 ^ Calls functions registered by minetest.register_on_punchnode()
1784 minetest.node_dig(pos, node, digger)
1785 ^ Checks if node can be dug, puts item into inventory, removes node
1786 ^ Calls functions registered by minetest.registered_on_dignodes()
1789 minetest.sound_play(spec, parameters) -> handle
1790 ^ spec = SimpleSoundSpec
1791 ^ parameters = sound parameter table
1792 minetest.sound_stop(handle)
1795 minetest.after(time, func, ...)
1796 ^ Call function after time seconds
1797 ^ Optional: Variable number of arguments that are passed to func
1800 minetest.request_shutdown() -> request for server shutdown
1801 minetest.get_server_status() -> server status string
1804 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1805 minetest.get_ban_description(ip_or_name) -> ban description (string)
1806 minetest.ban_player(name) -> ban a player
1807 minetest.unban_player_or_ip(name) -> unban player or IP address
1808 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1811 minetest.add_particle(particle definition)
1812 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1813 size, collisiondetection, texture, playername)
1815 minetest.add_particlespawner(particlespawner definition)
1816 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1818 ^ Deprecated: minetest.add_particlespawner(amount, time,
1822 minexptime, maxexptime,
1824 collisiondetection, texture, playername)
1826 minetest.delete_particlespawner(id, player)
1827 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1828 ^ If playername is specified, only deletes on the player's client,
1829 ^ otherwise on all clients
1832 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1833 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1834 ^ Apply the specified probability values to the specified nodes in probability_list.
1835 ^ probability_list is an array of tables containing two fields, pos and prob.
1836 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1837 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1838 ^ If there are two or more entries with the same pos value, the last entry is used.
1839 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1840 ^ If probability_list is nil, no probabilities are applied.
1841 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1842 ^ the y position of the slice with a probability applied.
1843 ^ If slice probability list is nil, no slice probabilities are applied.
1844 ^ Saves schematic in the Minetest Schematic format to filename.
1846 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1847 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1848 ^ Rotation can be "0", "90", "180", "270", or "random".
1849 ^ If the rotation parameter is omitted, the schematic is not rotated.
1850 ^ replacements = {["old_name"] = "convert_to", ...}
1851 ^ force_placement is a boolean indicating whether nodes other than air and
1852 ^ ignore are replaced by the schematic
1855 minetest.get_connected_players() -> list of ObjectRefs
1856 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1857 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1858 minetest.get_position_from_hash(hash) -> position
1859 ^ Inverse transform of minetest.hash_node_position
1860 minetest.get_item_group(name, group) -> rating
1861 ^ Get rating of a group of an item. (0 = not in group)
1862 minetest.get_node_group(name, group) -> rating
1863 ^ Deprecated: An alias for the former.
1864 minetest.get_content_id(name) -> integer
1865 ^ Gets the internal content ID of name
1866 minetest.get_name_from_content_id(content_id) -> string
1867 ^ Gets the name of the content with that content ID
1868 minetest.parse_json(string[, nullvalue]) -> something
1869 ^ Convert a string containing JSON data into the Lua equivalent
1870 ^ nullvalue: returned in place of the JSON null; defaults to nil
1871 ^ On success returns a table, a string, a number, a boolean or nullvalue
1872 ^ On failure outputs an error message and returns nil
1873 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1874 minetest.write_json(data[, styled]) -> string or nil and error message
1875 ^ Convert a Lua table into a JSON string
1876 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1877 ^ Unserializable things like functions and userdata are saved as null.
1878 ^ Warning: JSON is more strict than the Lua table format.
1879 1. You can only use strings and positive integers of at least one as keys.
1880 2. You can not mix string and integer keys.
1881 This is due to the fact that JSON has two distinct array and object values.
1882 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1883 minetest.serialize(table) -> string
1884 ^ Convert a table containing tables, strings, numbers, booleans and nils
1885 into string form readable by minetest.deserialize
1886 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1887 minetest.deserialize(string) -> table
1888 ^ Convert a string returned by minetest.deserialize into a table
1889 ^ String is loaded in an empty sandbox environment.
1890 ^ Will load functions, but they cannot access the global environment.
1891 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1892 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1893 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1894 minetest.compress(data, method, ...) -> compressed_data
1895 ^ Compress a string of data.
1896 ^ `method` is a string identifying the compression method to be used.
1897 ^ Supported compression methods:
1898 ^ Deflate (zlib): "deflate"
1899 ^ `...` indicates method-specific arguments. Currently defined arguments are:
1900 ^ Deflate: `level` - Compression level, 0-9 or nil.
1901 minetest.decompress(compressed_data, method, ...) -> data
1902 ^ Decompress a string of data (using ZLib).
1903 ^ See documentation on minetest.compress() for supported compression methods.
1904 ^ currently supported.
1905 ^ `...` indicates method-specific arguments. Currently, no methods use this.
1906 minetest.is_protected(pos, name) -> bool
1907 ^ This function should be overridden by protection mods and should be used to
1908 check if a player can interact at a position.
