1 Minetest Lua Modding API Reference 0.4.4
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.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 Nodes can also contain extra data. See "Node Metadata".
318 There are a bunch of different looking node types. These are mostly just
319 copied from Minetest 0.3; more may be made in the future.
321 Look for examples in games/minimal or games/minetest_game.
335 - nodebox -- See below. EXPERIMENTAL
339 Node selection boxes are defined using "node boxes"
341 The "nodebox" node drawtype allows defining visual of nodes consisting of
342 arbitrary number of boxes. It allows defining stuff like stairs. Only the
343 "fixed" box type is supported for these.
344 ^ Please note that this is still experimental, and may be incompatibly
345 changed in the future.
347 A nodebox is defined as any of:
349 -- A normal cube; the default in most things
353 -- A fixed box (facedir param2 is used, if applicable)
355 fixed = box OR {box1, box2, ...}
358 -- A box like the selection box for torches
359 -- (wallmounted param2 is used, if applicable)
360 type = "wallmounted",
367 {x1, y1, z1, x2, y2, z2}
368 A box of a regular node would look like:
369 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
371 Representations of simple things
372 --------------------------------
374 {x=num, y=num, z=num}
375 Currently the API does not provide any helper functions for addition,
376 subtraction and whatever; you can define those that you need yourself.
380 {type="node", under=pos, above=pos}
381 {type="object", ref=ObjectRef}
385 Node (register_node):
386 A node from the world
387 Tool (register_tool):
388 A tool/weapon that can dig and damage things according to tool_capabilities
389 Craftitem (register_craftitem):
392 Items and item stacks can exist in three formats:
394 Serialized; This is called stackstring or itemstring:
396 eg. 'default:pick_wood 21323'
400 eg. {name="default:dirt", count=5, wear=0, metadata=""}
402 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
403 ^ a wooden pick about 1/3 weared out
404 eg. {name="default:apple", count=1, wear=0, metadata=""}
408 C++ native format with many helper methods. Useful for converting between
409 formats. See the Class reference section for details.
411 When an item must be passed to a function, it can usually be in any of
416 In a number of places, there is a group table. Groups define the
417 properties of a thing (item, node, armor of entity, capabilities of
418 tool) in such a way that the engine and other mods can can interact with
419 the thing without actually knowing what the thing is.
422 - Groups are stored in a table, having the group names with keys and the
423 group ratings as values. For example:
424 groups = {crumbly=3, soil=1}
425 ^ Default dirt (soil group actually currently not defined; TODO)
426 groups = {crumbly=2, soil=1, level=2, outerspace=1}
427 ^ A more special dirt-kind of thing
428 - Groups always have a rating associated with them. If there is no
429 useful meaning for a rating for an enabled group, it shall be 1.
430 - When not defined, the rating of a group defaults to 0. Thus when you
431 read groups, you must interpret nil and 0 as the same value, 0.
433 You can read the rating of a group for an item or a node by using
434 minetest.get_item_group(itemname, groupname)
438 Groups of items can define what kind of an item it is (eg. wool).
442 In addition to the general item things, groups are used to define whether
443 a node is destroyable and how long it takes to destroy by a tool.
447 For entities, groups are, as of now, used only for calculating damage.
449 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
450 object.set_armor_groups({level=2, fleshy=2, cracky=2})
454 Groups in tools define which groups of nodes and entities they are
457 Groups in crafting recipes
458 ---------------------------
459 An example: Make meat soup from any meat, any water and any bowl
461 output = 'food:meat_soup_raw',
467 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
469 An another example: Make red wool from white wool and red dye
473 recipe = {'wool:white', 'group:dye,basecolor_red'},
478 - immortal: Disables the group damage system for an entity
479 - level: Can be used to give an additional sense of progression in the game.
480 - A larger level will cause eg. a weapon of a lower level make much less
481 damage, and get weared out much faster, or not be able to get drops
482 from destroyed nodes.
483 - 0 is something that is directly accessible at the start of gameplay
484 - There is no upper limit
485 - dig_immediate: (player can always pick up node without tool wear)
486 - 2: node is removed without tool wear after 0.5 seconds or so
488 - 3: node is removed without tool wear immediately (torch)
489 - disable_jump: Player (and possibly other things) cannot jump from node
490 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
491 - bouncy: value is bounce speed in percent
492 - falling_node: if there is no walkable block under the node it will fall
493 - attached_node: if the node under it is not a walkable block the node will be
494 dropped as an item. If the node is wallmounted the
495 wallmounted direction is checked.
497 Known damage and digging time defining groups
498 ----------------------------------------------
499 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
500 - crumbly: dirt, sand
501 - cracky: tough but crackable stuff like stone.
502 - snappy: something that can be cut using fine tools; eg. leaves, small
503 plants, wire, sheets of metal
504 - choppy: something that can be cut using force; eg. trees, wooden planks
505 - fleshy: Living things like animals and the player. This could imply
506 some blood effects when hitting.
507 - explody: Especially prone to explosions
508 - oddly_breakable_by_hand:
509 Can be added to nodes that shouldn't logically be breakable by the
510 hand but are. Somewhat similar to dig_immediate, but times are more
511 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
512 speed of a tool if the tool can dig at a faster speed than this
513 suggests for the hand.
515 Examples of custom groups
516 --------------------------
517 Item groups are often used for defining, well, //groups of items//.
518 - meat: any meat-kind of a thing (rating might define the size or healing
519 ability or be irrelevant - it is not defined as of yet)
520 - eatable: anything that can be eaten. Rating might define HP gain in half
522 - flammable: can be set on fire. Rating might define the intensity of the
523 fire, affecting eg. the speed of the spreading of an open fire.
