1 Minetest Lua Modding API Reference 0.4.7
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
325 paramtype2 == "leveled"
326 ^ The drawn node level is read from param2, like flowingliquid
328 Nodes can also contain extra data. See "Node Metadata".
332 There are a bunch of different looking node types. These are mostly just
333 copied from Minetest 0.3; more may be made in the future.
335 Look for examples in games/minimal or games/minetest_game.
350 - nodebox -- See below. EXPERIMENTAL
354 Node selection boxes are defined using "node boxes"
356 The "nodebox" node drawtype allows defining visual of nodes consisting of
357 arbitrary number of boxes. It allows defining stuff like stairs. Only the
358 "fixed" and "leveled" box type is supported for these.
359 ^ Please note that this is still experimental, and may be incompatibly
360 changed in the future.
362 A nodebox is defined as any of:
364 -- A normal cube; the default in most things
368 -- A fixed box (facedir param2 is used, if applicable)
370 fixed = box OR {box1, box2, ...}
373 -- A box like the selection box for torches
374 -- (wallmounted param2 is used, if applicable)
375 type = "wallmounted",
382 {x1, y1, z1, x2, y2, z2}
383 A box of a regular node would look like:
384 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
390 These tell in what manner the ore is generated.
391 All default ores are of the uniformly-distributed scatter type.
394 Randomly chooses a location and generates a cluster of ore.
395 If noise_params is specified, the ore will be placed if the 3d perlin noise at
396 that point is greater than the noise_threshhold, giving the ability to create a non-equal
399 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
400 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
401 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
402 scale when comparing against the noise threshhold, but scale is used to determine relative height.
403 The height of the blob is randomly scattered, with a maximum height of clust_size.
404 clust_scarcity and clust_num_ores are ignored.
405 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
406 - claylike - NOT YET IMPLEMENTED
407 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
408 neighborhood of clust_size radius.
412 Currently supported flags: absheight
414 Also produce this same ore between the height range of -height_max and -height_min.
415 Useful for having ore in sky realms without having to duplicate ore entries.
419 The varying types of decorations that can be placed.
420 The default value is simple, and is currently the only type supported.
423 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
424 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
425 for example. Can also generate a decoration of random height between a specified lower and
426 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
429 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
430 probability of a node randomly appearing when placed. This decoration type is intended to be used
431 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
435 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
436 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
437 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
438 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
439 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
441 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
442 probability of that node appearing in the structure.
443 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
444 - A probability value of 0 means that node will never appear (0% chance).
445 - A probability value of 255 means the node will always appear (100% chance).
446 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
447 will appear when the schematic is placed on the map.
449 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
452 ---------------------
453 Currently supported flags: place_center_x, place_center_y, place_center_z
455 Placement of this decoration is centered along the X axis.
457 Placement of this decoration is centered along the Y axis.
459 Placement of this decoration is centered along the Z axis.
463 The position field is used for all element types.
464 To account for differing resolutions, the position coordinates are the percentage of the screen,
465 ranging in value from 0 to 1.
466 The name field is not yet used, but should contain a description of what the HUD element represents.
467 The direction field is the direction in which something is drawn.
468 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
469 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
470 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
472 The offset field specifies a pixel offset from the position. Contrary to position,
473 the offset is not scaled to screen size. This allows for some precisely-positioned
475 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
477 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
480 Displays an image on the HUD.
481 - scale: The scale of the image, with 1 being the original texture size.
482 Only the X coordinate scale is used.
483 - text: The name of the texture that is displayed.
484 - alignment: The alignment of the image.
485 - offset: offset in pixels from position.
487 Displays text on the HUD.
488 - scale: Defines the bounding rectangle of the text.
489 A value such as {x=100, y=100} should work.
490 - text: The text to be displayed in the HUD element.
491 - number: An integer containing the RGB value of the color used to draw the text.
492 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
493 - alignment: The alignment of the text.
494 - offset: offset in pixels from position.
496 Displays a horizontal bar made up of half-images.
497 - text: The name of the texture that is used.
498 - number: The number of half-textures that are displayed.
499 If odd, will end with a vertically center-split texture.
501 - offset: offset in pixels from position.
503 - text: The name of the inventory list to be displayed.
504 - number: Number of items in the inventory to be displayed.
505 - item: Position of item that is selected.
508 Representations of simple things
509 --------------------------------
511 {x=num, y=num, z=num}
512 For helper functions see "Vector helpers".
516 {type="node", under=pos, above=pos}
517 {type="object", ref=ObjectRef}
521 Node (register_node):
522 A node from the world
523 Tool (register_tool):
524 A tool/weapon that can dig and damage things according to tool_capabilities
525 Craftitem (register_craftitem):
528 Items and item stacks can exist in three formats:
530 Serialized; This is called stackstring or itemstring:
532 eg. 'default:pick_wood 21323'
536 eg. {name="default:dirt", count=5, wear=0, metadata=""}
538 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
539 ^ a wooden pick about 1/3 weared out
540 eg. {name="default:apple", count=1, wear=0, metadata=""}
544 C++ native format with many helper methods. Useful for converting between
545 formats. See the Class reference section for details.
547 When an item must be passed to a function, it can usually be in any of
552 In a number of places, there is a group table. Groups define the
553 properties of a thing (item, node, armor of entity, capabilities of
554 tool) in such a way that the engine and other mods can can interact with
555 the thing without actually knowing what the thing is.
558 - Groups are stored in a table, having the group names with keys and the
559 group ratings as values. For example:
560 groups = {crumbly=3, soil=1}
562 groups = {crumbly=2, soil=1, level=2, outerspace=1}
563 ^ A more special dirt-kind of thing
564 - Groups always have a rating associated with them. If there is no
565 useful meaning for a rating for an enabled group, it shall be 1.
566 - When not defined, the rating of a group defaults to 0. Thus when you
567 read groups, you must interpret nil and 0 as the same value, 0.
569 You can read the rating of a group for an item or a node by using
570 minetest.get_item_group(itemname, groupname)
574 Groups of items can define what kind of an item it is (eg. wool).
578 In addition to the general item things, groups are used to define whether
579 a node is destroyable and how long it takes to destroy by a tool.
583 For entities, groups are, as of now, used only for calculating damage.
584 The rating is the percentage of damage caused by tools with this damage group.
585 See "Entity damage mechanism".
587 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
588 object.set_armor_groups({fleshy=30, cracky=80})
592 Groups in tools define which groups of nodes and entities they are
595 Groups in crafting recipes
596 ---------------------------
597 An example: Make meat soup from any meat, any water and any bowl
599 output = 'food:meat_soup_raw',
605 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
607 An another example: Make red wool from white wool and red dye
611 recipe = {'wool:white', 'group:dye,basecolor_red'},
616 - immortal: Disables the group damage system for an entity
617 - level: Can be used to give an additional sense of progression in the game.
618 - A larger level will cause eg. a weapon of a lower level make much less
619 damage, and get weared out much faster, or not be able to get drops
620 from destroyed nodes.
621 - 0 is something that is directly accessible at the start of gameplay
622 - There is no upper limit
623 - dig_immediate: (player can always pick up node without tool wear)
624 - 2: node is removed without tool wear after 0.5 seconds or so
626 - 3: node is removed without tool wear immediately (torch)
627 - disable_jump: Player (and possibly other things) cannot jump from node
628 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
629 - bouncy: value is bounce speed in percent
630 - falling_node: if there is no walkable block under the node it will fall
631 - attached_node: if the node under it is not a walkable block the node will be
632 dropped as an item. If the node is wallmounted the
633 wallmounted direction is checked.
634 - soil: saplings will grow on nodes in this group
635 - connect_to_raillike: makes nodes of raillike drawtype connect to
636 other group members with same drawtype
638 Known damage and digging time defining groups
639 ----------------------------------------------
640 - crumbly: dirt, sand
641 - cracky: tough but crackable stuff like stone.
