1 Minetest Lua Modding API Reference 0.4.5
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 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
339 - nodebox -- See below. EXPERIMENTAL
343 Node selection boxes are defined using "node boxes"
345 The "nodebox" node drawtype allows defining visual of nodes consisting of
346 arbitrary number of boxes. It allows defining stuff like stairs. Only the
347 "fixed" box type is supported for these.
348 ^ Please note that this is still experimental, and may be incompatibly
349 changed in the future.
351 A nodebox is defined as any of:
353 -- A normal cube; the default in most things
357 -- A fixed box (facedir param2 is used, if applicable)
359 fixed = box OR {box1, box2, ...}
362 -- A box like the selection box for torches
363 -- (wallmounted param2 is used, if applicable)
364 type = "wallmounted",
371 {x1, y1, z1, x2, y2, z2}
372 A box of a regular node would look like:
373 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
377 These tell in what manner the ore is generated.
378 All default ores are of the uniformly-distributed scatter type.
381 Randomly chooses a location and generates a cluster of ore.
382 If noise_params is specified, the ore will be placed if the 3d perlin noise at
383 that point is greater than the noise_threshhold, giving the ability to create a non-equal
386 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by
387 the noise_params structure. The height of the blob is randomly scattered, with a maximum
388 height of clust_size. Here, clust_scarcity and clust_num_ores are ignored.
389 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
390 - claylike - NOT YET IMPLEMENTED
391 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
392 neighborhood of clust_size radius.
394 Representations of simple things
395 --------------------------------
397 {x=num, y=num, z=num}
398 Currently the API does not provide any helper functions for addition,
399 subtraction and whatever; you can define those that you need yourself.
403 {type="node", under=pos, above=pos}
404 {type="object", ref=ObjectRef}
408 Node (register_node):
409 A node from the world
410 Tool (register_tool):
411 A tool/weapon that can dig and damage things according to tool_capabilities
412 Craftitem (register_craftitem):
415 Items and item stacks can exist in three formats:
417 Serialized; This is called stackstring or itemstring:
419 eg. 'default:pick_wood 21323'
423 eg. {name="default:dirt", count=5, wear=0, metadata=""}
425 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
426 ^ a wooden pick about 1/3 weared out
427 eg. {name="default:apple", count=1, wear=0, metadata=""}
431 C++ native format with many helper methods. Useful for converting between
432 formats. See the Class reference section for details.
434 When an item must be passed to a function, it can usually be in any of
439 In a number of places, there is a group table. Groups define the
440 properties of a thing (item, node, armor of entity, capabilities of
441 tool) in such a way that the engine and other mods can can interact with
442 the thing without actually knowing what the thing is.
445 - Groups are stored in a table, having the group names with keys and the
446 group ratings as values. For example:
447 groups = {crumbly=3, soil=1}
448 ^ Default dirt (soil group actually currently not defined; TODO)
449 groups = {crumbly=2, soil=1, level=2, outerspace=1}
450 ^ A more special dirt-kind of thing
451 - Groups always have a rating associated with them. If there is no
452 useful meaning for a rating for an enabled group, it shall be 1.
453 - When not defined, the rating of a group defaults to 0. Thus when you
454 read groups, you must interpret nil and 0 as the same value, 0.
456 You can read the rating of a group for an item or a node by using
457 minetest.get_item_group(itemname, groupname)
461 Groups of items can define what kind of an item it is (eg. wool).
465 In addition to the general item things, groups are used to define whether
466 a node is destroyable and how long it takes to destroy by a tool.
470 For entities, groups are, as of now, used only for calculating damage.
472 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
473 object.set_armor_groups({level=2, fleshy=2, cracky=2})
477 Groups in tools define which groups of nodes and entities they are
480 Groups in crafting recipes
481 ---------------------------
482 An example: Make meat soup from any meat, any water and any bowl
484 output = 'food:meat_soup_raw',
490 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
492 An another example: Make red wool from white wool and red dye
496 recipe = {'wool:white', 'group:dye,basecolor_red'},
501 - immortal: Disables the group damage system for an entity
502 - level: Can be used to give an additional sense of progression in the game.
503 - A larger level will cause eg. a weapon of a lower level make much less
504 damage, and get weared out much faster, or not be able to get drops
505 from destroyed nodes.
506 - 0 is something that is directly accessible at the start of gameplay
507 - There is no upper limit
508 - dig_immediate: (player can always pick up node without tool wear)
509 - 2: node is removed without tool wear after 0.5 seconds or so
511 - 3: node is removed without tool wear immediately (torch)
512 - disable_jump: Player (and possibly other things) cannot jump from node
513 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
514 - bouncy: value is bounce speed in percent
515 - falling_node: if there is no walkable block under the node it will fall
516 - attached_node: if the node under it is not a walkable block the node will be
517 dropped as an item. If the node is wallmounted the
518 wallmounted direction is checked.
520 Known damage and digging time defining groups
521 ----------------------------------------------
522 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
523 - crumbly: dirt, sand
524 - cracky: tough but crackable stuff like stone.
525 - snappy: something that can be cut using fine tools; eg. leaves, small
526 plants, wire, sheets of metal
527 - choppy: something that can be cut using force; eg. trees, wooden planks
528 - fleshy: Living things like animals and the player. This could imply
529 some blood effects when hitting.
530 - explody: Especially prone to explosions
531 - oddly_breakable_by_hand:
532 Can be added to nodes that shouldn't logically be breakable by the
533 hand but are. Somewhat similar to dig_immediate, but times are more
534 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
535 speed of a tool if the tool can dig at a faster speed than this
536 suggests for the hand.
538 Examples of custom groups
539 --------------------------
540 Item groups are often used for defining, well, //groups of items//.
541 - meat: any meat-kind of a thing (rating might define the size or healing
542 ability or be irrelevant - it is not defined as of yet)
543 - eatable: anything that can be eaten. Rating might define HP gain in half
545 - flammable: can be set on fire. Rating might define the intensity of the
546 fire, affecting eg. the speed of the spreading of an open fire.
