1 Minetest Lua Modding API Reference 0.4.0
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit integers. The engine uses them for certain
258 automated functions. If you don't use these functions, you can use them to
259 store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Nodes can also contain extra data. See "Node Metadata".
285 There are a bunch of different looking node types. These are mostly just
286 copied from Minetest 0.3; more may be made in the future.
288 Look for examples in games/minimal or games/minetest_game.
302 - nodebox -- See below. EXPERIMENTAL
306 Node selection boxes are defined using "node boxes"
308 The "nodebox" node drawtype allows defining visual of nodes consisting of
309 arbitrary number of boxes. It allows defining stuff like stairs. Only the
310 "fixed" box type is supported for these.
311 ^ Please note that this is still experimental, and may be incompatibly
312 changed in the future.
314 A nodebox is defined as any of:
316 -- A normal cube; the default in most things
320 -- A fixed box (facedir param2 is used, if applicable)
322 fixed = box OR {box1, box2, ...}
325 -- A box like the selection box for torches
326 -- (wallmounted param2 is used, if applicable)
327 type = "wallmounted",
334 {x1, y1, z1, x2, y2, z2}
335 A box of a regular node would look like:
336 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
338 Representations of simple things
339 --------------------------------
341 {x=num, y=num, z=num}
342 Currently the API does not provide any helper functions for addition,
343 subtraction and whatever; you can define those that you need yourself.
347 {type="node", under=pos, above=pos}
348 {type="object", ref=ObjectRef}
352 Node (register_node):
353 A node from the world
354 Tool (register_tool):
355 A tool/weapon that can dig and damage things according to tool_capabilities
356 Craftitem (register_craftitem):
359 Items and item stacks can exist in three formats:
361 Serialized; This is called stackstring or itemstring:
363 eg. 'default:pick_wood 21323'
367 eg. {name="default:dirt", count=5, wear=0, metadata=""}
369 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
370 ^ a wooden pick about 1/3 weared out
371 eg. {name="default:apple", count=1, wear=0, metadata=""}
375 C++ native format with many helper methods. Useful for converting between
376 formats. See the Class reference section for details.
378 When an item must be passed to a function, it can usually be in any of
383 In a number of places, there is a group table. Groups define the
384 properties of a thing (item, node, armor of entity, capabilities of
385 tool) in such a way that the engine and other mods can can interact with
386 the thing without actually knowing what the thing is.
389 - Groups are stored in a table, having the group names with keys and the
390 group ratings as values. For example:
391 groups = {crumbly=3, soil=1}
392 ^ Default dirt (soil group actually currently not defined; TODO)
393 groups = {crumbly=2, soil=1, level=2, outerspace=1}
394 ^ A more special dirt-kind of thing
395 - Groups always have a rating associated with them. If there is no
396 useful meaning for a rating for an enabled group, it shall be 1.
397 - When not defined, the rating of a group defaults to 0. Thus when you
398 read groups, you must interpret nil and 0 as the same value, 0.
400 You can read the rating of a group for an item or a node by using
401 minetest.get_item_group(itemname, groupname)
405 Groups of items can define what kind of an item it is (eg. wool).
409 In addition to the general item things, groups are used to define whether
410 a node is destroyable and how long it takes to destroy by a tool.
414 For entities, groups are, as of now, used only for calculating damage.
416 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
417 object.set_armor_groups({level=2, fleshy=2, cracky=2})
421 Groups in tools define which groups of nodes and entities they are
424 Groups in crafting recipes
425 ---------------------------
426 An example: Make meat soup from any meat, any water and any bowl
428 output = 'food:meat_soup_raw',
434 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
436 An another example: Make red wool from white wool and red dye
440 recipe = {'wool:white', 'group:dye,basecolor_red'},
445 - immortal: Disables the group damage system for an entity
446 - level: Can be used to give an additional sense of progression in the game.
447 - A larger level will cause eg. a weapon of a lower level make much less
448 damage, and get weared out much faster, or not be able to get drops
449 from destroyed nodes.
450 - 0 is something that is directly accessible at the start of gameplay
451 - There is no upper limit
452 - dig_immediate: (player can always pick up node without tool wear)
453 - 2: node is removed without tool wear after 0.5 seconds or so
455 - 3: node is removed without tool wear immediately (torch)
457 Known damage and digging time defining groups
458 ----------------------------------------------
459 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
460 - crumbly: dirt, sand
461 - cracky: tough but crackable stuff like stone.
462 - snappy: something that can be cut using fine tools; eg. leaves, small
463 plants, wire, sheets of metal
464 - choppy: something that can be cut using force; eg. trees, wooden planks
465 - fleshy: Living things like animals and the player. This could imply
466 some blood effects when hitting.
467 - explody: Especially prone to explosions
468 - oddly_breakable_by_hand:
469 Can be added to nodes that shouldn't logically be breakable by the
470 hand but are. Somewhat similar to dig_immediate, but times are more
471 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
472 speed of a tool if the tool can dig at a faster speed than this
473 suggests for the hand.
