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".
283 Representations of simple things
284 --------------------------------
286 {x=num, y=num, z=num}
287 Currently the API does not provide any helper functions for addition,
288 subtraction and whatever; you can define those that you need yourself.
292 Node (register_node):
293 A node from the world
294 Tool (register_tool):
295 A tool/weapon that can dig and damage things according to tool_capabilities
296 Craftitem (register_craftitem):
299 Items and item stacks can exist in three formats:
301 Serialized; This is called stackstring or itemstring:
303 eg. 'default:pick_wood 21323'
307 eg. {name="default:dirt", count=5, wear=0, metadata=""}
309 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
310 ^ a wooden pick about 1/3 weared out
311 eg. {name="default:apple", count=1, wear=0, metadata=""}
315 C++ native format with many helper methods. Useful for converting between
316 formats. See the Class reference section for details.
318 When an item must be passed to a function, it can usually be in any of
323 In a number of places, there is a group table. Groups define the
324 properties of a thing (item, node, armor of entity, capabilities of
325 tool) in such a way that the engine and other mods can can interact with
326 the thing without actually knowing what the thing is.
329 - Groups are stored in a table, having the group names with keys and the
330 group ratings as values. For example:
331 groups = {crumbly=3, soil=1}
332 ^ Default dirt (soil group actually currently not defined; TODO)
333 groups = {crumbly=2, soil=1, level=2, outerspace=1}
334 ^ A more special dirt-kind of thing
335 - Groups always have a rating associated with them. If there is no
336 useful meaning for a rating for an enabled group, it shall be 1.
337 - When not defined, the rating of a group defaults to 0. Thus when you
338 read groups, you must interpret nil and 0 as the same value, 0.
340 You can read the rating of a group for an item or a node by using
341 minetest.get_item_group(itemname, groupname)
345 Groups of items can define what kind of an item it is (eg. wool).
349 In addition to the general item things, groups are used to define whether
350 a node is destroyable and how long it takes to destroy by a tool.
354 For entities, groups are, as of now, used only for calculating damage.
356 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
357 object.set_armor_groups({level=2, fleshy=2, cracky=2})
361 Groups in tools define which groups of nodes and entities they are
364 Groups in crafting recipes
365 ---------------------------
366 - Not implemented yet. (TODO)
367 - Will probably look like this:
369 output = 'food:meat_soup_raw',
375 preserve = {'group:bowl'},
380 - immortal: Disables the group damage system for an entity
381 - level: Can be used to give an additional sense of progression in the game.
382 - A larger level will cause eg. a weapon of a lower level make much less
383 damage, and get weared out much faster, or not be able to get drops
384 from destroyed nodes.
385 - 0 is something that is directly accessible at the start of gameplay
386 - There is no upper limit
387 - dig_immediate: (player can always pick up node without tool wear)
388 - 2: node is removed without tool wear after 0.5 seconds or so
390 - 3: node is removed without tool wear immediately (torch)
392 Known damage and digging time defining groups
393 ----------------------------------------------
394 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
395 - crumbly: dirt, sand
396 - cracky: tough but crackable stuff like stone.
397 - snappy: something that can be cut using fine tools; eg. leaves, small
398 plants, wire, sheets of metal
399 - choppy: something that can be cut using force; eg. trees, wooden planks
400 - fleshy: Living things like animals and the player. This could imply
401 some blood effects when hitting.
402 - explody: Especially prone to explosions
403 - oddly_breakable_by_hand:
404 Can be added to nodes that shouldn't logically be breakable by the
405 hand but are. Somewhat similar to dig_immediate, but times are more
406 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
407 speed of a tool if the tool can dig at a faster speed than this
408 suggests for the hand.
410 Examples of custom groups
411 --------------------------
412 Item groups are often used for defining, well, //groups of items//.
413 - meat: any meat-kind of a thing (rating might define the size or healing
414 ability or be irrelevant - it is not defined as of yet)
415 - eatable: anything that can be eaten. Rating might define HP gain in half
417 - flammable: can be set on fire. Rating might define the intensity of the
418 fire, affecting eg. the speed of the spreading of an open fire.