547 - wool: any wool (any origin, any color)
550 - heavy: anything considerably heavy
552 Digging time calculation specifics
553 -----------------------------------
554 Groups such as **crumbly**, **cracky** and **snappy** are used for this
555 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
558 The **level** group is used to limit the toughness of nodes a tool can dig
559 and to scale the digging times / damage to a greater extent.
561 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
564 Tools define their properties by a list of parameters for groups. They
565 cannot dig other groups; thus it is important to use a standard bunch of
566 groups to enable interaction with tools.
569 * Full punch interval
571 * For an arbitrary list of groups:
572 * Uses (until the tool breaks)
573 * Maximum level (usually 0, 1, 2 or 3)
576 **Full punch interval**:
577 When used as a weapon, the tool will do full damage if this time is spent
578 between punches. If eg. half the time is spent, the tool will do half
581 **Maximum drop level**
582 Suggests the maximum level of node, when dug with the tool, that will drop
583 it's useful item. (eg. iron ore to drop a lump of iron).
584 - This is not automated; it is the responsibility of the node definition
588 Determines how many uses the tool has when it is used for digging a node,
589 of this group, of the maximum level. For lower leveled nodes, the use count
590 is multiplied by 3^leveldiff.
591 - uses=10, leveldiff=0 -> actual uses: 10
592 - uses=10, leveldiff=1 -> actual uses: 30
593 - uses=10, leveldiff=2 -> actual uses: 90
596 Tells what is the maximum level of a node of this group that the tool will
600 List of digging times for different ratings of the group, for nodes of the
602 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
603 result in the tool to be able to dig nodes that have a rating of 2 or 3
604 for this group, and unable to dig the rating 1, which is the toughest.
605 Unless there is a matching group that enables digging otherwise.
606 * For entities, damage equals the amount of nodes dug in the time spent
607 between hits, with a maximum time of ''full_punch_interval''.
609 Example definition of the capabilities of a tool
610 -------------------------------------------------
611 tool_capabilities = {
612 full_punch_interval=1.5,
615 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
619 This makes the tool be able to dig nodes that fullfill both of these:
620 - Have the **crumbly** group
621 - Have a **level** group less or equal to 2
623 Table of resulting digging times:
624 crumbly 0 1 2 3 4 <- level
630 level diff: 2 1 0 -1 -2
632 Table of resulting tool uses:
639 - At crumbly=0, the node is not diggable.
640 - At crumbly=3, the level difference digging time divider kicks in and makes
641 easy nodes to be quickly breakable.
642 - At level > 2, the node is not diggable, because it's level > maxlevel
644 Entity damage mechanism
645 ------------------------
647 - Take the time spent after the last hit
648 - Limit time to full_punch_interval
649 - Take the damage groups and imagine a bunch of nodes that have them
650 - Damage in HP is the amount of nodes destroyed in this time.
652 Client predicts damage based on damage groups. Because of this, it is able to
653 give an immediate response when an entity is damaged or dies; the response is
654 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
656 - Currently a smoke puff will appear when an entity dies.
658 The group **immortal** completely disables normal damage.
660 Entities can define a special armor group, which is **punch_operable**. This
661 group disables the regular damage mechanism for players punching it by hand or
662 a non-tool item, so that it can do something else than take damage.
664 On the Lua side, every punch calls ''entity:on_punch(puncher,
665 time_from_last_punch, tool_capabilities, direction)''. This should never be
666 called directly, because damage is usually not handled by the entity itself.
667 * ''puncher'' is the object performing the punch. Can be nil. Should never be
668 accessed unless absolutely required, to encourage interoperability.
669 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
670 * ''tool_capabilities'' can be nil.
671 * ''direction'' is a unit vector, pointing from the source of the punch to
674 To punch an entity/object in Lua, call ''object:punch(puncher,
675 time_from_last_punch, tool_capabilities, direction)''.
676 * Return value is tool wear.
677 * Parameters are equal to the above callback.
678 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
679 automatically filled in based on the location of ''puncher''.
683 The instance of a node in the world normally only contains the three values
684 mentioned in "Nodes". However, it is possible to insert extra data into a
685 node. It is called "node metadata"; See "NodeMetaRef".
687 Metadata contains two things:
691 Some of the values in the key-value store are handled specially:
692 - formspec: Defines a right-click inventory menu. See "Formspec".
693 - infotext: Text shown on the screen when the node is pointed at
697 local meta = minetest.env:get_meta(pos)
698 meta:set_string("formspec",
700 "list[context;main;0,0;8,4;]"..
701 "list[current_player;main;0,5;8,4;]")
702 meta:set_string("infotext", "Chest");
703 local inv = meta:get_inventory()
704 inv:set_size("main", 8*4)
705 print(dump(meta:to_table()))
708 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] = ""}
711 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
718 Formspec defines a menu. Currently not much else than inventories are
719 supported. It is a string, with a somewhat strange format.
721 Spaces and newlines can be inserted between the blocks, as is used in the
727 list[context;main;0,0;8,4;]
728 list[current_player;main;0,5;8,4;]
731 list[context;fuel;2,3;1,1;]
732 list[context;src;2,1;1,1;]
733 list[context;dst;5,1;2,2;]
734 list[current_player;main;0,5;8,4;]
735 - Minecraft-like player inventory
737 image[1,0.6;1,2;player.png]
738 list[current_player;main;0,3.5;8,4;]
739 list[current_player;craft;3,0;3,3;]
740 list[current_player;craftpreview;7,1;1,1;]
745 ^ Define the size of the menu in inventory slots
746 ^ deprecated: invsize[<W>,<H>;]
748 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
749 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
750 ^ Show an inventory list
752 image[<X>,<Y>;<W>,<H>;<texture name>]
754 ^ Position and size units are inventory slots
756 item_image[<X>,<Y>;<W>,<H>;<item name>]
757 ^ Show an inventory image of registered item/node
758 ^ Position and size units are inventory slots
760 background[<X>,<Y>;<W>,<H>;<texture name>]
761 ^ Use a background. Inventory rectangles are not drawn then.