475 Examples of custom groups
476 --------------------------
477 Item groups are often used for defining, well, //groups of items//.
478 - meat: any meat-kind of a thing (rating might define the size or healing
479 ability or be irrelevant - it is not defined as of yet)
480 - eatable: anything that can be eaten. Rating might define HP gain in half
482 - flammable: can be set on fire. Rating might define the intensity of the
483 fire, affecting eg. the speed of the spreading of an open fire.
484 - wool: any wool (any origin, any color)
487 - heavy: anything considerably heavy
489 Digging time calculation specifics
490 -----------------------------------
491 Groups such as **crumbly**, **cracky** and **snappy** are used for this
492 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
495 The **level** group is used to limit the toughness of nodes a tool can dig
496 and to scale the digging times / damage to a greater extent.
498 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
501 Tools define their properties by a list of parameters for groups. They
502 cannot dig other groups; thus it is important to use a standard bunch of
503 groups to enable interaction with tools.
506 * Full punch interval
508 * For an arbitrary list of groups:
509 * Uses (until the tool breaks)
510 * Maximum level (usually 0, 1, 2 or 3)
513 **Full punch interval**:
514 When used as a weapon, the tool will do full damage if this time is spent
515 between punches. If eg. half the time is spent, the tool will do half
518 **Maximum drop level**
519 Suggests the maximum level of node, when dug with the tool, that will drop
520 it's useful item. (eg. iron ore to drop a lump of iron).
521 - This is not automated; it is the responsibility of the node definition
525 Determines how many uses the tool has when it is used for digging a node,
526 of this group, of the maximum level. For lower leveled nodes, the use count
527 is multiplied by 3^leveldiff.
528 - uses=10, leveldiff=0 -> actual uses: 10
529 - uses=10, leveldiff=1 -> actual uses: 30
530 - uses=10, leveldiff=2 -> actual uses: 90
533 Tells what is the maximum level of a node of this group that the tool will
537 List of digging times for different ratings of the group, for nodes of the
539 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
540 result in the tool to be able to dig nodes that have a rating of 2 or 3
541 for this group, and unable to dig the rating 1, which is the toughest.
542 Unless there is a matching group that enables digging otherwise.
543 * For entities, damage equals the amount of nodes dug in the time spent
544 between hits, with a maximum time of ''full_punch_interval''.
546 Example definition of the capabilities of a tool
547 -------------------------------------------------
548 tool_capabilities = {
549 full_punch_interval=1.5,
552 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
556 This makes the tool be able to dig nodes that fullfill both of these:
557 - Have the **crumbly** group
558 - Have a **level** group less or equal to 2
560 Table of resulting digging times:
561 crumbly 0 1 2 3 4 <- level
567 level diff: 2 1 0 -1 -2
569 Table of resulting tool uses:
576 - At crumbly=0, the node is not diggable.
577 - At crumbly=3, the level difference digging time divider kicks in and makes
578 easy nodes to be quickly breakable.
579 - At level > 2, the node is not diggable, because it's level > maxlevel
581 Entity damage mechanism
582 ------------------------
584 - Take the time spent after the last hit
585 - Limit time to full_punch_interval
586 - Take the damage groups and imagine a bunch of nodes that have them
587 - Damage in HP is the amount of nodes destroyed in this time.
589 Client predicts damage based on damage groups. Because of this, it is able to
590 give an immediate response when an entity is damaged or dies; the response is
591 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
593 - Currently a smoke puff will appear when an entity dies.
595 The group **immortal** completely disables normal damage.
597 Entities can define a special armor group, which is **punch_operable**. This
598 group disables the regular damage mechanism for players punching it by hand or
599 a non-tool item, so that it can do something else than take damage.
601 On the Lua side, every punch calls ''entity:on_punch(puncher,
602 time_from_last_punch, tool_capabilities, direction)''. This should never be
603 called directly, because damage is usually not handled by the entity itself.
604 * ''puncher'' is the object performing the punch. Can be nil. Should never be
605 accessed unless absolutely required, to encourage interoperability.
606 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
607 * ''tool_capabilities'' can be nil.
608 * ''direction'' is a unit vector, pointing from the source of the punch to
611 To punch an entity/object in Lua, call ''object:punch(puncher,
612 time_from_last_punch, tool_capabilities, direction)''.
613 * Return value is tool wear.
614 * Parameters are equal to the above callback.
615 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
616 automatically filled in based on the location of ''puncher''.
620 The instance of a node in the world normally only contains the three values
621 mentioned in "Nodes". However, it is possible to insert extra data into a
622 node. It is called "node metadata"; See "NodeMetaRef".
624 Metadata contains two things:
628 Some of the values in the key-value store are handled specially:
629 - formspec: Defines a right-click inventory menu. See "Formspec".
