1 Minetest Lua Modding API Reference 0.4.7
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 (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- 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/gameid/ <-- 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 eg. 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
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing desctiption to be shown within mainmenu.
133 An alternative way of specifying optional dependencies.
134 Like depends.txt, a single line contains a single modname.
136 NOTE: This file exists for compatibility purposes only and
137 support for it will be removed from the engine by the end of 2013.
140 The main Lua script. Running this script should register everything it
141 wants to register. Subsequent execution depends on minetest calling the
142 registered callbacks.
144 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
145 to read custom or existing settings at load time, if necessary.
147 textures, sounds, media:
148 Media files (textures, sounds, whatever) that will be transferred to the
149 client and will be available for use by the mod.
151 Naming convention for registered textual names
152 ----------------------------------------------
153 Registered names should generally be in this format:
154 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
156 This is to prevent conflicting names from corrupting maps and is
157 enforced by the mod loader.
159 Example: mod "experimental", ideal item/node/entity name "tnt":
160 -> the name should be "experimental:tnt".
162 Enforcement can be overridden by prefixing the name with ":". This can
163 be used for overriding the registrations of some other mod.
165 Example: Any mod can redefine experimental:tnt by using the name
166 ":experimental:tnt" when registering it.
167 (also that mod is required to have "experimental" as a dependency)
169 The ":" prefix can also be used for maintaining backwards compatibility.
173 Aliases can be added by using minetest.register_alias(name, convert_to)
175 This will make Minetest to convert things called name to things called
178 This can be used for maintaining backwards compatibility.
180 This can be also used for setting quick access names for things, eg. if
181 you have an item called epiclylongmodname:stuff, you could do
182 minetest.register_alias("stuff", "epiclylongmodname:stuff")
183 and be able to use "/giveme stuff".
187 Mods should generally prefix their textures with modname_, eg. given
188 the mod name "foomod", a texture could be called
189 "foomod_foothing.png"
191 Textures are referred to by their complete name, or alternatively by
192 stripping out the file extension:
193 eg. foomod_foothing.png
198 Only OGG files are supported.
200 For positional playing of sounds, only single-channel (mono) files are
201 supported. Otherwise OpenAL will play them non-positionally.
203 Mods should generally prefix their sounds with modname_, eg. given
204 the mod name "foomod", a sound could be called
205 "foomod_foosound.ogg"
207 Sounds are referred to by their name with a dot, a single digit and the
208 file extension stripped out. When a sound is played, the actual sound file
209 is chosen randomly from the matching sounds.
211 When playing the sound "foomod_foosound", the sound is chosen randomly
212 from the available ones of the following files:
214 foomod_foosound.0.ogg
215 foomod_foosound.1.ogg
217 foomod_foosound.9.ogg
219 Examples of sound parameter tables:
220 -- Play locationless on all clients
222 gain = 1.0, -- default
224 -- Play locationless to a player
227 gain = 1.0, -- default
229 -- Play in a location
232 gain = 1.0, -- default
233 max_hear_distance = 32, -- default
235 -- Play connected to an object, looped
237 object = <an ObjectRef>,
238 gain = 1.0, -- default
239 max_hear_distance = 32, -- default
240 loop = true, -- only sounds connected to objects can be looped
245 eg. "default_place_node"
247 eg. {name="default_place_node"}
248 eg. {name="default_place_node", gain=1.0}
250 Registered definitions of stuff
251 --------------------------------
252 Anything added using certain minetest.register_* functions get added to
253 the global minetest.registered_* tables.
255 minetest.register_entity(name, prototype table)
256 -> minetest.registered_entities[name]
258 minetest.register_node(name, node definition)
259 -> minetest.registered_items[name]
260 -> minetest.registered_nodes[name]
262 minetest.register_tool(name, item definition)
263 -> minetest.registered_items[name]
265 minetest.register_craftitem(name, item definition)
266 -> minetest.registered_items[name]
268 Note that in some cases you will stumble upon things that are not contained
269 in these tables (eg. when a mod has been removed). Always check for
270 existence before trying to access the fields.
272 Example: If you want to check the drawtype of a node, you could do:
274 local function get_nodedef_field(nodename, fieldname)
275 if not minetest.registered_nodes[nodename] then
278 return minetest.registered_nodes[nodename][fieldname]
280 local drawtype = get_nodedef_field(nodename, "drawtype")
282 Example: minetest.get_item_group(name, group) has been implemented as:
284 function minetest.get_item_group(name, group)
285 if not minetest.registered_items[name] or not
286 minetest.registered_items[name].groups[group] then
289 return minetest.registered_items[name].groups[group]
294 Nodes are the bulk data of the world: cubes and other things that take the
295 space of a cube. Huge amounts of them are handled efficiently, but they
298 The definition of a node is stored and can be accessed by name in
299 minetest.registered_nodes[node.name]
300 See "Registered definitions of stuff".
302 Nodes are passed by value between Lua and the engine.
303 They are represented by a table:
304 {name="name", param1=num, param2=num}
306 param1 and param2 are 8 bit integers. The engine uses them for certain
307 automated functions. If you don't use these functions, you can use them to
308 store arbitrary values.
310 The functions of param1 and param2 are determined by certain fields in the
312 param1 is reserved for the engine when paramtype != "none":
314 ^ The value stores light with and without sun in it's
315 upper and lower 4 bits.
316 param2 is reserved for the engine when any of these are used:
317 liquidtype == "flowing"
318 ^ The level and some flags of the liquid is stored in param2
319 drawtype == "flowingliquid"
320 ^ The drawn liquid level is read from param2
321 drawtype == "torchlike"
322 drawtype == "signlike"
323 paramtype2 == "wallmounted"
324 ^ The rotation of the node is stored in param2. You can make this value
325 by using minetest.dir_to_wallmounted().
326 paramtype2 == "facedir"
327 ^ The rotation of the node is stored in param2. Furnaces and chests are
328 rotated this way. Can be made by using minetest.dir_to_facedir().
330 facedir modulo 4 = axisdir
331 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
332 facedir's two less significant bits are rotation around the axis
333 paramtype2 == "leveled"
334 ^ The drawn node level is read from param2, like flowingliquid
336 Nodes can also contain extra data. See "Node Metadata".
340 There are a bunch of different looking node types. These are mostly just
341 copied from Minetest 0.3; more may be made in the future.
343 Look for examples in games/minimal or games/minetest_game.
358 - nodebox -- See below. EXPERIMENTAL
362 Node selection boxes are defined using "node boxes"
364 The "nodebox" node drawtype allows defining visual of nodes consisting of
365 arbitrary number of boxes. It allows defining stuff like stairs. Only the
366 "fixed" and "leveled" box type is supported for these.
367 ^ Please note that this is still experimental, and may be incompatibly
368 changed in the future.
370 A nodebox is defined as any of:
372 -- A normal cube; the default in most things
376 -- A fixed box (facedir param2 is used, if applicable)
378 fixed = box OR {box1, box2, ...}
381 -- A box like the selection box for torches
382 -- (wallmounted param2 is used, if applicable)
383 type = "wallmounted",
390 {x1, y1, z1, x2, y2, z2}
391 A box of a regular node would look like:
392 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
394 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
398 These tell in what manner the ore is generated.
399 All default ores are of the uniformly-distributed scatter type.
402 Randomly chooses a location and generates a cluster of ore.
403 If noise_params is specified, the ore will be placed if the 3d perlin noise at
404 that point is greater than the noise_threshhold, giving the ability to create a non-equal
407 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
408 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
409 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
410 scale when comparing against the noise threshhold, but scale is used to determine relative height.
411 The height of the blob is randomly scattered, with a maximum height of clust_size.
412 clust_scarcity and clust_num_ores are ignored.
413 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
414 - claylike - NOT YET IMPLEMENTED
415 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
416 neighborhood of clust_size radius.
420 Currently supported flags: absheight
422 Also produce this same ore between the height range of -height_max and -height_min.
423 Useful for having ore in sky realms without having to duplicate ore entries.
427 The varying types of decorations that can be placed.
428 The default value is simple, and is currently the only type supported.
431 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
432 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
433 for example. Can also generate a decoration of random height between a specified lower and
434 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
437 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
438 probability of a node randomly appearing when placed. This decoration type is intended to be used
439 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
443 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
444 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
445 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
446 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
447 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
449 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
450 probability of that node appearing in the structure.
451 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
452 - A probability value of 0 means that node will never appear (0% chance).
453 - A probability value of 255 means the node will always appear (100% chance).
454 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
455 will appear when the schematic is placed on the map.
457 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
460 ---------------------
461 Currently supported flags: place_center_x, place_center_y, place_center_z
463 Placement of this decoration is centered along the X axis.
465 Placement of this decoration is centered along the Y axis.
467 Placement of this decoration is centered along the Z axis.
471 The position field is used for all element types.
472 To account for differing resolutions, the position coordinates are the percentage of the screen,
473 ranging in value from 0 to 1.
474 The name field is not yet used, but should contain a description of what the HUD element represents.
475 The direction field is the direction in which something is drawn.
476 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.