762 ^ Position and size units are inventory slots
763 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
765 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
766 ^ Textual field; will be sent to server when a button is clicked
767 ^ x and y position the field relative to the top left of the menu
768 ^ w and h are the size of the field
769 ^ fields are a set height, but will be vertically centred on h
770 ^ Position and size units are inventory slots
771 ^ name is the name of the field as returned in fields to on_receive_fields
772 ^ label, if not blank, will be text printed on the top left above the field
773 ^ default is the default value of the field
774 ^ default may contain variable references such as '${text}' which
775 will fill the value from the metadata value 'text'
776 ^ Note: no extra text or more than a single variable is supported ATM.
778 field[<name>;<label>;<default>]
779 ^ as above but without position/size units
780 ^ special field for creating simple forms, such as sign text input
781 ^ must be used without a size[] element
782 ^ a 'Proceed' button will be added automatically
784 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
785 ^ same as fields above, but with multi-line input
787 label[<X>,<Y>;<label>]
788 ^ x and y work as per field
789 ^ label is the text on the label
790 ^ Position and size units are inventory slots
792 button[<X>,<Y>;<W>,<H>;<name>;<label>]
793 ^ Clickable button. When clicked, fields will be sent.
794 ^ x, y and name work as per field
795 ^ w and h are the size of the button
796 ^ label is the text on the button
797 ^ Position and size units are inventory slots
799 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
800 ^ x, y, w, h, and name work as per button
801 ^ image is the filename of an image
802 ^ Position and size units are inventory slots
804 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
805 ^ x, y, w, h, name and label work as per button
806 ^ item name is the registered name of an item/node,
807 tooltip will be made out of its descritption
808 ^ Position and size units are inventory slots
810 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
811 ^ When clicked, fields will be sent and the form will quit.
813 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
814 ^ When clicked, fields will be sent and the form will quit.
818 - "context": Selected node metadata (deprecated: "current_name")
819 - "current_player": Player to whom the menu is shown
820 - "player:<name>": Any player
821 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
822 - "detached:<name>": A detached inventory
826 dump2(obj, name="_", dumped={})
827 ^ Return object serialized as a string, handles reference loops
829 ^ Return object serialized as a string
830 string:split(separator)
831 ^ eg. string:split("a,b", ",") == {"a","b"}
833 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
834 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
835 ^ Convert position to a printable string
836 minetest.string_to_pos(string) -> position
837 ^ Same but in reverse
838 minetest.formspec_escape(string) -> string
839 ^ escapes characters like [, ], and \ that can not be used in formspecs
841 minetest namespace reference
842 -----------------------------
843 minetest.get_current_modname() -> string
844 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
845 ^ Useful for loading additional .lua modules or static data from mod
846 minetest.get_modnames() -> list of installed mods
847 ^ Return a list of installed mods, sorted alphabetically
848 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
849 ^ Useful for storing custom data
850 minetest.is_singleplayer()
853 ^ Always printed to stderr and logfile (print() is redirected here)
855 minetest.log(loglevel, line)
856 ^ loglevel one of "error", "action", "info", "verbose"
858 Registration functions: (Call these only at load time)
859 minetest.register_entity(name, prototype table)
860 minetest.register_abm(abm definition)
861 minetest.register_node(name, node definition)
862 minetest.register_tool(name, item definition)
863 minetest.register_craftitem(name, item definition)
864 minetest.register_alias(name, convert_to)
865 minetest.register_craft(recipe)
866 minetest.register_ore(ore definition)
868 Global callback registration functions: (Call these only at load time)
869 minetest.register_globalstep(func(dtime))
870 ^ Called every server step, usually interval of 0.05s
871 minetest.register_on_shutdown(func())
872 ^ Called before server shutdown
873 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
874 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
875 semi-frequent intervals as well as on server shutdown.
876 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
877 ^ Called when a node has been placed
878 ^ If return true no item is taken from itemstack
879 ^ Deprecated: Use on_construct or after_place_node in node definition instead
880 minetest.register_on_dignode(func(pos, oldnode, digger))
881 ^ Called when a node has been dug.
882 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
883 minetest.register_on_punchnode(func(pos, node, puncher))
884 ^ Called when a node is punched
885 minetest.register_on_generated(func(minp, maxp, blockseed))
886 ^ Called after generating a piece of world. Modifying nodes inside the area
887 is a bit faster than usually.
888 minetest.register_on_newplayer(func(ObjectRef))
889 ^ Called after a new player has been created
890 minetest.register_on_dieplayer(func(ObjectRef))
891 ^ Called when a player dies
892 minetest.register_on_respawnplayer(func(ObjectRef))
893 ^ Called when player is to be respawned
894 ^ Called _before_ repositioning of player occurs
895 ^ return true in func to disable regular player placement
896 minetest.register_on_joinplayer(func(ObjectRef))
897 ^ Called when a player joins the game
898 minetest.register_on_leaveplayer(func(ObjectRef))
899 ^ Called when a player leaves the game
900 minetest.register_on_chat_message(func(name, message))
901 ^ Called always when a player says something
902 minetest.register_on_player_receive_fields(func(player, formname, fields))
903 ^ Called when a button is pressed in player's inventory form
904 ^ Newest functions are called first
905 ^ If function returns true, remaining functions are not called
907 Other registration functions:
908 minetest.register_chatcommand(cmd, chatcommand definition)
909 minetest.register_privilege(name, definition)
910 ^ definition: "description text"
912 description = "description text",
913 give_to_singleplayer = boolean, -- default: true
915 minetest.register_authentication_handler(handler)
916 ^ See minetest.builtin_auth_handler in builtin.lua for reference
919 minetest.setting_set(name, value)
920 minetest.setting_get(name) -> string or nil
921 minetest.setting_getbool(name) -> boolean value or nil
922 minetest.setting_get_pos(name) -> position or nil
923 minetest.setting_save() -> nil, save all settings to config file
924 minetest.add_to_creative_inventory(itemstring)
927 minetest.notify_authentication_modified(name)
928 ^ Should be called by the authentication handler if privileges change.