630 - infotext: Text shown on the screen when the node is pointed at
634 local meta = minetest.env:get_meta(pos)
635 meta:set_string("formspec",
637 "list[context;main;0,0;8,4;]"..
638 "list[current_player;main;0,5;8,4;]")
639 meta:set_string("infotext", "Chest");
640 local inv = meta:get_inventory()
641 inv:set_size("main", 8*4)
642 print(dump(meta:to_table()))
645 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] = ""}
648 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
655 Formspec defines a menu. Currently not much else than inventories are
656 supported. It is a string, with a somewhat strange format.
658 Spaces and newlines can be inserted between the blocks, as is used in the
664 list[context;main;0,0;8,4;]
665 list[current_player;main;0,5;8,4;]
668 list[context;fuel;2,3;1,1;]
669 list[context;src;2,1;1,1;]
670 list[context;dst;5,1;2,2;]
671 list[current_player;main;0,5;8,4;]
672 - Minecraft-like player inventory
674 image[1,0.6;1,2;player.png]
675 list[current_player;main;0,3.5;8,4;]
676 list[current_player;craft;3,0;3,3;]
677 list[current_player;craftpreview;7,1;1,1;]
682 ^ Define the size of the menu in inventory slots
683 ^ deprecated: invsize[<W>,<H>;]
685 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
686 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
687 ^ Show an inventory list
689 image[<X>,<Y>;<W>,<H>;<texture name>]
691 ^ Position and size units are inventory slots
693 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
694 ^ Textual field; will be sent to server when a button is clicked
695 ^ x and y position the field relative to the top left of the menu
696 ^ w and h are the size of the field
697 ^ fields are a set height, but will be vertically centred on h
698 ^ Position and size units are inventory slots
699 ^ name is the name of the field as returned in fields to on_receive_fields
700 ^ label, if not blank, will be text printed on the top left above the field
701 ^ default is the default value of the field
702 ^ default may contain variable references such as '${text}' which
703 will fill the value from the metadata value 'text'
704 ^ Note: no extra text or more than a single variable is supported ATM.
706 field[<name>;<label>;<default>]
707 ^ as above but without position/size units
708 ^ special field for creating simple forms, such as sign text input
709 ^ must be used without a size[] element
710 ^ a 'Proceed' button will be added automatically
712 label[<X>,<Y>;<label>]
713 ^ x and y work as per field
714 ^ label is the text on the label
715 ^ Position and size units are inventory slots
717 button[<X>,<Y>;<W>,<H>;<name>;<label>]
718 ^ Clickable button. When clicked, fields will be sent.
719 ^ x, y and name work as per field
720 ^ w and h are the size of the button
721 ^ label is the text on the button
722 ^ Position and size units are inventory slots
724 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
725 ^ x, y, w, h, and name work as per button
726 ^ image is the filename of an image
727 ^ Position and size units are inventory slots
729 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
730 ^ When clicked, fields will be sent and the form will quit.
732 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
733 ^ When clicked, fields will be sent and the form will quit.
737 - "context": Selected node metadata (deprecated: "current_name")
738 - "current_player": Player to whom the menu is shown
739 - "player:<name>": Any player
740 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
741 - "detached:<name>": A detached inventory
745 dump2(obj, name="_", dumped={})
746 ^ Return object serialized as a string, handles reference loops
748 ^ Return object serialized as a string
749 string:split(separator)
750 ^ eg. string:split("a,b", ",") == {"a","b"}
752 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
753 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
754 ^ Convert position to a printable string
755 minetest.string_to_pos(string) -> position
757 minetest namespace reference
758 -----------------------------
759 minetest.get_current_modname() -> string
760 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
761 ^ Useful for loading additional .lua modules or static data from mod
762 minetest.get_modnames() -> list of installed mods
763 ^ Return a list of installed mods, sorted alphabetically
764 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
765 ^ Useful for storing custom data
766 minetest.is_singleplayer()
769 ^ Always printed to stderr and logfile (print() is redirected here)
771 minetest.log(loglevel, line)
772 ^ loglevel one of "error", "action", "info", "verbose"
774 Registration functions: (Call these only at load time)
775 minetest.register_entity(name, prototype table)
776 minetest.register_abm(abm definition)
777 minetest.register_node(name, node definition)
778 minetest.register_tool(name, item definition)
779 minetest.register_craftitem(name, item definition)
780 minetest.register_alias(name, convert_to)
781 minetest.register_craft(recipe)
783 Global callback registration functions: (Call these only at load time)
784 minetest.register_globalstep(func(dtime))
785 ^ Called every server step, usually interval of 0.05s
786 minetest.register_on_placenode(func(pos, newnode, placer, oldnode))
787 ^ Called when a node has been placed
788 ^ Deprecated: Use on_construct or after_place_node in node definition instead
789 minetest.register_on_dignode(func(pos, oldnode, digger))
790 ^ Called when a node has been dug.