1909 ^ This function should call the old version of itself if the position is not
1910 protected by the mod.
1912 local old_is_protected = minetest.is_protected
1913 function minetest.is_protected(pos, name)
1914 if mymod:position_protected_from(pos, name) then
1917 return old_is_protected(pos, name)
1919 minetest.record_protection_violation(pos, name)
1920 ^ This function calls functions registered with
1921 minetest.register_on_protection_violation.
1922 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1923 ^ Attempt to predict the desired orientation of the facedir-capable node
1924 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1925 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1926 field is false or omitted (else, the itemstack is not changed). orient_flags
1927 is an optional table containing extra tweaks to the placement code:
1928 invert_wall: if true, place wall-orientation on the ground and ground-
1929 orientation on the wall.
1930 force_wall: if true, always place the node in wall orientation.
1931 force_ceiling: if true, always place on the ceiling.
1932 force_floor: if true, always place the node on the floor.
1934 The above four options are mutually-exclusive; the last in the list takes
1935 precedence over the first.
1937 force_facedir: if true, forcefully reset the facedir to north when placing on
1938 the floor or ceiling
1940 minetest.rotate_node(itemstack, placer, pointed_thing)
1941 ^ calls rotate_and_place() with infinitestacks set according to the state of
1942 the creative mode setting, and checks for "sneak" to set the invert_wall
1945 minetest.forceload_block(pos)
1946 ^ forceloads the position pos.
1947 ^ returns true if area could be forceloaded
1949 minetest.forceload_free_block(pos)
1950 ^ stops forceloading the position pos.
1952 Please note that forceloaded areas are saved when the server restarts.
1955 minetest.env - EnvRef of the server environment and world.
1956 ^ Any function in the minetest namespace can be called using the syntax
1957 minetest.env:somefunction(somearguments)
1959 minetest.somefunction(somearguments)
1960 ^ Deprecated, but support is not to be dropped soon
1963 minetest.registered_items
1964 ^ List of registered items, indexed by name
1965 minetest.registered_nodes
1966 ^ List of registered node definitions, indexed by name
1967 minetest.registered_craftitems
1968 ^ List of registered craft item definitions, indexed by name
1969 minetest.registered_tools
1970 ^ List of registered tool definitions, indexed by name
1971 minetest.registered_entities
1972 ^ List of registered entity prototypes, indexed by name
1973 minetest.object_refs
1974 ^ List of object references, indexed by active object id
1975 minetest.luaentities
1976 ^ List of Lua entities, indexed by active object id
1980 NodeMetaRef: Node metadata - reference extra data and functionality stored
1982 - Can be gotten via minetest.get_meta(pos)
1984 - set_string(name, value)
1986 - set_int(name, value)
1988 - set_float(name, value)
1990 - get_inventory() -> InvRef
1991 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1992 - from_table(nil or {})
1993 ^ See "Node Metadata"
1995 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1996 - Can be gotten via minetest.get_node_timer(pos)
1998 - set(timeout,elapsed)
1999 ^ set a timer's state
2000 ^ timeout is in seconds, and supports fractional values (0.1 etc)
2001 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
2002 ^ will trigger the node's on_timer function after timeout-elapsed seconds
2005 ^ equivalent to set(timeout,0)
2008 - get_timeout() -> current timeout in seconds
2009 ^ if timeout is 0, timer is inactive
2010 - get_elapsed() -> current elapsed time in seconds
2011 ^ the node's on_timer function will be called after timeout-elapsed seconds
2012 - is_started() -> boolean state of timer
2013 ^ returns true if timer is started, otherwise false
2015 ObjectRef: Moving things in the game are generally these
2016 (basically reference to a C++ ServerActiveObject)
2018 - remove(): remove object (after returning from Lua)
2019 - getpos() -> {x=num, y=num, z=num}
2020 - setpos(pos); pos={x=num, y=num, z=num}
2021 - moveto(pos, continuous=false): interpolated move
2022 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
2023 ^ puncher = an another ObjectRef,
2024 ^ time_from_last_punch = time since last punch action of the puncher
2025 ^ direction: can be nil
2026 - right_click(clicker); clicker = an another ObjectRef
2027 - get_hp(): returns number of hitpoints (2 * number of hearts)
2028 - set_hp(hp): set number of hitpoints (2 * number of hearts)
2029 - get_inventory() -> InvRef
2030 - get_wield_list(): returns the name of the inventory list the wielded item is in
2031 - get_wield_index(): returns the index of the wielded item
2032 - get_wielded_item() -> ItemStack
2033 - set_wielded_item(item): replaces the wielded item, returns true if successful
2034 - set_armor_groups({group1=rating, group2=rating, ...})
2035 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
2036 - set_attach(parent, bone, position, rotation)
2038 ^ position = {x=num, y=num, z=num} (relative)
2039 ^ rotation = {x=num, y=num, z=num}
2041 - set_bone_position(bone, position, rotation)
2043 ^ position = {x=num, y=num, z=num} (relative)
2044 ^ rotation = {x=num, y=num, z=num}
2045 - set_properties(object property table)
2046 LuaEntitySAO-only: (no-op for other objects)
2047 - setvelocity({x=num, y=num, z=num})