477 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
478 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
480 The offset field specifies a pixel offset from the position. Contrary to position,
481 the offset is not scaled to screen size. This allows for some precisely-positioned
483 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
485 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
488 Displays an image on the HUD.
489 - scale: The scale of the image, with 1 being the original texture size.
490 Only the X coordinate scale is used (positive values)
491 Negative values represent that percentage of the screen it
492 should take; e.g. x=-100 means 100% (width)
493 - text: The name of the texture that is displayed.
494 - alignment: The alignment of the image.
495 - offset: offset in pixels from position.
497 Displays text on the HUD.
498 - scale: Defines the bounding rectangle of the text.
499 A value such as {x=100, y=100} should work.
500 - text: The text to be displayed in the HUD element.
501 - number: An integer containing the RGB value of the color used to draw the text.
502 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
503 - alignment: The alignment of the text.
504 - offset: offset in pixels from position.
506 Displays a horizontal bar made up of half-images.
507 - text: The name of the texture that is used.
508 - number: The number of half-textures that are displayed.
509 If odd, will end with a vertically center-split texture.
511 - offset: offset in pixels from position.
513 - text: The name of the inventory list to be displayed.
514 - number: Number of items in the inventory to be displayed.
515 - item: Position of item that is selected.
518 Representations of simple things
519 --------------------------------
521 {x=num, y=num, z=num}
522 For helper functions see "Vector helpers".
526 {type="node", under=pos, above=pos}
527 {type="object", ref=ObjectRef}
531 Node (register_node):
532 A node from the world
533 Tool (register_tool):
534 A tool/weapon that can dig and damage things according to tool_capabilities
535 Craftitem (register_craftitem):
538 Items and item stacks can exist in three formats:
540 Serialized; This is called stackstring or itemstring:
542 eg. 'default:pick_wood 21323'
546 eg. {name="default:dirt", count=5, wear=0, metadata=""}
548 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
549 ^ a wooden pick about 1/3 weared out
550 eg. {name="default:apple", count=1, wear=0, metadata=""}
554 C++ native format with many helper methods. Useful for converting between
555 formats. See the Class reference section for details.
557 When an item must be passed to a function, it can usually be in any of
562 In a number of places, there is a group table. Groups define the
563 properties of a thing (item, node, armor of entity, capabilities of
564 tool) in such a way that the engine and other mods can can interact with
565 the thing without actually knowing what the thing is.
568 - Groups are stored in a table, having the group names with keys and the
569 group ratings as values. For example:
570 groups = {crumbly=3, soil=1}
572 groups = {crumbly=2, soil=1, level=2, outerspace=1}
573 ^ A more special dirt-kind of thing
574 - Groups always have a rating associated with them. If there is no
575 useful meaning for a rating for an enabled group, it shall be 1.
576 - When not defined, the rating of a group defaults to 0. Thus when you
577 read groups, you must interpret nil and 0 as the same value, 0.
579 You can read the rating of a group for an item or a node by using
580 minetest.get_item_group(itemname, groupname)
584 Groups of items can define what kind of an item it is (eg. wool).
588 In addition to the general item things, groups are used to define whether
589 a node is destroyable and how long it takes to destroy by a tool.
593 For entities, groups are, as of now, used only for calculating damage.
594 The rating is the percentage of damage caused by tools with this damage group.
595 See "Entity damage mechanism".
597 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
598 object.set_armor_groups({fleshy=30, cracky=80})
602 Groups in tools define which groups of nodes and entities they are
605 Groups in crafting recipes
606 ---------------------------
607 An example: Make meat soup from any meat, any water and any bowl
609 output = 'food:meat_soup_raw',
615 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
617 An another example: Make red wool from white wool and red dye
621 recipe = {'wool:white', 'group:dye,basecolor_red'},
626 - immortal: Disables the group damage system for an entity
627 - level: Can be used to give an additional sense of progression in the game.
628 - A larger level will cause eg. a weapon of a lower level make much less
629 damage, and get weared out much faster, or not be able to get drops
630 from destroyed nodes.
631 - 0 is something that is directly accessible at the start of gameplay
632 - There is no upper limit
633 - dig_immediate: (player can always pick up node without tool wear)
634 - 2: node is removed without tool wear after 0.5 seconds or so
636 - 3: node is removed without tool wear immediately (torch)
637 - disable_jump: Player (and possibly other things) cannot jump from node
638 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
639 - bouncy: value is bounce speed in percent
640 - falling_node: if there is no walkable block under the node it will fall
641 - attached_node: if the node under it is not a walkable block the node will be
642 dropped as an item. If the node is wallmounted the
643 wallmounted direction is checked.
644 - soil: saplings will grow on nodes in this group
645 - connect_to_raillike: makes nodes of raillike drawtype connect to
646 other group members with same drawtype
648 Known damage and digging time defining groups
649 ----------------------------------------------
650 - crumbly: dirt, sand
651 - cracky: tough but crackable stuff like stone.
652 - snappy: something that can be cut using fine tools; eg. leaves, small
653 plants, wire, sheets of metal
654 - choppy: something that can be cut using force; eg. trees, wooden planks
655 - fleshy: Living things like animals and the player. This could imply
656 some blood effects when hitting.
657 - explody: Especially prone to explosions
658 - oddly_breakable_by_hand:
659 Can be added to nodes that shouldn't logically be breakable by the
660 hand but are. Somewhat similar to dig_immediate, but times are more
661 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
662 speed of a tool if the tool can dig at a faster speed than this
663 suggests for the hand.
665 Examples of custom groups
666 --------------------------
667 Item groups are often used for defining, well, //groups of items//.
668 - meat: any meat-kind of a thing (rating might define the size or healing
669 ability or be irrelevant - it is not defined as of yet)
670 - eatable: anything that can be eaten. Rating might define HP gain in half
672 - flammable: can be set on fire. Rating might define the intensity of the
673 fire, affecting eg. the speed of the spreading of an open fire.
674 - wool: any wool (any origin, any color)
677 - heavy: anything considerably heavy
679 Digging time calculation specifics
680 -----------------------------------
681 Groups such as **crumbly**, **cracky** and **snappy** are used for this
682 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
685 The **level** group is used to limit the toughness of nodes a tool can dig
686 and to scale the digging times / damage to a greater extent.
688 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
691 Tools define their properties by a list of parameters for groups. They
692 cannot dig other groups; thus it is important to use a standard bunch of
693 groups to enable interaction with tools.
696 * Full punch interval
698 * For an arbitrary list of groups:
699 * Uses (until the tool breaks)
700 * Maximum level (usually 0, 1, 2 or 3)
704 **Full punch interval**:
705 When used as a weapon, the tool will do full damage if this time is spent
706 between punches. If eg. half the time is spent, the tool will do half
709 **Maximum drop level**
710 Suggests the maximum level of node, when dug with the tool, that will drop
711 it's useful item. (eg. iron ore to drop a lump of iron).
712 - This is not automated; it is the responsibility of the node definition
716 Determines how many uses the tool has when it is used for digging a node,
717 of this group, of the maximum level. For lower leveled nodes, the use count
718 is multiplied by 3^leveldiff.
719 - uses=10, leveldiff=0 -> actual uses: 10
720 - uses=10, leveldiff=1 -> actual uses: 30
721 - uses=10, leveldiff=2 -> actual uses: 90
724 Tells what is the maximum level of a node of this group that the tool will
728 List of digging times for different ratings of the group, for nodes of the
730 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
731 result in the tool to be able to dig nodes that have a rating of 2 or 3
732 for this group, and unable to dig the rating 1, which is the toughest.
733 Unless there is a matching group that enables digging otherwise.
736 List of damage for groups of entities. See "Entity damage mechanism".
738 Example definition of the capabilities of a tool
739 -------------------------------------------------
740 tool_capabilities = {
741 full_punch_interval=1.5,
744 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
746 damage_groups = {fleshy=2},
749 This makes the tool be able to dig nodes that fullfill both of these:
750 - Have the **crumbly** group
751 - Have a **level** group less or equal to 2
753 Table of resulting digging times:
754 crumbly 0 1 2 3 4 <- level
760 level diff: 2 1 0 -1 -2
762 Table of resulting tool uses:
769 - At crumbly=0, the node is not diggable.
770 - At crumbly=3, the level difference digging time divider kicks in and makes
771 easy nodes to be quickly breakable.
772 - At level > 2, the node is not diggable, because it's level > maxlevel
774 Entity damage mechanism
775 ------------------------
778 foreach group in cap.damage_groups:
779 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
780 * (object.armor_groups[group] / 100.0)
781 -- Where object.armor_groups[group] is 0 for inexisting values
784 Client predicts damage based on damage groups. Because of this, it is able to
785 give an immediate response when an entity is damaged or dies; the response is
786 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
788 - Currently a smoke puff will appear when an entity dies.
790 The group **immortal** completely disables normal damage.
792 Entities can define a special armor group, which is **punch_operable**. This
793 group disables the regular damage mechanism for players punching it by hand or
794 a non-tool item, so that it can do something else than take damage.
796 On the Lua side, every punch calls ''entity:on_punch(puncher,
797 time_from_last_punch, tool_capabilities, direction)''. This should never be
798 called directly, because damage is usually not handled by the entity itself.
