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 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
326 Nodes can also contain extra data. See "Node Metadata".
330 There are a bunch of different looking node types. These are mostly just
331 copied from Minetest 0.3; more may be made in the future.
333 Look for examples in games/minimal or games/minetest_game.
348 - nodebox -- See below. EXPERIMENTAL
352 Node selection boxes are defined using "node boxes"
354 The "nodebox" node drawtype allows defining visual of nodes consisting of
355 arbitrary number of boxes. It allows defining stuff like stairs. Only the
356 "fixed" box type is supported for these.
357 ^ Please note that this is still experimental, and may be incompatibly
358 changed in the future.
360 A nodebox is defined as any of:
362 -- A normal cube; the default in most things
366 -- A fixed box (facedir param2 is used, if applicable)
368 fixed = box OR {box1, box2, ...}
371 -- A box like the selection box for torches
372 -- (wallmounted param2 is used, if applicable)
373 type = "wallmounted",
380 {x1, y1, z1, x2, y2, z2}
381 A box of a regular node would look like:
382 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 These tell in what manner the ore is generated.
387 All default ores are of the uniformly-distributed scatter type.
390 Randomly chooses a location and generates a cluster of ore.
391 If noise_params is specified, the ore will be placed if the 3d perlin noise at
392 that point is greater than the noise_threshhold, giving the ability to create a non-equal
395 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
396 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
397 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
398 scale when comparing against the noise threshhold, but scale is used to determine relative height.
399 The height of the blob is randomly scattered, with a maximum height of clust_size.
400 clust_scarcity and clust_num_ores are ignored.
401 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
402 - claylike - NOT YET IMPLEMENTED
403 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
404 neighborhood of clust_size radius.
408 Currently supported flags: absheight
410 Also produce this same ore between the height range of -height_max and -height_min.
411 Useful for having ore in sky realms without having to duplicate ore entries.
415 The position field is used for all element types.
416 To account for differing resolutions, the position coordinates are the percentage of the screen,
417 ranging in value from 0 to 1.
418 The name field is not yet used, but should contain a description of what the HUD element represents.
419 The direction field is the direction in which something is drawn.
420 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.
421 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
422 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
424 The offset field specifies a pixel offset from the position. Contrary to position,
425 the offset is not scaled to screen size. This allows for some precisely-positioned
427 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
429 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
432 Displays an image on the HUD.
433 - scale: The scale of the image, with 1 being the original texture size.
434 Only the X coordinate scale is used.
435 - text: The name of the texture that is displayed.
436 - alignment: The alignment of the image.
437 - offset: offset in pixels from position.
439 Displays text on the HUD.
440 - scale: Defines the bounding rectangle of the text.
441 A value such as {x=100, y=100} should work.
442 - text: The text to be displayed in the HUD element.
443 - number: An integer containing the RGB value of the color used to draw the text.
444 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
445 - alignment: The alignment of the text.
446 - offset: offset in pixels from position.
448 Displays a horizontal bar made up of half-images.
449 - text: The name of the texture that is used.
450 - number: The number of half-textures that are displayed.
451 If odd, will end with a vertically center-split texture.
453 - offset: offset in pixels from position.
455 - text: The name of the inventory list to be displayed.
456 - number: Number of items in the inventory to be displayed.
457 - item: Position of item that is selected.
460 Representations of simple things
461 --------------------------------
463 {x=num, y=num, z=num}
464 Currently the API does not provide any helper functions for addition,
465 subtraction and whatever; you can define those that you need yourself.
469 {type="node", under=pos, above=pos}
470 {type="object", ref=ObjectRef}
474 Node (register_node):
475 A node from the world
476 Tool (register_tool):
477 A tool/weapon that can dig and damage things according to tool_capabilities
478 Craftitem (register_craftitem):
481 Items and item stacks can exist in three formats:
483 Serialized; This is called stackstring or itemstring:
485 eg. 'default:pick_wood 21323'
489 eg. {name="default:dirt", count=5, wear=0, metadata=""}
491 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
492 ^ a wooden pick about 1/3 weared out
493 eg. {name="default:apple", count=1, wear=0, metadata=""}
497 C++ native format with many helper methods. Useful for converting between
498 formats. See the Class reference section for details.
500 When an item must be passed to a function, it can usually be in any of
505 In a number of places, there is a group table. Groups define the
506 properties of a thing (item, node, armor of entity, capabilities of
507 tool) in such a way that the engine and other mods can can interact with
508 the thing without actually knowing what the thing is.
511 - Groups are stored in a table, having the group names with keys and the
512 group ratings as values. For example:
513 groups = {crumbly=3, soil=1}
515 groups = {crumbly=2, soil=1, level=2, outerspace=1}
516 ^ A more special dirt-kind of thing
517 - Groups always have a rating associated with them. If there is no
518 useful meaning for a rating for an enabled group, it shall be 1.
519 - When not defined, the rating of a group defaults to 0. Thus when you
520 read groups, you must interpret nil and 0 as the same value, 0.
522 You can read the rating of a group for an item or a node by using
523 minetest.get_item_group(itemname, groupname)
527 Groups of items can define what kind of an item it is (eg. wool).
531 In addition to the general item things, groups are used to define whether
532 a node is destroyable and how long it takes to destroy by a tool.
536 For entities, groups are, as of now, used only for calculating damage.
537 The rating is the percentage of damage caused by tools with this damage group.
538 See "Entity damage mechanism".
540 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
541 object.set_armor_groups({fleshy=30, cracky=80})
545 Groups in tools define which groups of nodes and entities they are
548 Groups in crafting recipes
549 ---------------------------
550 An example: Make meat soup from any meat, any water and any bowl
552 output = 'food:meat_soup_raw',
558 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
560 An another example: Make red wool from white wool and red dye
564 recipe = {'wool:white', 'group:dye,basecolor_red'},
569 - immortal: Disables the group damage system for an entity
570 - level: Can be used to give an additional sense of progression in the game.
571 - A larger level will cause eg. a weapon of a lower level make much less
572 damage, and get weared out much faster, or not be able to get drops
573 from destroyed nodes.
574 - 0 is something that is directly accessible at the start of gameplay
575 - There is no upper limit
576 - dig_immediate: (player can always pick up node without tool wear)
577 - 2: node is removed without tool wear after 0.5 seconds or so
579 - 3: node is removed without tool wear immediately (torch)
580 - disable_jump: Player (and possibly other things) cannot jump from node
581 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
582 - bouncy: value is bounce speed in percent
583 - falling_node: if there is no walkable block under the node it will fall
584 - attached_node: if the node under it is not a walkable block the node will be
585 dropped as an item. If the node is wallmounted the
586 wallmounted direction is checked.
