1 Minetest Lua Modding API Reference 0.4.4
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
63 $path_share/games/gameid/mods/
64 $path_share/mods/gameid/
65 $path_user/games/gameid/mods/
66 $path_user/mods/gameid/ <-- 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.
121 The main Lua script. Running this script should register everything it
122 wants to register. Subsequent execution depends on minetest calling the
123 registered callbacks.
125 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
126 to read custom or existing settings at load time, if necessary.
128 textures, sounds, media:
129 Media files (textures, sounds, whatever) that will be transferred to the
130 client and will be available for use by the mod.
132 Naming convention for registered textual names
133 ----------------------------------------------
134 Registered names should generally be in this format:
135 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
137 This is to prevent conflicting names from corrupting maps and is
138 enforced by the mod loader.
140 Example: mod "experimental", ideal item/node/entity name "tnt":
141 -> the name should be "experimental:tnt".
143 Enforcement can be overridden by prefixing the name with ":". This can
144 be used for overriding the registrations of some other mod.
146 Example: Any mod can redefine experimental:tnt by using the name
147 ":experimental:tnt" when registering it.
148 (also that mod is required to have "experimental" as a dependency)
150 The ":" prefix can also be used for maintaining backwards compatibility.
154 Aliases can be added by using minetest.register_alias(name, convert_to)
156 This will make Minetest to convert things called name to things called
159 This can be used for maintaining backwards compatibility.
161 This can be also used for setting quick access names for things, eg. if
162 you have an item called epiclylongmodname:stuff, you could do
163 minetest.register_alias("stuff", "epiclylongmodname:stuff")
164 and be able to use "/giveme stuff".
168 Mods should generally prefix their textures with modname_, eg. given
169 the mod name "foomod", a texture could be called
170 "foomod_foothing.png"
172 Textures are referred to by their complete name, or alternatively by
173 stripping out the file extension:
174 eg. foomod_foothing.png
179 Only OGG files are supported.
181 For positional playing of sounds, only single-channel (mono) files are
182 supported. Otherwise OpenAL will play them non-positionally.
184 Mods should generally prefix their sounds with modname_, eg. given
185 the mod name "foomod", a sound could be called
186 "foomod_foosound.ogg"
188 Sounds are referred to by their name with a dot, a single digit and the
189 file extension stripped out. When a sound is played, the actual sound file
190 is chosen randomly from the matching sounds.
192 When playing the sound "foomod_foosound", the sound is chosen randomly
193 from the available ones of the following files:
195 foomod_foosound.0.ogg
196 foomod_foosound.1.ogg
198 foomod_foosound.9.ogg
200 Examples of sound parameter tables:
201 -- Play locationless on all clients
203 gain = 1.0, -- default
205 -- Play locationless to a player
208 gain = 1.0, -- default
210 -- Play in a location
213 gain = 1.0, -- default
214 max_hear_distance = 32, -- default
216 -- Play connected to an object, looped
218 object = <an ObjectRef>,
219 gain = 1.0, -- default
220 max_hear_distance = 32, -- default
221 loop = true, -- only sounds connected to objects can be looped
226 eg. "default_place_node"
228 eg. {name="default_place_node"}
229 eg. {name="default_place_node", gain=1.0}
231 Registered definitions of stuff
232 --------------------------------
233 Anything added using certain minetest.register_* functions get added to
234 the global minetest.registered_* tables.
236 minetest.register_entity(name, prototype table)
237 -> minetest.registered_entities[name]
239 minetest.register_node(name, node definition)
240 -> minetest.registered_items[name]
241 -> minetest.registered_nodes[name]
243 minetest.register_tool(name, item definition)
244 -> minetest.registered_items[name]
246 minetest.register_craftitem(name, item definition)
247 -> minetest.registered_items[name]
249 Note that in some cases you will stumble upon things that are not contained
250 in these tables (eg. when a mod has been removed). Always check for
251 existence before trying to access the fields.