799 * ''puncher'' is the object performing the punch. Can be nil. Should never be
800 accessed unless absolutely required, to encourage interoperability.
801 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
802 * ''tool_capabilities'' can be nil.
803 * ''direction'' is a unit vector, pointing from the source of the punch to
806 To punch an entity/object in Lua, call ''object:punch(puncher,
807 time_from_last_punch, tool_capabilities, direction)''.
808 * Return value is tool wear.
809 * Parameters are equal to the above callback.
810 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
811 automatically filled in based on the location of ''puncher''.
815 The instance of a node in the world normally only contains the three values
816 mentioned in "Nodes". However, it is possible to insert extra data into a
817 node. It is called "node metadata"; See "NodeMetaRef".
819 Metadata contains two things:
823 Some of the values in the key-value store are handled specially:
824 - formspec: Defines a right-click inventory menu. See "Formspec".
825 - infotext: Text shown on the screen when the node is pointed at
829 local meta = minetest.get_meta(pos)
830 meta:set_string("formspec",
832 "list[context;main;0,0;8,4;]"..
833 "list[current_player;main;0,5;8,4;]")
834 meta:set_string("infotext", "Chest");
835 local inv = meta:get_inventory()
836 inv:set_size("main", 8*4)
837 print(dump(meta:to_table()))
840 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] = ""}
843 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
850 Formspec defines a menu. Currently not much else than inventories are
851 supported. It is a string, with a somewhat strange format.
853 Spaces and newlines can be inserted between the blocks, as is used in the
859 list[context;main;0,0;8,4;]
860 list[current_player;main;0,5;8,4;]
863 list[context;fuel;2,3;1,1;]
864 list[context;src;2,1;1,1;]
865 list[context;dst;5,1;2,2;]
866 list[current_player;main;0,5;8,4;]
867 - Minecraft-like player inventory
869 image[1,0.6;1,2;player.png]
870 list[current_player;main;0,3.5;8,4;]
871 list[current_player;craft;3,0;3,3;]
872 list[current_player;craftpreview;7,1;1,1;]
877 ^ Define the size of the menu in inventory slots
878 ^ deprecated: invsize[<W>,<H>;]
880 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
881 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
882 ^ Show an inventory list
884 listcolors[<slot_bg_normal>;<slot_bg_hover>]
885 ^ Sets background color of slots in HEX-Color format
886 ^ Sets background color of slots on mouse hovering
888 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
889 ^ Sets background color of slots in HEX-Color format
890 ^ Sets background color of slots on mouse hovering
891 ^ Sets color of slots border
893 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
894 ^ Sets background color of slots in HEX-Color format
895 ^ Sets background color of slots on mouse hovering
896 ^ Sets color of slots border
897 ^ Sets background color of tooltips
898 ^ Sets font color of tooltips
900 image[<X>,<Y>;<W>,<H>;<texture name>]
902 ^ Position and size units are inventory slots
904 item_image[<X>,<Y>;<W>,<H>;<item name>]
905 ^ Show an inventory image of registered item/node
906 ^ Position and size units are inventory slots
908 bgcolor[<color>;<fullscreen>]
909 ^ Sets background color of formspec in HEX-Color format
910 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
912 background[<X>,<Y>;<W>,<H>;<texture name>]
913 ^ Use a background. Inventory rectangles are not drawn then.
914 ^ Position and size units are inventory slots
915 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
917 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
918 ^ Use a background. Inventory rectangles are not drawn then.
919 ^ Position and size units are inventory slots
920 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
921 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
923 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
924 ^ Textual password style field; will be sent to server when a button is clicked
925 ^ x and y position the field relative to the top left of the menu
926 ^ w and h are the size of the field
927 ^ fields are a set height, but will be vertically centred on h
928 ^ Position and size units are inventory slots
929 ^ name is the name of the field as returned in fields to on_receive_fields
930 ^ label, if not blank, will be text printed on the top left above the field
932 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
933 ^ Textual field; will be sent to server when a button is clicked
934 ^ x and y position the field relative to the top left of the menu
935 ^ w and h are the size of the field
936 ^ fields are a set height, but will be vertically centred on h
937 ^ Position and size units are inventory slots
938 ^ name is the name of the field as returned in fields to on_receive_fields
939 ^ label, if not blank, will be text printed on the top left above the field
940 ^ default is the default value of the field
941 ^ default may contain variable references such as '${text}' which
942 will fill the value from the metadata value 'text'
943 ^ Note: no extra text or more than a single variable is supported ATM.
945 field[<name>;<label>;<default>]
946 ^ as above but without position/size units
947 ^ special field for creating simple forms, such as sign text input
948 ^ must be used without a size[] element
949 ^ a 'Proceed' button will be added automatically
951 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
952 ^ same as fields above, but with multi-line input
954 label[<X>,<Y>;<label>]
955 ^ x and y work as per field
956 ^ label is the text on the label
957 ^ Position and size units are inventory slots
959 vertlabel[<X>,<Y>;<label>]
960 ^ Textual label drawn verticaly
961 ^ x and y work as per field
962 ^ label is the text on the label
963 ^ Position and size units are inventory slots
965 button[<X>,<Y>;<W>,<H>;<name>;<label>]
966 ^ Clickable button. When clicked, fields will be sent.
967 ^ x, y and name work as per field
968 ^ w and h are the size of the button
969 ^ label is the text on the button
970 ^ Position and size units are inventory slots
972 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
973 ^ x, y, w, h, and name work as per button
974 ^ texture name is the filename of an image
975 ^ Position and size units are inventory slots
977 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
978 ^ x, y, w, h, and name work as per button
979 ^ texture name is the filename of an image
980 ^ Position and size units are inventory slots
981 ^ noclip true meand imagebutton doesn't need to be within specified formsize
982 ^ drawborder draw button bodrer or not
984 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
985 ^ x, y, w, h, and name work as per button
986 ^ texture name is the filename of an image
987 ^ Position and size units are inventory slots
988 ^ noclip true meand imagebutton doesn't need to be within specified formsize
989 ^ drawborder draw button bodrer or not
990 ^ pressed texture name is the filename of an image on pressed state
992 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
993 ^ x, y, w, h, name and label work as per button
994 ^ item name is the registered name of an item/node,
995 tooltip will be made out of its descritption
996 ^ Position and size units are inventory slots
998 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
999 ^ When clicked, fields will be sent and the form will quit.
1001 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1002 ^ When clicked, fields will be sent and the form will quit.
1004 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1005 ^Scrollabel itemlist showing arbitrary text elements
1006 ^ x and y position the itemlist relative to the top left of the menu
1007 ^ w and h are the size of the itemlist
1008 ^ name fieldname sent to server on doubleclick value is current selected element
1009 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1010 ^ if you want a listelement to start with # write ##
1012 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1013 ^Scrollabel itemlist showing arbitrary text elements
1014 ^ x and y position the itemlist relative to the top left of the menu
1015 ^ w and h are the size of the itemlist
1016 ^ name fieldname sent to server on doubleclick value is current selected element
1017 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1018 ^ if you want a listelement to start with # write ##
1019 ^ index to be selected within textlist
1020 ^ true/false draw transparent background
1022 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1023 ^ show a tabHEADER at specific position (ignores formsize)
1024 ^ x and y position the itemlist relative to the top left of the menu
1025 ^ name fieldname data is transfered to lua
1026 ^ caption 1... name shown on top of tab
1027 ^ current_tab index of selected tab 1...
1028 ^ transparent (optional) show transparent
1029 ^ draw_border (optional) draw border
1031 box[<X>,<Y>;<W>,<H>;<color>]
1032 ^ simple colored semitransparent box
1033 ^ x and y position the box relative to the top left of the menu
1034 ^ w and h are the size of box
1035 ^ color in HEX-Color format
1037 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1038 ^ show a dropdown field
1039 ^ x and y position of dropdown
1041 ^ fieldname data is transfered to lua
1042 ^ items to be shown in dropdown
1043 ^ index of currently selected dropdown item
1044 ^ color in hexadecimal format RRGGBB (only)
1046 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1048 ^ x and y position of checkbox
1049 ^ name fieldname data is transfered to lua
1050 ^ label to be shown left of checkbox
1051 ^ selected (optional) true/false
1053 Note: do NOT use a element name starting with "key_" those names are reserved to
1054 pass key press events to formspec!
1058 - "context": Selected node metadata (deprecated: "current_name")
1059 - "current_player": Player to whom the menu is shown
1060 - "player:<name>": Any player
1061 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1062 - "detached:<name>": A detached inventory
1067 ^ defines a color in hexadecimal format
1069 ^ defines a color in hexadecimal format and alpha channel
1071 ^ defines a color in hexadecimal format
1073 ^ defines a color in hexadecimal format and alpha channel
1077 vector.new([x[, y, z]]) -> vector
1078 ^ x is a table or the x position.
