1 Minetest Lua Modding API Reference 0.4.dev
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
258 uses them for certain automated functions. If you don't use these
259 functions, you can use them to store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Nodes can also contain extra data. See "Node Metadata".
285 There are a bunch of different looking node types. These are mostly just
286 copied from Minetest 0.3; more may be made in the future.
288 Look for examples in games/minimal or games/minetest_game.
302 - nodebox -- See below. EXPERIMENTAL
306 Node selection boxes are defined using "node boxes"
308 The "nodebox" node drawtype allows defining visual of nodes consisting of
309 arbitrary number of boxes. It allows defining stuff like stairs. Only the
310 "fixed" box type is supported for these.
311 ^ Please note that this is still experimental, and may be incompatibly
312 changed in the future.
314 A nodebox is defined as any of:
316 -- A normal cube; the default in most things
320 -- A fixed box (facedir param2 is used, if applicable)
322 fixed = box OR {box1, box2, ...}
325 -- A box like the selection box for torches
326 -- (wallmounted param2 is used, if applicable)
327 type = "wallmounted",
334 {x1, y1, z1, x2, y2, z2}
335 A box of a regular node would look like:
336 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
338 Representations of simple things
339 --------------------------------
341 {x=num, y=num, z=num}
342 Currently the API does not provide any helper functions for addition,
343 subtraction and whatever; you can define those that you need yourself.
347 {type="node", under=pos, above=pos}
348 {type="object", ref=ObjectRef}
352 Node (register_node):
353 A node from the world
354 Tool (register_tool):
355 A tool/weapon that can dig and damage things according to tool_capabilities
356 Craftitem (register_craftitem):
359 Items and item stacks can exist in three formats:
361 Serialized; This is called stackstring or itemstring:
363 eg. 'default:pick_wood 21323'
367 eg. {name="default:dirt", count=5, wear=0, metadata=""}
369 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
370 ^ a wooden pick about 1/3 weared out
371 eg. {name="default:apple", count=1, wear=0, metadata=""}
375 C++ native format with many helper methods. Useful for converting between
376 formats. See the Class reference section for details.
378 When an item must be passed to a function, it can usually be in any of
383 In a number of places, there is a group table. Groups define the
384 properties of a thing (item, node, armor of entity, capabilities of
385 tool) in such a way that the engine and other mods can can interact with
386 the thing without actually knowing what the thing is.
389 - Groups are stored in a table, having the group names with keys and the
390 group ratings as values. For example:
391 groups = {crumbly=3, soil=1}
392 ^ Default dirt (soil group actually currently not defined; TODO)
393 groups = {crumbly=2, soil=1, level=2, outerspace=1}
394 ^ A more special dirt-kind of thing
395 - Groups always have a rating associated with them. If there is no
396 useful meaning for a rating for an enabled group, it shall be 1.
397 - When not defined, the rating of a group defaults to 0. Thus when you
398 read groups, you must interpret nil and 0 as the same value, 0.
400 You can read the rating of a group for an item or a node by using
401 minetest.get_item_group(itemname, groupname)
405 Groups of items can define what kind of an item it is (eg. wool).
409 In addition to the general item things, groups are used to define whether
410 a node is destroyable and how long it takes to destroy by a tool.
414 For entities, groups are, as of now, used only for calculating damage.
416 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
417 object.set_armor_groups({level=2, fleshy=2, cracky=2})
421 Groups in tools define which groups of nodes and entities they are
424 Groups in crafting recipes
425 ---------------------------
428 output = 'food:meat_soup_raw',
434 preserve = {'group:bowl'}, -- Not implemented yet (TODO)
439 - immortal: Disables the group damage system for an entity
440 - level: Can be used to give an additional sense of progression in the game.
441 - A larger level will cause eg. a weapon of a lower level make much less
442 damage, and get weared out much faster, or not be able to get drops
443 from destroyed nodes.
444 - 0 is something that is directly accessible at the start of gameplay
445 - There is no upper limit
446 - dig_immediate: (player can always pick up node without tool wear)
447 - 2: node is removed without tool wear after 0.5 seconds or so
449 - 3: node is removed without tool wear immediately (torch)
451 Known damage and digging time defining groups
452 ----------------------------------------------
453 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
454 - crumbly: dirt, sand
455 - cracky: tough but crackable stuff like stone.