791 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
792 minetest.register_on_punchnode(func(pos, node, puncher))
793 ^ Called when a node is punched
794 minetest.register_on_generated(func(minp, maxp, blockseed))
795 ^ Called after generating a piece of world. Modifying nodes inside the area
796 is a bit faster than usually.
797 minetest.register_on_newplayer(func(ObjectRef))
798 ^ Called after a new player has been created
799 minetest.register_on_dieplayer(func(ObjectRef))
800 ^ Called when a player dies
801 minetest.register_on_respawnplayer(func(ObjectRef))
802 ^ Called when player is to be respawned
803 ^ Called _before_ repositioning of player occurs
804 ^ return true in func to disable regular player placement
805 minetest.register_on_joinplayer(func(ObjectRef))
806 ^ Called when a player joins the game
807 minetest.register_on_leaveplayer(func(ObjectRef))
808 ^ Called when a player leaves the game
809 minetest.register_on_chat_message(func(name, message))
810 ^ Called always when a player says something
811 minetest.register_on_player_receive_fields(func(player, formname, fields))
812 ^ Called when a button is pressed in player's inventory form
813 ^ Newest functions are called first
814 ^ If function returns true, remaining functions are not called
816 Other registration functions:
817 minetest.register_chatcommand(cmd, chatcommand definition)
818 minetest.register_privilege(name, definition)
819 ^ definition: "description text"
821 description = "description text",
822 give_to_singleplayer = boolean, -- default: true
824 minetest.register_authentication_handler(handler)
825 ^ See minetest.builtin_auth_handler in builtin.lua for reference
828 minetest.setting_set(name, value)
829 minetest.setting_get(name) -> string or nil
830 minetest.setting_getbool(name) -> boolean value or nil
831 minetest.setting_get_pos(name) -> position or nil
832 minetest.add_to_creative_inventory(itemstring)
835 minetest.notify_authentication_modified(name)
836 ^ Should be called by the authentication handler if privileges change.
837 ^ To report everybody, set name=nil.
838 minetest.get_password_hash(name, raw_password)
839 ^ Convert a name-password pair to a password hash that minetest can use
840 minetest.string_to_privs(str) -> {priv1=true,...}
841 minetest.privs_to_string(privs) -> "priv1,priv2,..."
842 ^ Convert between two privilege representations
843 minetest.set_player_password(name, password_hash)
844 minetest.set_player_privs(name, {priv1=true,...})
845 minetest.get_player_privs(name) -> {priv1=true,...}
846 minetest.auth_reload()
847 ^ These call the authentication handler
848 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
849 ^ A quickhand for checking privileges
852 minetest.chat_send_all(text)
853 minetest.chat_send_player(name, text)
856 minetest.get_inventory(location) -> InvRef
857 ^ location = eg. {type="player", name="celeron55"}
858 {type="node", pos={x=, y=, z=}}
859 {type="detached", name="creative"}
860 minetest.create_detached_inventory(name, callbacks) -> InvRef
861 ^ callbacks: See "Detached inventory callbacks"
862 ^ Creates a detached inventory. If it already exists, it is cleared.
865 minetest.inventorycube(img1, img2, img3)
866 ^ Returns a string for making an image of a cube (useful as an item image)
867 minetest.get_pointed_thing_position(pointed_thing, above)
868 ^ Get position of a pointed_thing (that you can get from somewhere)
869 minetest.dir_to_facedir(dir)
870 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
871 minetest.dir_to_wallmounted(dir)
872 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
873 minetest.get_node_drops(nodename, toolname)
874 ^ Returns list of item names.
875 ^ Note: This will be removed or modified in a future version.
876 minetest.get_craft_result(input) -> output, decremented_input
877 ^ input.method = 'normal' or 'cooking' or 'fuel'
878 ^ input.width = for example 3
879 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
880 stack 5, stack 6, stack 7, stack 8, stack 9 }
881 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
882 ^ output.time = number, if unsuccessful: 0
883 ^ decremented_input = like input
884 minetest.get_craft_recipe(output) -> input
885 ^ output is a node or item type such as 'default:torch'
886 ^ input.method = 'normal' or 'cooking' or 'fuel'
887 ^ input.width = for example 3
888 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
889 stack 5, stack 6, stack 7, stack 8, stack 9 }
890 ^ input.items = nil if no recipe found
892 Defaults for the on_* item definition functions:
893 (These return the leftover itemstack)
894 minetest.item_place_node(itemstack, placer, pointed_thing)
895 ^ Place item as a node
896 minetest.item_place_object(itemstack, placer, pointed_thing)
898 minetest.item_place(itemstack, placer, pointed_thing)
899 ^ Use one of the above based on what the item is.
900 minetest.item_drop(itemstack, dropper, pos)
902 minetest.item_eat(hp_change, replace_with_item)
903 ^ Eat the item. replace_with_item can be nil.