1079 vector.direction(p1, p2) -> vector
1080 vector.distance(p1, p2) -> number
1081 vector.length(v) -> number
1082 vector.normalize(v) -> vector
1083 vector.round(v) -> vector
1084 vector.equals(v1, v2) -> bool
1085 For the folowing x can be either a vector or a number.
1086 vector.add(v, x) -> vector
1087 vector.subtract(v, x) -> vector
1088 vector.multiply(v, x) -> vector
1089 vector.divide(v, x) -> vector
1093 dump2(obj, name="_", dumped={})
1094 ^ Return object serialized as a string, handles reference loops
1095 dump(obj, dumped={})
1096 ^ Return object serialized as a string
1098 ^ Get the hypotenuse of a triangle with legs x and y.
1099 Usefull for distance calculation.
1100 string:split(separator)
1101 ^ eg. string:split("a,b", ",") == {"a","b"}
1103 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1104 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1105 ^ Convert position to a printable string
1106 minetest.string_to_pos(string) -> position
1107 ^ Same but in reverse
1108 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1109 minetest.is_yes(arg)
1110 ^ returns whether arg can be interpreted as yes
1112 minetest namespace reference
1113 -----------------------------
1115 minetest.get_current_modname() -> string
1116 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1117 ^ Useful for loading additional .lua modules or static data from mod
1118 minetest.get_modnames() -> list of installed mods
1119 ^ Return a list of installed mods, sorted alphabetically
1120 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1121 ^ Useful for storing custom data
1122 minetest.is_singleplayer()
1124 ^ table containing API feature flags: {foo=true, bar=true}
1125 minetest.has_feature(arg) -> bool, missing_features
1126 ^ arg: string or table in format {foo=true, bar=true}
1127 ^ missing_features: {foo=true, bar=true}
1130 minetest.debug(line)
1131 ^ Always printed to stderr and logfile (print() is redirected here)
1133 minetest.log(loglevel, line)
1134 ^ loglevel one of "error", "action", "info", "verbose"
1136 Registration functions: (Call these only at load time)
1137 minetest.register_entity(name, prototype table)
1138 minetest.register_abm(abm definition)
1139 minetest.register_node(name, node definition)
1140 minetest.register_tool(name, item definition)
1141 minetest.register_craftitem(name, item definition)
1142 minetest.register_alias(name, convert_to)
1143 minetest.register_craft(recipe)
1144 minetest.register_ore(ore definition)
1145 minetest.register_decoration(decoration definition)
1147 Global callback registration functions: (Call these only at load time)
1148 minetest.register_globalstep(func(dtime))
1149 ^ Called every server step, usually interval of 0.1s
1150 minetest.register_on_shutdown(func())
1151 ^ Called before server shutdown
1152 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1153 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1154 semi-frequent intervals as well as on server shutdown.
1155 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1156 ^ Called when a node has been placed
1157 ^ If return true no item is taken from itemstack
1158 ^ Not recommended; use on_construct or after_place_node in node definition
1160 minetest.register_on_dignode(func(pos, oldnode, digger))
1161 ^ Called when a node has been dug.
1162 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1164 minetest.register_on_punchnode(func(pos, node, puncher))
1165 ^ Called when a node is punched
1166 minetest.register_on_generated(func(minp, maxp, blockseed))
1167 ^ Called after generating a piece of world. Modifying nodes inside the area
1168 is a bit faster than usually.
1169 minetest.register_on_newplayer(func(ObjectRef))
1170 ^ Called after a new player has been created
1171 minetest.register_on_dieplayer(func(ObjectRef))
1172 ^ Called when a player dies
1173 minetest.register_on_respawnplayer(func(ObjectRef))
1174 ^ Called when player is to be respawned
1175 ^ Called _before_ repositioning of player occurs
1176 ^ return true in func to disable regular player placement
1177 minetest.register_on_joinplayer(func(ObjectRef))
1178 ^ Called when a player joins the game
1179 minetest.register_on_leaveplayer(func(ObjectRef))
1180 ^ Called when a player leaves the game
1181 minetest.register_on_cheat(func(ObjectRef, cheat))
1182 ^ Called when a player cheats
1183 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1184 minetest.register_on_chat_message(func(name, message))
1185 ^ Called always when a player says something
1186 minetest.register_on_player_receive_fields(func(player, formname, fields))
1187 ^ Called when a button is pressed in player's inventory form
1188 ^ Newest functions are called first
1189 ^ If function returns true, remaining functions are not called
1190 minetest.register_on_mapgen_init(func(MapgenParams))
1191 ^ Called just before the map generator is initialized but before the environment is initialized
1192 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1193 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1194 ^ Called when player crafts something
1195 ^ itemstack is the output
1196 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1197 ^ craft_inv is the inventory with the crafting grid
1198 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1199 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1200 ^ The same as before, except that it is called before the player crafts, to make
1201 ^ craft prediction, and it should not change anything.
1202 minetest.register_on_protection_violation(func(pos, name))
1203 ^ Called by builtin and mods when a player violates protection at a position
1204 (eg, digs a node or punches a protected entity).
1205 ^ The registered functions can be called using minetest.record_protection_violation
1206 ^ The provided function should check that the position is protected by the mod
1207 calling this function before it prints a message, if it does, to allow for
1208 multiple protection mods.
1210 Other registration functions:
1211 minetest.register_chatcommand(cmd, chatcommand definition)
1212 minetest.register_privilege(name, definition)
1213 ^ definition: "description text"
1215 description = "description text",
1216 give_to_singleplayer = boolean, -- default: true
1218 minetest.register_authentication_handler(handler)
1219 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1222 minetest.setting_set(name, value)
1223 minetest.setting_get(name) -> string or nil
1224 minetest.setting_setbool(name, value)
1225 minetest.setting_getbool(name) -> boolean value or nil
1226 minetest.setting_get_pos(name) -> position or nil
1227 minetest.setting_save() -> nil, save all settings to config file
1230 minetest.notify_authentication_modified(name)
1231 ^ Should be called by the authentication handler if privileges change.
1232 ^ To report everybody, set name=nil.
1233 minetest.get_password_hash(name, raw_password)
1234 ^ Convert a name-password pair to a password hash that minetest can use
1235 minetest.string_to_privs(str) -> {priv1=true,...}
1236 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1237 ^ Convert between two privilege representations
1238 minetest.set_player_password(name, password_hash)
1239 minetest.set_player_privs(name, {priv1=true,...})
1240 minetest.get_player_privs(name) -> {priv1=true,...}
1241 minetest.auth_reload()
1242 ^ These call the authentication handler
1243 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1244 ^ A quickhand for checking privileges
1245 minetest.get_player_ip(name) -> IP address string
1248 minetest.chat_send_all(text)
1249 minetest.chat_send_player(name, text, prepend)
1250 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1254 minetest.set_node(pos, node)
1255 minetest.add_node(pos, node): alias set_node(pos, node)
1256 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1257 minetest.remove_node(pos)
1258 ^ Equivalent to set_node(pos, "air")
1259 minetest.get_node(pos)
1260 ^ Returns {name="ignore", ...} for unloaded area
1261 minetest.get_node_or_nil(pos)
1262 ^ Returns nil for unloaded area
1263 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1264 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1266 minetest.place_node(pos, node)
1267 ^ Place node with the same effects that a player would cause
1268 minetest.dig_node(pos)
1269 ^ Dig node with the same effects that a player would cause
1270 minetest.punch_node(pos)
1271 ^ Punch node with the same effects that a player would cause
1273 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1274 minetest.get_node_timer(pos) -- Get NodeTimerRef
1276 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1277 ^ Returns ObjectRef, or nil if failed
1278 minetest.add_item(pos, item): Spawn item
1279 ^ Returns ObjectRef, or nil if failed
1280 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1281 minetest.get_objects_inside_radius(pos, radius)
1282 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1283 minetest.get_timeofday()
1284 minetest.get_gametime(): returns the time, in seconds, since the world was created
1285 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1286 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1287 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1288 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1289 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1290 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1291 minetest.get_voxel_manip()
1292 ^ Return voxel manipulator object
1293 minetest.get_mapgen_object(objectname)
1294 ^ Return requested mapgen object if available (see Mapgen objects)
1295 minetest.set_mapgen_params(MapgenParams)
1296 ^ Set map generation parameters
1297 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1298 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1299 ^ Leave field unset to leave that parameter unchanged
1300 ^ flagmask field must be set to all mapgen flags that are being modified
1301 ^ flags contains only the flags that are being set
1302 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1303 minetest.clear_objects()
1304 ^ clear all objects in the environments
1305 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1306 ^ checkif there is a direct line of sight between pos1 and pos2
1307 ^ pos1 First position
1308 ^ pos2 Second position
1309 ^ stepsize smaller gives more accurate results but requires more computing
1311 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1312 ^ -> table containing path
1313 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1314 ^ pos1: start position
1315 ^ pos2: end position
1316 ^ searchdistance: number of blocks to search in each direction
1317 ^ max_jump: maximum height difference to consider walkable
1318 ^ max_drop: maximum height difference to consider droppable
1319 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1320 minetest.spawn_tree (pos, {treedef})
1321 ^ spawns L-System tree at given pos with definition in treedef table
1322 minetest.transforming_liquid_add(pos)
1323 ^ add node to liquid update queue
1324 minetest.get_node_max_level(pos)
1325 ^ get max available level for leveled node
1326 minetest.get_node_level(pos)
1327 ^ get level of leveled node (water, snow)
1328 minetest.set_node_level(pos, level)
1329 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1330 minetest.add_node_level(pos, level)
1331 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1332 minetest.get_heat(pos)
1334 minetest.get_humidity(pos)
1338 minetest.get_inventory(location) -> InvRef
1339 ^ location = eg. {type="player", name="celeron55"}
1340 {type="node", pos={x=, y=, z=}}
1341 {type="detached", name="creative"}
1342 minetest.create_detached_inventory(name, callbacks) -> InvRef
1343 ^ callbacks: See "Detached inventory callbacks"
1344 ^ Creates a detached inventory. If it already exists, it is cleared.