2048 - getvelocity() -> {x=num, y=num, z=num}
2049 - setacceleration({x=num, y=num, z=num})
2050 - getacceleration() -> {x=num, y=num, z=num}
2052 - getyaw() -> radians
2053 - settexturemod(mod)
2054 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2055 - select_horiz_by_yawpitch=false)
2056 ^ Select sprite from spritesheet with optional animation and DM-style
2057 texture selection based on yaw relative to camera
2058 - get_entity_name() (DEPRECATED: Will be removed in a future version)
2060 Player-only: (no-op for other objects)
2061 - is_player(): true for players, false for others
2062 - get_player_name(): returns "" if is not a player
2063 - get_look_dir(): get camera direction as a unit vector
2064 - get_look_pitch(): pitch in radians
2065 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
2066 - set_look_pitch(radians): sets look pitch
2067 - set_look_yaw(radians): sets look yaw
2068 - get_breath() : returns players breath
2069 - set_breath(value) : sets players breath
2070 values: 0 player is drowning,
2071 1-10 number of bubbles remain,
2072 11 bubbles bar is not shown
2073 - set_inventory_formspec(formspec)
2074 ^ Redefine player's inventory form
2075 ^ Should usually be called in on_joinplayer
2076 - get_inventory_formspec() -> formspec string
2077 - get_player_control(): returns table with player pressed keys
2078 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
2079 - get_player_control_bits(): returns integer with bit packed player pressed keys
2080 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2081 - set_physics_override({
2082 speed = 1.0, -- multiplier to default value
2083 jump = 1.0, -- multiplier to default value
2084 gravity = 1.0, -- multiplier to default value
2085 sneak = true, -- whether player can sneak
2086 sneak_glitch = true, -- whether player can use the sneak glitch
2088 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
2089 - hud_remove(id): remove the HUD element of the specified id
2090 - hud_change(id, stat, value): change a value of a previously added HUD element
2091 ^ element stat values: position, name, scale, text, number, item, dir
2092 - hud_get(id): gets the HUD element definition structure of the specified ID
2093 - hud_set_flags(flags): sets specified HUD flags to true/false
2094 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
2095 ^ pass a table containing a true/false value of each flag to be set or unset
2096 ^ if a flag is nil, the flag is not modified
2097 - hud_get_flags(): returns a table containing status of hud flags
2098 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
2099 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
2100 ^ count: number of items, must be between 1 and 23
2101 - hud_set_hotbar_image(texturename)
2102 ^ sets background image for hotbar
2103 - hud_set_hotbar_selected_image(texturename)
2104 ^ sets image for selected item of hotbar
2105 - hud_replace_builtin(name, hud definition)
2106 ^ replace definition of a builtin hud element
2107 ^ name: "breath" or "health"
2108 ^ hud definition: definition to replace builtin definition
2109 - set_sky(bgcolor, type, {texture names})
2110 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
2112 - "regular": Uses 0 textures, bgcolor ignored
2113 - "skybox": Uses 6 textures, bgcolor used
2114 - "plain": Uses 0 textures, bgcolor used
2115 ^ Note: currently does not work directly in on_joinplayer; use
2116 minetest.after(0) in there.
2117 - override_day_night_ratio(ratio or nil)
2118 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
2119 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
2120 - 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
2121 ^ stand/idle animation key frames
2122 ^ walk animation key frames
2123 ^ dig animation key frames
2124 ^ walk+dig animation key frames
2125 ^ animation frame speed
2126 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
2127 ^ in first person view
2128 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
2130 InvRef: Reference to an inventory
2132 - is_empty(listname): return true if list is empty
2133 - get_size(listname): get size of a list
2134 - set_size(listname, size): set size of a list
2135 ^ returns false on error (e.g. invalid listname or listsize)
2136 - get_width(listname): get width of a list
2137 - set_width(listname, width): set width of list; currently used for crafting
2138 - get_stack(listname, i): get a copy of stack index i in list
2139 - set_stack(listname, i, stack): copy stack to index i in list
2140 - get_list(listname): return full list
2141 - set_list(listname, list): set full list (size will not change)
2142 - get_lists(): returns list of inventory lists
2143 - set_lists(lists): sets inventory lists (size will not change)
2144 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
2145 - room_for_item(listname, stack): returns true if the stack of items
2146 can be fully added to the list
2147 - contains_item(listname, stack): returns true if the stack of items
2148 can be fully taken from the list
2149 - remove_item(listname, stack): take as many items as specified from the list,
2150 returns the items that were actually removed (as an ItemStack) - note that
2151 any item metadata is ignored, so attempting to remove a specific unique
2152 item this way will likely remove the wrong one - to do that use set_stack
2153 with an empty ItemStack
2154 - get_location() -> location compatible to minetest.get_inventory(location)