253 Example: If you want to check the drawtype of a node, you could do:
255 local function get_nodedef_field(nodename, fieldname)
256 if not minetest.registered_nodes[nodename] then
259 return minetest.registered_nodes[nodename][fieldname]
261 local drawtype = get_nodedef_field(nodename, "drawtype")
263 Example: minetest.get_item_group(name, group) has been implemented as:
265 function minetest.get_item_group(name, group)
266 if not minetest.registered_items[name] or not
267 minetest.registered_items[name].groups[group] then
270 return minetest.registered_items[name].groups[group]
275 Nodes are the bulk data of the world: cubes and other things that take the
276 space of a cube. Huge amounts of them are handled efficiently, but they
279 The definition of a node is stored and can be accessed by name in
280 minetest.registered_nodes[node.name]
281 See "Registered definitions of stuff".
283 Nodes are passed by value between Lua and the engine.
284 They are represented by a table:
285 {name="name", param1=num, param2=num}
287 param1 and param2 are 8 bit integers. The engine uses them for certain
288 automated functions. If you don't use these functions, you can use them to
289 store arbitrary values.
291 The functions of param1 and param2 are determined by certain fields in the
293 param1 is reserved for the engine when paramtype != "none":
295 ^ The value stores light with and without sun in it's
296 upper and lower 4 bits.
297 param2 is reserved for the engine when any of these are used:
298 liquidtype == "flowing"
299 ^ The level and some flags of the liquid is stored in param2
300 drawtype == "flowingliquid"
301 ^ The drawn liquid level is read from param2
302 drawtype == "torchlike"
303 drawtype == "signlike"
304 paramtype2 == "wallmounted"
305 ^ The rotation of the node is stored in param2. You can make this value
306 by using minetest.dir_to_wallmounted().
307 paramtype2 == "facedir"
308 ^ The rotation of the node is stored in param2. Furnaces and chests are
309 rotated this way. Can be made by using minetest.dir_to_facedir().
311 Nodes can also contain extra data. See "Node Metadata".
315 There are a bunch of different looking node types. These are mostly just
316 copied from Minetest 0.3; more may be made in the future.
318 Look for examples in games/minimal or games/minetest_game.
332 - nodebox -- See below. EXPERIMENTAL
336 Node selection boxes are defined using "node boxes"
338 The "nodebox" node drawtype allows defining visual of nodes consisting of
339 arbitrary number of boxes. It allows defining stuff like stairs. Only the
340 "fixed" box type is supported for these.
341 ^ Please note that this is still experimental, and may be incompatibly
342 changed in the future.
344 A nodebox is defined as any of:
346 -- A normal cube; the default in most things
350 -- A fixed box (facedir param2 is used, if applicable)
352 fixed = box OR {box1, box2, ...}
355 -- A box like the selection box for torches
356 -- (wallmounted param2 is used, if applicable)
357 type = "wallmounted",
364 {x1, y1, z1, x2, y2, z2}
365 A box of a regular node would look like:
366 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
368 Representations of simple things
369 --------------------------------
371 {x=num, y=num, z=num}
372 Currently the API does not provide any helper functions for addition,
373 subtraction and whatever; you can define those that you need yourself.
377 {type="node", under=pos, above=pos}
378 {type="object", ref=ObjectRef}
382 Node (register_node):
383 A node from the world
384 Tool (register_tool):
385 A tool/weapon that can dig and damage things according to tool_capabilities
386 Craftitem (register_craftitem):
389 Items and item stacks can exist in three formats:
391 Serialized; This is called stackstring or itemstring:
393 eg. 'default:pick_wood 21323'
397 eg. {name="default:dirt", count=5, wear=0, metadata=""}
399 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
400 ^ a wooden pick about 1/3 weared out
401 eg. {name="default:apple", count=1, wear=0, metadata=""}
405 C++ native format with many helper methods. Useful for converting between
406 formats. See the Class reference section for details.
408 When an item must be passed to a function, it can usually be in any of
413 In a number of places, there is a group table. Groups define the
414 properties of a thing (item, node, armor of entity, capabilities of
415 tool) in such a way that the engine and other mods can can interact with
416 the thing without actually knowing what the thing is.
419 - Groups are stored in a table, having the group names with keys and the
420 group ratings as values. For example:
421 groups = {crumbly=3, soil=1}
422 ^ Default dirt (soil group actually currently not defined; TODO)
423 groups = {crumbly=2, soil=1, level=2, outerspace=1}
424 ^ A more special dirt-kind of thing
425 - Groups always have a rating associated with them. If there is no
426 useful meaning for a rating for an enabled group, it shall be 1.