642 - snappy: something that can be cut using fine tools; eg. leaves, small
643 plants, wire, sheets of metal
644 - choppy: something that can be cut using force; eg. trees, wooden planks
645 - fleshy: Living things like animals and the player. This could imply
646 some blood effects when hitting.
647 - explody: Especially prone to explosions
648 - oddly_breakable_by_hand:
649 Can be added to nodes that shouldn't logically be breakable by the
650 hand but are. Somewhat similar to dig_immediate, but times are more
651 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
652 speed of a tool if the tool can dig at a faster speed than this
653 suggests for the hand.
655 Examples of custom groups
656 --------------------------
657 Item groups are often used for defining, well, //groups of items//.
658 - meat: any meat-kind of a thing (rating might define the size or healing
659 ability or be irrelevant - it is not defined as of yet)
660 - eatable: anything that can be eaten. Rating might define HP gain in half
662 - flammable: can be set on fire. Rating might define the intensity of the
663 fire, affecting eg. the speed of the spreading of an open fire.
664 - wool: any wool (any origin, any color)
667 - heavy: anything considerably heavy
669 Digging time calculation specifics
670 -----------------------------------
671 Groups such as **crumbly**, **cracky** and **snappy** are used for this
672 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
675 The **level** group is used to limit the toughness of nodes a tool can dig
676 and to scale the digging times / damage to a greater extent.
678 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
681 Tools define their properties by a list of parameters for groups. They
682 cannot dig other groups; thus it is important to use a standard bunch of
683 groups to enable interaction with tools.
686 * Full punch interval
688 * For an arbitrary list of groups:
689 * Uses (until the tool breaks)
690 * Maximum level (usually 0, 1, 2 or 3)
694 **Full punch interval**:
695 When used as a weapon, the tool will do full damage if this time is spent
696 between punches. If eg. half the time is spent, the tool will do half
699 **Maximum drop level**
700 Suggests the maximum level of node, when dug with the tool, that will drop
701 it's useful item. (eg. iron ore to drop a lump of iron).
702 - This is not automated; it is the responsibility of the node definition
706 Determines how many uses the tool has when it is used for digging a node,
707 of this group, of the maximum level. For lower leveled nodes, the use count
708 is multiplied by 3^leveldiff.
709 - uses=10, leveldiff=0 -> actual uses: 10
710 - uses=10, leveldiff=1 -> actual uses: 30
711 - uses=10, leveldiff=2 -> actual uses: 90
714 Tells what is the maximum level of a node of this group that the tool will
718 List of digging times for different ratings of the group, for nodes of the
720 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
721 result in the tool to be able to dig nodes that have a rating of 2 or 3
722 for this group, and unable to dig the rating 1, which is the toughest.
723 Unless there is a matching group that enables digging otherwise.
726 List of damage for groups of entities. See "Entity damage mechanism".
728 Example definition of the capabilities of a tool
729 -------------------------------------------------
730 tool_capabilities = {
731 full_punch_interval=1.5,
734 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
736 damage_groups = {fleshy=2},
739 This makes the tool be able to dig nodes that fullfill both of these:
740 - Have the **crumbly** group
741 - Have a **level** group less or equal to 2
743 Table of resulting digging times:
744 crumbly 0 1 2 3 4 <- level
750 level diff: 2 1 0 -1 -2
752 Table of resulting tool uses:
759 - At crumbly=0, the node is not diggable.
760 - At crumbly=3, the level difference digging time divider kicks in and makes
761 easy nodes to be quickly breakable.
762 - At level > 2, the node is not diggable, because it's level > maxlevel
764 Entity damage mechanism
765 ------------------------
768 foreach group in cap.damage_groups:
769 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
770 * (object.armor_groups[group] / 100.0)
771 -- Where object.armor_groups[group] is 0 for inexisting values
774 Client predicts damage based on damage groups. Because of this, it is able to
775 give an immediate response when an entity is damaged or dies; the response is
776 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
778 - Currently a smoke puff will appear when an entity dies.
780 The group **immortal** completely disables normal damage.
782 Entities can define a special armor group, which is **punch_operable**. This
783 group disables the regular damage mechanism for players punching it by hand or
784 a non-tool item, so that it can do something else than take damage.
786 On the Lua side, every punch calls ''entity:on_punch(puncher,
787 time_from_last_punch, tool_capabilities, direction)''. This should never be
788 called directly, because damage is usually not handled by the entity itself.
789 * ''puncher'' is the object performing the punch. Can be nil. Should never be
790 accessed unless absolutely required, to encourage interoperability.
791 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
792 * ''tool_capabilities'' can be nil.
793 * ''direction'' is a unit vector, pointing from the source of the punch to
796 To punch an entity/object in Lua, call ''object:punch(puncher,
797 time_from_last_punch, tool_capabilities, direction)''.
798 * Return value is tool wear.
799 * Parameters are equal to the above callback.
800 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
801 automatically filled in based on the location of ''puncher''.
805 The instance of a node in the world normally only contains the three values
806 mentioned in "Nodes". However, it is possible to insert extra data into a
807 node. It is called "node metadata"; See "NodeMetaRef".
809 Metadata contains two things:
813 Some of the values in the key-value store are handled specially:
814 - formspec: Defines a right-click inventory menu. See "Formspec".
815 - infotext: Text shown on the screen when the node is pointed at
819 local meta = minetest.get_meta(pos)
820 meta:set_string("formspec",
822 "list[context;main;0,0;8,4;]"..
823 "list[current_player;main;0,5;8,4;]")
824 meta:set_string("infotext", "Chest");
825 local inv = meta:get_inventory()
826 inv:set_size("main", 8*4)
827 print(dump(meta:to_table()))
830 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] = ""}
833 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
840 Formspec defines a menu. Currently not much else than inventories are
841 supported. It is a string, with a somewhat strange format.
843 Spaces and newlines can be inserted between the blocks, as is used in the
849 list[context;main;0,0;8,4;]
850 list[current_player;main;0,5;8,4;]
853 list[context;fuel;2,3;1,1;]
854 list[context;src;2,1;1,1;]
855 list[context;dst;5,1;2,2;]
856 list[current_player;main;0,5;8,4;]
857 - Minecraft-like player inventory
859 image[1,0.6;1,2;player.png]
860 list[current_player;main;0,3.5;8,4;]
861 list[current_player;craft;3,0;3,3;]
862 list[current_player;craftpreview;7,1;1,1;]
867 ^ Define the size of the menu in inventory slots
868 ^ deprecated: invsize[<W>,<H>;]
870 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
871 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
872 ^ Show an inventory list
874 image[<X>,<Y>;<W>,<H>;<texture name>]
876 ^ Position and size units are inventory slots
878 item_image[<X>,<Y>;<W>,<H>;<item name>]
879 ^ Show an inventory image of registered item/node
880 ^ Position and size units are inventory slots
882 background[<X>,<Y>;<W>,<H>;<texture name>]
883 ^ Use a background. Inventory rectangles are not drawn then.
884 ^ Position and size units are inventory slots
885 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
887 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
888 ^ Textual password style field; will be sent to server when a button is clicked
889 ^ x and y position the field relative to the top left of the menu
890 ^ w and h are the size of the field
891 ^ fields are a set height, but will be vertically centred on h
892 ^ Position and size units are inventory slots
893 ^ name is the name of the field as returned in fields to on_receive_fields
894 ^ label, if not blank, will be text printed on the top left above the field
896 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
897 ^ Textual field; will be sent to server when a button is clicked
898 ^ x and y position the field relative to the top left of the menu
899 ^ w and h are the size of the field
900 ^ fields are a set height, but will be vertically centred on h
901 ^ Position and size units are inventory slots
902 ^ name is the name of the field as returned in fields to on_receive_fields
903 ^ label, if not blank, will be text printed on the top left above the field
904 ^ default is the default value of the field
905 ^ default may contain variable references such as '${text}' which
906 will fill the value from the metadata value 'text'
907 ^ Note: no extra text or more than a single variable is supported ATM.