524 - wool: any wool (any origin, any color)
527 - heavy: anything considerably heavy
529 Digging time calculation specifics
530 -----------------------------------
531 Groups such as **crumbly**, **cracky** and **snappy** are used for this
532 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
535 The **level** group is used to limit the toughness of nodes a tool can dig
536 and to scale the digging times / damage to a greater extent.
538 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
541 Tools define their properties by a list of parameters for groups. They
542 cannot dig other groups; thus it is important to use a standard bunch of
543 groups to enable interaction with tools.
546 * Full punch interval
548 * For an arbitrary list of groups:
549 * Uses (until the tool breaks)
550 * Maximum level (usually 0, 1, 2 or 3)
553 **Full punch interval**:
554 When used as a weapon, the tool will do full damage if this time is spent
555 between punches. If eg. half the time is spent, the tool will do half
558 **Maximum drop level**
559 Suggests the maximum level of node, when dug with the tool, that will drop
560 it's useful item. (eg. iron ore to drop a lump of iron).
561 - This is not automated; it is the responsibility of the node definition
565 Determines how many uses the tool has when it is used for digging a node,
566 of this group, of the maximum level. For lower leveled nodes, the use count
567 is multiplied by 3^leveldiff.
568 - uses=10, leveldiff=0 -> actual uses: 10
569 - uses=10, leveldiff=1 -> actual uses: 30
570 - uses=10, leveldiff=2 -> actual uses: 90
573 Tells what is the maximum level of a node of this group that the tool will
577 List of digging times for different ratings of the group, for nodes of the
579 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
580 result in the tool to be able to dig nodes that have a rating of 2 or 3
581 for this group, and unable to dig the rating 1, which is the toughest.
582 Unless there is a matching group that enables digging otherwise.
583 * For entities, damage equals the amount of nodes dug in the time spent
584 between hits, with a maximum time of ''full_punch_interval''.
586 Example definition of the capabilities of a tool
587 -------------------------------------------------
588 tool_capabilities = {
589 full_punch_interval=1.5,
592 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
596 This makes the tool be able to dig nodes that fullfill both of these:
597 - Have the **crumbly** group
598 - Have a **level** group less or equal to 2
600 Table of resulting digging times:
601 crumbly 0 1 2 3 4 <- level
607 level diff: 2 1 0 -1 -2
609 Table of resulting tool uses:
616 - At crumbly=0, the node is not diggable.
617 - At crumbly=3, the level difference digging time divider kicks in and makes
618 easy nodes to be quickly breakable.
619 - At level > 2, the node is not diggable, because it's level > maxlevel
621 Entity damage mechanism
622 ------------------------
624 - Take the time spent after the last hit
625 - Limit time to full_punch_interval
626 - Take the damage groups and imagine a bunch of nodes that have them
627 - Damage in HP is the amount of nodes destroyed in this time.
629 Client predicts damage based on damage groups. Because of this, it is able to
630 give an immediate response when an entity is damaged or dies; the response is
631 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
633 - Currently a smoke puff will appear when an entity dies.
635 The group **immortal** completely disables normal damage.
637 Entities can define a special armor group, which is **punch_operable**. This
638 group disables the regular damage mechanism for players punching it by hand or
639 a non-tool item, so that it can do something else than take damage.
641 On the Lua side, every punch calls ''entity:on_punch(puncher,
642 time_from_last_punch, tool_capabilities, direction)''. This should never be
643 called directly, because damage is usually not handled by the entity itself.
644 * ''puncher'' is the object performing the punch. Can be nil. Should never be
645 accessed unless absolutely required, to encourage interoperability.
646 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
647 * ''tool_capabilities'' can be nil.
648 * ''direction'' is a unit vector, pointing from the source of the punch to
651 To punch an entity/object in Lua, call ''object:punch(puncher,
652 time_from_last_punch, tool_capabilities, direction)''.
653 * Return value is tool wear.
654 * Parameters are equal to the above callback.
655 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
656 automatically filled in based on the location of ''puncher''.
660 The instance of a node in the world normally only contains the three values
661 mentioned in "Nodes". However, it is possible to insert extra data into a
662 node. It is called "node metadata"; See "NodeMetaRef".
664 Metadata contains two things:
668 Some of the values in the key-value store are handled specially:
669 - formspec: Defines a right-click inventory menu. See "Formspec".
670 - infotext: Text shown on the screen when the node is pointed at
674 local meta = minetest.env:get_meta(pos)
675 meta:set_string("formspec",
677 "list[context;main;0,0;8,4;]"..
678 "list[current_player;main;0,5;8,4;]")
679 meta:set_string("infotext", "Chest");
680 local inv = meta:get_inventory()
681 inv:set_size("main", 8*4)
682 print(dump(meta:to_table()))
685 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] = ""}
688 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
695 Formspec defines a menu. Currently not much else than inventories are
696 supported. It is a string, with a somewhat strange format.
698 Spaces and newlines can be inserted between the blocks, as is used in the
704 list[context;main;0,0;8,4;]
705 list[current_player;main;0,5;8,4;]
708 list[context;fuel;2,3;1,1;]
709 list[context;src;2,1;1,1;]
710 list[context;dst;5,1;2,2;]
711 list[current_player;main;0,5;8,4;]
712 - Minecraft-like player inventory
714 image[1,0.6;1,2;player.png]
715 list[current_player;main;0,3.5;8,4;]
716 list[current_player;craft;3,0;3,3;]
717 list[current_player;craftpreview;7,1;1,1;]
722 ^ Define the size of the menu in inventory slots
723 ^ deprecated: invsize[<W>,<H>;]
725 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
726 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
727 ^ Show an inventory list
729 image[<X>,<Y>;<W>,<H>;<texture name>]
731 ^ Position and size units are inventory slots
733 item_image[<X>,<Y>;<W>,<H>;<item name>]
734 ^ Show an inventory image of registered item/node
735 ^ Position and size units are inventory slots
737 background[<X>,<Y>;<W>,<H>;<texture name>]
738 ^ Use a background. Inventory rectangles are not drawn then.