587 - soil: saplings will grow on nodes in this group
588 - connect_to_raillike: makes nodes of raillike drawtype connect to
589 other group members with same drawtype
591 Known damage and digging time defining groups
592 ----------------------------------------------
593 - crumbly: dirt, sand
594 - cracky: tough but crackable stuff like stone.
595 - snappy: something that can be cut using fine tools; eg. leaves, small
596 plants, wire, sheets of metal
597 - choppy: something that can be cut using force; eg. trees, wooden planks
598 - fleshy: Living things like animals and the player. This could imply
599 some blood effects when hitting.
600 - explody: Especially prone to explosions
601 - oddly_breakable_by_hand:
602 Can be added to nodes that shouldn't logically be breakable by the
603 hand but are. Somewhat similar to dig_immediate, but times are more
604 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
605 speed of a tool if the tool can dig at a faster speed than this
606 suggests for the hand.
608 Examples of custom groups
609 --------------------------
610 Item groups are often used for defining, well, //groups of items//.
611 - meat: any meat-kind of a thing (rating might define the size or healing
612 ability or be irrelevant - it is not defined as of yet)
613 - eatable: anything that can be eaten. Rating might define HP gain in half
615 - flammable: can be set on fire. Rating might define the intensity of the
616 fire, affecting eg. the speed of the spreading of an open fire.
617 - wool: any wool (any origin, any color)
620 - heavy: anything considerably heavy
622 Digging time calculation specifics
623 -----------------------------------
624 Groups such as **crumbly**, **cracky** and **snappy** are used for this
625 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
628 The **level** group is used to limit the toughness of nodes a tool can dig
629 and to scale the digging times / damage to a greater extent.
631 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
634 Tools define their properties by a list of parameters for groups. They
635 cannot dig other groups; thus it is important to use a standard bunch of
636 groups to enable interaction with tools.
639 * Full punch interval
641 * For an arbitrary list of groups:
642 * Uses (until the tool breaks)
643 * Maximum level (usually 0, 1, 2 or 3)
647 **Full punch interval**:
648 When used as a weapon, the tool will do full damage if this time is spent
649 between punches. If eg. half the time is spent, the tool will do half
652 **Maximum drop level**
653 Suggests the maximum level of node, when dug with the tool, that will drop
654 it's useful item. (eg. iron ore to drop a lump of iron).
655 - This is not automated; it is the responsibility of the node definition
659 Determines how many uses the tool has when it is used for digging a node,
660 of this group, of the maximum level. For lower leveled nodes, the use count
661 is multiplied by 3^leveldiff.
662 - uses=10, leveldiff=0 -> actual uses: 10
663 - uses=10, leveldiff=1 -> actual uses: 30
664 - uses=10, leveldiff=2 -> actual uses: 90
667 Tells what is the maximum level of a node of this group that the tool will
671 List of digging times for different ratings of the group, for nodes of the
673 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
674 result in the tool to be able to dig nodes that have a rating of 2 or 3
675 for this group, and unable to dig the rating 1, which is the toughest.
676 Unless there is a matching group that enables digging otherwise.
679 List of damage for groups of entities. See "Entity damage mechanism".
681 Example definition of the capabilities of a tool
682 -------------------------------------------------
683 tool_capabilities = {
684 full_punch_interval=1.5,
687 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
689 damage_groups = {fleshy=2},
692 This makes the tool be able to dig nodes that fullfill both of these:
693 - Have the **crumbly** group
694 - Have a **level** group less or equal to 2
696 Table of resulting digging times:
697 crumbly 0 1 2 3 4 <- level
703 level diff: 2 1 0 -1 -2
705 Table of resulting tool uses:
712 - At crumbly=0, the node is not diggable.
713 - At crumbly=3, the level difference digging time divider kicks in and makes
714 easy nodes to be quickly breakable.
715 - At level > 2, the node is not diggable, because it's level > maxlevel
717 Entity damage mechanism
718 ------------------------
721 foreach group in cap.damage_groups:
722 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
723 * (object.armor_groups[group] / 100.0)
724 -- Where object.armor_groups[group] is 0 for inexisting values
727 Client predicts damage based on damage groups. Because of this, it is able to
728 give an immediate response when an entity is damaged or dies; the response is
729 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
731 - Currently a smoke puff will appear when an entity dies.
733 The group **immortal** completely disables normal damage.
735 Entities can define a special armor group, which is **punch_operable**. This
736 group disables the regular damage mechanism for players punching it by hand or
737 a non-tool item, so that it can do something else than take damage.
739 On the Lua side, every punch calls ''entity:on_punch(puncher,
740 time_from_last_punch, tool_capabilities, direction)''. This should never be
741 called directly, because damage is usually not handled by the entity itself.
742 * ''puncher'' is the object performing the punch. Can be nil. Should never be
743 accessed unless absolutely required, to encourage interoperability.
744 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
745 * ''tool_capabilities'' can be nil.
746 * ''direction'' is a unit vector, pointing from the source of the punch to
749 To punch an entity/object in Lua, call ''object:punch(puncher,
750 time_from_last_punch, tool_capabilities, direction)''.
751 * Return value is tool wear.
752 * Parameters are equal to the above callback.
753 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
754 automatically filled in based on the location of ''puncher''.
758 The instance of a node in the world normally only contains the three values
759 mentioned in "Nodes". However, it is possible to insert extra data into a
760 node. It is called "node metadata"; See "NodeMetaRef".
762 Metadata contains two things:
766 Some of the values in the key-value store are handled specially:
767 - formspec: Defines a right-click inventory menu. See "Formspec".
768 - infotext: Text shown on the screen when the node is pointed at
772 local meta = minetest.get_meta(pos)
773 meta:set_string("formspec",
775 "list[context;main;0,0;8,4;]"..
776 "list[current_player;main;0,5;8,4;]")
777 meta:set_string("infotext", "Chest");
778 local inv = meta:get_inventory()
779 inv:set_size("main", 8*4)
780 print(dump(meta:to_table()))
783 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] = ""}
786 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
793 Formspec defines a menu. Currently not much else than inventories are
794 supported. It is a string, with a somewhat strange format.