427 - When not defined, the rating of a group defaults to 0. Thus when you
428 read groups, you must interpret nil and 0 as the same value, 0.
430 You can read the rating of a group for an item or a node by using
431 minetest.get_item_group(itemname, groupname)
435 Groups of items can define what kind of an item it is (eg. wool).
439 In addition to the general item things, groups are used to define whether
440 a node is destroyable and how long it takes to destroy by a tool.
444 For entities, groups are, as of now, used only for calculating damage.
446 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
447 object.set_armor_groups({level=2, fleshy=2, cracky=2})
451 Groups in tools define which groups of nodes and entities they are
454 Groups in crafting recipes
455 ---------------------------
456 An example: Make meat soup from any meat, any water and any bowl
458 output = 'food:meat_soup_raw',
464 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
466 An another example: Make red wool from white wool and red dye
470 recipe = {'wool:white', 'group:dye,basecolor_red'},
475 - immortal: Disables the group damage system for an entity
476 - level: Can be used to give an additional sense of progression in the game.
477 - A larger level will cause eg. a weapon of a lower level make much less
478 damage, and get weared out much faster, or not be able to get drops
479 from destroyed nodes.
480 - 0 is something that is directly accessible at the start of gameplay
481 - There is no upper limit
482 - dig_immediate: (player can always pick up node without tool wear)
483 - 2: node is removed without tool wear after 0.5 seconds or so
485 - 3: node is removed without tool wear immediately (torch)
486 - disable_jump: Player (and possibly other things) cannot jump from node
487 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
488 - bouncy: value is bounce speed in percent
489 - falling_node: if there is no walkable block under the node it will fall
490 - attached_node: if the node under it is not a walkable block the node will be
491 dropped as an item. If the node is wallmounted the
492 wallmounted direction is checked.
494 Known damage and digging time defining groups
495 ----------------------------------------------
496 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
497 - crumbly: dirt, sand
498 - cracky: tough but crackable stuff like stone.
499 - snappy: something that can be cut using fine tools; eg. leaves, small
500 plants, wire, sheets of metal
501 - choppy: something that can be cut using force; eg. trees, wooden planks
502 - fleshy: Living things like animals and the player. This could imply
503 some blood effects when hitting.
504 - explody: Especially prone to explosions
505 - oddly_breakable_by_hand:
506 Can be added to nodes that shouldn't logically be breakable by the
507 hand but are. Somewhat similar to dig_immediate, but times are more
508 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
509 speed of a tool if the tool can dig at a faster speed than this
510 suggests for the hand.
512 Examples of custom groups
513 --------------------------
514 Item groups are often used for defining, well, //groups of items//.
515 - meat: any meat-kind of a thing (rating might define the size or healing
516 ability or be irrelevant - it is not defined as of yet)
517 - eatable: anything that can be eaten. Rating might define HP gain in half
519 - flammable: can be set on fire. Rating might define the intensity of the
520 fire, affecting eg. the speed of the spreading of an open fire.
521 - wool: any wool (any origin, any color)
524 - heavy: anything considerably heavy
526 Digging time calculation specifics
527 -----------------------------------
528 Groups such as **crumbly**, **cracky** and **snappy** are used for this
529 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
532 The **level** group is used to limit the toughness of nodes a tool can dig
533 and to scale the digging times / damage to a greater extent.
535 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
538 Tools define their properties by a list of parameters for groups. They
539 cannot dig other groups; thus it is important to use a standard bunch of
540 groups to enable interaction with tools.
543 * Full punch interval
545 * For an arbitrary list of groups:
546 * Uses (until the tool breaks)
547 * Maximum level (usually 0, 1, 2 or 3)
550 **Full punch interval**:
551 When used as a weapon, the tool will do full damage if this time is spent
552 between punches. If eg. half the time is spent, the tool will do half
555 **Maximum drop level**
556 Suggests the maximum level of node, when dug with the tool, that will drop
557 it's useful item. (eg. iron ore to drop a lump of iron).
558 - This is not automated; it is the responsibility of the node definition
562 Determines how many uses the tool has when it is used for digging a node,
563 of this group, of the maximum level. For lower leveled nodes, the use count
564 is multiplied by 3^leveldiff.