929 ^ To report everybody, set name=nil.
930 minetest.get_password_hash(name, raw_password)
931 ^ Convert a name-password pair to a password hash that minetest can use
932 minetest.string_to_privs(str) -> {priv1=true,...}
933 minetest.privs_to_string(privs) -> "priv1,priv2,..."
934 ^ Convert between two privilege representations
935 minetest.set_player_password(name, password_hash)
936 minetest.set_player_privs(name, {priv1=true,...})
937 minetest.get_player_privs(name) -> {priv1=true,...}
938 minetest.auth_reload()
939 ^ These call the authentication handler
940 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
941 ^ A quickhand for checking privileges
944 minetest.chat_send_all(text)
945 minetest.chat_send_player(name, text)
948 minetest.get_inventory(location) -> InvRef
949 ^ location = eg. {type="player", name="celeron55"}
950 {type="node", pos={x=, y=, z=}}
951 {type="detached", name="creative"}
952 minetest.create_detached_inventory(name, callbacks) -> InvRef
953 ^ callbacks: See "Detached inventory callbacks"
954 ^ Creates a detached inventory. If it already exists, it is cleared.
955 minetest.show_formspec(playername, formname, formspec)
956 ^ playername: name of player to show formspec
957 ^ formname: name passed to on_player_receive_fields callbacks
958 ^ should follow "modname:<whatever>" naming convention
959 ^ formspec: formspec to display
962 minetest.inventorycube(img1, img2, img3)
963 ^ Returns a string for making an image of a cube (useful as an item image)
964 minetest.get_pointed_thing_position(pointed_thing, above)
965 ^ Get position of a pointed_thing (that you can get from somewhere)
966 minetest.dir_to_facedir(dir)
967 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
968 minetest.dir_to_wallmounted(dir)
969 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
970 minetest.get_node_drops(nodename, toolname)
971 ^ Returns list of item names.
972 ^ Note: This will be removed or modified in a future version.
973 minetest.get_craft_result(input) -> output, decremented_input
974 ^ input.method = 'normal' or 'cooking' or 'fuel'
975 ^ input.width = for example 3
976 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
977 stack 5, stack 6, stack 7, stack 8, stack 9 }
978 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
979 ^ output.time = number, if unsuccessful: 0
980 ^ decremented_input = like input
981 minetest.get_craft_recipe(output) -> input
982 ^ returns last registered recipe for output item (node)
983 ^ output is a node or item type such as 'default:torch'
984 ^ input.method = 'normal' or 'cooking' or 'fuel'
985 ^ input.width = for example 3
986 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
987 stack 5, stack 6, stack 7, stack 8, stack 9 }
988 ^ input.items = nil if no recipe found
989 minetest.get_all_craft_recipes(output) -> table or nil
990 ^ returns table with all registered recipes for output item (node)
991 ^ returns nil if no recipe was found
992 ^ table entries have same format as minetest.get_craft_recipe
993 minetest.handle_node_drops(pos, drops, digger)
994 ^ drops: list of itemstrings
995 ^ Handles drops from nodes after digging: Default action is to put them into
997 ^ Can be overridden to get different functionality (eg. dropping items on
1001 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1002 ^ Find who has done something to a node, or near a node
1003 ^ actor: "player:<name>", also "liquid".
1004 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1005 ^ Revert latest actions of someone
1006 ^ actor: "player:<name>", also "liquid".
1008 Defaults for the on_* item definition functions:
1009 (These return the leftover itemstack)
1010 minetest.item_place_node(itemstack, placer, pointed_thing)
1011 ^ Place item as a node
1012 minetest.item_place_object(itemstack, placer, pointed_thing)
1014 minetest.item_place(itemstack, placer, pointed_thing)
1015 ^ Use one of the above based on what the item is.
1016 ^ Calls on_rightclick of pointed_thing.under if defined instead
1017 ^ Note: is not called when wielded item overrides on_place
1018 minetest.item_drop(itemstack, dropper, pos)
1020 minetest.item_eat(hp_change, replace_with_item)
1021 ^ Eat the item. replace_with_item can be nil.
1023 Defaults for the on_punch and on_dig node definition callbacks:
1024 minetest.node_punch(pos, node, puncher)
1025 ^ Calls functions registered by minetest.register_on_punchnode()
1026 minetest.node_dig(pos, node, digger)
1027 ^ Checks if node can be dug, puts item into inventory, removes node
1028 ^ Calls functions registered by minetest.registered_on_dignodes()
1031 minetest.sound_play(spec, parameters) -> handle
1032 ^ spec = SimpleSoundSpec
1033 ^ parameters = sound parameter table
1034 minetest.sound_stop(handle)
1037 minetest.after(time, func, ...)