739 ^ Position and size units are inventory slots
740 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
742 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
743 ^ Textual field; will be sent to server when a button is clicked
744 ^ x and y position the field relative to the top left of the menu
745 ^ w and h are the size of the field
746 ^ fields are a set height, but will be vertically centred on h
747 ^ Position and size units are inventory slots
748 ^ name is the name of the field as returned in fields to on_receive_fields
749 ^ label, if not blank, will be text printed on the top left above the field
750 ^ default is the default value of the field
751 ^ default may contain variable references such as '${text}' which
752 will fill the value from the metadata value 'text'
753 ^ Note: no extra text or more than a single variable is supported ATM.
755 field[<name>;<label>;<default>]
756 ^ as above but without position/size units
757 ^ special field for creating simple forms, such as sign text input
758 ^ must be used without a size[] element
759 ^ a 'Proceed' button will be added automatically
761 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
762 ^ same as fields above, but with multi-line input
764 label[<X>,<Y>;<label>]
765 ^ x and y work as per field
766 ^ label is the text on the label
767 ^ Position and size units are inventory slots
769 button[<X>,<Y>;<W>,<H>;<name>;<label>]
770 ^ Clickable button. When clicked, fields will be sent.
771 ^ x, y and name work as per field
772 ^ w and h are the size of the button
773 ^ label is the text on the button
774 ^ Position and size units are inventory slots
776 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
777 ^ x, y, w, h, and name work as per button
778 ^ image is the filename of an image
779 ^ Position and size units are inventory slots
781 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
782 ^ x, y, w, h, name and label work as per button
783 ^ item name is the registered name of an item/node,
784 tooltip will be made out of its descritption
785 ^ Position and size units are inventory slots
787 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
788 ^ When clicked, fields will be sent and the form will quit.
790 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
791 ^ When clicked, fields will be sent and the form will quit.
795 - "context": Selected node metadata (deprecated: "current_name")
796 - "current_player": Player to whom the menu is shown
797 - "player:<name>": Any player
798 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
799 - "detached:<name>": A detached inventory
803 dump2(obj, name="_", dumped={})
804 ^ Return object serialized as a string, handles reference loops
806 ^ Return object serialized as a string
807 string:split(separator)
808 ^ eg. string:split("a,b", ",") == {"a","b"}
810 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
811 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
812 ^ Convert position to a printable string
813 minetest.string_to_pos(string) -> position
814 ^ Same but in reverse
815 minetest.formspec_escape(string) -> string
816 ^ escapes characters like [, ], and \ that can not be used in formspecs
818 minetest namespace reference
819 -----------------------------
820 minetest.get_current_modname() -> string
821 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
822 ^ Useful for loading additional .lua modules or static data from mod
823 minetest.get_modnames() -> list of installed mods
824 ^ Return a list of installed mods, sorted alphabetically
825 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
826 ^ Useful for storing custom data
827 minetest.is_singleplayer()
830 ^ Always printed to stderr and logfile (print() is redirected here)
832 minetest.log(loglevel, line)
833 ^ loglevel one of "error", "action", "info", "verbose"
835 Registration functions: (Call these only at load time)
836 minetest.register_entity(name, prototype table)
837 minetest.register_abm(abm definition)
838 minetest.register_node(name, node definition)
839 minetest.register_tool(name, item definition)
840 minetest.register_craftitem(name, item definition)
841 minetest.register_alias(name, convert_to)
842 minetest.register_craft(recipe)
844 Global callback registration functions: (Call these only at load time)
845 minetest.register_globalstep(func(dtime))
846 ^ Called every server step, usually interval of 0.05s
847 minetest.register_on_shutdown(func())
848 ^ Called before server shutdown
849 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
850 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
851 semi-frequent intervals as well as on server shutdown.
852 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
853 ^ Called when a node has been placed
854 ^ If return true no item is taken from itemstack
855 ^ Deprecated: Use on_construct or after_place_node in node definition instead
856 minetest.register_on_dignode(func(pos, oldnode, digger))
857 ^ Called when a node has been dug.
858 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
859 minetest.register_on_punchnode(func(pos, node, puncher))
860 ^ Called when a node is punched
861 minetest.register_on_generated(func(minp, maxp, blockseed))
862 ^ Called after generating a piece of world. Modifying nodes inside the area
863 is a bit faster than usually.