419 - wool: any wool (any origin, any color)
422 - heavy: anything considerably heavy
424 Digging time calculation specifics
425 -----------------------------------
426 Groups such as **crumbly**, **cracky** and **snappy** are used for this
427 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
430 The **level** group is used to limit the toughness of nodes a tool can dig
431 and to scale the digging times / damage to a greater extent.
433 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
436 Tools define their properties by a list of parameters for groups. They
437 cannot dig other groups; thus it is important to use a standard bunch of
438 groups to enable interaction with tools.
441 * Full punch interval
443 * For an arbitrary list of groups:
444 * Uses (until the tool breaks)
445 * Maximum level (usually 0, 1, 2 or 3)
448 **Full punch interval**:
449 When used as a weapon, the tool will do full damage if this time is spent
450 between punches. If eg. half the time is spent, the tool will do half
453 **Maximum drop level**
454 Suggests the maximum level of node, when dug with the tool, that will drop
455 it's useful item. (eg. iron ore to drop a lump of iron).
456 - This is not automated; it is the responsibility of the node definition
460 Determines how many uses the tool has when it is used for digging a node,
461 of this group, of the maximum level. For lower leveled nodes, the use count
462 is multiplied by 3^leveldiff.
463 - uses=10, leveldiff=0 -> actual uses: 10
464 - uses=10, leveldiff=1 -> actual uses: 30
465 - uses=10, leveldiff=2 -> actual uses: 90
468 Tells what is the maximum level of a node of this group that the tool will
472 List of digging times for different ratings of the group, for nodes of the
474 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
475 result in the tool to be able to dig nodes that have a rating of 2 or 3
476 for this group, and unable to dig the rating 1, which is the toughest.
477 Unless there is a matching group that enables digging otherwise.
478 * For entities, damage equals the amount of nodes dug in the time spent
479 between hits, with a maximum time of ''full_punch_interval''.
481 Example definition of the capabilities of a tool
482 -------------------------------------------------
483 tool_capabilities = {
484 full_punch_interval=1.5,
487 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
491 This makes the tool be able to dig nodes that fullfill both of these:
492 - Have the **crumbly** group
493 - Have a **level** group less or equal to 2
495 Table of resulting digging times:
496 crumbly 0 1 2 3 4 <- level
502 level diff: 2 1 0 -1 -2
504 Table of resulting tool uses:
511 - At crumbly=0, the node is not diggable.
512 - At crumbly=3, the level difference digging time divider kicks in and makes
513 easy nodes to be quickly breakable.
514 - At level > 2, the node is not diggable, because it's level > maxlevel
516 Entity damage mechanism
517 ------------------------
519 - Take the time spent after the last hit
520 - Limit time to full_punch_interval
521 - Take the damage groups and imagine a bunch of nodes that have them
522 - Damage in HP is the amount of nodes destroyed in this time.
524 Client predicts damage based on damage groups. Because of this, it is able to
525 give an immediate response when an entity is damaged or dies; the response is
526 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
528 - Currently a smoke puff will appear when an entity dies.
530 The group **immortal** completely disables normal damage.
532 Entities can define a special armor group, which is **punch_operable**. This
533 group disables the regular damage mechanism for players punching it by hand or
534 a non-tool item, so that it can do something else than take damage.
536 On the Lua side, every punch calls ''entity:on_punch(puncher,
537 time_from_last_punch, tool_capabilities, direction)''. This should never be
538 called directly, because damage is usually not handled by the entity itself.
539 * ''puncher'' is the object performing the punch. Can be nil. Should never be
540 accessed unless absolutely required, to encourage interoperability.
541 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
542 * ''tool_capabilities'' can be nil.
543 * ''direction'' is a unit vector, pointing from the source of the punch to
546 To punch an entity/object in Lua, call ''object:punch(puncher,
547 time_from_last_punch, tool_capabilities, direction)''.
548 * Return value is tool wear.