2155 -> {type="undefined"} in case location is not known
2157 ItemStack: A stack of items.
2158 - Can be created via ItemStack(itemstack or itemstring or table or nil)
2160 - is_empty(): return true if stack is empty
2161 - get_name(): returns item name (e.g. "default:stone")
2162 - set_name(itemname): returns true/false (success)
2163 ^ clears item on failure
2164 - get_count(): returns number of items on the stack
2165 - set_count(count): returns true/false (success)
2166 ^ clears item on failure
2167 - get_wear(): returns tool wear (0-65535), 0 for non-tools
2168 - set_wear(wear): returns true/false (success)
2169 ^ clears item on failure
2170 - get_metadata(): returns metadata (a string attached to an item stack)
2171 - set_metadata(metadata): returns true
2172 - clear(): removes all items from the stack, making it empty
2173 - replace(item): replace the contents of this stack (item can also
2174 be an itemstring or table)
2175 - to_string(): returns the stack in itemstring form
2176 - to_table(): returns the stack in Lua table form
2177 - get_stack_max(): returns the maximum size of the stack (depends on the item)
2178 - get_free_space(): returns get_stack_max() - get_count()
2179 - is_known(): returns true if the item name refers to a defined item type
2180 - get_definition(): returns the item definition table
2181 - get_tool_capabilities(): returns the digging properties of the item,
2182 ^ or those of the hand if none are defined for this item type
2183 - add_wear(amount): increases wear by amount if the item is a tool
2184 - add_item(item): put some item or stack onto this stack,
2185 ^ returns leftover ItemStack
2186 - item_fits(item): returns true if item or stack can be fully added to this one
2187 - take_item(n): take (and remove) up to n items from this stack
2188 ^ returns taken ItemStack
2189 ^ if n is omitted, n=1 is used
2190 - peek_item(n): copy (don't remove) up to n items from this stack
2191 ^ returns copied ItemStack
2192 ^ if n is omitted, n=1 is used
2194 PseudoRandom: A pseudorandom number generator
2195 - Can be created via PseudoRandom(seed)
2197 - next(): return next integer random number [0...32767]
2198 - next(min, max): return next integer random number [min...max]
2199 (max - min) must be 32767 or <= 6553 due to the simple
2200 implementation making bad distribution otherwise.
2202 PerlinNoise: A perlin noise generator
2203 - Can be created via PerlinNoise(seed, octaves, persistence, scale) or PerlinNoise(noiseparams)
2204 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale) or minetest.get_perlin(noiseparams)
2206 - get2d(pos) -> 2d noise value at pos={x=,y=}
2207 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
2209 PerlinNoiseMap: A fast, bulk perlin noise generator
2210 - Can be created via PerlinNoiseMap(noiseparams, size)
2211 - Also minetest.get_perlin_map(noiseparams, size)
2212 - Format of 'size' for 3D perlin maps: {x=dimx, y=dimy, z=dimz}
2213 - Format of 'size' for 2D perlin maps: {x=dimx, y=dimy}
2214 ^ where dimx, dimy, dimz are the array dimensions
2215 ^ for 3D perlin maps the z component of 'size' must be larger than 1 otherwise 'nil' is returned
2217 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
2218 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
2219 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
2220 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
2222 VoxelManip: An interface to the MapVoxelManipulator for Lua
2223 - Can be created via VoxelManip()
2224 - Also minetest.get_voxel_manip()
2225 - Specify a pmin, pmax to create a VoxelManip with map already loaded
2227 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
2228 ^ returns actual emerged pmin, actual emerged pmax
2229 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2230 ^ important: data must be set using VoxelManip:set_data before calling this
2231 - get_node_at(pos): Returns a MapNode table of the node currently loaded in the VoxelManip at that position
2232 - set_node_at(pos, node): Sets a specific MapNode in the VoxelManip at that position
2233 - get_data(): Gets the data read into the VoxelManip object
2234 ^ returns raw node data is in the form of an array of node content ids
2235 - set_data(data): Sets the data contents of the VoxelManip object
2236 - update_map(): Update map after writing chunk back to map.
2237 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2238 ^ retrieved from minetest.get_mapgen_object
2239 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2240 ^ light is a table, {day=<0...15>, night=<0...15>}
2241 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2242 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2243 - get_light_data(): Gets the light data read into the VoxelManip object
2244 ^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
2245 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2246 ^ light = day + (night * 16)
2247 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2248 ^ expects lighting data in the same format that get_light_data() returns
2249 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2250 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2251 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2252 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2253 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2254 - update_liquids(): Update liquid flow
2255 - was_modified(): Returns true or false if the data in the voxel manipulator had been modified since
2256 the last read from map, due to a call to minetest.set_data() on the loaded area elsewhere
2257 - get_emerged_area(): Returns actual emerged pmin, actual emerged pmax
2259 VoxelArea: A helper class for voxel areas
2260 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2261 - Coordinates are *inclusive*, like most other things in Minetest
2263 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2264 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2265 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2266 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2267 - indexp(p): same as above, except takes a vector
2268 - position(i): returns the absolute position vector corresponding to index i
2269 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2270 - containsp(p): same as above, except takes a vector
2271 - containsi(i): same as above, except takes an index
2272 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2273 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2274 - iterp(minp, maxp): same as above, except takes a vector
2276 Settings: An interface to read config files in the format of minetest.conf
2277 - Can be created via Settings(filename)
2280 - get_bool(key) -> boolean
2282 - remove(key) -> success
2283 - get_names() -> {key1,...}
2284 - write() -> success
2285 ^ write changes to file
2286 - to_table() -> {[key1]=value1,...}
2290 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2291 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2292 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2293 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2295 The following Mapgen objects are currently available:
2298 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2299 order. All mapgens support this object.