796 Spaces and newlines can be inserted between the blocks, as is used in the
802 list[context;main;0,0;8,4;]
803 list[current_player;main;0,5;8,4;]
806 list[context;fuel;2,3;1,1;]
807 list[context;src;2,1;1,1;]
808 list[context;dst;5,1;2,2;]
809 list[current_player;main;0,5;8,4;]
810 - Minecraft-like player inventory
812 image[1,0.6;1,2;player.png]
813 list[current_player;main;0,3.5;8,4;]
814 list[current_player;craft;3,0;3,3;]
815 list[current_player;craftpreview;7,1;1,1;]
820 ^ Define the size of the menu in inventory slots
821 ^ deprecated: invsize[<W>,<H>;]
823 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
824 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
825 ^ Show an inventory list
827 image[<X>,<Y>;<W>,<H>;<texture name>]
829 ^ Position and size units are inventory slots
831 item_image[<X>,<Y>;<W>,<H>;<item name>]
832 ^ Show an inventory image of registered item/node
833 ^ Position and size units are inventory slots
835 background[<X>,<Y>;<W>,<H>;<texture name>]
836 ^ Use a background. Inventory rectangles are not drawn then.
837 ^ Position and size units are inventory slots
838 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
840 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
841 ^ Textual field; will be sent to server when a button is clicked
842 ^ x and y position the field relative to the top left of the menu
843 ^ w and h are the size of the field
844 ^ fields are a set height, but will be vertically centred on h
845 ^ Position and size units are inventory slots
846 ^ name is the name of the field as returned in fields to on_receive_fields
847 ^ label, if not blank, will be text printed on the top left above the field
848 ^ default is the default value of the field
849 ^ default may contain variable references such as '${text}' which
850 will fill the value from the metadata value 'text'
851 ^ Note: no extra text or more than a single variable is supported ATM.
853 field[<name>;<label>;<default>]
854 ^ as above but without position/size units
855 ^ special field for creating simple forms, such as sign text input
856 ^ must be used without a size[] element
857 ^ a 'Proceed' button will be added automatically
859 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
860 ^ same as fields above, but with multi-line input
862 label[<X>,<Y>;<label>]
863 ^ x and y work as per field
864 ^ label is the text on the label
865 ^ Position and size units are inventory slots
867 button[<X>,<Y>;<W>,<H>;<name>;<label>]
868 ^ Clickable button. When clicked, fields will be sent.
869 ^ x, y and name work as per field
870 ^ w and h are the size of the button
871 ^ label is the text on the button
872 ^ Position and size units are inventory slots
874 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
875 ^ x, y, w, h, and name work as per button
876 ^ image is the filename of an image
877 ^ Position and size units are inventory slots
879 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
880 ^ x, y, w, h, name and label work as per button
881 ^ item name is the registered name of an item/node,
882 tooltip will be made out of its descritption
883 ^ Position and size units are inventory slots
885 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
886 ^ When clicked, fields will be sent and the form will quit.
888 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
889 ^ When clicked, fields will be sent and the form will quit.
893 - "context": Selected node metadata (deprecated: "current_name")
894 - "current_player": Player to whom the menu is shown
895 - "player:<name>": Any player
896 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
897 - "detached:<name>": A detached inventory
901 dump2(obj, name="_", dumped={})
902 ^ Return object serialized as a string, handles reference loops
904 ^ Return object serialized as a string
905 string:split(separator)
906 ^ eg. string:split("a,b", ",") == {"a","b"}
908 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
909 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
910 ^ Convert position to a printable string
911 minetest.string_to_pos(string) -> position
912 ^ Same but in reverse
913 minetest.formspec_escape(string) -> string
914 ^ escapes characters like [, ], and \ that can not be used in formspecs
916 minetest namespace reference
917 -----------------------------
919 minetest.get_current_modname() -> string
920 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
921 ^ Useful for loading additional .lua modules or static data from mod
922 minetest.get_modnames() -> list of installed mods
923 ^ Return a list of installed mods, sorted alphabetically
924 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
925 ^ Useful for storing custom data
926 minetest.is_singleplayer()
928 ^ table containing API feature flags: {foo=true, bar=true}
929 minetest.has_feature(arg) -> bool, missing_features
930 ^ arg: string or table in format {foo=true, bar=true}
931 ^ missing_features: {foo=true, bar=true}
935 ^ Always printed to stderr and logfile (print() is redirected here)
937 minetest.log(loglevel, line)
938 ^ loglevel one of "error", "action", "info", "verbose"
940 Registration functions: (Call these only at load time)
941 minetest.register_entity(name, prototype table)
942 minetest.register_abm(abm definition)
943 minetest.register_node(name, node definition)
944 minetest.register_tool(name, item definition)
945 minetest.register_craftitem(name, item definition)
946 minetest.register_alias(name, convert_to)
947 minetest.register_craft(recipe)
948 minetest.register_ore(ore definition)
950 Global callback registration functions: (Call these only at load time)
951 minetest.register_globalstep(func(dtime))
952 ^ Called every server step, usually interval of 0.05s
953 minetest.register_on_shutdown(func())
954 ^ Called before server shutdown
955 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
956 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
957 semi-frequent intervals as well as on server shutdown.
958 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
959 ^ Called when a node has been placed
960 ^ If return true no item is taken from itemstack
961 ^ Not recommended; use on_construct or after_place_node in node definition
963 minetest.register_on_dignode(func(pos, oldnode, digger))
964 ^ Called when a node has been dug.
965 ^ Not recommended: Use on_destruct or after_dig_node in node definition
967 minetest.register_on_punchnode(func(pos, node, puncher))
968 ^ Called when a node is punched
969 minetest.register_on_generated(func(minp, maxp, blockseed))
970 ^ Called after generating a piece of world. Modifying nodes inside the area
971 is a bit faster than usually.