905 Defaults for the on_punch and on_dig node definition callbacks:
906 minetest.node_punch(pos, node, puncher)
907 ^ Calls functions registered by minetest.register_on_punchnode()
908 minetest.node_dig(pos, node, digger)
909 ^ Checks if node can be dug, puts item into inventory, removes node
910 ^ Calls functions registered by minetest.registered_on_dignodes()
913 minetest.sound_play(spec, parameters) -> handle
914 ^ spec = SimpleSoundSpec
915 ^ parameters = sound parameter table
916 minetest.sound_stop(handle)
919 minetest.after(time, func, param)
920 ^ Call function after time seconds
921 ^ param is optional; to pass multiple parameters, pass a table.
924 minetest.get_connected_players() -> list of ObjectRefs
925 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
926 ^ Gives a unique hash number for a node position (16+16+16=48bit)
927 minetest.get_item_group(name, group) -> rating
928 ^ Get rating of a group of an item. (0 = not in group)
929 minetest.get_node_group(name, group) -> rating
930 ^ Deprecated: An alias for the former.
931 minetest.serialize(table) -> string
932 ^ Convert a table containing tables, strings, numbers, booleans and nils
933 into string form readable by minetest.deserialize
934 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
935 minetest.deserialize(string) -> table
936 ^ Convert a string returned by minetest.deserialize into a table
937 ^ String is loaded in an empty sandbox environment.
938 ^ Will load functions, but they cannot access the global environment.
939 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
940 ^ Example: deserialize('print("foo")') -> nil (function call fails)
941 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
944 minetest.env - EnvRef of the server environment and world.
945 ^ Using this you can access nodes and entities
948 minetest.registered_items
949 ^ List of registered items, indexed by name
950 minetest.registered_nodes
951 ^ List of registered node definitions, indexed by name
952 minetest.registered_craftitems
953 ^ List of registered craft item definitions, indexed by name
954 minetest.registered_tools
955 ^ List of registered tool definitions, indexed by name
956 minetest.registered_entities
957 ^ List of registered entity prototypes, indexed by name
959 ^ List of object references, indexed by active object id
961 ^ List of lua entities, indexed by active object id
963 Deprecated but defined for backwards compatibility:
964 minetest.digprop_constanttime(time)
965 minetest.digprop_stonelike(toughness)
966 minetest.digprop_dirtlike(toughness)
967 minetest.digprop_gravellike(toughness)
968 minetest.digprop_woodlike(toughness)
969 minetest.digprop_leaveslike(toughness)
970 minetest.digprop_glasslike(toughness)
974 EnvRef: basically ServerEnvironment and ServerMap combined.
976 - set_node(pos, node)
977 - add_node(pos, node): alias set_node(pos, node)
978 ^ Set node at position (node = {name="foo", param1=0, param2=0})
980 ^ Equivalent to set_node(pos, "air")
982 ^ Returns {name="ignore", ...} for unloaded area
983 - get_node_or_nil(pos)
984 ^ Returns nil for unloaded area
985 - get_node_light(pos, timeofday) -> 0...15 or nil
986 ^ timeofday: nil = current time, 0 = night, 0.5 = day
988 - place_node(pos, node)
989 ^ Place node with the same effects that a player would cause
991 ^ Dig node with the same effects that a player would cause
993 ^ Punch node with the same effects that a player would cause
995 - get_meta(pos) -- Get a NodeMetaRef at that position
996 - get_node_timer(pos) -- Get NodeTimerRef
998 - add_entity(pos, name): Spawn Lua-defined entity at position
999 ^ Returns ObjectRef, or nil if failed
1000 - add_item(pos, item): Spawn item
1001 ^ Returns ObjectRef, or nil if failed
1002 - get_player_by_name(name) -- Get an ObjectRef to a player
1003 - get_objects_inside_radius(pos, radius)
1004 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1006 - find_node_near(pos, radius, nodenames) -> pos or nil
1007 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1008 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1009 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1010 - get_perlin(seeddiff, octaves, persistence, scale)
1011 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1013 - add_rat(pos): Add C++ rat object (no-op)
1014 - add_firefly(pos): Add C++ firefly object (no-op)
1016 NodeMetaRef: Node metadata - reference extra data and functionality stored
1018 - Can be gotten via minetest.env:get_nodemeta(pos)
1020 - set_string(name, value)
1022 - set_int(name, value)
1024 - set_float(name, value)
1026 - get_inventory() -> InvRef
1027 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1028 - from_table(nil or {})
1029 ^ See "Node Metadata"
1031 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1032 - Can be gotten via minetest.env:get_node_timer(pos)
1034 - set(timeout,elapsed)
1035 ^ set a timer's state
1036 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1037 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1038 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1041 ^ equivelent to set(timeout,0)
1044 - get_timeout() -> current timeout in seconds
1045 ^ if timeout is 0, timer is inactive
1046 - get_elapsed() -> current elapsed time in seconds
1047 ^ the node's on_timer function will be called after timeout-elapsed seconds
1048 - is_started() -> boolean state of timer
1049 ^ returns true if timer is started, otherwise false
1051 ObjectRef: Moving things in the game are generally these
1052 (basically reference to a C++ ServerActiveObject)