456 - snappy: something that can be cut using fine tools; eg. leaves, small
457 plants, wire, sheets of metal
458 - choppy: something that can be cut using force; eg. trees, wooden planks
459 - fleshy: Living things like animals and the player. This could imply
460 some blood effects when hitting.
461 - explody: Especially prone to explosions
462 - oddly_breakable_by_hand:
463 Can be added to nodes that shouldn't logically be breakable by the
464 hand but are. Somewhat similar to dig_immediate, but times are more
465 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
466 speed of a tool if the tool can dig at a faster speed than this
467 suggests for the hand.
469 Examples of custom groups
470 --------------------------
471 Item groups are often used for defining, well, //groups of items//.
472 - meat: any meat-kind of a thing (rating might define the size or healing
473 ability or be irrelevant - it is not defined as of yet)
474 - eatable: anything that can be eaten. Rating might define HP gain in half
476 - flammable: can be set on fire. Rating might define the intensity of the
477 fire, affecting eg. the speed of the spreading of an open fire.
478 - wool: any wool (any origin, any color)
481 - heavy: anything considerably heavy
483 Digging time calculation specifics
484 -----------------------------------
485 Groups such as **crumbly**, **cracky** and **snappy** are used for this
486 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
489 The **level** group is used to limit the toughness of nodes a tool can dig
490 and to scale the digging times / damage to a greater extent.
492 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
495 Tools define their properties by a list of parameters for groups. They
496 cannot dig other groups; thus it is important to use a standard bunch of
497 groups to enable interaction with tools.
500 * Full punch interval
502 * For an arbitrary list of groups:
503 * Uses (until the tool breaks)
504 * Maximum level (usually 0, 1, 2 or 3)
507 **Full punch interval**:
508 When used as a weapon, the tool will do full damage if this time is spent
509 between punches. If eg. half the time is spent, the tool will do half
512 **Maximum drop level**
513 Suggests the maximum level of node, when dug with the tool, that will drop
514 it's useful item. (eg. iron ore to drop a lump of iron).
515 - This is not automated; it is the responsibility of the node definition
519 Determines how many uses the tool has when it is used for digging a node,
520 of this group, of the maximum level. For lower leveled nodes, the use count
521 is multiplied by 3^leveldiff.
522 - uses=10, leveldiff=0 -> actual uses: 10
523 - uses=10, leveldiff=1 -> actual uses: 30
524 - uses=10, leveldiff=2 -> actual uses: 90
527 Tells what is the maximum level of a node of this group that the tool will
531 List of digging times for different ratings of the group, for nodes of the
533 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
534 result in the tool to be able to dig nodes that have a rating of 2 or 3
535 for this group, and unable to dig the rating 1, which is the toughest.
536 Unless there is a matching group that enables digging otherwise.
537 * For entities, damage equals the amount of nodes dug in the time spent
538 between hits, with a maximum time of ''full_punch_interval''.
540 Example definition of the capabilities of a tool
541 -------------------------------------------------
542 tool_capabilities = {
543 full_punch_interval=1.5,
546 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
550 This makes the tool be able to dig nodes that fullfill both of these:
551 - Have the **crumbly** group
552 - Have a **level** group less or equal to 2
554 Table of resulting digging times:
555 crumbly 0 1 2 3 4 <- level
561 level diff: 2 1 0 -1 -2
563 Table of resulting tool uses:
570 - At crumbly=0, the node is not diggable.
571 - At crumbly=3, the level difference digging time divider kicks in and makes
572 easy nodes to be quickly breakable.
573 - At level > 2, the node is not diggable, because it's level > maxlevel
575 Entity damage mechanism
576 ------------------------
578 - Take the time spent after the last hit
579 - Limit time to full_punch_interval
580 - Take the damage groups and imagine a bunch of nodes that have them
581 - Damage in HP is the amount of nodes destroyed in this time.
583 Client predicts damage based on damage groups. Because of this, it is able to
584 give an immediate response when an entity is damaged or dies; the response is
585 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
587 - Currently a smoke puff will appear when an entity dies.
589 The group **immortal** completely disables normal damage.
591 Entities can define a special armor group, which is **punch_operable**. This
592 group disables the regular damage mechanism for players punching it by hand or
593 a non-tool item, so that it can do something else than take damage.
595 On the Lua side, every punch calls ''entity:on_punch(puncher,
596 time_from_last_punch, tool_capabilities, direction)''. This should never be
597 called directly, because damage is usually not handled by the entity itself.