549 * Parameters are equal to the above callback.
550 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
551 automatically filled in based on the location of ''puncher''.
555 The instance of a node in the world normally only contains the three values
556 mentioned in "Nodes". However, it is possible to insert extra data into a
557 node. It is called "node metadata"; See "NodeMetaRef".
559 Metadata contains two things:
563 Some of the values in the key-value store are handled specially:
564 - formspec: Defines a right-click inventory menu. See "Formspec".
565 - infotext: Text shown on the screen when the node is pointed at
569 local meta = minetest.env:get_meta(pos)
570 meta:set_string("formspec",
572 "list[current_name;main;0,0;8,4;]"..
573 "list[current_player;main;0,5;8,4;]")
574 meta:set_string("infotext", "Chest");
575 local inv = meta:get_inventory()
576 inv:set_size("main", 8*4)
577 print(dump(meta:to_table()))
580 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] = ""}
583 formspec = "invsize[8,9;]list[current_name;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
590 Formspec defines a menu. Currently not much else than inventories are
591 supported. It is a string, with a somewhat strange format.
593 Spaces and newlines can be inserted between the blocks, as is used in the
599 list[current_name;main;0,0;8,4;]
600 list[current_player;main;0,5;8,4;]
603 list[current_name;fuel;2,3;1,1;]
604 list[current_name;src;2,1;1,1;]
605 list[current_name;dst;5,1;2,2;]
606 list[current_player;main;0,5;8,4;]
607 - Minecraft-like player inventory
609 image[1,0.6;1,2;player.png]
610 list[current_player;main;0,3.5;8,4;]
611 list[current_player;craft;3,0;3,3;]
612 list[current_player;craftpreview;7,1;1,1;]
617 ^ Define the size of the menu in inventory slots
619 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
620 ^ Show an inventory list
622 image[<X>,<Y>;<W>,<H>;<texture name>]
624 ^ Position and size units are inventory slots
626 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
627 ^ Textual field; will be sent to server when a button is clicked
628 ^ Position and size units are inventory slots
631 button[<X>,<Y>;<W>,<H>;<name>;<label>]
632 ^ Clickable button. When clicked, fields will be sent.
633 ^ Button will be visible as a field, with the value "active".
634 ^ Position and size units are inventory slots
638 - "context": Selected node metadata (deprecated: "current_name")
639 - "current_player": Player to whom the menu is shown
640 - "player:<name>": Any player
641 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
645 dump2(obj, name="_", dumped={})
646 ^ Return object serialized as a string, handles reference loops
648 ^ Return object serialized as a string
649 string:split(separator)
650 ^ eg. string:split("a,b", ",") == {"a","b"}
652 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
653 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
654 ^ Convert position to a printable string
655 minetest.string_to_pos(string) -> position
657 minetest namespace reference
658 -----------------------------
659 minetest.get_current_modname() -> string
660 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
661 ^ Useful for loading additional .lua modules or static data from mod
662 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
663 ^ Useful for storing custom data
664 minetest.is_singleplayer()
667 ^ Always printed to stderr and logfile (print() is redirected here)
669 minetest.log(loglevel, line)
670 ^ loglevel one of "error", "action", "info", "verbose"
672 Registration functions: (Call these only at load time)
673 minetest.register_entity(name, prototype table)
674 minetest.register_abm(abm definition)
675 minetest.register_node(name, node definition)
676 minetest.register_tool(name, item definition)
677 minetest.register_craftitem(name, item definition)
678 minetest.register_alias(name, convert_to)
679 minetest.register_craft(recipe)
681 Global callback registration functions: (Call these only at load time)
682 minetest.register_globalstep(func(dtime))
683 ^ Called every server step, usually interval of 0.05s
684 minetest.register_on_placenode(func(pos, newnode, placer))
685 ^ Called when a node has been placed
686 ^ Deprecated: Use on_construct or after_place_node in node definition instead
687 minetest.register_on_dignode(func(pos, oldnode, digger))
688 ^ Called when a node has been dug. digger can be nil.