909 field[<name>;<label>;<default>]
910 ^ as above but without position/size units
911 ^ special field for creating simple forms, such as sign text input
912 ^ must be used without a size[] element
913 ^ a 'Proceed' button will be added automatically
915 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
916 ^ same as fields above, but with multi-line input
918 label[<X>,<Y>;<label>]
919 ^ x and y work as per field
920 ^ label is the text on the label
921 ^ Position and size units are inventory slots
923 vertlabel[<X>,<Y>;<label>]
924 ^ Textual label drawn verticaly
925 ^ x and y work as per field
926 ^ label is the text on the label
927 ^ Position and size units are inventory slots
929 button[<X>,<Y>;<W>,<H>;<name>;<label>]
930 ^ Clickable button. When clicked, fields will be sent.
931 ^ x, y and name work as per field
932 ^ w and h are the size of the button
933 ^ label is the text on the button
934 ^ Position and size units are inventory slots
936 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
937 ^ x, y, w, h, and name work as per button
938 ^ texture name is the filename of an image
939 ^ Position and size units are inventory slots
941 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
942 ^ x, y, w, h, and name work as per button
943 ^ texture name is the filename of an image
944 ^ Position and size units are inventory slots
945 ^ noclip true meand imagebutton doesn't need to be within specified formsize
946 ^ drawborder draw button bodrer or not
948 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
949 ^ x, y, w, h, and name work as per button
950 ^ texture name is the filename of an image
951 ^ Position and size units are inventory slots
952 ^ noclip true meand imagebutton doesn't need to be within specified formsize
953 ^ drawborder draw button bodrer or not
954 ^ pressed texture name is the filename of an image on pressed state
956 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
957 ^ x, y, w, h, name and label work as per button
958 ^ item name is the registered name of an item/node,
959 tooltip will be made out of its descritption
960 ^ Position and size units are inventory slots
962 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
963 ^ When clicked, fields will be sent and the form will quit.
965 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
966 ^ When clicked, fields will be sent and the form will quit.
968 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
969 ^Scrollabel itemlist showing arbitrary text elements
970 ^ x and y position the itemlist relative to the top left of the menu
971 ^ w and h are the size of the itemlist
972 ^ name fieldname sent to server on doubleclick value is current selected element
973 ^ listelements can be prepended by #color in hexadecimal format RRGGBB,
974 ^ if you want a listelement to start with # write ##
976 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
977 ^Scrollabel itemlist showing arbitrary text elements
978 ^ x and y position the itemlist relative to the top left of the menu
979 ^ w and h are the size of the itemlist
980 ^ name fieldname sent to server on doubleclick value is current selected element
981 ^ listelements can be prepended by #RRGGBB in hexadecimal format
982 ^ if you want a listelement to start with # write ##
983 ^ index to be selected within textlist
984 ^ true/false draw transparent background
986 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
987 ^ show a tabHEADER at specific position (ignores formsize)
988 ^ x and y position the itemlist relative to the top left of the menu
989 ^ name fieldname data is transfered to lua
990 ^ caption 1... name shown on top of tab
991 ^ current_tab index of selected tab 1...
992 ^ transparent (optional) show transparent
993 ^ draw_border (optional) draw border
995 box[<X>,<Y>;<W>,<H>;<color>]
996 ^ simple colored semitransparent box
997 ^ x and y position the box relative to the top left of the menu
998 ^ w and h are the size of box
999 ^ color in hexadecimal format RRGGBB
1001 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1002 ^ show a dropdown field
1003 ^ x and y position of dropdown
1005 ^ fieldname data is transfered to lua
1006 ^ items to be shown in dropdown
1007 ^ index of currently selected dropdown item
1008 ^ color in hexadecimal format RRGGBB
1010 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1012 ^ x and y position of checkbox
1013 ^ name fieldname data is transfered to lua
1014 ^ label to be shown left of checkbox
1015 ^ selected (optional) true/false
1017 Note: do NOT use a element name starting with "key_" those names are reserved to
1018 pass key press events to formspec!
1022 - "context": Selected node metadata (deprecated: "current_name")
1023 - "current_player": Player to whom the menu is shown
1024 - "player:<name>": Any player
1025 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1026 - "detached:<name>": A detached inventory
1030 vector.new([x[, y, z]]) -> vector
1031 ^ x is a table or the x position.
1032 vector.direction(p1, p2) -> vector
1033 vector.distance(p1, p2) -> number
1034 vector.length(v) -> number
1035 vector.normalize(v) -> vector
1036 vector.round(v) -> vector
1037 vector.equal(v1, v2) -> bool
1038 vector.add(v, x) -> vector
1039 ^ x can be annother vector or a number
1040 vector.subtract(v, x) -> vector
1041 vector.multiply(v, x) -> vector
1042 vector.divide(v, x) -> vector
1044 You can also use Lua operators on vectors.
1056 dump2(obj, name="_", dumped={})
1057 ^ Return object serialized as a string, handles reference loops
1058 dump(obj, dumped={})
1059 ^ Return object serialized as a string
1061 ^ Get the hypotenuse of a triangle with legs x and y.
1062 Usefull for distance calculation.
1063 string:split(separator)
1064 ^ eg. string:split("a,b", ",") == {"a","b"}
1066 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1067 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1068 ^ Convert position to a printable string
1069 minetest.string_to_pos(string) -> position
1070 ^ Same but in reverse
1071 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1073 minetest namespace reference
1074 -----------------------------
1076 minetest.get_current_modname() -> string
1077 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1078 ^ Useful for loading additional .lua modules or static data from mod
1079 minetest.get_modnames() -> list of installed mods
1080 ^ Return a list of installed mods, sorted alphabetically
1081 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1082 ^ Useful for storing custom data
1083 minetest.is_singleplayer()
1085 ^ table containing API feature flags: {foo=true, bar=true}
1086 minetest.has_feature(arg) -> bool, missing_features
1087 ^ arg: string or table in format {foo=true, bar=true}
1088 ^ missing_features: {foo=true, bar=true}
1091 minetest.debug(line)
1092 ^ Always printed to stderr and logfile (print() is redirected here)
1094 minetest.log(loglevel, line)
1095 ^ loglevel one of "error", "action", "info", "verbose"
1097 Registration functions: (Call these only at load time)
1098 minetest.register_entity(name, prototype table)
1099 minetest.register_abm(abm definition)
1100 minetest.register_node(name, node definition)
1101 minetest.register_tool(name, item definition)
1102 minetest.register_craftitem(name, item definition)
1103 minetest.register_alias(name, convert_to)
1104 minetest.register_craft(recipe)
1105 minetest.register_ore(ore definition)
1106 minetest.register_decoration(decoration definition)
1108 Global callback registration functions: (Call these only at load time)
1109 minetest.register_globalstep(func(dtime))
1110 ^ Called every server step, usually interval of 0.05s
1111 minetest.register_on_shutdown(func())
1112 ^ Called before server shutdown
1113 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1114 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1115 semi-frequent intervals as well as on server shutdown.
1116 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1117 ^ Called when a node has been placed
1118 ^ If return true no item is taken from itemstack
1119 ^ Not recommended; use on_construct or after_place_node in node definition
1121 minetest.register_on_dignode(func(pos, oldnode, digger))
1122 ^ Called when a node has been dug.
1123 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1125 minetest.register_on_punchnode(func(pos, node, puncher))
1126 ^ Called when a node is punched
1127 minetest.register_on_generated(func(minp, maxp, blockseed))
1128 ^ Called after generating a piece of world. Modifying nodes inside the area
1129 is a bit faster than usually.