598 * ''puncher'' is the object performing the punch. Can be nil. Should never be
599 accessed unless absolutely required, to encourage interoperability.
600 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
601 * ''tool_capabilities'' can be nil.
602 * ''direction'' is a unit vector, pointing from the source of the punch to
605 To punch an entity/object in Lua, call ''object:punch(puncher,
606 time_from_last_punch, tool_capabilities, direction)''.
607 * Return value is tool wear.
608 * Parameters are equal to the above callback.
609 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
610 automatically filled in based on the location of ''puncher''.
614 The instance of a node in the world normally only contains the three values
615 mentioned in "Nodes". However, it is possible to insert extra data into a
616 node. It is called "node metadata"; See "NodeMetaRef".
618 Metadata contains two things:
622 Some of the values in the key-value store are handled specially:
623 - formspec: Defines a right-click inventory menu. See "Formspec".
624 - infotext: Text shown on the screen when the node is pointed at
628 local meta = minetest.env:get_meta(pos)
629 meta:set_string("formspec",
631 "list[context;main;0,0;8,4;]"..
632 "list[current_player;main;0,5;8,4;]")
633 meta:set_string("infotext", "Chest");
634 local inv = meta:get_inventory()
635 inv:set_size("main", 8*4)
636 print(dump(meta:to_table()))
639 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] = ""}
642 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
649 Formspec defines a menu. Currently not much else than inventories are
650 supported. It is a string, with a somewhat strange format.
652 Spaces and newlines can be inserted between the blocks, as is used in the
658 list[context;main;0,0;8,4;]
659 list[current_player;main;0,5;8,4;]
662 list[context;fuel;2,3;1,1;]
663 list[context;src;2,1;1,1;]
664 list[context;dst;5,1;2,2;]
665 list[current_player;main;0,5;8,4;]
666 - Minecraft-like player inventory
668 image[1,0.6;1,2;player.png]
669 list[current_player;main;0,3.5;8,4;]
670 list[current_player;craft;3,0;3,3;]
671 list[current_player;craftpreview;7,1;1,1;]
676 ^ Define the size of the menu in inventory slots
678 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
679 ^ Show an inventory list
681 image[<X>,<Y>;<W>,<H>;<texture name>]
683 ^ Position and size units are inventory slots
685 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
686 ^ Textual field; will be sent to server when a button is clicked
687 ^ Position and size units are inventory slots
690 button[<X>,<Y>;<W>,<H>;<name>;<label>]
691 ^ Clickable button. When clicked, fields will be sent.
692 ^ Button will be visible as a field, with the value "active".
693 ^ Position and size units are inventory slots
697 - "context": Selected node metadata (deprecated: "current_name")
698 - "current_player": Player to whom the menu is shown
699 - "player:<name>": Any player
700 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
704 dump2(obj, name="_", dumped={})
705 ^ Return object serialized as a string, handles reference loops
707 ^ Return object serialized as a string
708 string:split(separator)
709 ^ eg. string:split("a,b", ",") == {"a","b"}
711 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
712 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
713 ^ Convert position to a printable string
714 minetest.string_to_pos(string) -> position
716 minetest namespace reference
717 -----------------------------
718 minetest.get_current_modname() -> string
719 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
720 ^ Useful for loading additional .lua modules or static data from mod
721 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
722 ^ Useful for storing custom data
723 minetest.is_singleplayer()
726 ^ Always printed to stderr and logfile (print() is redirected here)
728 minetest.log(loglevel, line)
729 ^ loglevel one of "error", "action", "info", "verbose"
731 Registration functions: (Call these only at load time)
732 minetest.register_entity(name, prototype table)
733 minetest.register_abm(abm definition)
734 minetest.register_node(name, node definition)
735 minetest.register_tool(name, item definition)
736 minetest.register_craftitem(name, item definition)
737 minetest.register_alias(name, convert_to)
738 minetest.register_craft(recipe)
740 Global callback registration functions: (Call these only at load time)
741 minetest.register_globalstep(func(dtime))
742 ^ Called every server step, usually interval of 0.05s
743 minetest.register_on_placenode(func(pos, newnode, placer))
744 ^ Called when a node has been placed
745 ^ Deprecated: Use on_construct or after_place_node in node definition instead
746 minetest.register_on_dignode(func(pos, oldnode, digger))
747 ^ Called when a node has been dug. digger can be nil.