2302 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2303 generated chunk by the current mapgen.
2306 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2310 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2314 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2318 Returns a table mapping requested generation notification types to arrays of positions at which the
2319 corresponding generated structures are located at within the current chunk. To set the capture of positions
2320 of interest to be recorded on generate, use minetest.set_gen_notify().
2321 Possible fields of the table returned are:
2322 dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end, decoration
2323 Decorations have a key in the format of "decoration#id", where id is the numeric unique decoration ID.
2326 --------------------
2327 - Functions receive a "luaentity" as self:
2328 - It has the member .name, which is the registered name ("mod:thing")
2329 - It has the member .object, which is an ObjectRef pointing to the object
2330 - The original prototype stuff is visible directly via a metatable
2332 - on_activate(self, staticdata)
2333 ^ Called when the object is instantiated.
2334 - on_step(self, dtime)
2335 ^ Called on every server tick, after movement and collision processing.
2336 dtime is usually 0.1 seconds, as per the dedicated_server_step setting
2338 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2339 ^ Called when somebody punches the object.
2340 ^ Note that you probably want to handle most punches using the
2341 automatic armor group system.
2342 ^ puncher: ObjectRef (can be nil)
2343 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2344 ^ tool_capabilities: capability table of used tool (can be nil)
2345 ^ dir: unit vector of direction of punch. Always defined. Points from
2346 the puncher to the punched.
2347 - on_rightclick(self, clicker)
2348 - get_staticdata(self)
2349 ^ Should return a string that will be passed to on_activate when
2350 the object is instantiated the next time.
2355 axiom, - string initial tree axiom
2356 rules_a, - string rules set A
2357 rules_b, - string rules set B
2358 rules_c, - string rules set C
2359 rules_d, - string rules set D
2360 trunk, - string trunk node name
2361 leaves, - string leaves node name
2362 leaves2, - string secondary leaves node name
2363 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2364 angle, - num angle in deg
2365 iterations, - num max # of iterations, usually 2 -5
2366 random_level, - num factor to lower nr of iterations, usually 0 - 3
2367 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2368 thin_branches, - boolean true -> use thin (1 node) branches
2369 fruit, - string fruit node name
2370 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2371 seed, - num random seed; if no seed is provided, the engine will create one
2374 Key for Special L-System Symbols used in Axioms
2375 G - move forward one unit with the pen up
2376 F - move forward one unit with the pen down drawing trunks and branches
2377 f - move forward one unit with the pen down drawing leaves (100% chance)
2378 T - move forward one unit with the pen down drawing trunks only
2379 R - move forward one unit with the pen down placing fruit
2380 A - replace with rules set A
2381 B - replace with rules set B
2382 C - replace with rules set C
2383 D - replace with rules set D
2384 a - replace with rules set A, chance 90%
2385 b - replace with rules set B, chance 80%
2386 c - replace with rules set C, chance 70%
2387 d - replace with rules set D, chance 60%
2388 + - yaw the turtle right by angle parameter
2389 - - yaw the turtle left by angle parameter
2390 & - pitch the turtle down by angle parameter
2391 ^ - pitch the turtle up by angle parameter
2392 / - roll the turtle to the right by angle parameter
2393 * - roll the turtle to the left by angle parameter
2394 [ - save in stack current state info
2395 ] - recover from stack state info
2397 Example usage: spawn small apple tree
2400 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2401 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2402 trunk="default:tree",
2403 leaves="default:leaves",
2407 trunk_type="single",
2410 fruit="default:apple"
2412 minetest.spawn_tree(pos,apple_tree)
2421 collide_with_objects = true, -- collide with other objects if physical=true
2423 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2424 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2425 visual_size = {x=1, y=1},
2427 textures = {}, -- number of required textures depends on visual
2428 colors = {}, -- number of required colors depends on visual
2429 spritediv = {x=1, y=1},
2430 initial_sprite_basepos = {x=0, y=0},
2432 makes_footstep_sound = false,
2433 automatic_rotate = false,
2435 automatic_face_movement_dir = 0.0,
2436 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2439 Entity definition (register_entity)
2441 (Deprecated: Everything in object properties is read directly from here)
2443 initial_properties = <initial object properties>,
2445 on_activate = function(self, staticdata, dtime_s),
2446 on_step = function(self, dtime),
2447 on_punch = function(self, hitter),
2448 on_rightclick = function(self, clicker),
2449 get_staticdata = function(self),
2450 ^ Called sometimes; the string returned is passed to on_activate when
2451 the entity is re-activated from static state
2453 # Also you can define arbitrary member variables here
2454 myvariable = whatever,
2457 ABM (ActiveBlockModifier) definition (register_abm)
2459 -- In the following two fields, also group:groupname will work.