1130 minetest.register_on_newplayer(func(ObjectRef))
1131 ^ Called after a new player has been created
1132 minetest.register_on_dieplayer(func(ObjectRef))
1133 ^ Called when a player dies
1134 minetest.register_on_respawnplayer(func(ObjectRef))
1135 ^ Called when player is to be respawned
1136 ^ Called _before_ repositioning of player occurs
1137 ^ return true in func to disable regular player placement
1138 minetest.register_on_joinplayer(func(ObjectRef))
1139 ^ Called when a player joins the game
1140 minetest.register_on_leaveplayer(func(ObjectRef))
1141 ^ Called when a player leaves the game
1142 minetest.register_on_cheat(func(ObjectRef, cheat))
1143 ^ Called when a player cheats
1144 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1145 minetest.register_on_chat_message(func(name, message))
1146 ^ Called always when a player says something
1147 minetest.register_on_player_receive_fields(func(player, formname, fields))
1148 ^ Called when a button is pressed in player's inventory form
1149 ^ Newest functions are called first
1150 ^ If function returns true, remaining functions are not called
1151 minetest.register_on_mapgen_init(func(MapgenParams))
1152 ^ Called just before the map generator is initialized but before the environment is initialized
1153 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1155 Other registration functions:
1156 minetest.register_chatcommand(cmd, chatcommand definition)
1157 minetest.register_privilege(name, definition)
1158 ^ definition: "description text"
1160 description = "description text",
1161 give_to_singleplayer = boolean, -- default: true
1163 minetest.register_authentication_handler(handler)
1164 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1167 minetest.setting_set(name, value)
1168 minetest.setting_get(name) -> string or nil
1169 minetest.setting_setbool(name, value)
1170 minetest.setting_getbool(name) -> boolean value or nil
1171 minetest.setting_get_pos(name) -> position or nil
1172 minetest.setting_save() -> nil, save all settings to config file
1175 minetest.notify_authentication_modified(name)
1176 ^ Should be called by the authentication handler if privileges change.
1177 ^ To report everybody, set name=nil.
1178 minetest.get_password_hash(name, raw_password)
1179 ^ Convert a name-password pair to a password hash that minetest can use
1180 minetest.string_to_privs(str) -> {priv1=true,...}
1181 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1182 ^ Convert between two privilege representations
1183 minetest.set_player_password(name, password_hash)
1184 minetest.set_player_privs(name, {priv1=true,...})
1185 minetest.get_player_privs(name) -> {priv1=true,...}
1186 minetest.auth_reload()
1187 ^ These call the authentication handler
1188 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1189 ^ A quickhand for checking privileges
1190 minetest.get_player_ip(name) -> IP address string
1193 minetest.chat_send_all(text)
1194 minetest.chat_send_player(name, text, prepend)
1195 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1199 minetest.set_node(pos, node)
1200 minetest.add_node(pos, node): alias set_node(pos, node)
1201 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1202 minetest.remove_node(pos)
1203 ^ Equivalent to set_node(pos, "air")
1204 minetest.get_node(pos)
1205 ^ Returns {name="ignore", ...} for unloaded area
1206 minetest.get_node_or_nil(pos)
1207 ^ Returns nil for unloaded area
1208 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1209 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1211 minetest.place_node(pos, node)
1212 ^ Place node with the same effects that a player would cause
1213 minetest.dig_node(pos)
1214 ^ Dig node with the same effects that a player would cause
1215 minetest.punch_node(pos)
1216 ^ Punch node with the same effects that a player would cause
1218 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1219 minetest.get_node_timer(pos) -- Get NodeTimerRef
1221 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1222 ^ Returns ObjectRef, or nil if failed
1223 minetest.add_item(pos, item): Spawn item
1224 ^ Returns ObjectRef, or nil if failed
1225 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1226 minetest.get_objects_inside_radius(pos, radius)
1227 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1228 minetest.get_timeofday()
1229 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1230 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1231 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1232 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1233 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1234 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1235 minetest.get_voxel_manip()
1236 ^ Return voxel manipulator object
1237 minetest.get_mapgen_object(objectname)
1238 ^ Return requested mapgen object if available (see Mapgen objects)
1239 minetest.set_mapgen_params(MapgenParams)
1240 ^ Set map generation parameters
1241 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1242 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1243 ^ Leave field unset to leave that parameter unchanged
1244 ^ flagmask field must be set to all mapgen flags that are being modified
1245 ^ flags contains only the flags that are being set
1246 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1247 minetest.clear_objects()
1248 ^ clear all objects in the environments
1249 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1250 ^ checkif there is a direct line of sight between pos1 and pos2
1251 ^ pos1 First position
1252 ^ pos2 Second position
1253 ^ stepsize smaller gives more accurate results but requires more computing
1255 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1256 ^ -> table containing path
1257 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1258 ^ pos1: start position
1259 ^ pos2: end position
1260 ^ searchdistance: number of blocks to search in each direction
1261 ^ max_jump: maximum height difference to consider walkable
1262 ^ max_drop: maximum height difference to consider droppable
1263 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1264 minetest.spawn_tree (pos, {treedef})
1265 ^ spawns L-System tree at given pos with definition in treedef table
1266 minetest.transforming_liquid_add(pos)
1267 ^ add node to liquid update queue
1268 minetest.get_node_max_level(pos)
1269 ^ get max available level for leveled node
1270 minetest.get_node_level(pos)
1271 ^ get level of leveled node (water, snow)
1272 minetest.set_node_level(pos, level)
1273 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1274 minetest.add_node_level(pos, level)
1275 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1276 minetest.get_heat(pos)
1278 minetest.get_humidity(pos)
1282 minetest.get_inventory(location) -> InvRef
1283 ^ location = eg. {type="player", name="celeron55"}
1284 {type="node", pos={x=, y=, z=}}
1285 {type="detached", name="creative"}
1286 minetest.create_detached_inventory(name, callbacks) -> InvRef
1287 ^ callbacks: See "Detached inventory callbacks"
1288 ^ Creates a detached inventory. If it already exists, it is cleared.
1289 minetest.show_formspec(playername, formname, formspec)
1290 ^ playername: name of player to show formspec
1291 ^ formname: name passed to on_player_receive_fields callbacks
1292 ^ should follow "modname:<whatever>" naming convention
1293 ^ formspec: formspec to display
1296 minetest.inventorycube(img1, img2, img3)
1297 ^ Returns a string for making an image of a cube (useful as an item image)
1298 minetest.get_pointed_thing_position(pointed_thing, above)
1299 ^ Get position of a pointed_thing (that you can get from somewhere)
1300 minetest.dir_to_facedir(dir, is6d)
1301 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
1302 minetest.facedir_to_dir(facedir)
1303 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1304 minetest.dir_to_wallmounted(dir)
1305 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1306 minetest.get_node_drops(nodename, toolname)
1307 ^ Returns list of item names.
1308 ^ Note: This will be removed or modified in a future version.
1309 minetest.get_craft_result(input) -> output, decremented_input
1310 ^ input.method = 'normal' or 'cooking' or 'fuel'
1311 ^ input.width = for example 3
1312 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1313 stack 5, stack 6, stack 7, stack 8, stack 9 }
1314 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1315 ^ output.time = number, if unsuccessful: 0
1316 ^ decremented_input = like input
1317 minetest.get_craft_recipe(output) -> input
1318 ^ returns last registered recipe for output item (node)
1319 ^ output is a node or item type such as 'default:torch'
1320 ^ input.method = 'normal' or 'cooking' or 'fuel'
1321 ^ input.width = for example 3
1322 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1323 stack 5, stack 6, stack 7, stack 8, stack 9 }
1324 ^ input.items = nil if no recipe found
1325 minetest.get_all_craft_recipes(query item) -> table or nil
1326 ^ returns indexed table with all registered recipes for query item (node)
1327 or nil if no recipe was found
1330 method = 'normal' or 'cooking' or 'fuel'
1331 width = 0-3, 0 means shapeless recipe
1332 items = indexed [1-9] table with recipe items
1333 output = string with item name and quantity
1335 Example query for default:gold_ingot will return table:
1337 1={type = "cooking", width = 3, output = "default:gold_ingot",
1338 items = {1 = "default:gold_lump"}},
1339 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1340 items = {1 = "default:goldblock"}}
1342 minetest.handle_node_drops(pos, drops, digger)
1343 ^ drops: list of itemstrings
1344 ^ Handles drops from nodes after digging: Default action is to put them into
1346 ^ Can be overridden to get different functionality (eg. dropping items on
1350 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1351 ^ Find who has done something to a node, or near a node
1352 ^ actor: "player:<name>", also "liquid".