1345 minetest.show_formspec(playername, formname, formspec)
1346 ^ playername: name of player to show formspec
1347 ^ formname: name passed to on_player_receive_fields callbacks
1348 ^ should follow "modname:<whatever>" naming convention
1349 ^ formspec: formspec to display
1352 minetest.inventorycube(img1, img2, img3)
1353 ^ Returns a string for making an image of a cube (useful as an item image)
1354 minetest.get_pointed_thing_position(pointed_thing, above)
1355 ^ Get position of a pointed_thing (that you can get from somewhere)
1356 minetest.dir_to_facedir(dir, is6d)
1357 ^ 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
1358 minetest.facedir_to_dir(facedir)
1359 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1360 minetest.dir_to_wallmounted(dir)
1361 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1362 minetest.get_node_drops(nodename, toolname)
1363 ^ Returns list of item names.
1364 ^ Note: This will be removed or modified in a future version.
1365 minetest.get_craft_result(input) -> output, decremented_input
1366 ^ input.method = 'normal' or 'cooking' or 'fuel'
1367 ^ input.width = for example 3
1368 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1369 stack 5, stack 6, stack 7, stack 8, stack 9 }
1370 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1371 ^ output.time = number, if unsuccessful: 0
1372 ^ decremented_input = like input
1373 minetest.get_craft_recipe(output) -> input
1374 ^ returns last registered recipe for output item (node)
1375 ^ output is a node or item type such as 'default:torch'
1376 ^ input.method = 'normal' or 'cooking' or 'fuel'
1377 ^ input.width = for example 3
1378 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1379 stack 5, stack 6, stack 7, stack 8, stack 9 }
1380 ^ input.items = nil if no recipe found
1381 minetest.get_all_craft_recipes(query item) -> table or nil
1382 ^ returns indexed table with all registered recipes for query item (node)
1383 or nil if no recipe was found
1386 method = 'normal' or 'cooking' or 'fuel'
1387 width = 0-3, 0 means shapeless recipe
1388 items = indexed [1-9] table with recipe items
1389 output = string with item name and quantity
1391 Example query for default:gold_ingot will return table:
1393 1={type = "cooking", width = 3, output = "default:gold_ingot",
1394 items = {1 = "default:gold_lump"}},
1395 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1396 items = {1 = "default:goldblock"}}
1398 minetest.handle_node_drops(pos, drops, digger)
1399 ^ drops: list of itemstrings
1400 ^ Handles drops from nodes after digging: Default action is to put them into
1402 ^ Can be overridden to get different functionality (eg. dropping items on
1406 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1407 ^ Find who has done something to a node, or near a node
1408 ^ actor: "player:<name>", also "liquid".
1409 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1410 ^ Revert latest actions of someone
1411 ^ actor: "player:<name>", also "liquid".
1413 Defaults for the on_* item definition functions:
1414 (These return the leftover itemstack)
1415 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1416 ^ Place item as a node
1417 ^ param2 overrides facedir and wallmounted param2
1418 ^ returns itemstack, success
1419 minetest.item_place_object(itemstack, placer, pointed_thing)
1421 minetest.item_place(itemstack, placer, pointed_thing, param2)
1422 ^ Use one of the above based on what the item is.
1423 ^ Calls on_rightclick of pointed_thing.under if defined instead
1424 ^ Note: is not called when wielded item overrides on_place
1425 ^ param2 overrides facedir and wallmounted param2
1426 ^ returns itemstack, success
1427 minetest.item_drop(itemstack, dropper, pos)
1429 minetest.item_eat(hp_change, replace_with_item)
1430 ^ Eat the item. replace_with_item can be nil.
1432 Defaults for the on_punch and on_dig node definition callbacks:
1433 minetest.node_punch(pos, node, puncher)
1434 ^ Calls functions registered by minetest.register_on_punchnode()
1435 minetest.node_dig(pos, node, digger)
1436 ^ Checks if node can be dug, puts item into inventory, removes node
1437 ^ Calls functions registered by minetest.registered_on_dignodes()
1440 minetest.sound_play(spec, parameters) -> handle
1441 ^ spec = SimpleSoundSpec
1442 ^ parameters = sound parameter table
1443 minetest.sound_stop(handle)
1446 minetest.after(time, func, ...)
1447 ^ Call function after time seconds
1448 ^ Optional: Variable number of arguments that are passed to func
1451 minetest.request_shutdown() -> request for server shutdown
1452 minetest.get_server_status() -> server status string
1455 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1456 minetest.get_ban_description(ip_or_name) -> ban description (string)
1457 minetest.ban_player(name) -> ban a player
1458 minetest.unban_player_or_ip(name) -> unban player or IP address
1461 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1462 size, collisiondetection, texture, playername)
1463 ^ Spawn particle at pos with velocity and acceleration
1464 ^ Disappears after expirationtime seconds
1465 ^ collisiondetection: if true collides with physical objects
1466 ^ Uses texture (string)
1467 ^ Playername is optional, if specified spawns particle only on the player's client
1469 minetest.add_particlespawner(amount, time,
1473 minexptime, maxexptime,
1475 collisiondetection, texture, playername)
1476 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1477 ^ The particle's properties are random values in between the boundings:
1478 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1479 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1480 ^ collisiondetection: if true uses collisiondetection
1481 ^ Uses texture (string)
1482 ^ Playername is optional, if specified spawns particle only on the player's client
1483 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1486 minetest.delete_particlespawner(id, player)
1487 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1488 ^ If playername is specified, only deletes on the player's client,
1489 ^ otherwise on all clients
1492 minetest.create_schematic(p1, p2, probability_list, filename)
1493 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1494 ^ Apply the specified probability values to the specified nodes in probability_list.
1495 ^ probability_list is an array of tables containing two fields, pos and prob.
1496 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1497 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1498 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1499 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1500 ^ If probability_list is nil, no probabilities are applied.
1501 ^ Saves schematic in the Minetest Schematic format to filename.
1503 minetest.place_schematic(pos, schematic, rotation, replacements)
1504 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1505 ^ Rotation can be "0", "90", "180", "270", or "random".
1506 ^ If the rotation parameter is omitted, the schematic is not rotated.
1507 ^ replacements = {{"oldname", "convert_to"}, ...}
1510 minetest.get_connected_players() -> list of ObjectRefs
1511 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1512 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1513 minetest.get_item_group(name, group) -> rating
1514 ^ Get rating of a group of an item. (0 = not in group)
1515 minetest.get_node_group(name, group) -> rating
1516 ^ Deprecated: An alias for the former.
1517 minetest.get_content_id(name) -> integer
1518 ^ Gets the internal content ID of name
1519 minetest.get_name_from_content_id(content_id) -> string
1520 ^ Gets the name of the content with that content ID
1521 minetest.parse_json(string[, nullvalue]) -> something
1522 ^ Convert a string containing JSON data into the Lua equivalent
1523 ^ nullvalue: returned in place of the JSON null; defaults to nil
1524 ^ On success returns a table, a string, a number, a boolean or nullvalue
1525 ^ On failure outputs an error message and returns nil
1526 ^ Example: parse_json("[10, {\"a\":false}]") -> {[1] = 10, [2] = {a = false}}
1527 minetest.serialize(table) -> string
1528 ^ Convert a table containing tables, strings, numbers, booleans and nils
1529 into string form readable by minetest.deserialize
1530 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1531 minetest.deserialize(string) -> table
1532 ^ Convert a string returned by minetest.deserialize into a table
1533 ^ String is loaded in an empty sandbox environment.
1534 ^ Will load functions, but they cannot access the global environment.
1535 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1536 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1537 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1538 minetest.is_protected(pos, name) -> bool
1539 ^ This function should be overriden by protection mods and should be used to
1540 check if a player can interact at a position.
1541 ^ This function should call the old version of itself if the position is not
1542 protected by the mod.
1544 local old_is_protected = minetest.is_protected
1545 function minetest.is_protected(pos, name)
1546 if mymod:position_protected_from(pos, name) then
1549 return old_is_protected(pos, name)
1551 minetest.record_protection_violation(pos, name)
1552 ^ This function calls functions registered with
1553 minetest.register_on_protection_violation.
1554 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1555 ^ Attempt to predict the desired orientation of the facedir-capable node
1556 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1557 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1558 field is false or omitted (else, the itemstack is not changed). orient_flags
1559 is an optional table containing extra tweaks to the placement code:
1560 invert_wall: if true, place wall-orientation on the ground and ground-
1561 orientation on the wall.