1038 ^ Call function after time seconds
1039 ^ Optional: Variable number of arguments that are passed to func
1042 minetest.request_shutdown() -> request for server shutdown
1043 minetest.get_server_status() -> server status string
1046 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1047 minetest.get_ban_description(ip_or_name) -> ban description (string)
1048 minetest.ban_player(name) -> ban a player
1049 minetest.unban_player_or_ip(name) -> unban player or IP address
1052 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1053 size, collisiondetection, texture, playername)
1054 ^ Spawn particle at pos with velocity and acceleration
1055 ^ Disappears after expirationtime seconds
1056 ^ collisiondetection: if true collides with physical objects
1057 ^ Uses texture (string)
1058 ^ Playername is optional, if specified spawns particle only on the player's client
1060 minetest.add_particlespawner(amount, time,
1064 minexptime, maxexptime,
1066 collisiondetection, texture, playername)
1067 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1068 ^ The particle's properties are random values in between the boundings:
1069 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1070 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1071 ^ collisiondetection: if true uses collisiondetection
1072 ^ Uses texture (string)
1073 ^ Playername is optional, if specified spawns particle only on the player's client
1074 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1077 minetest.delete_particlespawner(id, player)
1078 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1079 ^ If playername is specified, only deletes on the player's client,
1080 ^ otherwise on all clients
1083 minetest.get_connected_players() -> list of ObjectRefs
1084 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1085 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1086 minetest.get_item_group(name, group) -> rating
1087 ^ Get rating of a group of an item. (0 = not in group)
1088 minetest.get_node_group(name, group) -> rating
1089 ^ Deprecated: An alias for the former.
1090 minetest.serialize(table) -> string
1091 ^ Convert a table containing tables, strings, numbers, booleans and nils
1092 into string form readable by minetest.deserialize
1093 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1094 minetest.deserialize(string) -> table
1095 ^ Convert a string returned by minetest.deserialize into a table
1096 ^ String is loaded in an empty sandbox environment.
1097 ^ Will load functions, but they cannot access the global environment.
1098 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1099 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1100 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1103 minetest.env - EnvRef of the server environment and world.
1104 ^ Using this you can access nodes and entities
1107 minetest.registered_items
1108 ^ List of registered items, indexed by name
1109 minetest.registered_nodes
1110 ^ List of registered node definitions, indexed by name
1111 minetest.registered_craftitems
1112 ^ List of registered craft item definitions, indexed by name
1113 minetest.registered_tools
1114 ^ List of registered tool definitions, indexed by name
1115 minetest.registered_entities
1116 ^ List of registered entity prototypes, indexed by name
1117 minetest.object_refs
1118 ^ List of object references, indexed by active object id
1119 minetest.luaentities
1120 ^ List of lua entities, indexed by active object id
1122 Deprecated but defined for backwards compatibility:
1123 minetest.digprop_constanttime(time)
1124 minetest.digprop_stonelike(toughness)
1125 minetest.digprop_dirtlike(toughness)
1126 minetest.digprop_gravellike(toughness)
1127 minetest.digprop_woodlike(toughness)
1128 minetest.digprop_leaveslike(toughness)
1129 minetest.digprop_glasslike(toughness)
1133 EnvRef: basically ServerEnvironment and ServerMap combined.
1135 - set_node(pos, node)
1136 - add_node(pos, node): alias set_node(pos, node)
1137 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1139 ^ Equivalent to set_node(pos, "air")
1141 ^ Returns {name="ignore", ...} for unloaded area
1142 - get_node_or_nil(pos)
1143 ^ Returns nil for unloaded area
1144 - get_node_light(pos, timeofday) -> 0...15 or nil
1145 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1147 - place_node(pos, node)
1148 ^ Place node with the same effects that a player would cause
1150 ^ Dig node with the same effects that a player would cause
1152 ^ Punch node with the same effects that a player would cause
1154 - get_meta(pos) -- Get a NodeMetaRef at that position
1155 - get_node_timer(pos) -- Get NodeTimerRef
1157 - add_entity(pos, name): Spawn Lua-defined entity at position
1158 ^ Returns ObjectRef, or nil if failed
1159 - add_item(pos, item): Spawn item
1160 ^ Returns ObjectRef, or nil if failed
1161 - get_player_by_name(name) -- Get an ObjectRef to a player
1162 - get_objects_inside_radius(pos, radius)
1163 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1165 - find_node_near(pos, radius, nodenames) -> pos or nil
1166 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1167 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1168 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1169 - get_perlin(seeddiff, octaves, persistence, scale)
1170 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1172 ^ clear all objects in the environments
1173 - spawn_tree (pos, {treedef})
1174 ^ spawns L-System tree at given pos with definition in treedef table
1176 axiom, - string initial tree axiom
1177 rules_a, - string rules set A
1178 rules_b, - string rules set B
1179 rules_c, - string rules set C
1180 rules_d, - string rules set D
1181 trunk, - string trunk node name
1182 leaves, - string leaves node name
1183 leaves2, - string secondary leaves node name
1184 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1185 angle, - num angle in deg
1186 iterations, - num max # of iterations, usually 2 -5
1187 random_level, - num factor to lower nr of iterations, usually 0 - 3
1188 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1189 thin_branches, - boolean true -> use thin (1 node) branches
1190 fruit, - string fruit node name
1191 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1192 seed, - num random seed
1195 Key for Special L-System Symbols used in Axioms
1196 G - move forward one unit with the pen up
1197 F - move forward one unit with the pen down drawing trunks and branches
1198 f - move forward one unit with the pen down drawing leaves (100% chance)
1199 T - move forward one unit with the pen down drawing trunks only
1200 R - move forward one unit with the pen down placing fruit
1201 A - replace with rules set A
1202 B - replace with rules set B
1203 C - replace with rules set C
1204 D - replace with rules set D
1205 a - replace with rules set A, chance 90%
1206 b - replace with rules set B, chance 80%
1207 c - replace with rules set C, chance 70%
1208 d - replace with rules set D, chance 60%
1209 + - yaw the turtle right by angle parameter
1210 - - yaw the turtle left by angle parameter
1211 & - pitch the turtle down by angle parameter
1212 ^ - pitch the turtle up by angle parameter
1213 / - roll the turtle to the right by angle parameter
1214 * - roll the turtle to the left by angle parameter
1215 [ - save in stack current state info