1353 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1354 ^ Revert latest actions of someone
1355 ^ actor: "player:<name>", also "liquid".
1357 Defaults for the on_* item definition functions:
1358 (These return the leftover itemstack)
1359 minetest.item_place_node(itemstack, placer, pointed_thing)
1360 ^ Place item as a node
1361 minetest.item_place_object(itemstack, placer, pointed_thing)
1363 minetest.item_place(itemstack, placer, pointed_thing)
1364 ^ Use one of the above based on what the item is.
1365 ^ Calls on_rightclick of pointed_thing.under if defined instead
1366 ^ Note: is not called when wielded item overrides on_place
1367 minetest.item_drop(itemstack, dropper, pos)
1369 minetest.item_eat(hp_change, replace_with_item)
1370 ^ Eat the item. replace_with_item can be nil.
1372 Defaults for the on_punch and on_dig node definition callbacks:
1373 minetest.node_punch(pos, node, puncher)
1374 ^ Calls functions registered by minetest.register_on_punchnode()
1375 minetest.node_dig(pos, node, digger)
1376 ^ Checks if node can be dug, puts item into inventory, removes node
1377 ^ Calls functions registered by minetest.registered_on_dignodes()
1380 minetest.sound_play(spec, parameters) -> handle
1381 ^ spec = SimpleSoundSpec
1382 ^ parameters = sound parameter table
1383 minetest.sound_stop(handle)
1386 minetest.after(time, func, ...)
1387 ^ Call function after time seconds
1388 ^ Optional: Variable number of arguments that are passed to func
1391 minetest.request_shutdown() -> request for server shutdown
1392 minetest.get_server_status() -> server status string
1395 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1396 minetest.get_ban_description(ip_or_name) -> ban description (string)
1397 minetest.ban_player(name) -> ban a player
1398 minetest.unban_player_or_ip(name) -> unban player or IP address
1401 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1402 size, collisiondetection, texture, playername)
1403 ^ Spawn particle at pos with velocity and acceleration
1404 ^ Disappears after expirationtime seconds
1405 ^ collisiondetection: if true collides with physical objects
1406 ^ Uses texture (string)
1407 ^ Playername is optional, if specified spawns particle only on the player's client
1409 minetest.add_particlespawner(amount, time,
1413 minexptime, maxexptime,
1415 collisiondetection, texture, playername)
1416 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1417 ^ The particle's properties are random values in between the boundings:
1418 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1419 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1420 ^ collisiondetection: if true uses collisiondetection
1421 ^ Uses texture (string)
1422 ^ Playername is optional, if specified spawns particle only on the player's client
1423 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1426 minetest.delete_particlespawner(id, player)
1427 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1428 ^ If playername is specified, only deletes on the player's client,
1429 ^ otherwise on all clients
1432 minetest.create_schematic(p1, p2, probability_list, filename)
1433 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1434 ^ Apply the specified probability values to the specified nodes in probability_list.
1435 ^ probability_list is an array of tables containing two fields, pos and prob.
1436 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1437 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1438 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1439 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1440 ^ If probability_list is nil, no probabilities are applied.
1441 ^ Saves schematic in the Minetest Schematic format to filename.
1443 minetest.place_schematic(pos, schematic, rotation, replacements)
1444 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1445 ^ Rotation can be "0", "90", "180", "270", or "random".
1446 ^ If the rotation parameter is omitted, the schematic is not rotated.
1447 ^ replacements = {{"oldname", "convert_to"}, ...}
1450 minetest.get_connected_players() -> list of ObjectRefs
1451 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1452 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1453 minetest.get_item_group(name, group) -> rating
1454 ^ Get rating of a group of an item. (0 = not in group)
1455 minetest.get_node_group(name, group) -> rating
1456 ^ Deprecated: An alias for the former.
1457 minetest.get_content_id(name) -> integer
1458 ^ Gets the internal content ID of name
1459 minetest.get_name_from_content_id(content_id) -> string
1460 ^ Gets the name of the content with that content ID
1461 minetest.parse_json(string[, nullvalue]) -> something
1462 ^ Convert a string containing JSON data into the Lua equivalent
1463 ^ nullvalue: returned in place of the JSON null; defaults to nil
1464 ^ On success returns a table, a string, a number, a boolean or nullvalue
1465 ^ On failure outputs an error message and returns nil
1466 ^ Example: parse_json("[10, {\"a\":false}]") -> {[1] = 10, [2] = {a = false}}
1467 minetest.serialize(table) -> string
1468 ^ Convert a table containing tables, strings, numbers, booleans and nils
1469 into string form readable by minetest.deserialize
1470 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1471 minetest.deserialize(string) -> table
1472 ^ Convert a string returned by minetest.deserialize into a table
1473 ^ String is loaded in an empty sandbox environment.
1474 ^ Will load functions, but they cannot access the global environment.
1475 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1476 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1477 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1480 minetest.env - EnvRef of the server environment and world.