1054 - remove(): remove object (after returning from Lua)
1055 - getpos() -> {x=num, y=num, z=num}
1056 - setpos(pos); pos={x=num, y=num, z=num}
1057 - moveto(pos, continuous=false): interpolated move
1058 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1059 ^ puncher = an another ObjectRef,
1060 ^ time_from_last_punch = time since last punch action of the puncher
1061 - right_click(clicker); clicker = an another ObjectRef
1062 - get_hp(): returns number of hitpoints (2 * number of hearts)
1063 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1064 - get_inventory() -> InvRef
1065 - get_wield_list(): returns the name of the inventory list the wielded item is in
1066 - get_wield_index(): returns the index of the wielded item
1067 - get_wielded_item() -> ItemStack
1068 - set_wielded_item(item): replaces the wielded item, returns true if successful
1069 - set_armor_groups({group1=rating, group2=rating, ...})
1070 - set_properties(object property table)
1071 LuaEntitySAO-only: (no-op for other objects)
1072 - setvelocity({x=num, y=num, z=num})
1073 - getvelocity() -> {x=num, y=num, z=num}
1074 - setacceleration({x=num, y=num, z=num})
1075 - getacceleration() -> {x=num, y=num, z=num}
1077 - getyaw() -> radians
1078 - settexturemod(mod)
1079 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1080 - select_horiz_by_yawpitch=false)
1081 ^ Select sprite from spritesheet with optional animation and DM-style
1082 texture selection based on yaw relative to camera
1083 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1085 Player-only: (no-op for other objects)
1086 - is_player(): true for players, false for others
1087 - get_player_name(): returns "" if is not a player
1088 - get_look_dir(): get camera direction as a unit vector
1089 - get_look_pitch(): pitch in radians
1090 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1091 - set_inventory_formspec(formspec)
1092 ^ Redefine player's inventory form
1093 ^ Should usually be called in on_joinplayer
1094 - get_inventory_formspec() -> formspec string
1096 InvRef: Reference to an inventory
1098 - is_empty(listname): return true if list is empty
1099 - get_size(listname): get size of a list
1100 - set_size(listname, size): set size of a list
1101 - get_stack(listname, i): get a copy of stack index i in list
1102 - set_stack(listname, i, stack): copy stack to index i in list
1103 - get_list(listname): return full list
1104 - set_list(listname, list): set full list (size will not change)
1105 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1106 - room_for_item(listname, stack): returns true if the stack of items
1107 can be fully added to the list
1108 - contains_item(listname, stack): returns true if the stack of items
1109 can be fully taken from the list
1110 remove_item(listname, stack): take as many items as specified from the list,
1111 returns the items that were actually removed (as an ItemStack)
1113 ItemStack: A stack of items.
1114 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1116 - is_empty(): return true if stack is empty
1117 - get_name(): returns item name (e.g. "default:stone")
1118 - get_count(): returns number of items on the stack
1119 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1120 - get_metadata(): returns metadata (a string attached to an item stack)
1121 - clear(): removes all items from the stack, making it empty
1122 - replace(item): replace the contents of this stack (item can also
1123 be an itemstring or table)
1124 - to_string(): returns the stack in itemstring form
1125 - to_table(): returns the stack in Lua table form
1126 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1127 - get_free_space(): returns get_stack_max() - get_count()
1128 - is_known(): returns true if the item name refers to a defined item type
1129 - get_definition(): returns the item definition table
1130 - get_tool_capabilities(): returns the digging properties of the item,
1131 ^ or those of the hand if none are defined for this item type
1132 - add_wear(amount): increases wear by amount if the item is a tool
1133 - add_item(item): put some item or stack onto this stack,
1134 ^ returns leftover ItemStack
1135 - item_fits(item): returns true if item or stack can be fully added to this one
1136 - take_item(n): take (and remove) up to n items from this stack
1137 ^ returns taken ItemStack
1138 ^ if n is omitted, n=1 is used
1139 - peek_item(n): copy (don't remove) up to n items from this stack
1140 ^ returns copied ItemStack
1141 ^ if n is omitted, n=1 is used
1143 PseudoRandom: A pseudorandom number generator
1144 - Can be created via PseudoRandom(seed)
1146 - next(): return next integer random number [0...32767]
1147 - next(min, max): return next integer random number [min...max]
1148 (max - min) must be 32767 or <= 6553 due to the simple
1149 implementation making bad distribution otherwise.
1151 PerlinNoise: A perlin noise generator
1152 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1153 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1155 - get2d(pos) -> 2d noise value at pos={x=,y=}
1156 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1159 --------------------
1160 - Functions receive a "luaentity" as self:
1161 - It has the member .name, which is the registered name ("mod:thing")
1162 - It has the member .object, which is an ObjectRef pointing to the object
1163 - The original prototype stuff is visible directly via a metatable
1165 - on_activate(self, staticdata)
1166 ^ Called when the object is instantiated.