1216 ] - recover from stack state info
1218 Example usage: spawn small apple tree
1221 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1222 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1223 trunk="default:tree",
1224 leaves="default:leaves",
1228 trunk_type="single",
1231 fruit="default:apple"
1233 minetest.env:spawn_tree(pos,apple_tree)
1236 - add_rat(pos): Add C++ rat object (no-op)
1237 - add_firefly(pos): Add C++ firefly object (no-op)
1239 NodeMetaRef: Node metadata - reference extra data and functionality stored
1241 - Can be gotten via minetest.env:get_nodemeta(pos)
1243 - set_string(name, value)
1245 - set_int(name, value)
1247 - set_float(name, value)
1249 - get_inventory() -> InvRef
1250 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1251 - from_table(nil or {})
1252 ^ See "Node Metadata"
1254 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1255 - Can be gotten via minetest.env:get_node_timer(pos)
1257 - set(timeout,elapsed)
1258 ^ set a timer's state
1259 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1260 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1261 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1264 ^ equivelent to set(timeout,0)
1267 - get_timeout() -> current timeout in seconds
1268 ^ if timeout is 0, timer is inactive
1269 - get_elapsed() -> current elapsed time in seconds
1270 ^ the node's on_timer function will be called after timeout-elapsed seconds
1271 - is_started() -> boolean state of timer
1272 ^ returns true if timer is started, otherwise false
1274 ObjectRef: Moving things in the game are generally these
1275 (basically reference to a C++ ServerActiveObject)
1277 - remove(): remove object (after returning from Lua)
1278 - getpos() -> {x=num, y=num, z=num}
1279 - setpos(pos); pos={x=num, y=num, z=num}
1280 - moveto(pos, continuous=false): interpolated move
1281 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1282 ^ puncher = an another ObjectRef,
1283 ^ time_from_last_punch = time since last punch action of the puncher
1284 ^ direction: can be nil
1285 - right_click(clicker); clicker = an another ObjectRef
1286 - get_hp(): returns number of hitpoints (2 * number of hearts)
1287 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1288 - get_inventory() -> InvRef
1289 - get_wield_list(): returns the name of the inventory list the wielded item is in
1290 - get_wield_index(): returns the index of the wielded item
1291 - get_wielded_item() -> ItemStack
1292 - set_wielded_item(item): replaces the wielded item, returns true if successful
1293 - set_armor_groups({group1=rating, group2=rating, ...})
1294 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1295 - set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1297 - set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1298 - set_properties(object property table)
1299 LuaEntitySAO-only: (no-op for other objects)
1300 - setvelocity({x=num, y=num, z=num})
1301 - getvelocity() -> {x=num, y=num, z=num}
1302 - setacceleration({x=num, y=num, z=num})
1303 - getacceleration() -> {x=num, y=num, z=num}
1305 - getyaw() -> radians
1306 - settexturemod(mod)
1307 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1308 - select_horiz_by_yawpitch=false)
1309 ^ Select sprite from spritesheet with optional animation and DM-style
1310 texture selection based on yaw relative to camera
1311 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1313 Player-only: (no-op for other objects)
1314 - is_player(): true for players, false for others
1315 - get_player_name(): returns "" if is not a player
1316 - get_look_dir(): get camera direction as a unit vector
1317 - get_look_pitch(): pitch in radians
1318 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1319 - set_look_pitch(radians): sets look pitch
1320 - set_look_yaw(radians): sets look yaw
1321 - set_inventory_formspec(formspec)
1322 ^ Redefine player's inventory form
1323 ^ Should usually be called in on_joinplayer
1324 - get_inventory_formspec() -> formspec string
1325 - get_player_control(): returns table with player pressed keys
1326 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1327 - get_player_control_bits(): returns integer with bit packed player pressed keys
1328 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1330 InvRef: Reference to an inventory
1332 - is_empty(listname): return true if list is empty
1333 - get_size(listname): get size of a list
1334 - set_size(listname, size): set size of a list
1335 - get_width(listname): get width of a list
1336 - set_width(listname, width): set width of list; currently used for crafting
1337 - get_stack(listname, i): get a copy of stack index i in list
1338 - set_stack(listname, i, stack): copy stack to index i in list
1339 - get_list(listname): return full list
1340 - set_list(listname, list): set full list (size will not change)
1341 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1342 - room_for_item(listname, stack): returns true if the stack of items
1343 can be fully added to the list
1344 - contains_item(listname, stack): returns true if the stack of items
1345 can be fully taken from the list
1346 remove_item(listname, stack): take as many items as specified from the list,
1347 returns the items that were actually removed (as an ItemStack)
1348 - get_location() -> location compatible to minetest.get_inventory(location)
1349 -> {type="undefined"} in case location is not known
1351 ItemStack: A stack of items.
1352 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1354 - is_empty(): return true if stack is empty
1355 - get_name(): returns item name (e.g. "default:stone")
1356 - get_count(): returns number of items on the stack
1357 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1358 - get_metadata(): returns metadata (a string attached to an item stack)
1359 - clear(): removes all items from the stack, making it empty
1360 - replace(item): replace the contents of this stack (item can also
1361 be an itemstring or table)
1362 - to_string(): returns the stack in itemstring form
1363 - to_table(): returns the stack in Lua table form
1364 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1365 - get_free_space(): returns get_stack_max() - get_count()
1366 - is_known(): returns true if the item name refers to a defined item type
1367 - get_definition(): returns the item definition table
1368 - get_tool_capabilities(): returns the digging properties of the item,
1369 ^ or those of the hand if none are defined for this item type
1370 - add_wear(amount): increases wear by amount if the item is a tool
1371 - add_item(item): put some item or stack onto this stack,
1372 ^ returns leftover ItemStack
1373 - item_fits(item): returns true if item or stack can be fully added to this one
1374 - take_item(n): take (and remove) up to n items from this stack
1375 ^ returns taken ItemStack
1376 ^ if n is omitted, n=1 is used
1377 - peek_item(n): copy (don't remove) up to n items from this stack
1378 ^ returns copied ItemStack
1379 ^ if n is omitted, n=1 is used
1381 PseudoRandom: A pseudorandom number generator
1382 - Can be created via PseudoRandom(seed)
1384 - next(): return next integer random number [0...32767]
1385 - next(min, max): return next integer random number [min...max]
1386 (max - min) must be 32767 or <= 6553 due to the simple
1387 implementation making bad distribution otherwise.