1562 force_wall: if true, always place the node in wall orientation.
1563 force_ceiling: if true, always place on the ceiling.
1564 force_floor: if true, always place the node on the floor.
1566 The above four options are mutually-exclusive; the last in the list takes
1567 precedence over the first.
1569 force_facedir: if true, forcably reset the facedir to north when placing on
1570 the floor or ceiling
1572 minetest.rotate_node(itemstack, placer, pointed_thing)
1573 ^ calls rotate_and_place() with infinitestacks set according to the state of
1574 the creative mode setting, and checks for "sneak" to set the invert_wall
1578 minetest.env - EnvRef of the server environment and world.
1579 ^ Any function in the minetest namespace can be called using the syntax
1580 minetest.env:somefunction(somearguments)
1582 minetest.somefunction(somearguments)
1583 ^ Deprecated, but support is not to be dropped soon
1586 minetest.registered_items
1587 ^ List of registered items, indexed by name
1588 minetest.registered_nodes
1589 ^ List of registered node definitions, indexed by name
1590 minetest.registered_craftitems
1591 ^ List of registered craft item definitions, indexed by name
1592 minetest.registered_tools
1593 ^ List of registered tool definitions, indexed by name
1594 minetest.registered_entities
1595 ^ List of registered entity prototypes, indexed by name
1596 minetest.object_refs
1597 ^ List of object references, indexed by active object id
1598 minetest.luaentities
1599 ^ List of lua entities, indexed by active object id
1603 NodeMetaRef: Node metadata - reference extra data and functionality stored
1605 - Can be gotten via minetest.get_nodemeta(pos)
1607 - set_string(name, value)
1609 - set_int(name, value)
1611 - set_float(name, value)
1613 - get_inventory() -> InvRef
1614 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1615 - from_table(nil or {})
1616 ^ See "Node Metadata"
1618 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1619 - Can be gotten via minetest.get_node_timer(pos)
1621 - set(timeout,elapsed)
1622 ^ set a timer's state
1623 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1624 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1625 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1628 ^ equivelent to set(timeout,0)
1631 - get_timeout() -> current timeout in seconds
1632 ^ if timeout is 0, timer is inactive
1633 - get_elapsed() -> current elapsed time in seconds
1634 ^ the node's on_timer function will be called after timeout-elapsed seconds
1635 - is_started() -> boolean state of timer
1636 ^ returns true if timer is started, otherwise false
1638 ObjectRef: Moving things in the game are generally these
1639 (basically reference to a C++ ServerActiveObject)
1641 - remove(): remove object (after returning from Lua)
1642 - getpos() -> {x=num, y=num, z=num}
1643 - setpos(pos); pos={x=num, y=num, z=num}
1644 - moveto(pos, continuous=false): interpolated move
1645 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1646 ^ puncher = an another ObjectRef,
1647 ^ time_from_last_punch = time since last punch action of the puncher
1648 ^ direction: can be nil
1649 - right_click(clicker); clicker = an another ObjectRef
1650 - get_hp(): returns number of hitpoints (2 * number of hearts)
1651 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1652 - get_inventory() -> InvRef
1653 - get_wield_list(): returns the name of the inventory list the wielded item is in
1654 - get_wield_index(): returns the index of the wielded item
1655 - get_wielded_item() -> ItemStack
1656 - set_wielded_item(item): replaces the wielded item, returns true if successful
1657 - set_armor_groups({group1=rating, group2=rating, ...})
1658 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1659 - set_attach(parent, bone, position, rotation)
1661 ^ position = {x=num, y=num, z=num} (relative)
1662 ^ rotation = {x=num, y=num, z=num}
1664 - set_bone_position(bone, position, rotation)
1666 ^ position = {x=num, y=num, z=num} (relative)
1667 ^ rotation = {x=num, y=num, z=num}
1668 - set_properties(object property table)
1669 LuaEntitySAO-only: (no-op for other objects)
1670 - setvelocity({x=num, y=num, z=num})
1671 - getvelocity() -> {x=num, y=num, z=num}
1672 - setacceleration({x=num, y=num, z=num})
1673 - getacceleration() -> {x=num, y=num, z=num}
1675 - getyaw() -> radians
1676 - settexturemod(mod)
1677 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1678 - select_horiz_by_yawpitch=false)
1679 ^ Select sprite from spritesheet with optional animation and DM-style
1680 texture selection based on yaw relative to camera
1681 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1683 Player-only: (no-op for other objects)
1684 - is_player(): true for players, false for others
1685 - get_player_name(): returns "" if is not a player
1686 - get_look_dir(): get camera direction as a unit vector
1687 - get_look_pitch(): pitch in radians
1688 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1689 - set_look_pitch(radians): sets look pitch
1690 - set_look_yaw(radians): sets look yaw
1691 - get_breath() : returns players breath
1692 - set_breath(value) : sets players breath
1693 values: 0 player is drowning,
1694 1-10 number of bubbles remain,
1695 11 bubbles bar is not shown
1696 - set_inventory_formspec(formspec)
1697 ^ Redefine player's inventory form
1698 ^ Should usually be called in on_joinplayer
1699 - get_inventory_formspec() -> formspec string
1700 - get_player_control(): returns table with player pressed keys
1701 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1702 - get_player_control_bits(): returns integer with bit packed player pressed keys
1703 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1704 - set_physics_override(speed, jump, gravity)
1705 modifies per-player walking speed, jump height, and gravity.
1706 Values default to 1 and act as offsets to the physics settings
1707 in minetest.conf. nil will keep the current setting.
1708 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1709 - hud_remove(id): remove the HUD element of the specified id
1710 - hud_change(id, stat, value): change a value of a previously added HUD element
1711 ^ element stat values: position, name, scale, text, number, item, dir
1712 - hud_get(id): gets the HUD element definition structure of the specified ID
1713 - hud_set_flags(flags): sets specified HUD flags to true/false
1714 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1715 ^ pass a table containing a true/false value of each flag to be set or unset
1716 ^ if a flag is nil, the flag is not modified
1717 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1718 ^ count: number of items, must be between 1 and 23
1719 - hud_set_hotbar_image(texturename)
1720 ^ sets background image for hotbar
1721 - hud_set_hotbar_selected_image(texturename)
1722 ^ sets image for selected item of hotbar
1724 InvRef: Reference to an inventory
1726 - is_empty(listname): return true if list is empty
1727 - get_size(listname): get size of a list
1728 - set_size(listname, size): set size of a list
1729 ^ returns false on error (e.g. invalid listname or listsize)
1730 - get_width(listname): get width of a list
1731 - set_width(listname, width): set width of list; currently used for crafting
1732 - get_stack(listname, i): get a copy of stack index i in list
1733 - set_stack(listname, i, stack): copy stack to index i in list
1734 - get_list(listname): return full list
1735 - set_list(listname, list): set full list (size will not change)
1736 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1737 - room_for_item(listname, stack): returns true if the stack of items
1738 can be fully added to the list
1739 - contains_item(listname, stack): returns true if the stack of items
1740 can be fully taken from the list
1741 remove_item(listname, stack): take as many items as specified from the list,
1742 returns the items that were actually removed (as an ItemStack)
1743 - get_location() -> location compatible to minetest.get_inventory(location)
1744 -> {type="undefined"} in case location is not known
1746 ItemStack: A stack of items.
1747 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1749 - is_empty(): return true if stack is empty
1750 - get_name(): returns item name (e.g. "default:stone")
1751 - set_name(itemname)
1752 - get_count(): returns number of items on the stack
1754 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1756 - get_metadata(): returns metadata (a string attached to an item stack)
1757 - set_metadata(metadata)
1758 - clear(): removes all items from the stack, making it empty
1759 - replace(item): replace the contents of this stack (item can also
1760 be an itemstring or table)
1761 - to_string(): returns the stack in itemstring form
1762 - to_table(): returns the stack in Lua table form
1763 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1764 - get_free_space(): returns get_stack_max() - get_count()
1765 - is_known(): returns true if the item name refers to a defined item type
1766 - get_definition(): returns the item definition table
1767 - get_tool_capabilities(): returns the digging properties of the item,
1768 ^ or those of the hand if none are defined for this item type
1769 - add_wear(amount): increases wear by amount if the item is a tool
1770 - add_item(item): put some item or stack onto this stack,
1771 ^ returns leftover ItemStack
1772 - item_fits(item): returns true if item or stack can be fully added to this one
1773 - take_item(n): take (and remove) up to n items from this stack
1774 ^ returns taken ItemStack
1775 ^ if n is omitted, n=1 is used
1776 - peek_item(n): copy (don't remove) up to n items from this stack
1777 ^ returns copied ItemStack
1778 ^ if n is omitted, n=1 is used
1780 PseudoRandom: A pseudorandom number generator
1781 - Can be created via PseudoRandom(seed)
1783 - next(): return next integer random number [0...32767]
1784 - next(min, max): return next integer random number [min...max]
1785 (max - min) must be 32767 or <= 6553 due to the simple
1786 implementation making bad distribution otherwise.