2460 nodenames = {"default:lava_source"},
2461 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2462 ^ If left out or empty, any neighbor will do
2463 interval = 1.0, -- (operation interval)
2464 chance = 1, -- (chance of trigger is 1.0/this)
2465 action = func(pos, node, active_object_count, active_object_count_wider),
2468 Item definition (register_node, register_craftitem, register_tool)
2470 description = "Steel Axe",
2471 groups = {}, -- key=name, value=rating; rating=1..3.
2472 if rating not applicable, use 1.
2473 e.g. {wool=1, fluffy=3}
2474 {soil=2, outerspace=1, crumbly=1}
2475 {bendy=2, snappy=1},
2476 {hard=1, metal=1, spikes=1}
2477 inventory_image = "default_tool_steelaxe.png",
2479 wield_scale = {x=1,y=1,z=1},
2482 liquids_pointable = false,
2483 tool_capabilities = {
2484 full_punch_interval = 1.0,
2488 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2489 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2491 damage_groups = {groupname=damage},
2493 node_placement_prediction = nil,
2494 ^ If nil and item is node, prediction is made automatically
2495 ^ If nil and item is not a node, no prediction is made
2496 ^ If "" and item is anything, no prediction is made
2497 ^ Otherwise should be name of node which the client immediately places
2498 on ground when the player places the item. Server will always update
2499 actual result to client in a short moment.
2501 place = <SimpleSoundSpec>,
2504 on_place = func(itemstack, placer, pointed_thing),
2505 ^ Shall place item and return the leftover itemstack
2506 ^ default: minetest.item_place
2507 on_drop = func(itemstack, dropper, pos),
2508 ^ Shall drop item and return the leftover itemstack
2509 ^ default: minetest.item_drop
2510 on_use = func(itemstack, user, pointed_thing),
2512 ^ Function must return either nil if no item shall be removed from
2513 inventory, or an itemstack to replace the original itemstack.
2514 e.g. itemstack:take_item(); return itemstack
2515 ^ Otherwise, the function is free to do what it wants.
2516 ^ The default functions handle regular use cases.
2517 after_use = func(itemstack, user, node, digparams),
2519 ^ If defined, should return an itemstack and will be called instead of
2520 wearing out the tool. If returns nil, does nothing.
2521 If after_use doesn't exist, it is the same as:
2522 function(itemstack, user, node, digparams)
2523 itemstack:add_wear(digparams.wear)
2530 - {name="image.png", animation={Tile Animation definition}}
2531 - {name="image.png", backface_culling=bool}
2532 ^ backface culling only supported in special tiles
2533 - deprecated still supported field names:
2536 Tile animation definition:
2537 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2539 Node definition (register_node)
2541 <all fields allowed in item definitions>,
2543 drawtype = "normal", -- See "Node drawtypes"
2545 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2546 ^ For plantlike, the image will start at the bottom of the node; for the
2547 ^ other drawtypes, the image will be centered on the node.
2548 ^ Note that positioning for "torchlike" may still change.
2549 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2550 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2551 ^ List can be shortened to needed length
2552 special_tiles = {tile definition 1, Tile definition 2},
2553 ^ Special textures of node; used rarely (old field name: special_materials)
2554 ^ List can be shortened to needed length
2556 use_texture_alpha = false, -- Use texture's alpha channel
2557 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2558 paramtype = "none", -- See "Nodes"
2559 paramtype2 = "none", -- See "Nodes"
2560 is_ground_content = true, -- If false, the cave generator will not carve through this
2561 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2562 walkable = true, -- If true, objects collide with node
2563 pointable = true, -- If true, can be pointed at
2564 diggable = true, -- If false, can never be dug
2565 climbable = false, -- If true, can be climbed on (ladder)
2566 buildable_to = false, -- If true, placed nodes can replace this node
2567 liquidtype = "none", -- "none"/"source"/"flowing"
2568 liquid_alternative_flowing = "", -- Flowing version of source liquid
2569 liquid_alternative_source = "", -- Source version of flowing liquid
2570 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2571 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2572 freezemelt = "", -- water for snow/ice, ice/snow for water
2573 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2574 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2575 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2576 light_source = 0, -- Amount of light emitted by node
2577 damage_per_second = 0, -- If player is inside node, this damage is caused
2578 node_box = {type="regular"}, -- See "Node boxes"
2580 selection_box = {type="regular"}, -- See "Node boxes"
2581 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2582 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2583 legacy_wallmounted = false, -- Support maps made in and before January 2012
2585 footstep = <SimpleSoundSpec>,
2586 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2587 dug = <SimpleSoundSpec>,
2588 place = <SimpleSoundSpec>,
2590 drop = "", -- Name of dropped node when dug. Default is the node itself.