1389 PerlinNoise: A perlin noise generator
1390 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1391 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1393 - get2d(pos) -> 2d noise value at pos={x=,y=}
1394 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1397 --------------------
1398 - Functions receive a "luaentity" as self:
1399 - It has the member .name, which is the registered name ("mod:thing")
1400 - It has the member .object, which is an ObjectRef pointing to the object
1401 - The original prototype stuff is visible directly via a metatable
1403 - on_activate(self, staticdata)
1404 ^ Called when the object is instantiated.
1405 - on_step(self, dtime)
1406 ^ Called on every server tick (dtime is usually 0.05 seconds)
1407 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1408 ^ Called when somebody punches the object.
1409 ^ Note that you probably want to handle most punches using the
1410 automatic armor group system.
1411 ^ puncher: ObjectRef (can be nil)
1412 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1413 ^ tool_capabilities: capability table of used tool (can be nil)
1414 ^ dir: unit vector of direction of punch. Always defined. Points from
1415 the puncher to the punched.
1416 - on_rightclick(self, clicker)
1417 - get_staticdata(self)
1418 ^ Should return a string that will be passed to on_activate when
1419 the object is instantiated the next time.
1429 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1430 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1431 visual_size = {x=1, y=1},
1433 textures = {}, -- number of required textures depends on visual
1434 colors = {}, -- number of required colors depends on visual
1435 spritediv = {x=1, y=1},
1436 initial_sprite_basepos = {x=0, y=0},
1438 makes_footstep_sound = false,
1439 automatic_rotate = false,
1442 Entity definition (register_entity)
1444 (Deprecated: Everything in object properties is read directly from here)
1446 initial_properties = <initial object properties>,
1448 on_activate = function(self, staticdata, dtime_s),
1449 on_step = function(self, dtime),
1450 on_punch = function(self, hitter),
1451 on_rightclick = function(self, clicker),
1452 get_staticdata = function(self),
1453 ^ Called sometimes; the string returned is passed to on_activate when
1454 the entity is re-activated from static state
1456 # Also you can define arbitrary member variables here
1457 myvariable = whatever,
1460 ABM (ActiveBlockModifier) definition (register_abm)
1462 -- In the following two fields, also group:groupname will work.
1463 nodenames = {"default:lava_source"},
1464 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1465 ^ If left out or empty, any neighbor will do
1466 interval = 1.0, -- (operation interval)
1467 chance = 1, -- (chance of trigger is 1.0/this)
1468 action = func(pos, node, active_object_count, active_object_count_wider),
1471 Item definition (register_node, register_craftitem, register_tool)
1473 description = "Steel Axe",
1474 groups = {}, -- key=name, value=rating; rating=1..3.
1475 if rating not applicable, use 1.
1476 eg. {wool=1, fluffy=3}
1477 {soil=2, outerspace=1, crumbly=1}
1478 {bendy=2, snappy=1},
1479 {hard=1, metal=1, spikes=1}
1480 inventory_image = "default_tool_steelaxe.png",
1482 wield_scale = {x=1,y=1,z=1},
1484 liquids_pointable = false,
1485 tool_capabilities = {
1486 full_punch_interval = 1.0,
1490 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1491 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1492 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1495 node_placement_prediction = nil,
1496 ^ If nil and item is node, prediction is made automatically
1497 ^ If nil and item is not a node, no prediction is made
1498 ^ If "" and item is anything, no prediction is made
1499 ^ Otherwise should be name of node which the client immediately places
1500 on ground when the player places the item. Server will always update
1501 actual result to client in a short moment.
1503 on_place = func(itemstack, placer, pointed_thing),
1504 ^ Shall place item and return the leftover itemstack
1505 ^ default: minetest.item_place
1506 on_drop = func(itemstack, dropper, pos),
1507 ^ Shall drop item and return the leftover itemstack
1508 ^ default: minetest.item_drop
1509 on_use = func(itemstack, user, pointed_thing),
1511 ^ Function must return either nil if no item shall be removed from
1512 inventory, or an itemstack to replace the original itemstack.
1513 eg. itemstack:take_item(); return itemstack
1514 ^ Otherwise, the function is free to do what it wants.
1515 ^ The default functions handle regular use cases.
1520 - {name="image.png", animation={Tile Animation definition}}
1521 - {name="image.png", backface_culling=bool}
1522 ^ backface culling only supported in special tiles
1523 - deprecated still supported field names:
1526 Tile animation definition:
1527 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1529 Node definition (register_node)
1531 <all fields allowed in item definitions>,
1533 drawtype = "normal", -- See "Node drawtypes"
1535 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1536 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1537 ^ List can be shortened to needed length
1538 special_tiles = {tile definition 1, Tile definition 2},
1539 ^ Special textures of node; used rarely (old field name: special_materials)
1540 ^ List can be shortened to needed length
1542 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1543 paramtype = "none", -- See "Nodes"
1544 paramtype2 = "none", -- See "Nodes"
1545 is_ground_content = false, -- Currently not used for anything
1546 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1547 walkable = true, -- If true, objects collide with node
1548 pointable = true, -- If true, can be pointed at
1549 diggable = true, -- If false, can never be dug
1550 climbable = false, -- If true, can be climbed on (ladder)
1551 buildable_to = false, -- If true, placed nodes can replace this node
1552 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1553 liquidtype = "none", -- "none"/"source"/"flowing"
1554 liquid_alternative_flowing = "", -- Flowing version of source liquid
1555 liquid_alternative_source = "", -- Source version of flowing liquid
1556 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1557 liquid_renewable = true, -- Can new liquid source be created by placing
1558 two or more sources nearly?