748 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
749 minetest.register_on_punchnode(func(pos, node, puncher))
750 ^ Called when a node is punched
751 minetest.register_on_generated(func(minp, maxp, blockseed))
752 ^ Called after generating a piece of world. Modifying nodes inside the area
753 is a bit faster than usually.
754 minetest.register_on_newplayer(func(ObjectRef))
755 ^ Called after a new player has been created
756 minetest.register_on_dieplayer(func(ObjectRef))
757 ^ Called when a player dies
758 minetest.register_on_respawnplayer(func(ObjectRef))
759 ^ Called when player is to be respawned
760 ^ Called _before_ repositioning of player occurs
761 ^ return true in func to disable regular player placement
762 minetest.register_on_joinplayer(func(ObjectRef))
763 ^ Called when a player joins the game
764 minetest.register_on_leaveplayer(func(ObjectRef))
765 ^ Called when a player leaves the game
766 minetest.register_on_chat_message(func(name, message))
768 Other registration functions:
769 minetest.register_chatcommand(cmd, chatcommand definition)
770 minetest.register_privilege(name, definition)
771 ^ definition: "description text"
773 description = "description text",
774 give_to_singleplayer = boolean, -- default: true
776 minetest.register_authentication_handler(handler)
777 ^ See minetest.builtin_auth_handler in builtin.lua for reference
780 minetest.setting_set(name, value)
781 minetest.setting_get(name) -> string or nil
782 minetest.setting_getbool(name) -> boolean value or nil
783 minetest.setting_get_pos(name) -> position or nil
784 minetest.add_to_creative_inventory(itemstring)
787 minetest.notify_authentication_modified(name)
788 ^ Should be called by the authentication handler if privileges change.
789 ^ To report everybody, set name=nil.
790 minetest.get_password_hash(name, raw_password)
791 ^ Convert a name-password pair to a password hash that minetest can use
792 minetest.string_to_privs(str) -> {priv1=true,...}
793 minetest.privs_to_string(privs) -> "priv1,priv2,..."
794 ^ Convert between two privilege representations
795 minetest.set_player_password(name, password_hash)
796 minetest.set_player_privs(name, {priv1=true,...})
797 minetest.get_player_privs(name) -> {priv1=true,...}
798 minetest.auth_reload()
799 ^ These call the authentication handler
800 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
801 ^ A quickhand for checking privileges
804 minetest.chat_send_all(text)
805 minetest.chat_send_player(name, text)
808 minetest.get_inventory(location) -> InvRef
809 ^ location = eg. {type="player", name="celeron55"}
810 {type="node", pos={x=, y=, z=}}
813 minetest.inventorycube(img1, img2, img3)
814 ^ Returns a string for making an image of a cube (useful as an item image)
815 minetest.get_pointed_thing_position(pointed_thing, above)
816 ^ Get position of a pointed_thing (that you can get from somewhere)
817 minetest.dir_to_facedir(dir)
818 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
819 minetest.dir_to_wallmounted(dir)
820 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
821 minetest.get_node_drops(nodename, toolname)
822 ^ Returns list of item names.
823 ^ Note: This will be removed or modified in a future version.
824 minetest.get_craft_result(input) -> output, decremented_input
825 ^ input.method = 'normal' or 'cooking' or 'fuel'
826 ^ input.width = for example 3
827 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
828 stack 5, stack 6, stack 7, stack 8, stack 9 }
829 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
830 ^ output.time = number, if unsuccessful: 0
831 ^ decremented_input = like input
833 Defaults for the on_* item definition functions:
834 (These return the leftover itemstack)
835 minetest.item_place_node(itemstack, placer, pointed_thing)
836 ^ Place item as a node
837 minetest.item_place_object(itemstack, placer, pointed_thing)
839 minetest.item_place(itemstack, placer, pointed_thing)
840 ^ Use one of the above based on what the item is.
841 minetest.item_drop(itemstack, dropper, pos)
843 minetest.item_eat(hp_change, replace_with_item)
844 ^ Eat the item. replace_with_item can be nil.
846 Defaults for the on_punch and on_dig node definition callbacks:
847 minetest.node_punch(pos, node, puncher)
848 ^ Calls functions registered by minetest.register_on_punchnode()
849 minetest.node_dig(pos, node, digger)
850 ^ Checks if node can be dug, puts item into inventory, removes node
851 ^ Calls functions registered by minetest.registered_on_dignodes()
854 minetest.sound_play(spec, parameters) -> handle
855 ^ spec = SimpleSoundSpec
856 ^ parameters = sound parameter table
857 minetest.sound_stop(handle)
860 minetest.after(time, func, param)
861 ^ Call function after time seconds
862 ^ param is optional; to pass multiple parameters, pass a table.