864 minetest.register_on_newplayer(func(ObjectRef))
865 ^ Called after a new player has been created
866 minetest.register_on_dieplayer(func(ObjectRef))
867 ^ Called when a player dies
868 minetest.register_on_respawnplayer(func(ObjectRef))
869 ^ Called when player is to be respawned
870 ^ Called _before_ repositioning of player occurs
871 ^ return true in func to disable regular player placement
872 minetest.register_on_joinplayer(func(ObjectRef))
873 ^ Called when a player joins the game
874 minetest.register_on_leaveplayer(func(ObjectRef))
875 ^ Called when a player leaves the game
876 minetest.register_on_chat_message(func(name, message))
877 ^ Called always when a player says something
878 minetest.register_on_player_receive_fields(func(player, formname, fields))
879 ^ Called when a button is pressed in player's inventory form
880 ^ Newest functions are called first
881 ^ If function returns true, remaining functions are not called
883 Other registration functions:
884 minetest.register_chatcommand(cmd, chatcommand definition)
885 minetest.register_privilege(name, definition)
886 ^ definition: "description text"
888 description = "description text",
889 give_to_singleplayer = boolean, -- default: true
891 minetest.register_authentication_handler(handler)
892 ^ See minetest.builtin_auth_handler in builtin.lua for reference
895 minetest.setting_set(name, value)
896 minetest.setting_get(name) -> string or nil
897 minetest.setting_getbool(name) -> boolean value or nil
898 minetest.setting_get_pos(name) -> position or nil
899 minetest.setting_save() -> nil, save all settings to config file
900 minetest.add_to_creative_inventory(itemstring)
903 minetest.notify_authentication_modified(name)
904 ^ Should be called by the authentication handler if privileges change.
905 ^ To report everybody, set name=nil.
906 minetest.get_password_hash(name, raw_password)
907 ^ Convert a name-password pair to a password hash that minetest can use
908 minetest.string_to_privs(str) -> {priv1=true,...}
909 minetest.privs_to_string(privs) -> "priv1,priv2,..."
910 ^ Convert between two privilege representations
911 minetest.set_player_password(name, password_hash)
912 minetest.set_player_privs(name, {priv1=true,...})
913 minetest.get_player_privs(name) -> {priv1=true,...}
914 minetest.auth_reload()
915 ^ These call the authentication handler
916 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
917 ^ A quickhand for checking privileges
920 minetest.chat_send_all(text)
921 minetest.chat_send_player(name, text)
924 minetest.get_inventory(location) -> InvRef
925 ^ location = eg. {type="player", name="celeron55"}
926 {type="node", pos={x=, y=, z=}}
927 {type="detached", name="creative"}
928 minetest.create_detached_inventory(name, callbacks) -> InvRef
929 ^ callbacks: See "Detached inventory callbacks"
930 ^ Creates a detached inventory. If it already exists, it is cleared.
931 minetest.show_formspec(playername, formname, formspec)
932 ^ playername: name of player to show formspec
933 ^ formname: name passed to on_player_receive_fields callbacks
934 ^ should follow "modname:<whatever>" naming convention
935 ^ formspec: formspec to display
938 minetest.inventorycube(img1, img2, img3)
939 ^ Returns a string for making an image of a cube (useful as an item image)
940 minetest.get_pointed_thing_position(pointed_thing, above)
941 ^ Get position of a pointed_thing (that you can get from somewhere)
942 minetest.dir_to_facedir(dir)
943 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
944 minetest.dir_to_wallmounted(dir)
945 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
946 minetest.get_node_drops(nodename, toolname)
947 ^ Returns list of item names.
948 ^ Note: This will be removed or modified in a future version.
949 minetest.get_craft_result(input) -> output, decremented_input
950 ^ input.method = 'normal' or 'cooking' or 'fuel'
951 ^ input.width = for example 3
952 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
953 stack 5, stack 6, stack 7, stack 8, stack 9 }
954 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
955 ^ output.time = number, if unsuccessful: 0
956 ^ decremented_input = like input
957 minetest.get_craft_recipe(output) -> input
958 ^ returns last registered recipe for output item (node)
959 ^ output is a node or item type such as 'default:torch'
960 ^ input.method = 'normal' or 'cooking' or 'fuel'
961 ^ input.width = for example 3
962 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
963 stack 5, stack 6, stack 7, stack 8, stack 9 }
964 ^ input.items = nil if no recipe found
965 minetest.get_all_craft_recipes(output) -> table or nil
966 ^ returns table with all registered recipes for output item (node)
967 ^ returns nil if no recipe was found
968 ^ table entries have same format as minetest.get_craft_recipe
969 minetest.handle_node_drops(pos, drops, digger)
970 ^ drops: list of itemstrings
971 ^ Handles drops from nodes after digging: Default action is to put them into
973 ^ Can be overridden to get different functionality (eg. dropping items on
977 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
978 ^ Find who has done something to a node, or near a node
979 ^ actor: "player:<name>", also "liquid".
980 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
981 ^ Revert latest actions of someone
982 ^ actor: "player:<name>", also "liquid".
984 Defaults for the on_* item definition functions:
985 (These return the leftover itemstack)
986 minetest.item_place_node(itemstack, placer, pointed_thing)
987 ^ Place item as a node
988 minetest.item_place_object(itemstack, placer, pointed_thing)
990 minetest.item_place(itemstack, placer, pointed_thing)
991 ^ Use one of the above based on what the item is.
992 ^ Calls on_rightclick of pointed_thing.under if defined instead
993 ^ Note: is not called when wielded item overrides on_place
994 minetest.item_drop(itemstack, dropper, pos)
996 minetest.item_eat(hp_change, replace_with_item)
997 ^ Eat the item. replace_with_item can be nil.
999 Defaults for the on_punch and on_dig node definition callbacks:
1000 minetest.node_punch(pos, node, puncher)
1001 ^ Calls functions registered by minetest.register_on_punchnode()
1002 minetest.node_dig(pos, node, digger)
1003 ^ Checks if node can be dug, puts item into inventory, removes node
1004 ^ Calls functions registered by minetest.registered_on_dignodes()
1007 minetest.sound_play(spec, parameters) -> handle
1008 ^ spec = SimpleSoundSpec
1009 ^ parameters = sound parameter table
1010 minetest.sound_stop(handle)
1013 minetest.after(time, func, ...)