689 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
690 minetest.register_on_punchnode(func(pos, node, puncher))
691 ^ Called when a node is punched
692 minetest.register_on_generated(func(minp, maxp, blockseed))
693 ^ Called after generating a piece of world. Modifying nodes inside the area
694 is a bit faster than usually.
695 minetest.register_on_newplayer(func(ObjectRef))
696 ^ Called after a new player has been created
697 minetest.register_on_dieplayer(func(ObjectRef))
698 ^ Called when a player dies
699 minetest.register_on_respawnplayer(func(ObjectRef))
700 ^ Called when player is to be respawned
701 ^ Called _before_ repositioning of player occurs
702 ^ return true in func to disable regular player placement
703 minetest.register_on_chat_message(func(name, message))
705 Other registration functions:
706 minetest.register_chatcommand(cmd, chatcommand definition)
707 minetest.register_privilege(name, definition)
708 ^ definition: "description text"
710 description = "description text",
711 give_to_singleplayer = boolean, -- default: true
713 minetest.register_authentication_handler(handler)
714 ^ See minetest.builtin_auth_handler in builtin.lua for reference
717 minetest.setting_set(name, value)
718 minetest.setting_get(name) -> string or nil
719 minetest.setting_getbool(name) -> boolean value or nil
720 minetest.setting_get_pos(name) -> position or nil
721 minetest.add_to_creative_inventory(itemstring)
724 minetest.notify_authentication_modified(name)
725 ^ Should be called by the authentication handler if privileges change.
726 ^ To report everybody, set name=nil.
727 minetest.get_password_hash(name, raw_password)
728 ^ Convert a name-password pair to a password hash that minetest can use
729 minetest.string_to_privs(str) -> {priv1=true,...}
730 minetest.privs_to_string(privs) -> "priv1,priv2,..."
731 ^ Convert between two privilege representations
732 minetest.set_player_password(name, password_hash)
733 minetest.set_player_privs(name, {priv1=true,...})
734 minetest.get_player_privs(name) -> {priv1=true,...}
735 minetest.auth_reload()
736 ^ These call the authentication handler
737 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
738 ^ A quickhand for checking privileges
741 minetest.chat_send_all(text)
742 minetest.chat_send_player(name, text)
745 minetest.get_inventory(location) -> InvRef
746 ^ location = eg. {type="player", name="celeron55"}
747 {type="node", pos={x=, y=, z=}}
750 minetest.inventorycube(img1, img2, img3)
751 ^ Returns a string for making an image of a cube (useful as an item image)
752 minetest.get_pointed_thing_position(pointed_thing, above)
753 ^ Get position of a pointed_thing (that you can get from somewhere)
754 minetest.dir_to_facedir(dir)
755 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
756 minetest.dir_to_wallmounted(dir)
757 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
758 minetest.get_node_drops(nodename, toolname)
759 ^ Returns list of item names.
760 ^ Note: This will be removed or modified in a future version.
761 minetest.get_craft_result(input) -> output, decremented_input
762 ^ input.method = 'normal' or 'cooking' or 'fuel'
763 ^ input.width = for example 3
764 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
765 stack 5, stack 6, stack 7, stack 8, stack 9 }
766 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
767 ^ output.time = number, if unsuccessful: 0
768 ^ decremented_input = like input
770 Defaults for the on_* item definition functions:
771 (These return the leftover itemstack)
772 minetest.item_place_node(itemstack, placer, pointed_thing)
773 ^ Place item as a node
774 minetest.item_place_object(itemstack, placer, pointed_thing)
776 minetest.item_place(itemstack, placer, pointed_thing)
777 ^ Use one of the above based on what the item is.
778 minetest.item_drop(itemstack, dropper, pos)
780 minetest.item_eat(hp_change, replace_with_item)
781 ^ Eat the item. replace_with_item can be nil.