972 minetest.register_on_newplayer(func(ObjectRef))
973 ^ Called after a new player has been created
974 minetest.register_on_dieplayer(func(ObjectRef))
975 ^ Called when a player dies
976 minetest.register_on_respawnplayer(func(ObjectRef))
977 ^ Called when player is to be respawned
978 ^ Called _before_ repositioning of player occurs
979 ^ return true in func to disable regular player placement
980 minetest.register_on_joinplayer(func(ObjectRef))
981 ^ Called when a player joins the game
982 minetest.register_on_leaveplayer(func(ObjectRef))
983 ^ Called when a player leaves the game
984 minetest.register_on_chat_message(func(name, message))
985 ^ Called always when a player says something
986 minetest.register_on_player_receive_fields(func(player, formname, fields))
987 ^ Called when a button is pressed in player's inventory form
988 ^ Newest functions are called first
989 ^ If function returns true, remaining functions are not called
991 Other registration functions:
992 minetest.register_chatcommand(cmd, chatcommand definition)
993 minetest.register_privilege(name, definition)
994 ^ definition: "description text"
996 description = "description text",
997 give_to_singleplayer = boolean, -- default: true
999 minetest.register_authentication_handler(handler)
1000 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1003 minetest.setting_set(name, value)
1004 minetest.setting_get(name) -> string or nil
1005 minetest.setting_getbool(name) -> boolean value or nil
1006 minetest.setting_get_pos(name) -> position or nil
1007 minetest.setting_save() -> nil, save all settings to config file
1008 minetest.add_to_creative_inventory(itemstring)
1011 minetest.notify_authentication_modified(name)
1012 ^ Should be called by the authentication handler if privileges change.
1013 ^ To report everybody, set name=nil.
1014 minetest.get_password_hash(name, raw_password)
1015 ^ Convert a name-password pair to a password hash that minetest can use
1016 minetest.string_to_privs(str) -> {priv1=true,...}
1017 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1018 ^ Convert between two privilege representations
1019 minetest.set_player_password(name, password_hash)
1020 minetest.set_player_privs(name, {priv1=true,...})
1021 minetest.get_player_privs(name) -> {priv1=true,...}
1022 minetest.auth_reload()
1023 ^ These call the authentication handler
1024 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1025 ^ A quickhand for checking privileges
1026 minetest.get_player_ip(name) -> IP address string
1029 minetest.chat_send_all(text)
1030 minetest.chat_send_player(name, text, prepend)
1031 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1035 minetest.set_node(pos, node)
1036 minetest.add_node(pos, node): alias set_node(pos, node)
1037 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1038 minetest.remove_node(pos)
1039 ^ Equivalent to set_node(pos, "air")
1040 minetest.get_node(pos)
1041 ^ Returns {name="ignore", ...} for unloaded area
1042 minetest.get_node_or_nil(pos)
1043 ^ Returns nil for unloaded area
1044 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1045 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1047 minetest.place_node(pos, node)
1048 ^ Place node with the same effects that a player would cause
1049 minetest.dig_node(pos)
1050 ^ Dig node with the same effects that a player would cause
1051 minetest.punch_node(pos)
1052 ^ Punch node with the same effects that a player would cause
1054 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1055 minetest.get_node_timer(pos) -- Get NodeTimerRef
1057 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1058 ^ Returns ObjectRef, or nil if failed
1059 minetest.add_item(pos, item): Spawn item
1060 ^ Returns ObjectRef, or nil if failed
1061 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1062 minetest.get_objects_inside_radius(pos, radius)
1063 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1064 minetest.get_timeofday()
1065 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1066 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1067 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1068 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1069 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1070 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1071 minetest.clear_objects()
1072 ^ clear all objects in the environments
1073 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1074 ^ checkif there is a direct line of sight between pos1 and pos2
1075 ^ pos1 First position
1076 ^ pos2 Second position
1077 ^ stepsize smaller gives more accurate results but requires more computing
1079 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1080 ^ -> table containing path
1081 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1082 ^ pos1: start position
1083 ^ pos2: end position
1084 ^ searchdistance: number of blocks to search in each direction
1085 ^ max_jump: maximum height difference to consider walkable
1086 ^ max_drop: maximum height difference to consider droppable
1087 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1088 minetest.spawn_tree (pos, {treedef})
1089 ^ spawns L-System tree at given pos with definition in treedef table
1092 minetest.get_inventory(location) -> InvRef
1093 ^ location = eg. {type="player", name="celeron55"}
1094 {type="node", pos={x=, y=, z=}}
1095 {type="detached", name="creative"}
1096 minetest.create_detached_inventory(name, callbacks) -> InvRef
1097 ^ callbacks: See "Detached inventory callbacks"
1098 ^ Creates a detached inventory. If it already exists, it is cleared.
1099 minetest.show_formspec(playername, formname, formspec)
1100 ^ playername: name of player to show formspec
1101 ^ formname: name passed to on_player_receive_fields callbacks
1102 ^ should follow "modname:<whatever>" naming convention
1103 ^ formspec: formspec to display
1106 minetest.inventorycube(img1, img2, img3)
1107 ^ Returns a string for making an image of a cube (useful as an item image)
1108 minetest.get_pointed_thing_position(pointed_thing, above)
1109 ^ Get position of a pointed_thing (that you can get from somewhere)
1110 minetest.dir_to_facedir(dir)
1111 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1112 minetest.dir_to_wallmounted(dir)
1113 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1114 minetest.get_node_drops(nodename, toolname)
1115 ^ Returns list of item names.
1116 ^ Note: This will be removed or modified in a future version.
1117 minetest.get_craft_result(input) -> output, decremented_input
1118 ^ input.method = 'normal' or 'cooking' or 'fuel'
1119 ^ input.width = for example 3
1120 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1121 stack 5, stack 6, stack 7, stack 8, stack 9 }
1122 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1123 ^ output.time = number, if unsuccessful: 0
1124 ^ decremented_input = like input
1125 minetest.get_craft_recipe(output) -> input
1126 ^ returns last registered recipe for output item (node)
1127 ^ output is a node or item type such as 'default:torch'
1128 ^ input.method = 'normal' or 'cooking' or 'fuel'
1129 ^ input.width = for example 3
1130 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1131 stack 5, stack 6, stack 7, stack 8, stack 9 }
1132 ^ input.items = nil if no recipe found
1133 minetest.get_all_craft_recipes(query item) -> table or nil
1134 ^ returns indexed table with all registered recipes for query item (node)
1135 or nil if no recipe was found
1138 method = 'normal' or 'cooking' or 'fuel'
1139 width = 0-3, 0 means shapeless recipe
1140 items = indexed [1-9] table with recipe items
1141 output = string with item name and quantity
1143 Example query for default:gold_ingot will return table:
1145 1={type = "cooking", width = 3, output = "default:gold_ingot",
1146 items = {1 = "default:gold_lump"}},
1147 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1148 items = {1 = "default:goldblock"}}
1150 minetest.handle_node_drops(pos, drops, digger)
1151 ^ drops: list of itemstrings
1152 ^ Handles drops from nodes after digging: Default action is to put them into
1154 ^ Can be overridden to get different functionality (eg. dropping items on
1158 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1159 ^ Find who has done something to a node, or near a node
1160 ^ actor: "player:<name>", also "liquid".