565 - uses=10, leveldiff=0 -> actual uses: 10
566 - uses=10, leveldiff=1 -> actual uses: 30
567 - uses=10, leveldiff=2 -> actual uses: 90
570 Tells what is the maximum level of a node of this group that the tool will
574 List of digging times for different ratings of the group, for nodes of the
576 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
577 result in the tool to be able to dig nodes that have a rating of 2 or 3
578 for this group, and unable to dig the rating 1, which is the toughest.
579 Unless there is a matching group that enables digging otherwise.
580 * For entities, damage equals the amount of nodes dug in the time spent
581 between hits, with a maximum time of ''full_punch_interval''.
583 Example definition of the capabilities of a tool
584 -------------------------------------------------
585 tool_capabilities = {
586 full_punch_interval=1.5,
589 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
593 This makes the tool be able to dig nodes that fullfill both of these:
594 - Have the **crumbly** group
595 - Have a **level** group less or equal to 2
597 Table of resulting digging times:
598 crumbly 0 1 2 3 4 <- level
604 level diff: 2 1 0 -1 -2
606 Table of resulting tool uses:
613 - At crumbly=0, the node is not diggable.
614 - At crumbly=3, the level difference digging time divider kicks in and makes
615 easy nodes to be quickly breakable.
616 - At level > 2, the node is not diggable, because it's level > maxlevel
618 Entity damage mechanism
619 ------------------------
621 - Take the time spent after the last hit
622 - Limit time to full_punch_interval
623 - Take the damage groups and imagine a bunch of nodes that have them
624 - Damage in HP is the amount of nodes destroyed in this time.
626 Client predicts damage based on damage groups. Because of this, it is able to
627 give an immediate response when an entity is damaged or dies; the response is
628 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
630 - Currently a smoke puff will appear when an entity dies.
632 The group **immortal** completely disables normal damage.
634 Entities can define a special armor group, which is **punch_operable**. This
635 group disables the regular damage mechanism for players punching it by hand or
636 a non-tool item, so that it can do something else than take damage.
638 On the Lua side, every punch calls ''entity:on_punch(puncher,
639 time_from_last_punch, tool_capabilities, direction)''. This should never be
640 called directly, because damage is usually not handled by the entity itself.
641 * ''puncher'' is the object performing the punch. Can be nil. Should never be
642 accessed unless absolutely required, to encourage interoperability.
643 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
644 * ''tool_capabilities'' can be nil.
645 * ''direction'' is a unit vector, pointing from the source of the punch to
648 To punch an entity/object in Lua, call ''object:punch(puncher,
649 time_from_last_punch, tool_capabilities, direction)''.
650 * Return value is tool wear.
651 * Parameters are equal to the above callback.
652 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
653 automatically filled in based on the location of ''puncher''.
657 The instance of a node in the world normally only contains the three values
658 mentioned in "Nodes". However, it is possible to insert extra data into a
659 node. It is called "node metadata"; See "NodeMetaRef".
661 Metadata contains two things:
665 Some of the values in the key-value store are handled specially:
666 - formspec: Defines a right-click inventory menu. See "Formspec".
667 - infotext: Text shown on the screen when the node is pointed at
671 local meta = minetest.env:get_meta(pos)
672 meta:set_string("formspec",
674 "list[context;main;0,0;8,4;]"..
675 "list[current_player;main;0,5;8,4;]")
676 meta:set_string("infotext", "Chest");
677 local inv = meta:get_inventory()
678 inv:set_size("main", 8*4)
679 print(dump(meta:to_table()))
682 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] = ""}
685 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
692 Formspec defines a menu. Currently not much else than inventories are
693 supported. It is a string, with a somewhat strange format.