783 Defaults for the on_punch and on_dig node definition callbacks:
784 minetest.node_punch(pos, node, puncher)
785 ^ Calls functions registered by minetest.register_on_punchnode()
786 minetest.node_dig(pos, node, digger)
787 ^ Checks if node can be dug, puts item into inventory, removes node
788 ^ Calls functions registered by minetest.registered_on_dignodes()
791 minetest.sound_play(spec, parameters) -> handle
792 ^ spec = SimpleSoundSpec
793 ^ parameters = sound parameter table
794 minetest.sound_stop(handle)
797 minetest.after(time, func, param)
798 ^ Call function after time seconds
799 ^ param is optional; to pass multiple parameters, pass a table.
802 minetest.get_connected_players() -> list of ObjectRefs
803 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
804 ^ Gives a unique hash number for a node position (16+16+16=48bit)
805 minetest.get_item_group(name, group) -> rating
806 ^ Get rating of a group of an item. (0 = not in group)
807 minetest.get_node_group(name, group) -> rating
808 ^ Deprecated: An alias for the former.
811 minetest.env - EnvRef of the server environment and world.
812 ^ Using this you can access nodes and entities
815 minetest.registered_items
816 ^ List of registered items, indexed by name
817 minetest.registered_nodes
818 ^ List of registered node definitions, indexed by name
819 minetest.registered_craftitems
820 ^ List of registered craft item definitions, indexed by name
821 minetest.registered_tools
822 ^ List of registered tool definitions, indexed by name
823 minetest.registered_entities
824 ^ List of registered entity prototypes, indexed by name
826 ^ List of object references, indexed by active object id
828 ^ List of lua entities, indexed by active object id
830 Deprecated but defined for backwards compatibility:
831 minetest.digprop_constanttime(time)
832 minetest.digprop_stonelike(toughness)
833 minetest.digprop_dirtlike(toughness)
834 minetest.digprop_gravellike(toughness)
835 minetest.digprop_woodlike(toughness)
836 minetest.digprop_leaveslike(toughness)
837 minetest.digprop_glasslike(toughness)
841 EnvRef: basically ServerEnvironment and ServerMap combined.
843 - set_node(pos, node)
844 - add_node(pos, node): alias set_node(pos, node)
845 - remove_node(pos): equivalent to set_node(pos, "air")
847 ^ Returns {name="ignore", ...} for unloaded area
848 - get_node_or_nil(pos)
849 ^ Returns nil for unloaded area
850 - get_node_light(pos, timeofday) -> 0...15 or nil
851 ^ timeofday: nil = current time, 0 = night, 0.5 = day
852 - add_entity(pos, name): Spawn Lua-defined entity at position
853 ^ Returns ObjectRef, or nil if failed
854 - add_item(pos, itemstring): Spawn item
855 ^ Returns ObjectRef, or nil if failed
856 - get_meta(pos) -- Get a NodeMetaRef at that position
857 - get_player_by_name(name) -- Get an ObjectRef to a player
858 - get_objects_inside_radius(pos, radius)
859 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
861 - find_node_near(pos, radius, nodenames) -> pos or nil
862 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
863 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
864 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
865 - get_perlin(seeddiff, octaves, persistence, scale)
866 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
868 - add_rat(pos): Add C++ rat object (no-op)
869 - add_firefly(pos): Add C++ firefly object (no-op)
871 NodeMetaRef: Node metadata - reference extra data and functionality stored
873 - Can be gotten via minetest.env:get_nodemeta(pos)
875 - set_string(name, value)
877 - set_int(name, value)
879 - set_float(name, value)
881 - get_inventory() -> InvRef
882 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
883 - from_table(nil or {})
884 ^ See "Node Metadata"
886 ObjectRef: Moving things in the game are generally these
887 (basically reference to a C++ ServerActiveObject)
889 - remove(): remove object (after returning from Lua)
890 - getpos() -> {x=num, y=num, z=num}
891 - setpos(pos); pos={x=num, y=num, z=num}
892 - moveto(pos, continuous=false): interpolated move
893 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
894 ^ puncher = an another ObjectRef,
895 ^ time_from_last_punch = time since last punch action of the puncher
896 - right_click(clicker); clicker = an another ObjectRef