1559 light_source = 0, -- Amount of light emitted by node
1560 damage_per_second = 0, -- If player is inside node, this damage is caused
1561 node_box = {type="regular"}, -- See "Node boxes"
1562 selection_box = {type="regular"}, -- See "Node boxes"
1563 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1564 legacy_wallmounted = false, -- Support maps made in and before January 2012
1566 footstep = <SimpleSoundSpec>,
1567 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1568 dug = <SimpleSoundSpec>,
1571 on_construct = func(pos),
1572 ^ Node constructor; always called after adding node
1573 ^ Can set up metadata and stuff like that
1575 on_destruct = func(pos),
1576 ^ Node destructor; always called before removing node
1578 after_destruct = func(pos, oldnode),
1579 ^ Node destructor; always called after removing node
1582 after_place_node = func(pos, placer, itemstack),
1583 ^ Called after constructing node when node was placed using
1584 minetest.item_place_node / minetest.env:place_node
1585 ^ If return true no item is taken from itemstack
1587 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1588 ^ oldmetadata is in table format
1589 ^ Called after destructing node when node was dug using
1590 minetest.node_dig / minetest.env:dig_node
1592 can_dig = function(pos,player)
1593 ^ returns true if node can be dug, or false if not
1596 on_punch = func(pos, node, puncher),
1597 ^ default: minetest.node_punch
1598 ^ By default: does nothing
1599 on_rightclick = func(pos, node, clicker, itemstack),
1601 ^ if defined, itemstack will hold clicker's wielded item
1602 Shall return the leftover itemstack
1603 on_dig = func(pos, node, digger),
1604 ^ default: minetest.node_dig
1605 ^ By default: checks privileges, wears out tool and removes node
1607 on_timer = function(pos,elapsed),
1609 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1610 ^ elapsed is the total time passed since the timer was started
1611 ^ return true to run the timer for another cycle with the same timeout value
1613 on_receive_fields = func(pos, formname, fields, sender),
1614 ^ fields = {name1 = value1, name2 = value2, ...}
1615 ^ Called when an UI form (eg. sign text input) returns data
1618 allow_metadata_inventory_move = func(pos, from_list, from_index,
1619 to_list, to_index, count, player),
1620 ^ Called when a player wants to move items inside the inventory
1621 ^ Return value: number of items allowed to move
1623 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1624 ^ Called when a player wants to put something into the inventory
1625 ^ Return value: number of items allowed to put
1626 ^ Return value: -1: Allow and don't modify item count in inventory
1628 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1629 ^ Called when a player wants to take something out of the inventory
1630 ^ Return value: number of items allowed to take
1631 ^ Return value: -1: Allow and don't modify item count in inventory
1633 on_metadata_inventory_move = func(pos, from_list, from_index,
1634 to_list, to_index, count, player),
1635 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1636 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1637 ^ Called after the actual action has happened, according to what was allowed.
1640 on_blast = func(pos, intensity),
1641 ^ intensity: 1.0 = mid range of regular TNT
1642 ^ If defined, called when an explosion touches the node, instead of
1646 Recipe for register_craft: (shaped)
1648 output = 'default:pick_stone',
1650 {'default:cobble', 'default:cobble', 'default:cobble'},
1651 {'', 'default:stick', ''},
1652 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1654 replacements = <optional list of item pairs,
1655 replace one input item with another item on crafting>
1658 Recipe for register_craft (shapeless)
1661 output = 'mushrooms:mushroom_stew',
1664 "mushrooms:mushroom_brown",
1665 "mushrooms:mushroom_red",
1667 replacements = <optional list of item pairs,
1668 replace one input item with another item on crafting>
1671 Recipe for register_craft (tool repair)
1673 type = "toolrepair",
1674 additional_wear = -0.02,
1677 Recipe for register_craft (cooking)
1680 output = "default:glass",
1681 recipe = "default:sand",
1685 Recipe for register_craft (furnace fuel)
1688 recipe = "default:leaves",
1692 Ore definition (register_ore)
1694 ore_type = "scatter" -- See "Ore types"
1695 ore = "default:stone_with_coal",
1696 wherein = "default:stone",
1697 clust_scarcity = 8*8*8,
1698 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1699 ^ This value should be *MUCH* higher than your intuition might tell you!
1701 ^ Number of ores in a cluster
1703 ^ Size of the bounding box of the cluster
1704 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1705 height_min = -31000,
1707 noise_threshhold = 0.5,
1708 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1709 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1710 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1711 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1714 Chatcommand definition (register_chatcommand)
1716 params = "<name> <privilege>", -- short parameter description
1717 description = "Remove privilege from player", -- full description
1718 privs = {privs=true}, -- require the "privs" privilege to run
1719 func = function(name, param), -- called when command is run
1722 Detached inventory callbacks
1724 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1725 ^ Called when a player wants to move items inside the inventory
1726 ^ Return value: number of items allowed to move
1728 allow_put = func(inv, listname, index, stack, player),
1729 ^ Called when a player wants to put something into the inventory
1730 ^ Return value: number of items allowed to put
1731 ^ Return value: -1: Allow and don't modify item count in inventory
1733 allow_take = func(inv, listname, index, stack, player),
1734 ^ Called when a player wants to take something out of the inventory
1735 ^ Return value: number of items allowed to take
1736 ^ Return value: -1: Allow and don't modify item count in inventory
1738 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1739 on_put = func(inv, listname, index, stack, player),
1740 on_take = func(inv, listname, index, stack, player),
1741 ^ Called after the actual action has happened, according to what was allowed.