1788 PerlinNoise: A perlin noise generator
1789 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1790 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1792 - get2d(pos) -> 2d noise value at pos={x=,y=}
1793 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1795 PerlinNoiseMap: A fast, bulk perlin noise generator
1796 - Can be created via PerlinNoiseMap(noiseparams, size)
1797 - Also minetest.get_perlin_map(noiseparams, size)
1799 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1800 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1801 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1802 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1804 VoxelManip: An interface to the MapVoxelManipulator for Lua
1805 - Can be created via VoxelManip()
1806 - Also minetest.get_voxel_manip()
1808 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1809 ^ returns actual emerged pmin, actual emerged pmax
1810 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1811 ^ important: data must be set using VoxelManip:set_data before calling this
1812 - get_data(): Gets the data read into the VoxelManip object
1813 ^ returns raw node data is in the form of an array of node content ids
1814 - set_data(data): Sets the data contents of the VoxelManip object
1815 - update_map(): Update map after writing chunk back to map.
1816 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1817 ^ retrieved from minetest.get_mapgen_object
1818 - set_lighting(light): Set the lighting within the VoxelManip
1819 ^ light is a table, {day=<0...15>, night=<0...15>}
1820 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1821 - calc_lighting(): Calculate lighting within the VoxelManip
1822 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1823 - update_liquids(): Update liquid flow
1825 VoxelArea: A helper class for voxel areas
1826 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1827 - Coordinates are *inclusive*, like most other things in Minetest
1829 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1830 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1831 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1832 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1833 - indexp(p): same as above, except takes a vector
1834 - position(i): returns the absolute position vector corresponding to index i
1835 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1836 - containsp(p): same as above, except takes a vector
1837 - containsi(i): same as above, except takes an index
1838 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1839 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1840 - iterp(minp, maxp): same as above, except takes a vector
1842 Settings: An interface to read config files in the format of minetest.conf
1843 - Can be created via Settings(filename)
1846 - get_bool(key) -> boolean
1848 - remove(key) -> success
1849 - get_names() -> {key1,...}
1850 - write() -> success
1851 ^ write changes to file
1852 - to_table() -> {[key1]=value1,...}
1856 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1857 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1858 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1859 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1861 The following Mapgen objects are currently available:
1864 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1865 order. All mapgens support this object.
1868 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1869 generated chunk by the current mapgen.
1872 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1876 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1880 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1884 --------------------
1885 - Functions receive a "luaentity" as self:
1886 - It has the member .name, which is the registered name ("mod:thing")
1887 - It has the member .object, which is an ObjectRef pointing to the object
1888 - The original prototype stuff is visible directly via a metatable
1890 - on_activate(self, staticdata)
1891 ^ Called when the object is instantiated.
1892 - on_step(self, dtime)
1893 ^ Called on every server tick (dtime is usually 0.1 seconds)
1894 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1895 ^ Called when somebody punches the object.
1896 ^ Note that you probably want to handle most punches using the
1897 automatic armor group system.
1898 ^ puncher: ObjectRef (can be nil)
1899 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1900 ^ tool_capabilities: capability table of used tool (can be nil)
1901 ^ dir: unit vector of direction of punch. Always defined. Points from
1902 the puncher to the punched.
1903 - on_rightclick(self, clicker)
1904 - get_staticdata(self)
1905 ^ Should return a string that will be passed to on_activate when
1906 the object is instantiated the next time.
1911 axiom, - string initial tree axiom
1912 rules_a, - string rules set A
1913 rules_b, - string rules set B
1914 rules_c, - string rules set C
1915 rules_d, - string rules set D
1916 trunk, - string trunk node name
1917 leaves, - string leaves node name
1918 leaves2, - string secondary leaves node name
1919 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1920 angle, - num angle in deg
1921 iterations, - num max # of iterations, usually 2 -5
1922 random_level, - num factor to lower nr of iterations, usually 0 - 3
1923 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1924 thin_branches, - boolean true -> use thin (1 node) branches
1925 fruit, - string fruit node name
1926 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1927 seed, - num random seed
1930 Key for Special L-System Symbols used in Axioms
1931 G - move forward one unit with the pen up
1932 F - move forward one unit with the pen down drawing trunks and branches
1933 f - move forward one unit with the pen down drawing leaves (100% chance)
1934 T - move forward one unit with the pen down drawing trunks only
1935 R - move forward one unit with the pen down placing fruit
1936 A - replace with rules set A
1937 B - replace with rules set B
1938 C - replace with rules set C
1939 D - replace with rules set D
1940 a - replace with rules set A, chance 90%
1941 b - replace with rules set B, chance 80%
1942 c - replace with rules set C, chance 70%
1943 d - replace with rules set D, chance 60%
1944 + - yaw the turtle right by angle parameter
1945 - - yaw the turtle left by angle parameter
1946 & - pitch the turtle down by angle parameter
1947 ^ - pitch the turtle up by angle parameter
1948 / - roll the turtle to the right by angle parameter
1949 * - roll the turtle to the left by angle parameter
1950 [ - save in stack current state info
1951 ] - recover from stack state info
1953 Example usage: spawn small apple tree
1956 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1957 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1958 trunk="default:tree",
1959 leaves="default:leaves",
1963 trunk_type="single",
1966 fruit="default:apple"
1968 minetest.spawn_tree(pos,apple_tree)
1977 collide_with_objects = true, -- collide with other objects if physical=true
1979 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1980 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1981 visual_size = {x=1, y=1},
1983 textures = {}, -- number of required textures depends on visual
1984 colors = {}, -- number of required colors depends on visual
1985 spritediv = {x=1, y=1},
1986 initial_sprite_basepos = {x=0, y=0},
1988 makes_footstep_sound = false,
1989 automatic_rotate = false,
1991 automatic_face_movement_dir = 0.0,
1992 ^ automatically set yaw to movement direction; offset in degrees; false to disable
1995 Entity definition (register_entity)
1997 (Deprecated: Everything in object properties is read directly from here)
1999 initial_properties = <initial object properties>,
2001 on_activate = function(self, staticdata, dtime_s),
2002 on_step = function(self, dtime),
2003 on_punch = function(self, hitter),
2004 on_rightclick = function(self, clicker),
2005 get_staticdata = function(self),
2006 ^ Called sometimes; the string returned is passed to on_activate when
2007 the entity is re-activated from static state
2009 # Also you can define arbitrary member variables here
2010 myvariable = whatever,
2013 ABM (ActiveBlockModifier) definition (register_abm)
2015 -- In the following two fields, also group:groupname will work.
2016 nodenames = {"default:lava_source"},
2017 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2018 ^ If left out or empty, any neighbor will do
2019 interval = 1.0, -- (operation interval)
2020 chance = 1, -- (chance of trigger is 1.0/this)
2021 action = func(pos, node, active_object_count, active_object_count_wider),
2024 Item definition (register_node, register_craftitem, register_tool)
2026 description = "Steel Axe",
2027 groups = {}, -- key=name, value=rating; rating=1..3.
2028 if rating not applicable, use 1.
2029 eg. {wool=1, fluffy=3}
2030 {soil=2, outerspace=1, crumbly=1}
2031 {bendy=2, snappy=1},
2032 {hard=1, metal=1, spikes=1}
2033 inventory_image = "default_tool_steelaxe.png",
2035 wield_scale = {x=1,y=1,z=1},
2038 liquids_pointable = false,
2039 tool_capabilities = {
2040 full_punch_interval = 1.0,
2044 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2045 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2047 damage_groups = {groupname=damage},
2049 node_placement_prediction = nil,
2050 ^ If nil and item is node, prediction is made automatically
2051 ^ If nil and item is not a node, no prediction is made
2052 ^ If "" and item is anything, no prediction is made
2053 ^ Otherwise should be name of node which the client immediately places
2054 on ground when the player places the item. Server will always update
2055 actual result to client in a short moment.
2057 place = <SimpleSoundSpec>,
2060 on_place = func(itemstack, placer, pointed_thing),
2061 ^ Shall place item and return the leftover itemstack
2062 ^ default: minetest.item_place
2063 on_drop = func(itemstack, dropper, pos),
2064 ^ Shall drop item and return the leftover itemstack
2065 ^ default: minetest.item_drop
2066 on_use = func(itemstack, user, pointed_thing),
2068 ^ Function must return either nil if no item shall be removed from
2069 inventory, or an itemstack to replace the original itemstack.
2070 eg. itemstack:take_item(); return itemstack
2071 ^ Otherwise, the function is free to do what it wants.
2072 ^ The default functions handle regular use cases.
2073 after_use = func(itemstack, user, node, digparams),
2075 ^ If defined, should return an itemstack and will be called instead of
2076 wearing out the tool. If returns nil, does nothing.
2077 If after_use doesn't exist, it is the same as:
2078 function(itemstack, user, node, digparams)
2079 itemstack:add_wear(digparams.wear)
2086 - {name="image.png", animation={Tile Animation definition}}
2087 - {name="image.png", backface_culling=bool}
2088 ^ backface culling only supported in special tiles
2089 - deprecated still supported field names:
2092 Tile animation definition:
2093 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2095 Node definition (register_node)
2097 <all fields allowed in item definitions>,
2099 drawtype = "normal", -- See "Node drawtypes"
2101 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2102 ^ For plantlike, the image will start at the bottom of the node; for the
2103 ^ other drawtypes, the image will be centered on the node.