897 - get_hp(): returns number of hitpoints (2 * number of hearts)
898 - set_hp(hp): set number of hitpoints (2 * number of hearts)
899 - get_inventory() -> InvRef
900 - get_wield_list(): returns the name of the inventory list the wielded item is in
901 - get_wield_index(): returns the index of the wielded item
902 - get_wielded_item() -> ItemStack
903 - set_wielded_item(item): replaces the wielded item, returns true if successful
904 - set_armor_groups({group1=rating, group2=rating, ...})
905 - set_properties(object property table)
906 LuaEntitySAO-only: (no-op for other objects)
907 - setvelocity({x=num, y=num, z=num})
908 - getvelocity() -> {x=num, y=num, z=num}
909 - setacceleration({x=num, y=num, z=num})
910 - getacceleration() -> {x=num, y=num, z=num}
912 - getyaw() -> radians
914 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
915 - select_horiz_by_yawpitch=false)
916 - ^ Select sprite from spritesheet with optional animation and DM-style
917 - texture selection based on yaw relative to camera
918 - get_entity_name() (DEPRECATED: Will be removed in a future version)
920 Player-only: (no-op for other objects)
921 - is_player(): true for players, false for others
922 - get_player_name(): returns "" if is not a player
923 - get_look_dir(): get camera direction as a unit vector
924 - get_look_pitch(): pitch in radians
925 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
927 InvRef: Reference to an inventory
929 - is_empty(listname): return true if list is empty
930 - get_size(listname): get size of a list
931 - set_size(listname, size): set size of a list
932 - get_stack(listname, i): get a copy of stack index i in list
933 - set_stack(listname, i, stack): copy stack to index i in list
934 - get_list(listname): return full list
935 - set_list(listname, list): set full list (size will not change)
936 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
937 - room_for_item(listname, stack): returns true if the stack of items
938 can be fully added to the list
939 - contains_item(listname, stack): returns true if the stack of items
940 can be fully taken from the list
941 remove_item(listname, stack): take as many items as specified from the list,
942 returns the items that were actually removed (as an ItemStack)
944 ItemStack: A stack of items.
945 - Can be created via ItemStack(itemstack or itemstring or table or nil)
947 - is_empty(): return true if stack is empty
948 - get_name(): returns item name (e.g. "default:stone")
949 - get_count(): returns number of items on the stack
950 - get_wear(): returns tool wear (0-65535), 0 for non-tools
951 - get_metadata(): returns metadata (a string attached to an item stack)
952 - clear(): removes all items from the stack, making it empty
953 - replace(item): replace the contents of this stack (item can also
954 be an itemstring or table)
955 - to_string(): returns the stack in itemstring form
956 - to_table(): returns the stack in Lua table form
957 - get_stack_max(): returns the maximum size of the stack (depends on the item)
958 - get_free_space(): returns get_stack_max() - get_count()
959 - is_known(): returns true if the item name refers to a defined item type
960 - get_definition(): returns the item definition table
961 - get_tool_capabilities(): returns the digging properties of the item,
962 ^ or those of the hand if none are defined for this item type
963 - add_wear(amount): increases wear by amount if the item is a tool
964 - add_item(item): put some item or stack onto this stack,
965 ^ returns leftover ItemStack
966 - item_fits(item): returns true if item or stack can be fully added to this one
967 - take_item(n): take (and remove) up to n items from this stack
968 ^ returns taken ItemStack
969 ^ if n is omitted, n=1 is used
970 - peek_item(n): copy (don't remove) up to n items from this stack
971 ^ returns copied ItemStack
972 ^ if n is omitted, n=1 is used
974 PseudoRandom: A pseudorandom number generator
975 - Can be created via PseudoRandom(seed)
977 - next(): return next integer random number [0...32767]
978 - next(min, max): return next integer random number [min...max]
979 (max - min) must be 32767 or <= 6553 due to the simple
980 implementation making bad distribution otherwise.