865 minetest.get_connected_players() -> list of ObjectRefs
866 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
867 ^ Gives a unique hash number for a node position (16+16+16=48bit)
868 minetest.get_item_group(name, group) -> rating
869 ^ Get rating of a group of an item. (0 = not in group)
870 minetest.get_node_group(name, group) -> rating
871 ^ Deprecated: An alias for the former.
872 minetest.serialize(table) -> string
873 ^ Convert a table containing tables, strings, numbers, booleans and nils
874 into string form readable by minetest.deserialize
875 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
876 minetest.deserialize(string) -> table
877 ^ Convert a string returned by minetest.deserialize into a table
878 ^ String is loaded in an empty sandbox environment.
879 ^ Will load functions, but they cannot access the global environment.
880 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
881 ^ Example: deserialize('print("foo")') -> nil (function call fails)
882 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
885 minetest.env - EnvRef of the server environment and world.
886 ^ Using this you can access nodes and entities
889 minetest.registered_items
890 ^ List of registered items, indexed by name
891 minetest.registered_nodes
892 ^ List of registered node definitions, indexed by name
893 minetest.registered_craftitems
894 ^ List of registered craft item definitions, indexed by name
895 minetest.registered_tools
896 ^ List of registered tool definitions, indexed by name
897 minetest.registered_entities
898 ^ List of registered entity prototypes, indexed by name
900 ^ List of object references, indexed by active object id
902 ^ List of lua entities, indexed by active object id
904 Deprecated but defined for backwards compatibility:
905 minetest.digprop_constanttime(time)
906 minetest.digprop_stonelike(toughness)
907 minetest.digprop_dirtlike(toughness)
908 minetest.digprop_gravellike(toughness)
909 minetest.digprop_woodlike(toughness)
910 minetest.digprop_leaveslike(toughness)
911 minetest.digprop_glasslike(toughness)
915 EnvRef: basically ServerEnvironment and ServerMap combined.
917 - set_node(pos, node)
918 - add_node(pos, node): alias set_node(pos, node)
919 ^ Set node at position (node = {name="foo", param1=0, param2=0})
921 ^ Equivalent to set_node(pos, "air")
923 ^ Returns {name="ignore", ...} for unloaded area
924 - get_node_or_nil(pos)
925 ^ Returns nil for unloaded area
926 - get_node_light(pos, timeofday) -> 0...15 or nil
927 ^ timeofday: nil = current time, 0 = night, 0.5 = day
929 - place_node(pos, node)
930 ^ Place node with the same effects that a player would cause
932 ^ Dig node with the same effects that a player would cause
934 ^ Punch node with the same effects that a player would cause
936 - add_entity(pos, name): Spawn Lua-defined entity at position
937 ^ Returns ObjectRef, or nil if failed
938 - add_item(pos, item): Spawn item
939 ^ Returns ObjectRef, or nil if failed
940 - get_meta(pos) -- Get a NodeMetaRef at that position
941 - get_player_by_name(name) -- Get an ObjectRef to a player
942 - get_objects_inside_radius(pos, radius)
943 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
945 - find_node_near(pos, radius, nodenames) -> pos or nil
946 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
947 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
948 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
949 - get_perlin(seeddiff, octaves, persistence, scale)
950 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
952 - add_rat(pos): Add C++ rat object (no-op)
953 - add_firefly(pos): Add C++ firefly object (no-op)
955 NodeMetaRef: Node metadata - reference extra data and functionality stored
957 - Can be gotten via minetest.env:get_nodemeta(pos)
959 - set_string(name, value)
961 - set_int(name, value)
963 - set_float(name, value)
965 - get_inventory() -> InvRef
966 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
967 - from_table(nil or {})
968 ^ See "Node Metadata"
970 ObjectRef: Moving things in the game are generally these
971 (basically reference to a C++ ServerActiveObject)
973 - remove(): remove object (after returning from Lua)
974 - getpos() -> {x=num, y=num, z=num}
975 - setpos(pos); pos={x=num, y=num, z=num}
976 - moveto(pos, continuous=false): interpolated move
977 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
978 ^ puncher = an another ObjectRef,
979 ^ time_from_last_punch = time since last punch action of the puncher
980 - right_click(clicker); clicker = an another ObjectRef
981 - get_hp(): returns number of hitpoints (2 * number of hearts)
982 - set_hp(hp): set number of hitpoints (2 * number of hearts)
983 - get_inventory() -> InvRef
984 - get_wield_list(): returns the name of the inventory list the wielded item is in