1167 - on_step(self, dtime)
1168 ^ Called on every server tick (dtime is usually 0.05 seconds)
1169 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1170 ^ Called when somebody punches the object.
1171 ^ Note that you probably want to handle most punches using the
1172 automatic armor group system.
1173 ^ puncher: ObjectRef (can be nil)
1174 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1175 ^ tool_capabilities: capability table of used tool (can be nil)
1176 ^ dir: unit vector of direction of punch. Always defined. Points from
1177 the puncher to the punched.
1178 - on_rightclick(self, clicker)
1179 - get_staticdata(self)
1180 ^ Should return a string that will be passed to on_activate when
1181 the object is instantiated the next time.
1191 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1192 visual = "cube"/"sprite"/"upright_sprite",
1193 visual_size = {x=1, y=1},
1194 textures = {}, -- number of required textures depends on visual
1195 spritediv = {x=1, y=1},
1196 initial_sprite_basepos = {x=0, y=0},
1198 makes_footstep_sound = false,
1199 automatic_rotate = false,
1202 Entity definition (register_entity)
1204 (Deprecated: Everything in object properties is read directly from here)
1206 initial_properties = <initial object properties>,
1208 on_activate = function(self, staticdata),
1209 on_step = function(self, dtime),
1210 on_punch = function(self, hitter),
1211 on_rightclick = function(self, clicker),
1212 get_staticdata = function(self),
1213 ^ Called sometimes; the string returned is passed to on_activate when
1214 the entity is re-activated from static state
1216 # Also you can define arbitrary member variables here
1217 myvariable = whatever,
1220 ABM (ActiveBlockModifier) definition (register_abm)
1222 -- In the following two fields, also group:groupname will work.
1223 nodenames = {"default:lava_source"},
1224 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1225 ^ If left out or empty, any neighbor will do
1226 interval = 1.0, -- (operation interval)
1227 chance = 1, -- (chance of trigger is 1.0/this)
1228 action = func(pos, node, active_object_count, active_object_count_wider),
1231 Item definition (register_node, register_craftitem, register_tool)
1233 description = "Steel Axe",
1234 groups = {}, -- key=name, value=rating; rating=1..3.
1235 if rating not applicable, use 1.
1236 eg. {wool=1, fluffy=3}
1237 {soil=2, outerspace=1, crumbly=1}
1238 {bendy=2, snappy=1},
1239 {hard=1, metal=1, spikes=1}
1240 inventory_image = "default_tool_steelaxe.png",
1242 wield_scale = {x=1,y=1,z=1},
1244 liquids_pointable = false,
1245 tool_capabilities = {
1246 full_punch_interval = 1.0,
1250 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1251 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1252 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1255 node_placement_prediction = nil,
1256 ^ If nil and item is node, prediction is made automatically
1257 ^ If nil and item is not a node, no prediction is made
1258 ^ If "" and item is anything, no prediction is made
1259 ^ Otherwise should be name of node which the client immediately places
1260 on ground when the player places the item. Server will always update
1261 actual result to client in a short moment.
1263 on_place = func(itemstack, placer, pointed_thing),
1264 ^ Shall place item and return the leftover itemstack
1265 ^ default: minetest.item_place
1266 on_drop = func(itemstack, dropper, pos),
1267 ^ Shall drop item and return the leftover itemstack
1268 ^ default: minetest.item_drop
1269 on_use = func(itemstack, user, pointed_thing),
1271 ^ Function must return either nil if no item shall be removed from
1272 inventory, or an itemstack to replace the original itemstack.
1273 eg. itemstack:take_item(); return itemstack
1274 ^ Otherwise, the function is free to do what it wants.
1275 ^ The default functions handle regular use cases.