982 PerlinNoise: A perlin noise generator
983 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
984 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
986 - get2d(pos) -> 2d noise value at pos={x=,y=}
987 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
991 - Functions receive a "luaentity" as self:
992 - It has the member .name, which is the registered name ("mod:thing")
993 - It has the member .object, which is an ObjectRef pointing to the object
994 - The original prototype stuff is visible directly via a metatable
996 - on_activate(self, staticdata)
997 ^ Called when the object is instantiated.
998 - on_step(self, dtime)
999 ^ Called on every server tick (dtime is usually 0.05 seconds)
1000 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1001 ^ Called when somebody punches the object.
1002 ^ Note that you probably want to handle most punches using the
1003 automatic armor group system.
1004 ^ puncher: ObjectRef (can be nil)
1005 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1006 ^ tool_capabilities: capability table of used tool (can be nil)
1007 ^ dir: unit vector of direction of punch. Always defined. Points from
1008 the puncher to the punched.
1009 - on_rightclick(self, clicker)
1010 - get_staticdata(self)
1011 ^ Should return a string that will be passed to on_activate when
1012 the object is instantiated the next time.
1020 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1021 visual = "cube"/"sprite"/"upright_sprite",
1022 visual_size = {x=1, y=1},
1023 textures = {}, -- number of required textures depends on visual
1024 spritediv = {x=1, y=1},
1025 initial_sprite_basepos = {x=0, y=0},
1027 makes_footstep_sound = false,
1030 Entity definition (register_entity)
1032 (Deprecated: Everything in object properties is read directly from here)
1034 initial_properties = <initial object properties>,
1036 on_activate = function(self, staticdata),
1037 on_step = function(self, dtime),
1038 on_punch = function(self, hitter),
1039 on_rightclick = function(self, clicker),
1040 get_staticdata = function(self),
1041 ^ Called sometimes; the string returned is passed to on_activate when
1042 the entity is re-activated from static state
1044 # Also you can define arbitrary member variables here
1045 myvariable = whatever,
1048 ABM (ActiveBlockModifier) definition (register_abm)
1050 -- In the following two fields, also group:groupname will work.
1051 nodenames = {"default:lava_source"},
1052 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1053 ^ If left out or empty, any neighbor will do
1054 interval = 1.0, -- (operation interval)
1055 chance = 1, -- (chance of trigger is 1.0/this)
1056 action = func(pos, node, active_object_count, active_object_count_wider),
1059 Item definition (register_node, register_craftitem, register_tool)
1061 description = "Steel Axe",
1062 groups = {}, -- key=name, value=rating; rating=1..3.
1063 if rating not applicable, use 1.
1064 eg. {wool=1, fluffy=3}
1065 {soil=2, outerspace=1, crumbly=1}
1066 {bendy=2, snappy=1},
1067 {hard=1, metal=1, spikes=1}
1068 inventory_image = "default_tool_steelaxe.png",
1070 wield_scale = {x=1,y=1,z=1},
1072 liquids_pointable = false,
1073 tool_capabilities = {
1074 full_punch_interval = 1.0,
1078 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1079 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1080 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1084 on_place = func(itemstack, placer, pointed_thing),
1085 ^ default: minetest.item_place
1086 on_drop = func(itemstack, dropper, pos),
1087 ^ default: minetest.item_drop
1088 on_use = func(itemstack, user, pointed_thing),
1090 ^ Function must return either nil if no item shall be removed from
1091 inventory, or an itemstack to replace the original itemstack.
1092 eg. itemstack:take_item(); return itemstack
1093 ^ Otherwise, the function is free to do what it wants.
1094 ^ The default functions handle regular use cases.