985 - get_wield_index(): returns the index of the wielded item
986 - get_wielded_item() -> ItemStack
987 - set_wielded_item(item): replaces the wielded item, returns true if successful
988 - set_armor_groups({group1=rating, group2=rating, ...})
989 - set_properties(object property table)
990 LuaEntitySAO-only: (no-op for other objects)
991 - setvelocity({x=num, y=num, z=num})
992 - getvelocity() -> {x=num, y=num, z=num}
993 - setacceleration({x=num, y=num, z=num})
994 - getacceleration() -> {x=num, y=num, z=num}
996 - getyaw() -> radians
998 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
999 - select_horiz_by_yawpitch=false)
1000 ^ Select sprite from spritesheet with optional animation and DM-style
1001 texture selection based on yaw relative to camera
1002 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1004 Player-only: (no-op for other objects)
1005 - is_player(): true for players, false for others
1006 - get_player_name(): returns "" if is not a player
1007 - get_look_dir(): get camera direction as a unit vector
1008 - get_look_pitch(): pitch in radians
1009 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1010 - set_inventory_formspec(formspec)
1011 ^ Redefine player's inventory form
1012 ^ Should usually be called in on_joinplayer
1013 - get_inventory_formspec() -> formspec string
1015 InvRef: Reference to an inventory
1017 - is_empty(listname): return true if list is empty
1018 - get_size(listname): get size of a list
1019 - set_size(listname, size): set size of a list
1020 - get_stack(listname, i): get a copy of stack index i in list
1021 - set_stack(listname, i, stack): copy stack to index i in list
1022 - get_list(listname): return full list
1023 - set_list(listname, list): set full list (size will not change)
1024 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1025 - room_for_item(listname, stack): returns true if the stack of items
1026 can be fully added to the list
1027 - contains_item(listname, stack): returns true if the stack of items
1028 can be fully taken from the list
1029 remove_item(listname, stack): take as many items as specified from the list,
1030 returns the items that were actually removed (as an ItemStack)
1032 ItemStack: A stack of items.
1033 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1035 - is_empty(): return true if stack is empty
1036 - get_name(): returns item name (e.g. "default:stone")
1037 - get_count(): returns number of items on the stack
1038 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1039 - get_metadata(): returns metadata (a string attached to an item stack)
1040 - clear(): removes all items from the stack, making it empty
1041 - replace(item): replace the contents of this stack (item can also
1042 be an itemstring or table)
1043 - to_string(): returns the stack in itemstring form
1044 - to_table(): returns the stack in Lua table form
1045 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1046 - get_free_space(): returns get_stack_max() - get_count()
1047 - is_known(): returns true if the item name refers to a defined item type
1048 - get_definition(): returns the item definition table
1049 - get_tool_capabilities(): returns the digging properties of the item,
1050 ^ or those of the hand if none are defined for this item type
1051 - add_wear(amount): increases wear by amount if the item is a tool
1052 - add_item(item): put some item or stack onto this stack,
1053 ^ returns leftover ItemStack
1054 - item_fits(item): returns true if item or stack can be fully added to this one
1055 - take_item(n): take (and remove) up to n items from this stack
1056 ^ returns taken ItemStack
1057 ^ if n is omitted, n=1 is used
1058 - peek_item(n): copy (don't remove) up to n items from this stack
1059 ^ returns copied ItemStack
1060 ^ if n is omitted, n=1 is used
1062 PseudoRandom: A pseudorandom number generator
1063 - Can be created via PseudoRandom(seed)
1065 - next(): return next integer random number [0...32767]
1066 - next(min, max): return next integer random number [min...max]
1067 (max - min) must be 32767 or <= 6553 due to the simple
1068 implementation making bad distribution otherwise.
1070 PerlinNoise: A perlin noise generator
1071 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1072 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1074 - get2d(pos) -> 2d noise value at pos={x=,y=}
1075 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1078 --------------------
1079 - Functions receive a "luaentity" as self:
1080 - It has the member .name, which is the registered name ("mod:thing")
1081 - It has the member .object, which is an ObjectRef pointing to the object
1082 - The original prototype stuff is visible directly via a metatable
1084 - on_activate(self, staticdata)
1085 ^ Called when the object is instantiated.