1161 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1162 ^ Revert latest actions of someone
1163 ^ actor: "player:<name>", also "liquid".
1165 Defaults for the on_* item definition functions:
1166 (These return the leftover itemstack)
1167 minetest.item_place_node(itemstack, placer, pointed_thing)
1168 ^ Place item as a node
1169 minetest.item_place_object(itemstack, placer, pointed_thing)
1171 minetest.item_place(itemstack, placer, pointed_thing)
1172 ^ Use one of the above based on what the item is.
1173 ^ Calls on_rightclick of pointed_thing.under if defined instead
1174 ^ Note: is not called when wielded item overrides on_place
1175 minetest.item_drop(itemstack, dropper, pos)
1177 minetest.item_eat(hp_change, replace_with_item)
1178 ^ Eat the item. replace_with_item can be nil.
1180 Defaults for the on_punch and on_dig node definition callbacks:
1181 minetest.node_punch(pos, node, puncher)
1182 ^ Calls functions registered by minetest.register_on_punchnode()
1183 minetest.node_dig(pos, node, digger)
1184 ^ Checks if node can be dug, puts item into inventory, removes node
1185 ^ Calls functions registered by minetest.registered_on_dignodes()
1188 minetest.sound_play(spec, parameters) -> handle
1189 ^ spec = SimpleSoundSpec
1190 ^ parameters = sound parameter table
1191 minetest.sound_stop(handle)
1194 minetest.after(time, func, ...)
1195 ^ Call function after time seconds
1196 ^ Optional: Variable number of arguments that are passed to func
1199 minetest.request_shutdown() -> request for server shutdown
1200 minetest.get_server_status() -> server status string
1203 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1204 minetest.get_ban_description(ip_or_name) -> ban description (string)
1205 minetest.ban_player(name) -> ban a player
1206 minetest.unban_player_or_ip(name) -> unban player or IP address
1209 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1210 size, collisiondetection, texture, playername)
1211 ^ Spawn particle at pos with velocity and acceleration
1212 ^ Disappears after expirationtime seconds
1213 ^ collisiondetection: if true collides with physical objects
1214 ^ Uses texture (string)
1215 ^ Playername is optional, if specified spawns particle only on the player's client
1217 minetest.add_particlespawner(amount, time,
1221 minexptime, maxexptime,
1223 collisiondetection, texture, playername)
1224 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1225 ^ The particle's properties are random values in between the boundings:
1226 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1227 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1228 ^ collisiondetection: if true uses collisiondetection
1229 ^ Uses texture (string)
1230 ^ Playername is optional, if specified spawns particle only on the player's client
1231 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1234 minetest.delete_particlespawner(id, player)
1235 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1236 ^ If playername is specified, only deletes on the player's client,
1237 ^ otherwise on all clients
1240 minetest.get_connected_players() -> list of ObjectRefs
1241 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1242 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1243 minetest.get_item_group(name, group) -> rating
1244 ^ Get rating of a group of an item. (0 = not in group)
1245 minetest.get_node_group(name, group) -> rating
1246 ^ Deprecated: An alias for the former.
1247 minetest.serialize(table) -> string
1248 ^ Convert a table containing tables, strings, numbers, booleans and nils
1249 into string form readable by minetest.deserialize
1250 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1251 minetest.deserialize(string) -> table
1252 ^ Convert a string returned by minetest.deserialize into a table
1253 ^ String is loaded in an empty sandbox environment.
1254 ^ Will load functions, but they cannot access the global environment.
1255 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1256 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1257 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1260 minetest.env - EnvRef of the server environment and world.
1261 ^ Any function in the minetest namespace can be called using the syntax
1262 minetest.env:somefunction(somearguments)
1264 minetest.somefunction(somearguments)
1265 ^ Deprecated, but support is not to be dropped soon
1268 minetest.registered_items
1269 ^ List of registered items, indexed by name
1270 minetest.registered_nodes
1271 ^ List of registered node definitions, indexed by name
1272 minetest.registered_craftitems
1273 ^ List of registered craft item definitions, indexed by name
1274 minetest.registered_tools
1275 ^ List of registered tool definitions, indexed by name
1276 minetest.registered_entities
1277 ^ List of registered entity prototypes, indexed by name
1278 minetest.object_refs
1279 ^ List of object references, indexed by active object id
1280 minetest.luaentities
1281 ^ List of lua entities, indexed by active object id
1283 Deprecated but defined for backwards compatibility:
1284 minetest.digprop_constanttime(time)
1285 minetest.digprop_stonelike(toughness)
1286 minetest.digprop_dirtlike(toughness)
1287 minetest.digprop_gravellike(toughness)
1288 minetest.digprop_woodlike(toughness)
1289 minetest.digprop_leaveslike(toughness)
1290 minetest.digprop_glasslike(toughness)
1294 NodeMetaRef: Node metadata - reference extra data and functionality stored
1296 - Can be gotten via minetest.get_nodemeta(pos)
1298 - set_string(name, value)
1300 - set_int(name, value)
1302 - set_float(name, value)
1304 - get_inventory() -> InvRef
1305 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1306 - from_table(nil or {})
1307 ^ See "Node Metadata"
1309 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1310 - Can be gotten via minetest.get_node_timer(pos)
1312 - set(timeout,elapsed)
1313 ^ set a timer's state
1314 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1315 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1316 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1319 ^ equivelent to set(timeout,0)
1322 - get_timeout() -> current timeout in seconds
1323 ^ if timeout is 0, timer is inactive
1324 - get_elapsed() -> current elapsed time in seconds
1325 ^ the node's on_timer function will be called after timeout-elapsed seconds
1326 - is_started() -> boolean state of timer
1327 ^ returns true if timer is started, otherwise false
1329 ObjectRef: Moving things in the game are generally these
1330 (basically reference to a C++ ServerActiveObject)
1332 - remove(): remove object (after returning from Lua)
1333 - getpos() -> {x=num, y=num, z=num}
1334 - setpos(pos); pos={x=num, y=num, z=num}
1335 - moveto(pos, continuous=false): interpolated move
1336 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1337 ^ puncher = an another ObjectRef,
1338 ^ time_from_last_punch = time since last punch action of the puncher
1339 ^ direction: can be nil
1340 - right_click(clicker); clicker = an another ObjectRef
1341 - get_hp(): returns number of hitpoints (2 * number of hearts)
1342 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1343 - get_inventory() -> InvRef