695 Spaces and newlines can be inserted between the blocks, as is used in the
701 list[context;main;0,0;8,4;]
702 list[current_player;main;0,5;8,4;]
705 list[context;fuel;2,3;1,1;]
706 list[context;src;2,1;1,1;]
707 list[context;dst;5,1;2,2;]
708 list[current_player;main;0,5;8,4;]
709 - Minecraft-like player inventory
711 image[1,0.6;1,2;player.png]
712 list[current_player;main;0,3.5;8,4;]
713 list[current_player;craft;3,0;3,3;]
714 list[current_player;craftpreview;7,1;1,1;]
719 ^ Define the size of the menu in inventory slots
720 ^ deprecated: invsize[<W>,<H>;]
722 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
723 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
724 ^ Show an inventory list
726 image[<X>,<Y>;<W>,<H>;<texture name>]
728 ^ Position and size units are inventory slots
730 item_image[<X>,<Y>;<W>,<H>;<item name>]
731 ^ Show an inventory image of registered item/node
732 ^ Position and size units are inventory slots
734 background[<X>,<Y>;<W>,<H>;<texture name>]
735 ^ Use a background. Inventory rectangles are not drawn then.
736 ^ Position and size units are inventory slots
737 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
739 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
740 ^ Textual field; will be sent to server when a button is clicked
741 ^ x and y position the field relative to the top left of the menu
742 ^ w and h are the size of the field
743 ^ fields are a set height, but will be vertically centred on h
744 ^ Position and size units are inventory slots
745 ^ name is the name of the field as returned in fields to on_receive_fields
746 ^ label, if not blank, will be text printed on the top left above the field
747 ^ default is the default value of the field
748 ^ default may contain variable references such as '${text}' which
749 will fill the value from the metadata value 'text'
750 ^ Note: no extra text or more than a single variable is supported ATM.
752 field[<name>;<label>;<default>]
753 ^ as above but without position/size units
754 ^ special field for creating simple forms, such as sign text input
755 ^ must be used without a size[] element
756 ^ a 'Proceed' button will be added automatically
758 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
759 ^ same as fields above, but with multi-line input
761 label[<X>,<Y>;<label>]
762 ^ x and y work as per field
763 ^ label is the text on the label
764 ^ Position and size units are inventory slots
766 button[<X>,<Y>;<W>,<H>;<name>;<label>]
767 ^ Clickable button. When clicked, fields will be sent.
768 ^ x, y and name work as per field
769 ^ w and h are the size of the button
770 ^ label is the text on the button
771 ^ Position and size units are inventory slots
773 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
774 ^ x, y, w, h, and name work as per button
775 ^ image is the filename of an image
776 ^ Position and size units are inventory slots
778 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
779 ^ x, y, w, h, name and label work as per button
780 ^ item name is the registered name of an item/node,
781 tooltip will be made out of its descritption
782 ^ Position and size units are inventory slots
784 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
785 ^ When clicked, fields will be sent and the form will quit.
787 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
788 ^ When clicked, fields will be sent and the form will quit.
792 - "context": Selected node metadata (deprecated: "current_name")
793 - "current_player": Player to whom the menu is shown
794 - "player:<name>": Any player
795 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
796 - "detached:<name>": A detached inventory
800 dump2(obj, name="_", dumped={})
801 ^ Return object serialized as a string, handles reference loops
803 ^ Return object serialized as a string
804 string:split(separator)
805 ^ eg. string:split("a,b", ",") == {"a","b"}
807 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
808 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
809 ^ Convert position to a printable string
810 minetest.string_to_pos(string) -> position
811 ^ Same but in reverse
812 minetest.formspec_escape(string) -> string
813 ^ escapes characters like [, ], and \ that can not be used in formspecs
815 minetest namespace reference
816 -----------------------------
817 minetest.get_current_modname() -> string
818 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
819 ^ Useful for loading additional .lua modules or static data from mod
820 minetest.get_modnames() -> list of installed mods
821 ^ Return a list of installed mods, sorted alphabetically
822 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
823 ^ Useful for storing custom data
824 minetest.is_singleplayer()
827 ^ Always printed to stderr and logfile (print() is redirected here)
829 minetest.log(loglevel, line)
830 ^ loglevel one of "error", "action", "info", "verbose"
832 Registration functions: (Call these only at load time)
833 minetest.register_entity(name, prototype table)
834 minetest.register_abm(abm definition)
835 minetest.register_node(name, node definition)
836 minetest.register_tool(name, item definition)
837 minetest.register_craftitem(name, item definition)
838 minetest.register_alias(name, convert_to)
839 minetest.register_craft(recipe)
841 Global callback registration functions: (Call these only at load time)
842 minetest.register_globalstep(func(dtime))
843 ^ Called every server step, usually interval of 0.05s
844 minetest.register_on_shutdown(func())
845 ^ Called before server shutdown
846 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
847 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
848 semi-frequent intervals as well as on server shutdown.