2593 max_items = 1, -- Maximum number of items to drop.
2594 items = { -- Choose max_items randomly from this list.
2596 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2597 rarity = 1, -- Probability of getting is 1 / rarity.
2602 on_construct = func(pos),
2603 ^ Node constructor; always called after adding node
2604 ^ Can set up metadata and stuff like that
2606 on_destruct = func(pos),
2607 ^ Node destructor; always called before removing node
2609 after_destruct = func(pos, oldnode),
2610 ^ Node destructor; always called after removing node
2613 after_place_node = func(pos, placer, itemstack, pointed_thing)
2614 ^ Called after constructing node when node was placed using
2615 minetest.item_place_node / minetest.place_node
2616 ^ If return true no item is taken from itemstack
2618 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2619 ^ oldmetadata is in table format
2620 ^ Called after destructing node when node was dug using
2621 minetest.node_dig / minetest.dig_node
2623 can_dig = function(pos,player)
2624 ^ returns true if node can be dug, or false if not
2627 on_punch = func(pos, node, puncher, pointed_thing),
2628 ^ default: minetest.node_punch
2629 ^ By default: Calls minetest.register_on_punchnode callbacks
2630 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2632 ^ if defined, itemstack will hold clicker's wielded item
2633 ^ Shall return the leftover itemstack
2634 ^ Note: pointed_thing can be nil, if a mod calls this function
2636 on_dig = func(pos, node, digger),
2637 ^ default: minetest.node_dig
2638 ^ By default: checks privileges, wears out tool and removes node
2640 on_timer = function(pos,elapsed),
2642 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2643 ^ elapsed is the total time passed since the timer was started
2644 ^ return true to run the timer for another cycle with the same timeout value
2646 on_receive_fields = func(pos, formname, fields, sender),
2647 ^ fields = {name1 = value1, name2 = value2, ...}
2648 ^ Called when an UI form (e.g. sign text input) returns data
2651 allow_metadata_inventory_move = func(pos, from_list, from_index,
2652 to_list, to_index, count, player),
2653 ^ Called when a player wants to move items inside the inventory
2654 ^ Return value: number of items allowed to move
2656 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2657 ^ Called when a player wants to put something into the inventory
2658 ^ Return value: number of items allowed to put
2659 ^ Return value: -1: Allow and don't modify item count in inventory
2661 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2662 ^ Called when a player wants to take something out of the inventory
2663 ^ Return value: number of items allowed to take
2664 ^ Return value: -1: Allow and don't modify item count in inventory
2666 on_metadata_inventory_move = func(pos, from_list, from_index,
2667 to_list, to_index, count, player),
2668 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2669 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2670 ^ Called after the actual action has happened, according to what was allowed.
2673 on_blast = func(pos, intensity),
2674 ^ intensity: 1.0 = mid range of regular TNT
2675 ^ If defined, called when an explosion touches the node, instead of
2679 Recipe for register_craft: (shaped)
2681 output = 'default:pick_stone',
2683 {'default:cobble', 'default:cobble', 'default:cobble'},
2684 {'', 'default:stick', ''},
2685 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2687 replacements = <optional list of item pairs,
2688 replace one input item with another item on crafting>
2691 Recipe for register_craft (shapeless)
2694 output = 'mushrooms:mushroom_stew',
2697 "mushrooms:mushroom_brown",
2698 "mushrooms:mushroom_red",
2700 replacements = <optional list of item pairs,
2701 replace one input item with another item on crafting>
2704 Recipe for register_craft (tool repair)
2706 type = "toolrepair",
2707 additional_wear = -0.02,
2710 Recipe for register_craft (cooking)
2713 output = "default:glass",
2714 recipe = "default:sand",
2718 Recipe for register_craft (furnace fuel)
2721 recipe = "default:leaves",
2725 Ore definition (register_ore)
2727 ore_type = "scatter", -- See "Ore types"
2728 ore = "default:stone_with_coal",
2729 wherein = "default:stone",
2730 ^ a list of nodenames is supported too
2731 clust_scarcity = 8*8*8,
2732 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2733 ^ This value should be *MUCH* higher than your intuition might tell you!
2735 ^ Number of ores in a cluster
2737 ^ Size of the bounding box of the cluster
2738 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2739 height_min = -31000,
2742 ^ Attributes for this ore generation
2743 noise_threshhold = 0.5,
2744 ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
2745 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2746 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2747 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2748 random_factor = 1.0,
2749 ^ Multiplier of the randomness contribution to the noise value at any given point to
2750 ^ decide if ore should be placed. Set to 0 for solid veins. This parameter is only valid
2751 ^ for ore_type == "vein".