1097 Node definition (register_node)
1099 <all fields allowed in item definitions>,
1101 drawtype = "normal",
1103 tile_images = {"default_unknown_block.png"},
1104 special_materials = {
1105 {image="", backface_culling=true},
1106 {image="", backface_culling=true},
1109 post_effect_color = {a=0, r=0, g=0, b=0},
1111 paramtype2 = "none",
1112 is_ground_content = false,
1113 sunlight_propagates = false,
1118 buildable_to = false,
1120 -- alternatively drop = { max_items = ..., items = { ... } }
1121 liquidtype = "none",
1122 liquid_alternative_flowing = "",
1123 liquid_alternative_source = "",
1124 liquid_viscosity = 0,
1126 damage_per_second = 0,
1127 selection_box = {type="regular"},
1128 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1129 legacy_wallmounted = false, -- Support maps made in and before January 2012
1131 footstep = <SimpleSoundSpec>,
1132 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1133 dug = <SimpleSoundSpec>,
1136 on_construct = func(pos),
1137 ^ Node constructor; always called after adding node
1138 ^ Can set up metadata and stuff like that
1140 on_destruct = func(pos),
1141 ^ Node destructor; always called before removing node
1144 after_place_node = func(pos, placer),
1145 ^ Called after constructing node when node was placed using
1146 minetest.item_place_node
1148 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1149 ^ oldmetadata is in table format
1150 ^ Called after destructing node when node was dug using
1153 can_dig = function(pos,player)
1154 ^ returns true if node can be dug, or false if not
1157 on_punch = func(pos, node, puncher),
1158 ^ default: minetest.node_punch
1159 ^ By default: does nothing
1160 on_dig = func(pos, node, digger),
1161 ^ default: minetest.node_dig
1162 ^ By default: checks privileges, wears out tool and removes node
1164 on_receive_fields = func(pos, formname, fields, sender),
1165 ^ fields = {name1 = value1, name2 = value2, ...}
1166 ^ Called when an UI form (eg. sign text input) returns data
1169 on_metadata_inventory_move = func(pos, from_list, from_index,
1170 to_list, to_index, count, player),
1171 ^ Called when a player wants to move items inside the metadata
1172 ^ Should move items, or some items, if permitted. If not, should do
1174 ^ The engine ensures the action is valid, i.e. the stack fits at the
1176 ^ default: minetest.node_metadata_inventory_move_allow_all
1178 on_metadata_inventory_offer = func(pos, listname, index, stack, player),
1179 ^ Called when a player wants to put something into the metadata
1181 ^ Should check if the action is permitted (the engine ensures the
1182 action is valid, i.e. the stack fits at the given position)
1183 ^ If permitted, modify the metadata inventory and return the
1184 "leftover" stack (normally nil).
1185 ^ If not permitted, return itemstack.
1186 ^ default: minetest.node_metadata_inventory_offer_allow_all
1188 on_metadata_inventory_take = func(pos, listname, index, count, player),
1189 ^ Called when a player wants to take something out of the metadata
1191 ^ Should check if the action is permitted (the engine ensures the
1192 action is valid, i.e. there's a stack of at least “count” items at
1194 ^ If permitted, modify the metadata inventory and return the
1196 ^ If not permitted, return nil.
1197 ^ default: minetest.node_metadata_inventory_take_allow_all
1200 Recipe: (register_craft)
1202 output = 'default:pick_stone',
1204 {'default:cobble', 'default:cobble', 'default:cobble'},
1205 {'', 'default:stick', ''},
1206 {'', 'default:stick', ''},
1208 replacements = <optional list of item pairs,
1209 replace one input item with another item on crafting>
1215 output = 'mushrooms:mushroom_stew',
1218 "mushrooms:mushroom_brown",
1219 "mushrooms:mushroom_red",
1221 replacements = <optional list of item pairs,
1222 replace one input item with another item on crafting>
1225 Recipe (tool repair):
1227 type = "toolrepair",
1228 additional_wear = -0.02,
1234 output = "default:glass",
1235 recipe = "default:sand",
1239 Recipe (furnace fuel):
1242 recipe = "default:leaves",
1246 Chatcommand definition (register_chatcommand)
1248 params = "<name> <privilege>", -- short parameter description
1249 description = "Remove privilege from player", -- full description
1250 privs = {privs=true}, -- require the "privs" privilege to run
1251 func = function(name, param), -- called when command is run