1014 ^ Call function after time seconds
1015 ^ Optional: Variable number of arguments that are passed to func
1018 minetest.request_shutdown() -> request for server shutdown
1019 minetest.get_server_status() -> server status string
1022 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1023 minetest.get_ban_description(ip_or_name) -> ban description (string)
1024 minetest.ban_player(name) -> ban a player
1025 minetest.unban_player_or_ip(name) -> unban player or IP address
1028 minetest.get_connected_players() -> list of ObjectRefs
1029 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1030 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1031 minetest.get_item_group(name, group) -> rating
1032 ^ Get rating of a group of an item. (0 = not in group)
1033 minetest.get_node_group(name, group) -> rating
1034 ^ Deprecated: An alias for the former.
1035 minetest.serialize(table) -> string
1036 ^ Convert a table containing tables, strings, numbers, booleans and nils
1037 into string form readable by minetest.deserialize
1038 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1039 minetest.deserialize(string) -> table
1040 ^ Convert a string returned by minetest.deserialize into a table
1041 ^ String is loaded in an empty sandbox environment.
1042 ^ Will load functions, but they cannot access the global environment.
1043 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1044 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1045 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1048 minetest.env - EnvRef of the server environment and world.
1049 ^ Using this you can access nodes and entities
1052 minetest.registered_items
1053 ^ List of registered items, indexed by name
1054 minetest.registered_nodes
1055 ^ List of registered node definitions, indexed by name
1056 minetest.registered_craftitems
1057 ^ List of registered craft item definitions, indexed by name
1058 minetest.registered_tools
1059 ^ List of registered tool definitions, indexed by name
1060 minetest.registered_entities
1061 ^ List of registered entity prototypes, indexed by name
1062 minetest.object_refs
1063 ^ List of object references, indexed by active object id
1064 minetest.luaentities
1065 ^ List of lua entities, indexed by active object id
1067 Deprecated but defined for backwards compatibility:
1068 minetest.digprop_constanttime(time)
1069 minetest.digprop_stonelike(toughness)
1070 minetest.digprop_dirtlike(toughness)
1071 minetest.digprop_gravellike(toughness)
1072 minetest.digprop_woodlike(toughness)
1073 minetest.digprop_leaveslike(toughness)
1074 minetest.digprop_glasslike(toughness)
1078 EnvRef: basically ServerEnvironment and ServerMap combined.
1080 - set_node(pos, node)
1081 - add_node(pos, node): alias set_node(pos, node)
1082 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1084 ^ Equivalent to set_node(pos, "air")
1086 ^ Returns {name="ignore", ...} for unloaded area
1087 - get_node_or_nil(pos)
1088 ^ Returns nil for unloaded area
1089 - get_node_light(pos, timeofday) -> 0...15 or nil
1090 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1092 - place_node(pos, node)
1093 ^ Place node with the same effects that a player would cause
1095 ^ Dig node with the same effects that a player would cause
1097 ^ Punch node with the same effects that a player would cause
1099 - get_meta(pos) -- Get a NodeMetaRef at that position
1100 - get_node_timer(pos) -- Get NodeTimerRef
1102 - add_entity(pos, name): Spawn Lua-defined entity at position
1103 ^ Returns ObjectRef, or nil if failed
1104 - add_item(pos, item): Spawn item
1105 ^ Returns ObjectRef, or nil if failed
1106 - get_player_by_name(name) -- Get an ObjectRef to a player
1107 - get_objects_inside_radius(pos, radius)
1108 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1110 - find_node_near(pos, radius, nodenames) -> pos or nil
1111 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1112 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1113 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1114 - get_perlin(seeddiff, octaves, persistence, scale)
1115 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1117 ^ clear all objects in the environments
1118 - spawn_tree (pos, {treedef})
1119 ^ spawns L-System tree at given pos with definition in treedef table
1121 axiom, - string initial tree axiom
1122 rules_a, - string rules set A
1123 rules_b, - string rules set B
1124 rules_c, - string rules set C
1125 rules_d, - string rules set D
1126 trunk, - string trunk node name
1127 leaves, - string leaves node name
1128 leaves2, - string secondary leaves node name
1129 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1130 angle, - num angle in deg
1131 iterations, - num max # of iterations, usually 2 -5
1132 random_level, - num factor to lower nr of iterations, usually 0 - 3
1133 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1134 thin_branches, - boolean true -> use thin (1 node) branches
1135 fruit, - string fruit node name
1136 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1137 seed, - num random seed
1140 Key for Special L-System Symbols used in Axioms
1141 G - move forward one unit with the pen up
1142 F - move forward one unit with the pen down drawing trunks and branches
1143 f - move forward one unit with the pen down drawing leaves (100% chance)
1144 T - move forward one unit with the pen down drawing trunks only
1145 R - move forward one unit with the pen down placing fruit
1146 A - replace with rules set A
1147 B - replace with rules set B
1148 C - replace with rules set C
1149 D - replace with rules set D
1150 a - replace with rules set A, chance 90%
1151 b - replace with rules set B, chance 80%
1152 c - replace with rules set C, chance 70%
1153 d - replace with rules set D, chance 60%
1154 + - yaw the turtle right by angle parameter
1155 - - yaw the turtle left by angle parameter
1156 & - pitch the turtle down by angle parameter
1157 ^ - pitch the turtle up by angle parameter
1158 / - roll the turtle to the right by angle parameter
1159 * - roll the turtle to the left by angle parameter
1160 [ - save in stack current state info
1161 ] - recover from stack state info
1163 Example usage: spawn small apple tree
1166 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1167 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1168 trunk="default:tree",
1169 leaves="default:leaves",
1173 trunk_type="single",
1176 fruit="default:apple"
1178 minetest.env:spawn_tree(pos,apple_tree)
1181 - add_rat(pos): Add C++ rat object (no-op)
1182 - add_firefly(pos): Add C++ firefly object (no-op)
1184 NodeMetaRef: Node metadata - reference extra data and functionality stored
1186 - Can be gotten via minetest.env:get_nodemeta(pos)
1188 - set_string(name, value)