849 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
850 ^ Called when a node has been placed
851 ^ If return true no item is taken from itemstack
852 ^ Deprecated: Use on_construct or after_place_node in node definition instead
853 minetest.register_on_dignode(func(pos, oldnode, digger))
854 ^ Called when a node has been dug.
855 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
856 minetest.register_on_punchnode(func(pos, node, puncher))
857 ^ Called when a node is punched
858 minetest.register_on_generated(func(minp, maxp, blockseed))
859 ^ Called after generating a piece of world. Modifying nodes inside the area
860 is a bit faster than usually.
861 minetest.register_on_newplayer(func(ObjectRef))
862 ^ Called after a new player has been created
863 minetest.register_on_dieplayer(func(ObjectRef))
864 ^ Called when a player dies
865 minetest.register_on_respawnplayer(func(ObjectRef))
866 ^ Called when player is to be respawned
867 ^ Called _before_ repositioning of player occurs
868 ^ return true in func to disable regular player placement
869 minetest.register_on_joinplayer(func(ObjectRef))
870 ^ Called when a player joins the game
871 minetest.register_on_leaveplayer(func(ObjectRef))
872 ^ Called when a player leaves the game
873 minetest.register_on_chat_message(func(name, message))
874 ^ Called always when a player says something
875 minetest.register_on_player_receive_fields(func(player, formname, fields))
876 ^ Called when a button is pressed in player's inventory form
877 ^ Newest functions are called first
878 ^ If function returns true, remaining functions are not called
880 Other registration functions:
881 minetest.register_chatcommand(cmd, chatcommand definition)
882 minetest.register_privilege(name, definition)
883 ^ definition: "description text"
885 description = "description text",
886 give_to_singleplayer = boolean, -- default: true
888 minetest.register_authentication_handler(handler)
889 ^ See minetest.builtin_auth_handler in builtin.lua for reference
892 minetest.setting_set(name, value)
893 minetest.setting_get(name) -> string or nil
894 minetest.setting_getbool(name) -> boolean value or nil
895 minetest.setting_get_pos(name) -> position or nil
896 minetest.setting_save() -> nil, save all settings to config file
897 minetest.add_to_creative_inventory(itemstring)
900 minetest.notify_authentication_modified(name)
901 ^ Should be called by the authentication handler if privileges change.
902 ^ To report everybody, set name=nil.
903 minetest.get_password_hash(name, raw_password)
904 ^ Convert a name-password pair to a password hash that minetest can use
905 minetest.string_to_privs(str) -> {priv1=true,...}
906 minetest.privs_to_string(privs) -> "priv1,priv2,..."
907 ^ Convert between two privilege representations
908 minetest.set_player_password(name, password_hash)
909 minetest.set_player_privs(name, {priv1=true,...})
910 minetest.get_player_privs(name) -> {priv1=true,...}
911 minetest.auth_reload()
912 ^ These call the authentication handler
913 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
914 ^ A quickhand for checking privileges
917 minetest.chat_send_all(text)
918 minetest.chat_send_player(name, text)
921 minetest.get_inventory(location) -> InvRef
922 ^ location = eg. {type="player", name="celeron55"}
923 {type="node", pos={x=, y=, z=}}
924 {type="detached", name="creative"}
925 minetest.create_detached_inventory(name, callbacks) -> InvRef
926 ^ callbacks: See "Detached inventory callbacks"
927 ^ Creates a detached inventory. If it already exists, it is cleared.
928 minetest.show_formspec(playername, formname, formspec)
929 ^ playername: name of player to show formspec
930 ^ formname: name passed to on_player_receive_fields callbacks
931 ^ should follow "modname:<whatever>" naming convention
932 ^ formspec: formspec to display
935 minetest.inventorycube(img1, img2, img3)
936 ^ Returns a string for making an image of a cube (useful as an item image)
937 minetest.get_pointed_thing_position(pointed_thing, above)
938 ^ Get position of a pointed_thing (that you can get from somewhere)
939 minetest.dir_to_facedir(dir)
940 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
941 minetest.dir_to_wallmounted(dir)
942 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
943 minetest.get_node_drops(nodename, toolname)
944 ^ Returns list of item names.