1344 - get_wield_list(): returns the name of the inventory list the wielded item is in
1345 - get_wield_index(): returns the index of the wielded item
1346 - get_wielded_item() -> ItemStack
1347 - set_wielded_item(item): replaces the wielded item, returns true if successful
1348 - set_armor_groups({group1=rating, group2=rating, ...})
1349 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1350 - set_attach(parent, bone, position, rotation)
1352 ^ position = {x=num, y=num, z=num} (relative)
1353 ^ rotation = {x=num, y=num, z=num}
1355 - set_bone_position(bone, position, rotation)
1357 ^ position = {x=num, y=num, z=num} (relative)
1358 ^ rotation = {x=num, y=num, z=num}
1359 - set_properties(object property table)
1360 LuaEntitySAO-only: (no-op for other objects)
1361 - setvelocity({x=num, y=num, z=num})
1362 - getvelocity() -> {x=num, y=num, z=num}
1363 - setacceleration({x=num, y=num, z=num})
1364 - getacceleration() -> {x=num, y=num, z=num}
1366 - getyaw() -> radians
1367 - settexturemod(mod)
1368 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1369 - select_horiz_by_yawpitch=false)
1370 ^ Select sprite from spritesheet with optional animation and DM-style
1371 texture selection based on yaw relative to camera
1372 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1374 Player-only: (no-op for other objects)
1375 - is_player(): true for players, false for others
1376 - get_player_name(): returns "" if is not a player
1377 - get_look_dir(): get camera direction as a unit vector
1378 - get_look_pitch(): pitch in radians
1379 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1380 - set_look_pitch(radians): sets look pitch
1381 - set_look_yaw(radians): sets look yaw
1382 - set_inventory_formspec(formspec)
1383 ^ Redefine player's inventory form
1384 ^ Should usually be called in on_joinplayer
1385 - get_inventory_formspec() -> formspec string
1386 - get_player_control(): returns table with player pressed keys
1387 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1388 - get_player_control_bits(): returns integer with bit packed player pressed keys
1389 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1390 - set_physics_override(speed, jump, gravity)
1391 modifies per-player walking speed, jump height, and gravity.
1392 Values default to 1 and act as offsets to the physics settings
1393 in minetest.conf. nil will keep the current setting.
1394 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1395 - hud_remove(id): remove the HUD element of the specified id
1396 - hud_change(id, stat, value): change a value of a previously added HUD element
1397 ^ element stat values: position, name, scale, text, number, item, dir
1398 - hud_get(id): gets the HUD element definition structure of the specified ID
1399 - hud_set_flags(flags): sets specified HUD flags to true/false
1400 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1401 ^ pass a table containing a true/false value of each flag to be set or unset
1402 ^ if a flag is nil, the flag is not modified
1403 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1404 ^ count: number of items, must be between 1 and 23
1406 InvRef: Reference to an inventory
1408 - is_empty(listname): return true if list is empty
1409 - get_size(listname): get size of a list
1410 - set_size(listname, size): set size of a list
1411 - get_width(listname): get width of a list
1412 - set_width(listname, width): set width of list; currently used for crafting
1413 - get_stack(listname, i): get a copy of stack index i in list
1414 - set_stack(listname, i, stack): copy stack to index i in list
1415 - get_list(listname): return full list
1416 - set_list(listname, list): set full list (size will not change)
1417 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1418 - room_for_item(listname, stack): returns true if the stack of items
1419 can be fully added to the list
1420 - contains_item(listname, stack): returns true if the stack of items
1421 can be fully taken from the list
1422 remove_item(listname, stack): take as many items as specified from the list,
1423 returns the items that were actually removed (as an ItemStack)
1424 - get_location() -> location compatible to minetest.get_inventory(location)
1425 -> {type="undefined"} in case location is not known
1427 ItemStack: A stack of items.
1428 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1430 - is_empty(): return true if stack is empty
1431 - get_name(): returns item name (e.g. "default:stone")
1432 - get_count(): returns number of items on the stack
1433 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1434 - get_metadata(): returns metadata (a string attached to an item stack)
1435 - clear(): removes all items from the stack, making it empty
1436 - replace(item): replace the contents of this stack (item can also
1437 be an itemstring or table)
1438 - to_string(): returns the stack in itemstring form
1439 - to_table(): returns the stack in Lua table form
1440 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1441 - get_free_space(): returns get_stack_max() - get_count()
1442 - is_known(): returns true if the item name refers to a defined item type
1443 - get_definition(): returns the item definition table
1444 - get_tool_capabilities(): returns the digging properties of the item,
1445 ^ or those of the hand if none are defined for this item type
1446 - add_wear(amount): increases wear by amount if the item is a tool
1447 - add_item(item): put some item or stack onto this stack,
1448 ^ returns leftover ItemStack
1449 - item_fits(item): returns true if item or stack can be fully added to this one
1450 - take_item(n): take (and remove) up to n items from this stack
1451 ^ returns taken ItemStack
1452 ^ if n is omitted, n=1 is used
1453 - peek_item(n): copy (don't remove) up to n items from this stack
1454 ^ returns copied ItemStack
1455 ^ if n is omitted, n=1 is used
1457 PseudoRandom: A pseudorandom number generator
1458 - Can be created via PseudoRandom(seed)
1460 - next(): return next integer random number [0...32767]
1461 - next(min, max): return next integer random number [min...max]
1462 (max - min) must be 32767 or <= 6553 due to the simple
1463 implementation making bad distribution otherwise.
1465 PerlinNoise: A perlin noise generator
1466 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1467 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1469 - get2d(pos) -> 2d noise value at pos={x=,y=}
1470 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1473 --------------------
1474 - Functions receive a "luaentity" as self:
1475 - It has the member .name, which is the registered name ("mod:thing")
1476 - It has the member .object, which is an ObjectRef pointing to the object
1477 - The original prototype stuff is visible directly via a metatable
1479 - on_activate(self, staticdata)
1480 ^ Called when the object is instantiated.
1481 - on_step(self, dtime)
1482 ^ Called on every server tick (dtime is usually 0.05 seconds)
1483 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1484 ^ Called when somebody punches the object.
1485 ^ Note that you probably want to handle most punches using the
1486 automatic armor group system.