1481 ^ Any function in the minetest namespace can be called using the syntax
1482 minetest.env:somefunction(somearguments)
1484 minetest.somefunction(somearguments)
1485 ^ Deprecated, but support is not to be dropped soon
1488 minetest.registered_items
1489 ^ List of registered items, indexed by name
1490 minetest.registered_nodes
1491 ^ List of registered node definitions, indexed by name
1492 minetest.registered_craftitems
1493 ^ List of registered craft item definitions, indexed by name
1494 minetest.registered_tools
1495 ^ List of registered tool definitions, indexed by name
1496 minetest.registered_entities
1497 ^ List of registered entity prototypes, indexed by name
1498 minetest.object_refs
1499 ^ List of object references, indexed by active object id
1500 minetest.luaentities
1501 ^ List of lua entities, indexed by active object id
1505 NodeMetaRef: Node metadata - reference extra data and functionality stored
1507 - Can be gotten via minetest.get_nodemeta(pos)
1509 - set_string(name, value)
1511 - set_int(name, value)
1513 - set_float(name, value)
1515 - get_inventory() -> InvRef
1516 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1517 - from_table(nil or {})
1518 ^ See "Node Metadata"
1520 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1521 - Can be gotten via minetest.get_node_timer(pos)
1523 - set(timeout,elapsed)
1524 ^ set a timer's state
1525 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1526 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1527 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1530 ^ equivelent to set(timeout,0)
1533 - get_timeout() -> current timeout in seconds
1534 ^ if timeout is 0, timer is inactive
1535 - get_elapsed() -> current elapsed time in seconds
1536 ^ the node's on_timer function will be called after timeout-elapsed seconds
1537 - is_started() -> boolean state of timer
1538 ^ returns true if timer is started, otherwise false
1540 ObjectRef: Moving things in the game are generally these
1541 (basically reference to a C++ ServerActiveObject)
1543 - remove(): remove object (after returning from Lua)
1544 - getpos() -> {x=num, y=num, z=num}
1545 - setpos(pos); pos={x=num, y=num, z=num}
1546 - moveto(pos, continuous=false): interpolated move
1547 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1548 ^ puncher = an another ObjectRef,
1549 ^ time_from_last_punch = time since last punch action of the puncher
1550 ^ direction: can be nil
1551 - right_click(clicker); clicker = an another ObjectRef
1552 - get_hp(): returns number of hitpoints (2 * number of hearts)
1553 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1554 - get_inventory() -> InvRef
1555 - get_wield_list(): returns the name of the inventory list the wielded item is in
1556 - get_wield_index(): returns the index of the wielded item
1557 - get_wielded_item() -> ItemStack
1558 - set_wielded_item(item): replaces the wielded item, returns true if successful
1559 - set_armor_groups({group1=rating, group2=rating, ...})
1560 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1561 - set_attach(parent, bone, position, rotation)
1563 ^ position = {x=num, y=num, z=num} (relative)
1564 ^ rotation = {x=num, y=num, z=num}
1566 - set_bone_position(bone, position, rotation)
1568 ^ position = {x=num, y=num, z=num} (relative)
1569 ^ rotation = {x=num, y=num, z=num}
1570 - set_properties(object property table)
1571 LuaEntitySAO-only: (no-op for other objects)
1572 - setvelocity({x=num, y=num, z=num})
1573 - getvelocity() -> {x=num, y=num, z=num}
1574 - setacceleration({x=num, y=num, z=num})
1575 - getacceleration() -> {x=num, y=num, z=num}
1577 - getyaw() -> radians
1578 - settexturemod(mod)
1579 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1580 - select_horiz_by_yawpitch=false)
1581 ^ Select sprite from spritesheet with optional animation and DM-style
1582 texture selection based on yaw relative to camera
1583 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1585 Player-only: (no-op for other objects)
1586 - is_player(): true for players, false for others
1587 - get_player_name(): returns "" if is not a player
1588 - get_look_dir(): get camera direction as a unit vector
1589 - get_look_pitch(): pitch in radians
1590 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1591 - set_look_pitch(radians): sets look pitch
1592 - set_look_yaw(radians): sets look yaw
1593 - get_breath() : returns players breath
1594 - set_breath(value) : sets players breath
1595 values: 0 player is drowning,
1596 1-10 number of bubbles remain,
1597 11 bubbles bar is not shown
1598 - set_inventory_formspec(formspec)
1599 ^ Redefine player's inventory form
1600 ^ Should usually be called in on_joinplayer
1601 - get_inventory_formspec() -> formspec string
1602 - get_player_control(): returns table with player pressed keys
1603 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1604 - get_player_control_bits(): returns integer with bit packed player pressed keys
1605 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1606 - set_physics_override(speed, jump, gravity)
1607 modifies per-player walking speed, jump height, and gravity.
1608 Values default to 1 and act as offsets to the physics settings
1609 in minetest.conf. nil will keep the current setting.
1610 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1611 - hud_remove(id): remove the HUD element of the specified id
1612 - hud_change(id, stat, value): change a value of a previously added HUD element
1613 ^ element stat values: position, name, scale, text, number, item, dir
1614 - hud_get(id): gets the HUD element definition structure of the specified ID
1615 - hud_set_flags(flags): sets specified HUD flags to true/false
1616 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1617 ^ pass a table containing a true/false value of each flag to be set or unset
1618 ^ if a flag is nil, the flag is not modified
1619 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1620 ^ count: number of items, must be between 1 and 23
1621 - hud_set_hotbar_image(texturename)
1622 ^ sets background image for hotbar
1623 - hud_set_hotbar_selected_image(texturename)
1624 ^ sets image for selected item of hotbar
1626 InvRef: Reference to an inventory
1628 - is_empty(listname): return true if list is empty
1629 - get_size(listname): get size of a list
1630 - set_size(listname, size): set size of a list
1631 - get_width(listname): get width of a list
1632 - set_width(listname, width): set width of list; currently used for crafting
1633 - get_stack(listname, i): get a copy of stack index i in list
1634 - set_stack(listname, i, stack): copy stack to index i in list
1635 - get_list(listname): return full list
1636 - set_list(listname, list): set full list (size will not change)
1637 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1638 - room_for_item(listname, stack): returns true if the stack of items
1639 can be fully added to the list
1640 - contains_item(listname, stack): returns true if the stack of items
1641 can be fully taken from the list
1642 remove_item(listname, stack): take as many items as specified from the list,
1643 returns the items that were actually removed (as an ItemStack)
1644 - get_location() -> location compatible to minetest.get_inventory(location)
1645 -> {type="undefined"} in case location is not known
1647 ItemStack: A stack of items.
1648 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1650 - is_empty(): return true if stack is empty
1651 - get_name(): returns item name (e.g. "default:stone")
1652 - get_count(): returns number of items on the stack
1653 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1654 - get_metadata(): returns metadata (a string attached to an item stack)
1655 - clear(): removes all items from the stack, making it empty
1656 - replace(item): replace the contents of this stack (item can also
1657 be an itemstring or table)
1658 - to_string(): returns the stack in itemstring form
1659 - to_table(): returns the stack in Lua table form
1660 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1661 - get_free_space(): returns get_stack_max() - get_count()
1662 - is_known(): returns true if the item name refers to a defined item type
1663 - get_definition(): returns the item definition table
1664 - get_tool_capabilities(): returns the digging properties of the item,
1665 ^ or those of the hand if none are defined for this item type
1666 - add_wear(amount): increases wear by amount if the item is a tool
1667 - add_item(item): put some item or stack onto this stack,
1668 ^ returns leftover ItemStack
1669 - item_fits(item): returns true if item or stack can be fully added to this one
1670 - take_item(n): take (and remove) up to n items from this stack
1671 ^ returns taken ItemStack
1672 ^ if n is omitted, n=1 is used
1673 - peek_item(n): copy (don't remove) up to n items from this stack
1674 ^ returns copied ItemStack
1675 ^ if n is omitted, n=1 is used
1677 PseudoRandom: A pseudorandom number generator
1678 - Can be created via PseudoRandom(seed)
1680 - next(): return next integer random number [0...32767]
1681 - next(min, max): return next integer random number [min...max]
1682 (max - min) must be 32767 or <= 6553 due to the simple
1683 implementation making bad distribution otherwise.
1685 PerlinNoise: A perlin noise generator
1686 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1687 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1689 - get2d(pos) -> 2d noise value at pos={x=,y=}
1690 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1692 PerlinNoiseMap: A fast, bulk perlin noise generator
1693 - Can be created via PerlinNoiseMap(noiseparams, size)
1694 - Also minetest.get_perlin_map(noiseparams, size)
1696 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1697 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1698 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1699 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1701 VoxelManip: An interface to the MapVoxelManipulator for Lua
1702 - Can be created via VoxelManip()
1703 - Also minetest.get_voxel_manip()
1705 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1706 ^ returns actual emerged pmin, actual emerged pmax
1707 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1708 ^ important: data must be set using VoxelManip:set_data before calling this
1709 - get_data(): Gets the data read into the VoxelManip object
1710 ^ returns raw node data is in the form of an array of node content ids
1711 - set_data(data): Sets the data contents of the VoxelManip object
1712 - update_map(): Update map after writing chunk back to map.
1713 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1714 ^ retrieved from minetest.get_mapgen_object
1715 - set_lighting(light): Set the lighting within the VoxelManip
1716 ^ light is a table, {day=<0...15>, night=<0...15>}
1717 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1718 - calc_lighting(): Calculate lighting within the VoxelManip
1719 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1720 - update_liquids(): Update liquid flow
1722 VoxelArea: A helper class for voxel areas
1723 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1724 - Coordinates are *inclusive*, like most other things in Minetest
1726 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1727 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1728 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1729 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1730 - indexp(p): same as above, except takes a vector
1731 - position(i): returns the absolute position vector corresponding to index i
1732 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1733 - containsp(p): same as above, except takes a vector
1734 - containsi(i): same as above, except takes an index
1735 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1736 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1737 - iterp(minp, maxp): same as above, except takes a vector
1741 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1742 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1743 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1744 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1746 The following Mapgen objects are currently available:
1749 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1750 order. All mapgens support this object.