1086 - on_step(self, dtime)
1087 ^ Called on every server tick (dtime is usually 0.05 seconds)
1088 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1089 ^ Called when somebody punches the object.
1090 ^ Note that you probably want to handle most punches using the
1091 automatic armor group system.
1092 ^ puncher: ObjectRef (can be nil)
1093 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1094 ^ tool_capabilities: capability table of used tool (can be nil)
1095 ^ dir: unit vector of direction of punch. Always defined. Points from
1096 the puncher to the punched.
1097 - on_rightclick(self, clicker)
1098 - get_staticdata(self)
1099 ^ Should return a string that will be passed to on_activate when
1100 the object is instantiated the next time.
1110 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1111 visual = "cube"/"sprite"/"upright_sprite",
1112 visual_size = {x=1, y=1},
1113 textures = {}, -- number of required textures depends on visual
1114 spritediv = {x=1, y=1},
1115 initial_sprite_basepos = {x=0, y=0},
1117 makes_footstep_sound = false,
1118 automatic_rotate = false,
1121 Entity definition (register_entity)
1123 (Deprecated: Everything in object properties is read directly from here)
1125 initial_properties = <initial object properties>,
1127 on_activate = function(self, staticdata),
1128 on_step = function(self, dtime),
1129 on_punch = function(self, hitter),
1130 on_rightclick = function(self, clicker),
1131 get_staticdata = function(self),
1132 ^ Called sometimes; the string returned is passed to on_activate when
1133 the entity is re-activated from static state
1135 # Also you can define arbitrary member variables here
1136 myvariable = whatever,
1139 ABM (ActiveBlockModifier) definition (register_abm)
1141 -- In the following two fields, also group:groupname will work.
1142 nodenames = {"default:lava_source"},
1143 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1144 ^ If left out or empty, any neighbor will do
1145 interval = 1.0, -- (operation interval)
1146 chance = 1, -- (chance of trigger is 1.0/this)
1147 action = func(pos, node, active_object_count, active_object_count_wider),
1150 Item definition (register_node, register_craftitem, register_tool)
1152 description = "Steel Axe",
1153 groups = {}, -- key=name, value=rating; rating=1..3.
1154 if rating not applicable, use 1.
1155 eg. {wool=1, fluffy=3}
1156 {soil=2, outerspace=1, crumbly=1}
1157 {bendy=2, snappy=1},
1158 {hard=1, metal=1, spikes=1}
1159 inventory_image = "default_tool_steelaxe.png",
1161 wield_scale = {x=1,y=1,z=1},
1163 liquids_pointable = false,
1164 tool_capabilities = {
1165 full_punch_interval = 1.0,
1169 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1170 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1171 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1174 node_placement_prediction = nil,
1175 ^ If nil and item is node, prediction is made automatically
1176 ^ If nil and item is not a node, no prediction is made
1177 ^ If "" and item is anything, no prediction is made
1178 ^ Otherwise should be name of node which the client immediately places
1179 on ground when the player places the item. Server will always update
1180 actual result to client in a short moment.
1182 on_place = func(itemstack, placer, pointed_thing),
1183 ^ Shall place item and return the leftover itemstack
1184 ^ default: minetest.item_place
1185 on_drop = func(itemstack, dropper, pos),
1186 ^ Shall drop item and return the leftover itemstack
1187 ^ default: minetest.item_drop
1188 on_use = func(itemstack, user, pointed_thing),
1190 ^ Function must return either nil if no item shall be removed from
1191 inventory, or an itemstack to replace the original itemstack.
1192 eg. itemstack:take_item(); return itemstack
1193 ^ Otherwise, the function is free to do what it wants.
1194 ^ The default functions handle regular use cases.