1487 ^ puncher: ObjectRef (can be nil)
1488 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1489 ^ tool_capabilities: capability table of used tool (can be nil)
1490 ^ dir: unit vector of direction of punch. Always defined. Points from
1491 the puncher to the punched.
1492 - on_rightclick(self, clicker)
1493 - get_staticdata(self)
1494 ^ Should return a string that will be passed to on_activate when
1495 the object is instantiated the next time.
1500 axiom, - string initial tree axiom
1501 rules_a, - string rules set A
1502 rules_b, - string rules set B
1503 rules_c, - string rules set C
1504 rules_d, - string rules set D
1505 trunk, - string trunk node name
1506 leaves, - string leaves node name
1507 leaves2, - string secondary leaves node name
1508 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1509 angle, - num angle in deg
1510 iterations, - num max # of iterations, usually 2 -5
1511 random_level, - num factor to lower nr of iterations, usually 0 - 3
1512 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1513 thin_branches, - boolean true -> use thin (1 node) branches
1514 fruit, - string fruit node name
1515 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1516 seed, - num random seed
1519 Key for Special L-System Symbols used in Axioms
1520 G - move forward one unit with the pen up
1521 F - move forward one unit with the pen down drawing trunks and branches
1522 f - move forward one unit with the pen down drawing leaves (100% chance)
1523 T - move forward one unit with the pen down drawing trunks only
1524 R - move forward one unit with the pen down placing fruit
1525 A - replace with rules set A
1526 B - replace with rules set B
1527 C - replace with rules set C
1528 D - replace with rules set D
1529 a - replace with rules set A, chance 90%
1530 b - replace with rules set B, chance 80%
1531 c - replace with rules set C, chance 70%
1532 d - replace with rules set D, chance 60%
1533 + - yaw the turtle right by angle parameter
1534 - - yaw the turtle left by angle parameter
1535 & - pitch the turtle down by angle parameter
1536 ^ - pitch the turtle up by angle parameter
1537 / - roll the turtle to the right by angle parameter
1538 * - roll the turtle to the left by angle parameter
1539 [ - save in stack current state info
1540 ] - recover from stack state info
1542 Example usage: spawn small apple tree
1545 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1546 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1547 trunk="default:tree",
1548 leaves="default:leaves",
1552 trunk_type="single",
1555 fruit="default:apple"
1557 minetest.spawn_tree(pos,apple_tree)
1567 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1568 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1569 visual_size = {x=1, y=1},
1571 textures = {}, -- number of required textures depends on visual
1572 colors = {}, -- number of required colors depends on visual
1573 spritediv = {x=1, y=1},
1574 initial_sprite_basepos = {x=0, y=0},
1576 makes_footstep_sound = false,
1577 automatic_rotate = false,
1580 Entity definition (register_entity)
1582 (Deprecated: Everything in object properties is read directly from here)
1584 initial_properties = <initial object properties>,
1586 on_activate = function(self, staticdata, dtime_s),
1587 on_step = function(self, dtime),
1588 on_punch = function(self, hitter),
1589 on_rightclick = function(self, clicker),
1590 get_staticdata = function(self),
1591 ^ Called sometimes; the string returned is passed to on_activate when
1592 the entity is re-activated from static state
1594 # Also you can define arbitrary member variables here
1595 myvariable = whatever,
1598 ABM (ActiveBlockModifier) definition (register_abm)
1600 -- In the following two fields, also group:groupname will work.
1601 nodenames = {"default:lava_source"},
1602 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1603 ^ If left out or empty, any neighbor will do
1604 interval = 1.0, -- (operation interval)
1605 chance = 1, -- (chance of trigger is 1.0/this)
1606 action = func(pos, node, active_object_count, active_object_count_wider),
1609 Item definition (register_node, register_craftitem, register_tool)
1611 description = "Steel Axe",
1612 groups = {}, -- key=name, value=rating; rating=1..3.
1613 if rating not applicable, use 1.
1614 eg. {wool=1, fluffy=3}
1615 {soil=2, outerspace=1, crumbly=1}
1616 {bendy=2, snappy=1},
1617 {hard=1, metal=1, spikes=1}
1618 inventory_image = "default_tool_steelaxe.png",
1620 wield_scale = {x=1,y=1,z=1},
1622 liquids_pointable = false,
1623 tool_capabilities = {
1624 full_punch_interval = 1.0,
1628 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1629 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1631 damage_groups = {groupname=damage},
1633 node_placement_prediction = nil,
1634 ^ If nil and item is node, prediction is made automatically
1635 ^ If nil and item is not a node, no prediction is made
1636 ^ If "" and item is anything, no prediction is made
1637 ^ Otherwise should be name of node which the client immediately places
1638 on ground when the player places the item. Server will always update
1639 actual result to client in a short moment.
1641 place = <SimpleSoundSpec>,
1644 on_place = func(itemstack, placer, pointed_thing),
1645 ^ Shall place item and return the leftover itemstack
1646 ^ default: minetest.item_place
1647 on_drop = func(itemstack, dropper, pos),
1648 ^ Shall drop item and return the leftover itemstack
1649 ^ default: minetest.item_drop
1650 on_use = func(itemstack, user, pointed_thing),
1652 ^ Function must return either nil if no item shall be removed from
1653 inventory, or an itemstack to replace the original itemstack.
1654 eg. itemstack:take_item(); return itemstack
1655 ^ Otherwise, the function is free to do what it wants.
1656 ^ The default functions handle regular use cases.
1661 - {name="image.png", animation={Tile Animation definition}}
1662 - {name="image.png", backface_culling=bool}
1663 ^ backface culling only supported in special tiles
1664 - deprecated still supported field names:
1667 Tile animation definition:
1668 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1670 Node definition (register_node)
1672 <all fields allowed in item definitions>,
1674 drawtype = "normal", -- See "Node drawtypes"
1676 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1677 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1678 ^ List can be shortened to needed length
1679 special_tiles = {tile definition 1, Tile definition 2},
1680 ^ Special textures of node; used rarely (old field name: special_materials)
1681 ^ List can be shortened to needed length
1683 use_texture_alpha = false, -- Use texture's alpha channel
1684 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1685 paramtype = "none", -- See "Nodes"
1686 paramtype2 = "none", -- See "Nodes"
1687 is_ground_content = false, -- Currently not used for anything
1688 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1689 walkable = true, -- If true, objects collide with node
1690 pointable = true, -- If true, can be pointed at
1691 diggable = true, -- If false, can never be dug
1692 climbable = false, -- If true, can be climbed on (ladder)
1693 buildable_to = false, -- If true, placed nodes can replace this node
1694 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1695 liquidtype = "none", -- "none"/"source"/"flowing"
1696 liquid_alternative_flowing = "", -- Flowing version of source liquid
1697 liquid_alternative_source = "", -- Source version of flowing liquid
1698 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1699 liquid_renewable = true, -- Can new liquid source be created by placing
1700 two or more sources nearly?