1753 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1754 generated chunk by the current mapgen.
1757 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1761 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1765 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1769 --------------------
1770 - Functions receive a "luaentity" as self:
1771 - It has the member .name, which is the registered name ("mod:thing")
1772 - It has the member .object, which is an ObjectRef pointing to the object
1773 - The original prototype stuff is visible directly via a metatable
1775 - on_activate(self, staticdata)
1776 ^ Called when the object is instantiated.
1777 - on_step(self, dtime)
1778 ^ Called on every server tick (dtime is usually 0.05 seconds)
1779 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1780 ^ Called when somebody punches the object.
1781 ^ Note that you probably want to handle most punches using the
1782 automatic armor group system.
1783 ^ puncher: ObjectRef (can be nil)
1784 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1785 ^ tool_capabilities: capability table of used tool (can be nil)
1786 ^ dir: unit vector of direction of punch. Always defined. Points from
1787 the puncher to the punched.
1788 - on_rightclick(self, clicker)
1789 - get_staticdata(self)
1790 ^ Should return a string that will be passed to on_activate when
1791 the object is instantiated the next time.
1796 axiom, - string initial tree axiom
1797 rules_a, - string rules set A
1798 rules_b, - string rules set B
1799 rules_c, - string rules set C
1800 rules_d, - string rules set D
1801 trunk, - string trunk node name
1802 leaves, - string leaves node name
1803 leaves2, - string secondary leaves node name
1804 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1805 angle, - num angle in deg
1806 iterations, - num max # of iterations, usually 2 -5
1807 random_level, - num factor to lower nr of iterations, usually 0 - 3
1808 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1809 thin_branches, - boolean true -> use thin (1 node) branches
1810 fruit, - string fruit node name
1811 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1812 seed, - num random seed
1815 Key for Special L-System Symbols used in Axioms
1816 G - move forward one unit with the pen up
1817 F - move forward one unit with the pen down drawing trunks and branches
1818 f - move forward one unit with the pen down drawing leaves (100% chance)
1819 T - move forward one unit with the pen down drawing trunks only
1820 R - move forward one unit with the pen down placing fruit
1821 A - replace with rules set A
1822 B - replace with rules set B
1823 C - replace with rules set C
1824 D - replace with rules set D
1825 a - replace with rules set A, chance 90%
1826 b - replace with rules set B, chance 80%
1827 c - replace with rules set C, chance 70%
1828 d - replace with rules set D, chance 60%
1829 + - yaw the turtle right by angle parameter
1830 - - yaw the turtle left by angle parameter
1831 & - pitch the turtle down by angle parameter
1832 ^ - pitch the turtle up by angle parameter
1833 / - roll the turtle to the right by angle parameter
1834 * - roll the turtle to the left by angle parameter
1835 [ - save in stack current state info
1836 ] - recover from stack state info
1838 Example usage: spawn small apple tree
1841 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1842 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1843 trunk="default:tree",
1844 leaves="default:leaves",
1848 trunk_type="single",
1851 fruit="default:apple"
1853 minetest.spawn_tree(pos,apple_tree)
1862 collide_with_objects = true, -- collide with other objects if physical=true
1864 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1865 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1866 visual_size = {x=1, y=1},
1868 textures = {}, -- number of required textures depends on visual
1869 colors = {}, -- number of required colors depends on visual
1870 spritediv = {x=1, y=1},
1871 initial_sprite_basepos = {x=0, y=0},
1873 makes_footstep_sound = false,
1874 automatic_rotate = false,
1876 automatic_face_movement_dir = false,
1879 Entity definition (register_entity)
1881 (Deprecated: Everything in object properties is read directly from here)
1883 initial_properties = <initial object properties>,
1885 on_activate = function(self, staticdata, dtime_s),
1886 on_step = function(self, dtime),
1887 on_punch = function(self, hitter),
1888 on_rightclick = function(self, clicker),
1889 get_staticdata = function(self),
1890 ^ Called sometimes; the string returned is passed to on_activate when
1891 the entity is re-activated from static state
1893 # Also you can define arbitrary member variables here
1894 myvariable = whatever,
1897 ABM (ActiveBlockModifier) definition (register_abm)
1899 -- In the following two fields, also group:groupname will work.
1900 nodenames = {"default:lava_source"},
1901 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1902 ^ If left out or empty, any neighbor will do
1903 interval = 1.0, -- (operation interval)
1904 chance = 1, -- (chance of trigger is 1.0/this)
1905 action = func(pos, node, active_object_count, active_object_count_wider),
1908 Item definition (register_node, register_craftitem, register_tool)
1910 description = "Steel Axe",
1911 groups = {}, -- key=name, value=rating; rating=1..3.
1912 if rating not applicable, use 1.
1913 eg. {wool=1, fluffy=3}
1914 {soil=2, outerspace=1, crumbly=1}
1915 {bendy=2, snappy=1},
1916 {hard=1, metal=1, spikes=1}
1917 inventory_image = "default_tool_steelaxe.png",
1919 wield_scale = {x=1,y=1,z=1},
1922 liquids_pointable = false,
1923 tool_capabilities = {
1924 full_punch_interval = 1.0,
1928 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1929 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1931 damage_groups = {groupname=damage},
1933 node_placement_prediction = nil,
1934 ^ If nil and item is node, prediction is made automatically
1935 ^ If nil and item is not a node, no prediction is made
1936 ^ If "" and item is anything, no prediction is made
1937 ^ Otherwise should be name of node which the client immediately places
1938 on ground when the player places the item. Server will always update
1939 actual result to client in a short moment.
1941 place = <SimpleSoundSpec>,
1944 on_place = func(itemstack, placer, pointed_thing),
1945 ^ Shall place item and return the leftover itemstack
1946 ^ default: minetest.item_place
1947 on_drop = func(itemstack, dropper, pos),
1948 ^ Shall drop item and return the leftover itemstack
1949 ^ default: minetest.item_drop
1950 on_use = func(itemstack, user, pointed_thing),
1952 ^ Function must return either nil if no item shall be removed from
1953 inventory, or an itemstack to replace the original itemstack.
1954 eg. itemstack:take_item(); return itemstack
1955 ^ Otherwise, the function is free to do what it wants.
1956 ^ The default functions handle regular use cases.