1190 - set_int(name, value)
1192 - set_float(name, value)
1194 - get_inventory() -> InvRef
1195 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1196 - from_table(nil or {})
1197 ^ See "Node Metadata"
1199 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1200 - Can be gotten via minetest.env:get_node_timer(pos)
1202 - set(timeout,elapsed)
1203 ^ set a timer's state
1204 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1205 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1206 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1209 ^ equivelent to set(timeout,0)
1212 - get_timeout() -> current timeout in seconds
1213 ^ if timeout is 0, timer is inactive
1214 - get_elapsed() -> current elapsed time in seconds
1215 ^ the node's on_timer function will be called after timeout-elapsed seconds
1216 - is_started() -> boolean state of timer
1217 ^ returns true if timer is started, otherwise false
1219 ObjectRef: Moving things in the game are generally these
1220 (basically reference to a C++ ServerActiveObject)
1222 - remove(): remove object (after returning from Lua)
1223 - getpos() -> {x=num, y=num, z=num}
1224 - setpos(pos); pos={x=num, y=num, z=num}
1225 - moveto(pos, continuous=false): interpolated move
1226 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1227 ^ puncher = an another ObjectRef,
1228 ^ time_from_last_punch = time since last punch action of the puncher
1229 ^ direction: can be nil
1230 - right_click(clicker); clicker = an another ObjectRef
1231 - get_hp(): returns number of hitpoints (2 * number of hearts)
1232 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1233 - get_inventory() -> InvRef
1234 - get_wield_list(): returns the name of the inventory list the wielded item is in
1235 - get_wield_index(): returns the index of the wielded item
1236 - get_wielded_item() -> ItemStack
1237 - set_wielded_item(item): replaces the wielded item, returns true if successful
1238 - set_armor_groups({group1=rating, group2=rating, ...})
1239 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1240 - set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1242 - set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1243 - set_properties(object property table)
1244 LuaEntitySAO-only: (no-op for other objects)
1245 - setvelocity({x=num, y=num, z=num})
1246 - getvelocity() -> {x=num, y=num, z=num}
1247 - setacceleration({x=num, y=num, z=num})
1248 - getacceleration() -> {x=num, y=num, z=num}
1250 - getyaw() -> radians
1251 - settexturemod(mod)
1252 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1253 - select_horiz_by_yawpitch=false)
1254 ^ Select sprite from spritesheet with optional animation and DM-style
1255 texture selection based on yaw relative to camera
1256 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1258 Player-only: (no-op for other objects)
1259 - is_player(): true for players, false for others
1260 - get_player_name(): returns "" if is not a player
1261 - get_look_dir(): get camera direction as a unit vector
1262 - get_look_pitch(): pitch in radians
1263 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1264 - set_look_pitch(radians): sets look pitch
1265 - set_look_yaw(radians): sets look yaw
1266 - set_inventory_formspec(formspec)
1267 ^ Redefine player's inventory form
1268 ^ Should usually be called in on_joinplayer
1269 - get_inventory_formspec() -> formspec string
1270 - get_player_control(): returns table with player pressed keys
1271 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1272 - get_player_control_bits(): returns integer with bit packed player pressed keys
1273 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1275 InvRef: Reference to an inventory
1277 - is_empty(listname): return true if list is empty
1278 - get_size(listname): get size of a list
1279 - set_size(listname, size): set size of a list
1280 - get_width(listname): get width of a list
1281 - set_width(listname, width): set width of list; currently used for crafting
1282 - get_stack(listname, i): get a copy of stack index i in list
1283 - set_stack(listname, i, stack): copy stack to index i in list
1284 - get_list(listname): return full list
1285 - set_list(listname, list): set full list (size will not change)
1286 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1287 - room_for_item(listname, stack): returns true if the stack of items
1288 can be fully added to the list
1289 - contains_item(listname, stack): returns true if the stack of items
1290 can be fully taken from the list
1291 remove_item(listname, stack): take as many items as specified from the list,
1292 returns the items that were actually removed (as an ItemStack)
1293 - get_location() -> location compatible to minetest.get_inventory(location)
1294 -> {type="undefined"} in case location is not known
1296 ItemStack: A stack of items.
1297 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1299 - is_empty(): return true if stack is empty
1300 - get_name(): returns item name (e.g. "default:stone")
1301 - get_count(): returns number of items on the stack
1302 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1303 - get_metadata(): returns metadata (a string attached to an item stack)
1304 - clear(): removes all items from the stack, making it empty
1305 - replace(item): replace the contents of this stack (item can also
1306 be an itemstring or table)
1307 - to_string(): returns the stack in itemstring form
1308 - to_table(): returns the stack in Lua table form
1309 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1310 - get_free_space(): returns get_stack_max() - get_count()
1311 - is_known(): returns true if the item name refers to a defined item type
1312 - get_definition(): returns the item definition table
1313 - get_tool_capabilities(): returns the digging properties of the item,
1314 ^ or those of the hand if none are defined for this item type
1315 - add_wear(amount): increases wear by amount if the item is a tool
1316 - add_item(item): put some item or stack onto this stack,
1317 ^ returns leftover ItemStack
1318 - item_fits(item): returns true if item or stack can be fully added to this one
1319 - take_item(n): take (and remove) up to n items from this stack
1320 ^ returns taken ItemStack
1321 ^ if n is omitted, n=1 is used
1322 - peek_item(n): copy (don't remove) up to n items from this stack
1323 ^ returns copied ItemStack
1324 ^ if n is omitted, n=1 is used
1326 PseudoRandom: A pseudorandom number generator
1327 - Can be created via PseudoRandom(seed)
1329 - next(): return next integer random number [0...32767]
1330 - next(min, max): return next integer random number [min...max]
1331 (max - min) must be 32767 or <= 6553 due to the simple
1332 implementation making bad distribution otherwise.