2104 ^ Note that positioning for "torchlike" may still change.
2105 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2106 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2107 ^ List can be shortened to needed length
2108 special_tiles = {tile definition 1, Tile definition 2},
2109 ^ Special textures of node; used rarely (old field name: special_materials)
2110 ^ List can be shortened to needed length
2112 use_texture_alpha = false, -- Use texture's alpha channel
2113 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2114 paramtype = "none", -- See "Nodes"
2115 paramtype2 = "none", -- See "Nodes"
2116 is_ground_content = false, -- Currently not used for anything
2117 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2118 walkable = true, -- If true, objects collide with node
2119 pointable = true, -- If true, can be pointed at
2120 diggable = true, -- If false, can never be dug
2121 climbable = false, -- If true, can be climbed on (ladder)
2122 buildable_to = false, -- If true, placed nodes can replace this node
2123 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2124 liquidtype = "none", -- "none"/"source"/"flowing"
2125 liquid_alternative_flowing = "", -- Flowing version of source liquid
2126 liquid_alternative_source = "", -- Source version of flowing liquid
2127 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2128 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2129 freezemelt = "", -- water for snow/ice, ice/snow for water
2130 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2131 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2132 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2133 light_source = 0, -- Amount of light emitted by node
2134 damage_per_second = 0, -- If player is inside node, this damage is caused
2135 node_box = {type="regular"}, -- See "Node boxes"
2136 selection_box = {type="regular"}, -- See "Node boxes"
2137 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2138 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2139 legacy_wallmounted = false, -- Support maps made in and before January 2012
2141 footstep = <SimpleSoundSpec>,
2142 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2143 dug = <SimpleSoundSpec>,
2144 place = <SimpleSoundSpec>,
2147 on_construct = func(pos),
2148 ^ Node constructor; always called after adding node
2149 ^ Can set up metadata and stuff like that
2151 on_destruct = func(pos),
2152 ^ Node destructor; always called before removing node
2154 after_destruct = func(pos, oldnode),
2155 ^ Node destructor; always called after removing node
2158 after_place_node = func(pos, placer, itemstack),
2159 ^ Called after constructing node when node was placed using
2160 minetest.item_place_node / minetest.place_node
2161 ^ If return true no item is taken from itemstack
2163 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2164 ^ oldmetadata is in table format
2165 ^ Called after destructing node when node was dug using
2166 minetest.node_dig / minetest.dig_node
2168 can_dig = function(pos,player)
2169 ^ returns true if node can be dug, or false if not
2172 on_punch = func(pos, node, puncher),
2173 ^ default: minetest.node_punch
2174 ^ By default: does nothing
2175 on_rightclick = func(pos, node, clicker, itemstack),
2177 ^ if defined, itemstack will hold clicker's wielded item
2178 Shall return the leftover itemstack
2179 on_dig = func(pos, node, digger),
2180 ^ default: minetest.node_dig
2181 ^ By default: checks privileges, wears out tool and removes node
2183 on_timer = function(pos,elapsed),
2185 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2186 ^ elapsed is the total time passed since the timer was started
2187 ^ return true to run the timer for another cycle with the same timeout value
2189 on_receive_fields = func(pos, formname, fields, sender),
2190 ^ fields = {name1 = value1, name2 = value2, ...}
2191 ^ Called when an UI form (eg. sign text input) returns data
2194 allow_metadata_inventory_move = func(pos, from_list, from_index,
2195 to_list, to_index, count, player),
2196 ^ Called when a player wants to move items inside the inventory
2197 ^ Return value: number of items allowed to move
2199 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2200 ^ Called when a player wants to put something into the inventory
2201 ^ Return value: number of items allowed to put
2202 ^ Return value: -1: Allow and don't modify item count in inventory
2204 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2205 ^ Called when a player wants to take something out of the inventory
2206 ^ Return value: number of items allowed to take
2207 ^ Return value: -1: Allow and don't modify item count in inventory
2209 on_metadata_inventory_move = func(pos, from_list, from_index,
2210 to_list, to_index, count, player),
2211 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2212 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2213 ^ Called after the actual action has happened, according to what was allowed.
2216 on_blast = func(pos, intensity),
2217 ^ intensity: 1.0 = mid range of regular TNT
2218 ^ If defined, called when an explosion touches the node, instead of
2222 Recipe for register_craft: (shaped)
2224 output = 'default:pick_stone',
2226 {'default:cobble', 'default:cobble', 'default:cobble'},
2227 {'', 'default:stick', ''},
2228 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2230 replacements = <optional list of item pairs,
2231 replace one input item with another item on crafting>
2234 Recipe for register_craft (shapeless)
2237 output = 'mushrooms:mushroom_stew',
2240 "mushrooms:mushroom_brown",
2241 "mushrooms:mushroom_red",
2243 replacements = <optional list of item pairs,
2244 replace one input item with another item on crafting>
2247 Recipe for register_craft (tool repair)
2249 type = "toolrepair",
2250 additional_wear = -0.02,
2253 Recipe for register_craft (cooking)
2256 output = "default:glass",
2257 recipe = "default:sand",
2261 Recipe for register_craft (furnace fuel)
2264 recipe = "default:leaves",
2268 Ore definition (register_ore)
2270 ore_type = "scatter", -- See "Ore types"
2271 ore = "default:stone_with_coal",
2272 wherein = "default:stone",
2273 ^ a list of nodenames is supported too
2274 clust_scarcity = 8*8*8,
2275 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2276 ^ This value should be *MUCH* higher than your intuition might tell you!
2278 ^ Number of ores in a cluster
2280 ^ Size of the bounding box of the cluster
2281 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2282 height_min = -31000,
2285 ^ Attributes for this ore generation
2286 noise_threshhold = 0.5,
2287 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2288 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2289 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2290 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2293 Decoration definition (register_decoration)
2295 deco_type = "simple", -- See "Decoration types"
2296 place_on = "default:dirt_with_grass",
2297 ^ Node that decoration can be placed on
2299 ^ Size of divisions made in the chunk being generated.
2300 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2302 ^ Ratio of the area to be uniformly filled by the decoration.
2303 ^ Used only if noise_params is not specified.
2304 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2305 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2306 ^ The result of this is multiplied by the 2d area of the division being decorated.
2307 biomes = {"Oceanside", "Hills", "Plains"},
2308 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2309 ^ and ignored if the Mapgen being used does not support biomes.
2311 ----- Simple-type parameters
2312 decoration = "default:grass",
2313 ^ The node name used as the decoration.
2314 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2316 ^ Number of nodes high the decoration is made.
2317 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2319 ^ Number of nodes the decoration can be at maximum.
2320 ^ If absent, the parameter 'height' is used as a constant.
2321 spawn_by = "default:water",
2322 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2324 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2325 ^ If absent or -1, decorations occur next to any nodes.
2327 ----- Schematic-type parameters
2328 schematic = "foobar.mts",
2329 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2330 ^ specified Minetest schematic file.
2331 ^ - OR -, could instead be a table containing two fields, size and data:
2333 size = {x=4, y=6, z=4},
2335 {name="cobble", param1=255, param2=0},
2336 {name="dirt_with_grass", param1=255, param2=0},
2340 ^ See 'Schematic specifier' for details.
2341 replacements = {{"oldname", "convert_to"}, ...},
2342 flags = "place_center_x, place_center_z",
2343 ^ Flags for schematic decorations. See 'Schematic attributes'.
2344 rotation = "90" --rotate schematic 90 degrees on placement
2345 ^ Rotation can be "0", "90", "180", "270", or "random".
2348 Chatcommand definition (register_chatcommand)
2350 params = "<name> <privilege>", -- short parameter description
2351 description = "Remove privilege from player", -- full description
2352 privs = {privs=true}, -- require the "privs" privilege to run
2353 func = function(name, param), -- called when command is run
2356 Detached inventory callbacks
2358 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2359 ^ Called when a player wants to move items inside the inventory
2360 ^ Return value: number of items allowed to move
2362 allow_put = func(inv, listname, index, stack, player),
2363 ^ Called when a player wants to put something into the inventory
2364 ^ Return value: number of items allowed to put
2365 ^ Return value: -1: Allow and don't modify item count in inventory
2367 allow_take = func(inv, listname, index, stack, player),
2368 ^ Called when a player wants to take something out of the inventory
2369 ^ Return value: number of items allowed to take
2370 ^ Return value: -1: Allow and don't modify item count in inventory
2372 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2373 on_put = func(inv, listname, index, stack, player),
2374 on_take = func(inv, listname, index, stack, player),
2375 ^ Called after the actual action has happened, according to what was allowed.
2379 HUD Definition (hud_add, hud_get)
2381 hud_elem_type = "image", -- see HUD element types
2382 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2383 position = {x=0.5, y=0.5},
2384 ^ Left corner position of element
2390 ^ Selected item in inventory. 0 for no item selected.
2392 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2393 alignment = {x=0, y=0},
2394 ^ See "HUD Element Types"
2395 offset = {x=0, y=0},
2396 ^ See "HUD Element Types"