1701 light_source = 0, -- Amount of light emitted by node
1702 damage_per_second = 0, -- If player is inside node, this damage is caused
1703 node_box = {type="regular"}, -- See "Node boxes"
1704 selection_box = {type="regular"}, -- See "Node boxes"
1705 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1706 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1707 legacy_wallmounted = false, -- Support maps made in and before January 2012
1709 footstep = <SimpleSoundSpec>,
1710 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1711 dug = <SimpleSoundSpec>,
1712 place = <SimpleSoundSpec>,
1715 on_construct = func(pos),
1716 ^ Node constructor; always called after adding node
1717 ^ Can set up metadata and stuff like that
1719 on_destruct = func(pos),
1720 ^ Node destructor; always called before removing node
1722 after_destruct = func(pos, oldnode),
1723 ^ Node destructor; always called after removing node
1726 after_place_node = func(pos, placer, itemstack),
1727 ^ Called after constructing node when node was placed using
1728 minetest.item_place_node / minetest.place_node
1729 ^ If return true no item is taken from itemstack
1731 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1732 ^ oldmetadata is in table format
1733 ^ Called after destructing node when node was dug using
1734 minetest.node_dig / minetest.dig_node
1736 can_dig = function(pos,player)
1737 ^ returns true if node can be dug, or false if not
1740 on_punch = func(pos, node, puncher),
1741 ^ default: minetest.node_punch
1742 ^ By default: does nothing
1743 on_rightclick = func(pos, node, clicker, itemstack),
1745 ^ if defined, itemstack will hold clicker's wielded item
1746 Shall return the leftover itemstack
1747 on_dig = func(pos, node, digger),
1748 ^ default: minetest.node_dig
1749 ^ By default: checks privileges, wears out tool and removes node
1751 on_timer = function(pos,elapsed),
1753 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
1754 ^ elapsed is the total time passed since the timer was started
1755 ^ return true to run the timer for another cycle with the same timeout value
1757 on_receive_fields = func(pos, formname, fields, sender),
1758 ^ fields = {name1 = value1, name2 = value2, ...}
1759 ^ Called when an UI form (eg. sign text input) returns data
1762 allow_metadata_inventory_move = func(pos, from_list, from_index,
1763 to_list, to_index, count, player),
1764 ^ Called when a player wants to move items inside the inventory
1765 ^ Return value: number of items allowed to move
1767 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1768 ^ Called when a player wants to put something into the inventory
1769 ^ Return value: number of items allowed to put
1770 ^ Return value: -1: Allow and don't modify item count in inventory
1772 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1773 ^ Called when a player wants to take something out of the inventory
1774 ^ Return value: number of items allowed to take
1775 ^ Return value: -1: Allow and don't modify item count in inventory
1777 on_metadata_inventory_move = func(pos, from_list, from_index,
1778 to_list, to_index, count, player),
1779 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1780 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1781 ^ Called after the actual action has happened, according to what was allowed.
1784 on_blast = func(pos, intensity),
1785 ^ intensity: 1.0 = mid range of regular TNT
1786 ^ If defined, called when an explosion touches the node, instead of
1790 Recipe for register_craft: (shaped)
1792 output = 'default:pick_stone',
1794 {'default:cobble', 'default:cobble', 'default:cobble'},
1795 {'', 'default:stick', ''},
1796 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1798 replacements = <optional list of item pairs,
1799 replace one input item with another item on crafting>
1802 Recipe for register_craft (shapeless)
1805 output = 'mushrooms:mushroom_stew',
1808 "mushrooms:mushroom_brown",
1809 "mushrooms:mushroom_red",
1811 replacements = <optional list of item pairs,
1812 replace one input item with another item on crafting>
1815 Recipe for register_craft (tool repair)
1817 type = "toolrepair",
1818 additional_wear = -0.02,
1821 Recipe for register_craft (cooking)
1824 output = "default:glass",
1825 recipe = "default:sand",
1829 Recipe for register_craft (furnace fuel)
1832 recipe = "default:leaves",
1836 Ore definition (register_ore)
1838 ore_type = "scatter" -- See "Ore types"
1839 ore = "default:stone_with_coal",
1840 wherein = "default:stone",
1841 clust_scarcity = 8*8*8,
1842 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1843 ^ This value should be *MUCH* higher than your intuition might tell you!
1845 ^ Number of ores in a cluster
1847 ^ Size of the bounding box of the cluster
1848 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1849 height_min = -31000,
1852 ^ Attributes for this ore generation
1853 noise_threshhold = 0.5,
1854 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1855 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1856 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1857 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1860 Chatcommand definition (register_chatcommand)
1862 params = "<name> <privilege>", -- short parameter description
1863 description = "Remove privilege from player", -- full description
1864 privs = {privs=true}, -- require the "privs" privilege to run
1865 func = function(name, param), -- called when command is run
1868 Detached inventory callbacks
1870 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1871 ^ Called when a player wants to move items inside the inventory
1872 ^ Return value: number of items allowed to move
1874 allow_put = func(inv, listname, index, stack, player),
1875 ^ Called when a player wants to put something into the inventory
1876 ^ Return value: number of items allowed to put
1877 ^ Return value: -1: Allow and don't modify item count in inventory
1879 allow_take = func(inv, listname, index, stack, player),
1880 ^ Called when a player wants to take something out of the inventory
1881 ^ Return value: number of items allowed to take
1882 ^ Return value: -1: Allow and don't modify item count in inventory
1884 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1885 on_put = func(inv, listname, index, stack, player),
1886 on_take = func(inv, listname, index, stack, player),
1887 ^ Called after the actual action has happened, according to what was allowed.
1891 HUD Definition (hud_add, hud_get)
1893 hud_elem_type = "image", -- see HUD element types
1894 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1895 position = {x=0.5, y=0.5},
1896 ^ Left corner position of element
1902 ^ Selected item in inventory. 0 for no item selected.
1904 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1905 alignment = {x=0, y=0},
1906 ^ See "HUD Element Types"
1907 offset = {x=0, y=0},
1908 ^ See "HUD Element Types"