1961 - {name="image.png", animation={Tile Animation definition}}
1962 - {name="image.png", backface_culling=bool}
1963 ^ backface culling only supported in special tiles
1964 - deprecated still supported field names:
1967 Tile animation definition:
1968 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1970 Node definition (register_node)
1972 <all fields allowed in item definitions>,
1974 drawtype = "normal", -- See "Node drawtypes"
1976 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1977 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1978 ^ List can be shortened to needed length
1979 special_tiles = {tile definition 1, Tile definition 2},
1980 ^ Special textures of node; used rarely (old field name: special_materials)
1981 ^ List can be shortened to needed length
1983 use_texture_alpha = false, -- Use texture's alpha channel
1984 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1985 paramtype = "none", -- See "Nodes"
1986 paramtype2 = "none", -- See "Nodes"
1987 is_ground_content = false, -- Currently not used for anything
1988 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1989 walkable = true, -- If true, objects collide with node
1990 pointable = true, -- If true, can be pointed at
1991 diggable = true, -- If false, can never be dug
1992 climbable = false, -- If true, can be climbed on (ladder)
1993 buildable_to = false, -- If true, placed nodes can replace this node
1994 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1995 liquidtype = "none", -- "none"/"source"/"flowing"
1996 liquid_alternative_flowing = "", -- Flowing version of source liquid
1997 liquid_alternative_source = "", -- Source version of flowing liquid
1998 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1999 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2000 freezemelt = "", -- water for snow/ice, ice/snow for water
2001 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2002 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2003 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2004 light_source = 0, -- Amount of light emitted by node
2005 damage_per_second = 0, -- If player is inside node, this damage is caused
2006 node_box = {type="regular"}, -- See "Node boxes"
2007 selection_box = {type="regular"}, -- See "Node boxes"
2008 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2009 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2010 legacy_wallmounted = false, -- Support maps made in and before January 2012
2012 footstep = <SimpleSoundSpec>,
2013 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2014 dug = <SimpleSoundSpec>,
2015 place = <SimpleSoundSpec>,
2018 on_construct = func(pos),
2019 ^ Node constructor; always called after adding node
2020 ^ Can set up metadata and stuff like that
2022 on_destruct = func(pos),
2023 ^ Node destructor; always called before removing node
2025 after_destruct = func(pos, oldnode),
2026 ^ Node destructor; always called after removing node
2029 after_place_node = func(pos, placer, itemstack),
2030 ^ Called after constructing node when node was placed using
2031 minetest.item_place_node / minetest.place_node
2032 ^ If return true no item is taken from itemstack
2034 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2035 ^ oldmetadata is in table format
2036 ^ Called after destructing node when node was dug using
2037 minetest.node_dig / minetest.dig_node
2039 can_dig = function(pos,player)
2040 ^ returns true if node can be dug, or false if not
2043 on_punch = func(pos, node, puncher),
2044 ^ default: minetest.node_punch
2045 ^ By default: does nothing
2046 on_rightclick = func(pos, node, clicker, itemstack),
2048 ^ if defined, itemstack will hold clicker's wielded item
2049 Shall return the leftover itemstack
2050 on_dig = func(pos, node, digger),
2051 ^ default: minetest.node_dig
2052 ^ By default: checks privileges, wears out tool and removes node
2054 on_timer = function(pos,elapsed),
2056 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2057 ^ elapsed is the total time passed since the timer was started
2058 ^ return true to run the timer for another cycle with the same timeout value
2060 on_receive_fields = func(pos, formname, fields, sender),
2061 ^ fields = {name1 = value1, name2 = value2, ...}
2062 ^ Called when an UI form (eg. sign text input) returns data
2065 allow_metadata_inventory_move = func(pos, from_list, from_index,
2066 to_list, to_index, count, player),
2067 ^ Called when a player wants to move items inside the inventory
2068 ^ Return value: number of items allowed to move
2070 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2071 ^ Called when a player wants to put something into the inventory
2072 ^ Return value: number of items allowed to put
2073 ^ Return value: -1: Allow and don't modify item count in inventory
2075 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2076 ^ Called when a player wants to take something out of the inventory
2077 ^ Return value: number of items allowed to take
2078 ^ Return value: -1: Allow and don't modify item count in inventory
2080 on_metadata_inventory_move = func(pos, from_list, from_index,
2081 to_list, to_index, count, player),
2082 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2083 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2084 ^ Called after the actual action has happened, according to what was allowed.
2087 on_blast = func(pos, intensity),
2088 ^ intensity: 1.0 = mid range of regular TNT
2089 ^ If defined, called when an explosion touches the node, instead of
2093 Recipe for register_craft: (shaped)
2095 output = 'default:pick_stone',
2097 {'default:cobble', 'default:cobble', 'default:cobble'},
2098 {'', 'default:stick', ''},
2099 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2101 replacements = <optional list of item pairs,
2102 replace one input item with another item on crafting>
2105 Recipe for register_craft (shapeless)
2108 output = 'mushrooms:mushroom_stew',
2111 "mushrooms:mushroom_brown",
2112 "mushrooms:mushroom_red",
2114 replacements = <optional list of item pairs,
2115 replace one input item with another item on crafting>
2118 Recipe for register_craft (tool repair)
2120 type = "toolrepair",
2121 additional_wear = -0.02,
2124 Recipe for register_craft (cooking)
2127 output = "default:glass",
2128 recipe = "default:sand",
2132 Recipe for register_craft (furnace fuel)
2135 recipe = "default:leaves",
2139 Ore definition (register_ore)
2141 ore_type = "scatter", -- See "Ore types"
2142 ore = "default:stone_with_coal",
2143 wherein = "default:stone",
2144 ^ a list of nodenames is supported too
2145 clust_scarcity = 8*8*8,
2146 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2147 ^ This value should be *MUCH* higher than your intuition might tell you!
2149 ^ Number of ores in a cluster
2151 ^ Size of the bounding box of the cluster
2152 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2153 height_min = -31000,
2156 ^ Attributes for this ore generation
2157 noise_threshhold = 0.5,
2158 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2159 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2160 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2161 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2164 Decoration definition (register_decoration)
2166 deco_type = "simple", -- See "Decoration types"
2167 place_on = "default:dirt_with_grass",
2168 ^ Node that decoration can be placed on
2170 ^ Size of divisions made in the chunk being generated.
2171 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2173 ^ Ratio of the area to be uniformly filled by the decoration.
2174 ^ Used only if noise_params is not specified.
2175 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2176 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2177 ^ The result of this is multiplied by the 2d area of the division being decorated.
2178 biomes = {"Oceanside", "Hills", "Plains"},
2179 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2180 ^ and ignored if the Mapgen being used does not support biomes.
2182 ----- Simple-type parameters
2183 decoration = "default:grass",
2184 ^ The node name used as the decoration.
2185 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2187 ^ Number of nodes high the decoration is made.
2188 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2190 ^ Number of nodes the decoration can be at maximum.
2191 ^ If absent, the parameter 'height' is used as a constant.
2192 spawn_by = "default:water",
2193 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2195 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2196 ^ If absent or -1, decorations occur next to any nodes.
2198 ----- Schematic-type parameters
2199 schematic = "foobar.mts",
2200 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2201 ^ specified Minetest schematic file.
2202 ^ - OR -, could instead be a table containing two fields, size and data:
2204 size = {x=4, y=6, z=4},
2206 {name="cobble", param1=255, param2=0},
2207 {name="dirt_with_grass", param1=255, param2=0},
2211 ^ See 'Schematic specifier' for details.
2212 replacements = {{"oldname", "convert_to"}, ...},
2213 flags = "place_center_x, place_center_z",
2214 ^ Flags for schematic decorations. See 'Schematic attributes'.
2215 rotation = "90" --rotate schematic 90 degrees on placement
2216 ^ Rotation can be "0", "90", "180", "270", or "random".
2219 Chatcommand definition (register_chatcommand)
2221 params = "<name> <privilege>", -- short parameter description
2222 description = "Remove privilege from player", -- full description
2223 privs = {privs=true}, -- require the "privs" privilege to run
2224 func = function(name, param), -- called when command is run
2227 Detached inventory callbacks
2229 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2230 ^ Called when a player wants to move items inside the inventory
2231 ^ Return value: number of items allowed to move
2233 allow_put = func(inv, listname, index, stack, player),
2234 ^ Called when a player wants to put something into the inventory
2235 ^ Return value: number of items allowed to put
2236 ^ Return value: -1: Allow and don't modify item count in inventory
2238 allow_take = func(inv, listname, index, stack, player),
2239 ^ Called when a player wants to take something out of the inventory
2240 ^ Return value: number of items allowed to take
2241 ^ Return value: -1: Allow and don't modify item count in inventory
2243 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2244 on_put = func(inv, listname, index, stack, player),
2245 on_take = func(inv, listname, index, stack, player),
2246 ^ Called after the actual action has happened, according to what was allowed.
2250 HUD Definition (hud_add, hud_get)
2252 hud_elem_type = "image", -- see HUD element types
2253 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2254 position = {x=0.5, y=0.5},
2255 ^ Left corner position of element
2261 ^ Selected item in inventory. 0 for no item selected.
2263 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2264 alignment = {x=0, y=0},
2265 ^ See "HUD Element Types"
2266 offset = {x=0, y=0},
2267 ^ See "HUD Element Types"