1334 PerlinNoise: A perlin noise generator
1335 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1336 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1338 - get2d(pos) -> 2d noise value at pos={x=,y=}
1339 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1342 --------------------
1343 - Functions receive a "luaentity" as self:
1344 - It has the member .name, which is the registered name ("mod:thing")
1345 - It has the member .object, which is an ObjectRef pointing to the object
1346 - The original prototype stuff is visible directly via a metatable
1348 - on_activate(self, staticdata)
1349 ^ Called when the object is instantiated.
1350 - on_step(self, dtime)
1351 ^ Called on every server tick (dtime is usually 0.05 seconds)
1352 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1353 ^ Called when somebody punches the object.
1354 ^ Note that you probably want to handle most punches using the
1355 automatic armor group system.
1356 ^ puncher: ObjectRef (can be nil)
1357 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1358 ^ tool_capabilities: capability table of used tool (can be nil)
1359 ^ dir: unit vector of direction of punch. Always defined. Points from
1360 the puncher to the punched.
1361 - on_rightclick(self, clicker)
1362 - get_staticdata(self)
1363 ^ Should return a string that will be passed to on_activate when
1364 the object is instantiated the next time.
1374 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1375 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1376 visual_size = {x=1, y=1},
1378 textures = {}, -- number of required textures depends on visual
1379 colors = {}, -- number of required colors depends on visual
1380 spritediv = {x=1, y=1},
1381 initial_sprite_basepos = {x=0, y=0},
1383 makes_footstep_sound = false,
1384 automatic_rotate = false,
1387 Entity definition (register_entity)
1389 (Deprecated: Everything in object properties is read directly from here)
1391 initial_properties = <initial object properties>,
1393 on_activate = function(self, staticdata, dtime_s),
1394 on_step = function(self, dtime),
1395 on_punch = function(self, hitter),
1396 on_rightclick = function(self, clicker),
1397 get_staticdata = function(self),
1398 ^ Called sometimes; the string returned is passed to on_activate when
1399 the entity is re-activated from static state
1401 # Also you can define arbitrary member variables here
1402 myvariable = whatever,
1405 ABM (ActiveBlockModifier) definition (register_abm)
1407 -- In the following two fields, also group:groupname will work.
1408 nodenames = {"default:lava_source"},
1409 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1410 ^ If left out or empty, any neighbor will do
1411 interval = 1.0, -- (operation interval)
1412 chance = 1, -- (chance of trigger is 1.0/this)
1413 action = func(pos, node, active_object_count, active_object_count_wider),
1416 Item definition (register_node, register_craftitem, register_tool)
1418 description = "Steel Axe",
1419 groups = {}, -- key=name, value=rating; rating=1..3.
1420 if rating not applicable, use 1.
1421 eg. {wool=1, fluffy=3}
1422 {soil=2, outerspace=1, crumbly=1}
1423 {bendy=2, snappy=1},
1424 {hard=1, metal=1, spikes=1}
1425 inventory_image = "default_tool_steelaxe.png",
1427 wield_scale = {x=1,y=1,z=1},
1429 liquids_pointable = false,
1430 tool_capabilities = {
1431 full_punch_interval = 1.0,
1435 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1436 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1437 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1440 node_placement_prediction = nil,
1441 ^ If nil and item is node, prediction is made automatically
1442 ^ If nil and item is not a node, no prediction is made
1443 ^ If "" and item is anything, no prediction is made
1444 ^ Otherwise should be name of node which the client immediately places
1445 on ground when the player places the item. Server will always update
1446 actual result to client in a short moment.
1448 on_place = func(itemstack, placer, pointed_thing),
1449 ^ Shall place item and return the leftover itemstack
1450 ^ default: minetest.item_place
1451 on_drop = func(itemstack, dropper, pos),
1452 ^ Shall drop item and return the leftover itemstack
1453 ^ default: minetest.item_drop
1454 on_use = func(itemstack, user, pointed_thing),
1456 ^ Function must return either nil if no item shall be removed from
1457 inventory, or an itemstack to replace the original itemstack.
1458 eg. itemstack:take_item(); return itemstack
1459 ^ Otherwise, the function is free to do what it wants.
1460 ^ The default functions handle regular use cases.
1465 - {name="image.png", animation={Tile Animation definition}}
1466 - {name="image.png", backface_culling=bool}
1467 ^ backface culling only supported in special tiles
1468 - deprecated still supported field names:
1471 Tile animation definition:
1472 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1474 Node definition (register_node)
1476 <all fields allowed in item definitions>,
1478 drawtype = "normal", -- See "Node drawtypes"
1480 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1481 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1482 ^ List can be shortened to needed length
1483 special_tiles = {tile definition 1, Tile definition 2},
1484 ^ Special textures of node; used rarely (old field name: special_materials)
1485 ^ List can be shortened to needed length
1487 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1488 paramtype = "none", -- See "Nodes"
1489 paramtype2 = "none", -- See "Nodes"
1490 is_ground_content = false, -- Currently not used for anything
1491 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1492 walkable = true, -- If true, objects collide with node
1493 pointable = true, -- If true, can be pointed at
1494 diggable = true, -- If false, can never be dug
1495 climbable = false, -- If true, can be climbed on (ladder)
1496 buildable_to = false, -- If true, placed nodes can replace this node
1497 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1498 liquidtype = "none", -- "none"/"source"/"flowing"
1499 liquid_alternative_flowing = "", -- Flowing version of source liquid
1500 liquid_alternative_source = "", -- Source version of flowing liquid
1501 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1502 liquid_renewable = true, -- Can new liquid source be created by placing
1503 two or more sources nearly?