2754 Decoration definition (register_decoration)
2756 deco_type = "simple", -- See "Decoration types"
2757 place_on = "default:dirt_with_grass",
2758 ^ Node that decoration can be placed on
2760 ^ Size of divisions made in the chunk being generated.
2761 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2763 ^ Ratio of the area to be uniformly filled by the decoration.
2764 ^ Used only if noise_params is not specified.
2765 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2766 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2767 ^ The result of this is multiplied by the 2d area of the division being decorated.
2768 biomes = {"Oceanside", "Hills", "Plains"},
2769 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2770 ^ and ignored if the Mapgen being used does not support biomes.
2773 ^ Minimum and maximum y positions these decorations can be generated at. This parameter refers to the
2774 ^ y position of the decoration base, so the actual maximum height would be (height_max + size.Y).
2776 ----- Simple-type parameters
2777 decoration = "default:grass",
2778 ^ The node name used as the decoration.
2779 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2781 ^ Number of nodes high the decoration is made.
2782 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2784 ^ Number of nodes the decoration can be at maximum.
2785 ^ If absent, the parameter 'height' is used as a constant.
2786 spawn_by = "default:water",
2787 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2789 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2790 ^ If absent or -1, decorations occur next to any nodes.
2792 ----- Schematic-type parameters
2793 schematic = "foobar.mts",
2794 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2795 ^ specified Minetest schematic file.
2796 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2797 ^ and an optional table yslice_prob:
2799 size = {x=4, y=6, z=4},
2801 {name="cobble", param1=255, param2=0},
2802 {name="dirt_with_grass", param1=255, param2=0},
2811 ^ See 'Schematic specifier' for details.
2812 replacements = {["oldname"] = "convert_to", ...},
2813 flags = "place_center_x, place_center_z",
2814 ^ Flags for schematic decorations. See 'Schematic attributes'.
2815 rotation = "90" -- rotate schematic 90 degrees on placement
2816 ^ Rotation can be "0", "90", "180", "270", or "random".
2819 Chatcommand definition (register_chatcommand)
2821 params = "<name> <privilege>", -- Short parameter description
2822 description = "Remove privilege from player", -- Full description
2823 privs = {privs=true}, -- Require the "privs" privilege to run
2824 func = function(name, param), -- Called when command is run.
2825 -- Returns boolean success and text output.
2828 Detached inventory callbacks
2830 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2831 ^ Called when a player wants to move items inside the inventory
2832 ^ Return value: number of items allowed to move
2834 allow_put = func(inv, listname, index, stack, player),
2835 ^ Called when a player wants to put something into the inventory
2836 ^ Return value: number of items allowed to put
2837 ^ Return value: -1: Allow and don't modify item count in inventory
2839 allow_take = func(inv, listname, index, stack, player),
2840 ^ Called when a player wants to take something out of the inventory
2841 ^ Return value: number of items allowed to take
2842 ^ Return value: -1: Allow and don't modify item count in inventory
2844 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2845 on_put = func(inv, listname, index, stack, player),
2846 on_take = func(inv, listname, index, stack, player),
2847 ^ Called after the actual action has happened, according to what was allowed.
2851 HUD Definition (hud_add, hud_get)
2853 hud_elem_type = "image", -- see HUD element types
2854 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2855 position = {x=0.5, y=0.5},
2856 ^ Left corner position of element
2862 ^ Selected item in inventory. 0 for no item selected.
2864 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2865 alignment = {x=0, y=0},
2866 ^ See "HUD Element Types"
2867 offset = {x=0, y=0},
2868 ^ See "HUD Element Types"
2869 size = { x=100, y=100 },
2870 ^ Size of element in pixels
2873 Particle definition (add_particle)
2875 pos = {x=0, y=0, z=0},
2876 velocity = {x=0, y=0, z=0},
2877 acceleration = {x=0, y=0, z=0},
2878 ^ Spawn particle at pos with velocity and acceleration
2880 ^ Disappears after expirationtime seconds
2882 collisiondetection = false,
2883 ^ collisiondetection: if true collides with physical objects
2885 ^ vertical: if true faces player using y axis only
2886 texture = "image.png",
2887 ^ Uses texture (string)
2888 playername = "singleplayer"
2889 ^ optional, if specified spawns particle only on the player's client
2892 ParticleSpawner definition (add_particlespawner)
2896 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2897 minpos = {x=0, y=0, z=0},
2898 maxpos = {x=0, y=0, z=0},
2899 minvel = {x=0, y=0, z=0},
2900 maxvel = {x=0, y=0, z=0},
2901 minacc = {x=0, y=0, z=0},
2902 maxacc = {x=0, y=0, z=0},
2907 ^ The particle's properties are random values in between the bounds:
2908 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2909 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2910 collisiondetection = false,
2911 ^ collisiondetection: if true uses collision detection
2913 ^ vertical: if true faces player using y axis only
2914 texture = "image.png",
2915 ^ Uses texture (string)
2916 playername = "singleplayer"
2917 ^ Playername is optional, if specified spawns particle only on the player's client