1199 - {name="image.png", animation={Tile Animation definition}}
1200 - {name="image.png", backface_culling=bool}
1201 ^ backface culling only supported in special tiles
1202 - deprecated still supported field names:
1205 Tile animation definition:
1206 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1208 Node definition (register_node)
1210 <all fields allowed in item definitions>,
1212 drawtype = "normal", -- See "Node drawtypes"
1214 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1215 ^ List can be shortened to needed length
1216 ^ Old field name: tile_images
1217 special_tiles = {tile definition 1, Tile definition 2},
1218 ^ List can be shortened to needed length
1219 ^ Old field name: special_materials
1221 post_effect_color = {a=0, r=0, g=0, b=0},
1223 paramtype2 = "none",
1224 is_ground_content = false,
1225 sunlight_propagates = false,
1230 buildable_to = false,
1232 -- alternatively drop = { max_items = ..., items = { ... } }
1233 liquidtype = "none",
1234 liquid_alternative_flowing = "",
1235 liquid_alternative_source = "",
1236 liquid_viscosity = 0,
1238 damage_per_second = 0,
1239 node_box = {type="regular"}, -- See "Node boxes"
1240 selection_box = {type="regular"}, -- See "Node boxes"
1241 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1242 legacy_wallmounted = false, -- Support maps made in and before January 2012
1244 footstep = <SimpleSoundSpec>,
1245 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1246 dug = <SimpleSoundSpec>,
1249 on_construct = func(pos),
1250 ^ Node constructor; always called after adding node
1251 ^ Can set up metadata and stuff like that
1253 on_destruct = func(pos),
1254 ^ Node destructor; always called before removing node
1256 after_destruct = func(pos, oldnode),
1257 ^ Node destructor; always called after removing node
1260 after_place_node = func(pos, placer),
1261 ^ Called after constructing node when node was placed using
1262 minetest.item_place_node / minetest.env:place_node
1264 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1265 ^ oldmetadata is in table format
1266 ^ Called after destructing node when node was dug using
1267 minetest.node_dig / minetest.env:dig_node
1269 can_dig = function(pos,player)
1270 ^ returns true if node can be dug, or false if not
1273 on_punch = func(pos, node, puncher),
1274 ^ default: minetest.node_punch
1275 ^ By default: does nothing
1276 on_dig = func(pos, node, digger),
1277 ^ default: minetest.node_dig
1278 ^ By default: checks privileges, wears out tool and removes node
1280 on_receive_fields = func(pos, formname, fields, sender),
1281 ^ fields = {name1 = value1, name2 = value2, ...}
1282 ^ Called when an UI form (eg. sign text input) returns data
1285 on_metadata_inventory_move = func(pos, from_list, from_index,
1286 to_list, to_index, count, player),
1287 ^ Called when a player wants to move items inside the metadata
1288 ^ Should move items, or some items, if permitted. If not, should do
1290 ^ The engine ensures the action is valid, i.e. the stack fits at the
1292 ^ default: minetest.node_metadata_inventory_move_allow_all
1294 on_metadata_inventory_offer = func(pos, listname, index, stack, player),
1295 ^ Called when a player wants to put something into the metadata
1297 ^ Should check if the action is permitted (the engine ensures the
1298 action is valid, i.e. the stack fits at the given position)
1299 ^ If permitted, modify the metadata inventory and return the
1300 "leftover" stack (normally nil).
1301 ^ If not permitted, return itemstack.
1302 ^ default: minetest.node_metadata_inventory_offer_allow_all
1304 on_metadata_inventory_take = func(pos, listname, index, count, player),
1305 ^ Called when a player wants to take something out of the metadata
1307 ^ Should check if the action is permitted (the engine ensures the
1308 action is valid, i.e. there's a stack of at least “count” items at
1310 ^ If permitted, modify the metadata inventory and return the
1312 ^ If not permitted, return nil.
1313 ^ default: minetest.node_metadata_inventory_take_allow_all
1316 Recipe for register_craft: (shaped)
1318 output = 'default:pick_stone',
1320 {'default:cobble', 'default:cobble', 'default:cobble'},
1321 {'', 'default:stick', ''},
1322 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1324 replacements = <optional list of item pairs,
1325 replace one input item with another item on crafting>
1328 Recipe for register_craft (shapeless)
1331 output = 'mushrooms:mushroom_stew',
1334 "mushrooms:mushroom_brown",
1335 "mushrooms:mushroom_red",
1337 replacements = <optional list of item pairs,
1338 replace one input item with another item on crafting>
1341 Recipe for register_craft (tool repair)
1343 type = "toolrepair",
1344 additional_wear = -0.02,
1347 Recipe for register_craft (cooking)
1350 output = "default:glass",
1351 recipe = "default:sand",
1355 Recipe for register_craft (furnace fuel)
1358 recipe = "default:leaves",
1362 Chatcommand definition (register_chatcommand)
1364 params = "<name> <privilege>", -- short parameter description
1365 description = "Remove privilege from player", -- full description
1366 privs = {privs=true}, -- require the "privs" privilege to run
1367 func = function(name, param), -- called when command is run