1280 - {name="image.png", animation={Tile Animation definition}}
1281 - {name="image.png", backface_culling=bool}
1282 ^ backface culling only supported in special tiles
1283 - deprecated still supported field names:
1286 Tile animation definition:
1287 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1289 Node definition (register_node)
1291 <all fields allowed in item definitions>,
1293 drawtype = "normal", -- See "Node drawtypes"
1295 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1296 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1297 ^ List can be shortened to needed length
1298 special_tiles = {tile definition 1, Tile definition 2},
1299 ^ Special textures of node; used rarely (old field name: special_materials)
1300 ^ List can be shortened to needed length
1302 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1303 paramtype = "none", -- See "Nodes"
1304 paramtype2 = "none", -- See "Nodes"
1305 is_ground_content = false, -- Currently not used for anything
1306 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1307 walkable = true, -- If true, objects collide with node
1308 pointable = true, -- If true, can be pointed at
1309 diggable = true, -- If false, can never be dug
1310 climbable = false, -- If true, can be climbed on (ladder)
1311 buildable_to = false, -- If true, placed nodes can replace this node
1312 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1313 liquidtype = "none", -- "none"/"source"/"flowing"
1314 liquid_alternative_flowing = "", -- Flowing version of source liquid
1315 liquid_alternative_source = "", -- Source version of flowing liquid
1316 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1317 light_source = 0, -- Amount of light emitted by node
1318 damage_per_second = 0, -- If player is inside node, this damage is caused
1319 node_box = {type="regular"}, -- See "Node boxes"
1320 selection_box = {type="regular"}, -- See "Node boxes"
1321 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1322 legacy_wallmounted = false, -- Support maps made in and before January 2012
1324 footstep = <SimpleSoundSpec>,
1325 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1326 dug = <SimpleSoundSpec>,
1329 on_construct = func(pos),
1330 ^ Node constructor; always called after adding node
1331 ^ Can set up metadata and stuff like that
1333 on_destruct = func(pos),
1334 ^ Node destructor; always called before removing node
1336 after_destruct = func(pos, oldnode),
1337 ^ Node destructor; always called after removing node
1340 after_place_node = func(pos, placer),
1341 ^ Called after constructing node when node was placed using
1342 minetest.item_place_node / minetest.env:place_node
1344 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1345 ^ oldmetadata is in table format
1346 ^ Called after destructing node when node was dug using
1347 minetest.node_dig / minetest.env:dig_node
1349 can_dig = function(pos,player)
1350 ^ returns true if node can be dug, or false if not
1353 on_punch = func(pos, node, puncher),
1354 ^ default: minetest.node_punch
1355 ^ By default: does nothing
1356 on_dig = func(pos, node, digger),
1357 ^ default: minetest.node_dig
1358 ^ By default: checks privileges, wears out tool and removes node
1360 on_timer = function(pos,elapsed),
1362 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1363 ^ elapsed is the total time passed since the timer was started
1364 ^ return true to run the timer for another cycle with the same timeout value
1366 on_receive_fields = func(pos, formname, fields, sender),
1367 ^ fields = {name1 = value1, name2 = value2, ...}
1368 ^ Called when an UI form (eg. sign text input) returns data
1371 allow_metadata_inventory_move = func(pos, from_list, from_index,
1372 to_list, to_index, count, player),
1373 ^ Called when a player wants to move items inside the inventory
1374 ^ Return value: number of items allowed to move
1376 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1377 ^ Called when a player wants to put something into the inventory
1378 ^ Return value: number of items allowed to put
1379 ^ Return value: -1: Allow and don't modify item count in inventory
1381 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1382 ^ Called when a player wants to take something out of the inventory
1383 ^ Return value: number of items allowed to take
1384 ^ Return value: -1: Allow and don't modify item count in inventory
1386 on_metadata_inventory_move = func(pos, from_list, from_index,
1387 to_list, to_index, count, player),
1388 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1389 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1390 ^ Called after the actual action has happened, according to what was allowed.
1394 Recipe for register_craft: (shaped)
1396 output = 'default:pick_stone',
1398 {'default:cobble', 'default:cobble', 'default:cobble'},
1399 {'', 'default:stick', ''},
1400 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1402 replacements = <optional list of item pairs,
1403 replace one input item with another item on crafting>
1406 Recipe for register_craft (shapeless)
1409 output = 'mushrooms:mushroom_stew',
1412 "mushrooms:mushroom_brown",
1413 "mushrooms:mushroom_red",
1415 replacements = <optional list of item pairs,
1416 replace one input item with another item on crafting>
1419 Recipe for register_craft (tool repair)
1421 type = "toolrepair",
1422 additional_wear = -0.02,
1425 Recipe for register_craft (cooking)
1428 output = "default:glass",
1429 recipe = "default:sand",
1433 Recipe for register_craft (furnace fuel)
1436 recipe = "default:leaves",
1440 Chatcommand definition (register_chatcommand)
1442 params = "<name> <privilege>", -- short parameter description
1443 description = "Remove privilege from player", -- full description
1444 privs = {privs=true}, -- require the "privs" privilege to run
1445 func = function(name, param), -- called when command is run
1448 Detached inventory callbacks
1450 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1451 ^ Called when a player wants to move items inside the inventory
1452 ^ Return value: number of items allowed to move
1454 allow_put = func(inv, listname, index, stack, player),
1455 ^ Called when a player wants to put something into the inventory
1456 ^ Return value: number of items allowed to put
1457 ^ Return value: -1: Allow and don't modify item count in inventory
1459 allow_take = func(inv, listname, index, stack, player),
1460 ^ Called when a player wants to take something out of the inventory
1461 ^ Return value: number of items allowed to take
1462 ^ Return value: -1: Allow and don't modify item count in inventory
1464 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1465 on_put = func(inv, listname, index, stack, player),
1466 on_take = func(inv, listname, index, stack, player),
1467 ^ Called after the actual action has happened, according to what was allowed.