1504 light_source = 0, -- Amount of light emitted by node
1505 damage_per_second = 0, -- If player is inside node, this damage is caused
1506 node_box = {type="regular"}, -- See "Node boxes"
1507 selection_box = {type="regular"}, -- See "Node boxes"
1508 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1509 legacy_wallmounted = false, -- Support maps made in and before January 2012
1511 footstep = <SimpleSoundSpec>,
1512 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1513 dug = <SimpleSoundSpec>,
1516 on_construct = func(pos),
1517 ^ Node constructor; always called after adding node
1518 ^ Can set up metadata and stuff like that
1520 on_destruct = func(pos),
1521 ^ Node destructor; always called before removing node
1523 after_destruct = func(pos, oldnode),
1524 ^ Node destructor; always called after removing node
1527 after_place_node = func(pos, placer, itemstack),
1528 ^ Called after constructing node when node was placed using
1529 minetest.item_place_node / minetest.env:place_node
1530 ^ If return true no item is taken from itemstack
1532 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1533 ^ oldmetadata is in table format
1534 ^ Called after destructing node when node was dug using
1535 minetest.node_dig / minetest.env:dig_node
1537 can_dig = function(pos,player)
1538 ^ returns true if node can be dug, or false if not
1541 on_punch = func(pos, node, puncher),
1542 ^ default: minetest.node_punch
1543 ^ By default: does nothing
1544 on_rightclick = func(pos, node, clicker, itemstack),
1546 ^ if defined, itemstack will hold clicker's wielded item
1547 Shall return the leftover itemstack
1548 on_dig = func(pos, node, digger),
1549 ^ default: minetest.node_dig
1550 ^ By default: checks privileges, wears out tool and removes node
1552 on_timer = function(pos,elapsed),
1554 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1555 ^ elapsed is the total time passed since the timer was started
1556 ^ return true to run the timer for another cycle with the same timeout value
1558 on_receive_fields = func(pos, formname, fields, sender),
1559 ^ fields = {name1 = value1, name2 = value2, ...}
1560 ^ Called when an UI form (eg. sign text input) returns data
1563 allow_metadata_inventory_move = func(pos, from_list, from_index,
1564 to_list, to_index, count, player),
1565 ^ Called when a player wants to move items inside the inventory
1566 ^ Return value: number of items allowed to move
1568 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1569 ^ Called when a player wants to put something into the inventory
1570 ^ Return value: number of items allowed to put
1571 ^ Return value: -1: Allow and don't modify item count in inventory
1573 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1574 ^ Called when a player wants to take something out of the inventory
1575 ^ Return value: number of items allowed to take
1576 ^ Return value: -1: Allow and don't modify item count in inventory
1578 on_metadata_inventory_move = func(pos, from_list, from_index,
1579 to_list, to_index, count, player),
1580 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1581 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1582 ^ Called after the actual action has happened, according to what was allowed.
1585 on_blast = func(pos, intensity),
1586 ^ intensity: 1.0 = mid range of regular TNT
1587 ^ If defined, called when an explosion touches the node, instead of
1591 Recipe for register_craft: (shaped)
1593 output = 'default:pick_stone',
1595 {'default:cobble', 'default:cobble', 'default:cobble'},
1596 {'', 'default:stick', ''},
1597 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1599 replacements = <optional list of item pairs,
1600 replace one input item with another item on crafting>
1603 Recipe for register_craft (shapeless)
1606 output = 'mushrooms:mushroom_stew',
1609 "mushrooms:mushroom_brown",
1610 "mushrooms:mushroom_red",
1612 replacements = <optional list of item pairs,
1613 replace one input item with another item on crafting>
1616 Recipe for register_craft (tool repair)
1618 type = "toolrepair",
1619 additional_wear = -0.02,
1622 Recipe for register_craft (cooking)
1625 output = "default:glass",
1626 recipe = "default:sand",
1630 Recipe for register_craft (furnace fuel)
1633 recipe = "default:leaves",
1637 Chatcommand definition (register_chatcommand)
1639 params = "<name> <privilege>", -- short parameter description
1640 description = "Remove privilege from player", -- full description
1641 privs = {privs=true}, -- require the "privs" privilege to run
1642 func = function(name, param), -- called when command is run
1645 Detached inventory callbacks
1647 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1648 ^ Called when a player wants to move items inside the inventory
1649 ^ Return value: number of items allowed to move
1651 allow_put = func(inv, listname, index, stack, player),
1652 ^ Called when a player wants to put something into the inventory
1653 ^ Return value: number of items allowed to put
1654 ^ Return value: -1: Allow and don't modify item count in inventory
1656 allow_take = func(inv, listname, index, stack, player),
1657 ^ Called when a player wants to take something out of the inventory
1658 ^ Return value: number of items allowed to take
1659 ^ Return value: -1: Allow and don't modify item count in inventory
1661 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1662 on_put = func(inv, listname, index, stack, player),
1663 on_take = func(inv, listname, index, stack, player),
1664 ^ Called after the actual action has happened, according to what was allowed.