945 ^ Note: This will be removed or modified in a future version.
946 minetest.get_craft_result(input) -> output, decremented_input
947 ^ input.method = 'normal' or 'cooking' or 'fuel'
948 ^ input.width = for example 3
949 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
950 stack 5, stack 6, stack 7, stack 8, stack 9 }
951 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
952 ^ output.time = number, if unsuccessful: 0
953 ^ decremented_input = like input
954 minetest.get_craft_recipe(output) -> input
955 ^ returns last registered recipe for output item (node)
956 ^ output is a node or item type such as 'default:torch'
957 ^ input.method = 'normal' or 'cooking' or 'fuel'
958 ^ input.width = for example 3
959 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
960 stack 5, stack 6, stack 7, stack 8, stack 9 }
961 ^ input.items = nil if no recipe found
962 minetest.get_all_craft_recipes(output) -> table or nil
963 ^ returns table with all registered recipes for output item (node)
964 ^ returns nil if no recipe was found
965 ^ table entries have same format as minetest.get_craft_recipe
966 minetest.handle_node_drops(pos, drops, digger)
967 ^ drops: list of itemstrings
968 ^ Handles drops from nodes after digging: Default action is to put them into
970 ^ Can be overridden to get different functionality (eg. dropping items on
974 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
975 ^ Find who has done something to a node, or near a node
976 ^ actor: "player:<name>", also "liquid".
977 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
978 ^ Revert latest actions of someone
979 ^ actor: "player:<name>", also "liquid".
981 Defaults for the on_* item definition functions:
982 (These return the leftover itemstack)
983 minetest.item_place_node(itemstack, placer, pointed_thing)
984 ^ Place item as a node
985 minetest.item_place_object(itemstack, placer, pointed_thing)
987 minetest.item_place(itemstack, placer, pointed_thing)
988 ^ Use one of the above based on what the item is.
989 ^ Calls on_rightclick of pointed_thing.under if defined instead
990 ^ Note: is not called when wielded item overrides on_place
991 minetest.item_drop(itemstack, dropper, pos)
993 minetest.item_eat(hp_change, replace_with_item)
994 ^ Eat the item. replace_with_item can be nil.
996 Defaults for the on_punch and on_dig node definition callbacks:
997 minetest.node_punch(pos, node, puncher)
998 ^ Calls functions registered by minetest.register_on_punchnode()
999 minetest.node_dig(pos, node, digger)
1000 ^ Checks if node can be dug, puts item into inventory, removes node
1001 ^ Calls functions registered by minetest.registered_on_dignodes()
1004 minetest.sound_play(spec, parameters) -> handle
1005 ^ spec = SimpleSoundSpec
1006 ^ parameters = sound parameter table
1007 minetest.sound_stop(handle)
1010 minetest.after(time, func, ...)
1011 ^ Call function after time seconds
1012 ^ Optional: Variable number of arguments that are passed to func
1015 minetest.request_shutdown() -> request for server shutdown
1016 minetest.get_server_status() -> server status string
1019 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1020 minetest.get_ban_description(ip_or_name) -> ban description (string)
1021 minetest.ban_player(name) -> ban a player
1022 minetest.unban_player_or_ip(name) -> unban player or IP address
1025 minetest.get_connected_players() -> list of ObjectRefs
1026 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1027 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1028 minetest.get_item_group(name, group) -> rating
1029 ^ Get rating of a group of an item. (0 = not in group)
1030 minetest.get_node_group(name, group) -> rating
1031 ^ Deprecated: An alias for the former.
1032 minetest.serialize(table) -> string
1033 ^ Convert a table containing tables, strings, numbers, booleans and nils
1034 into string form readable by minetest.deserialize
1035 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1036 minetest.deserialize(string) -> table
1037 ^ Convert a string returned by minetest.deserialize into a table
1038 ^ String is loaded in an empty sandbox environment.
1039 ^ Will load functions, but they cannot access the global environment.
1040 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1041 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1042 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1045 minetest.env - EnvRef of the server environment and world.
1046 ^ Using this you can access nodes and entities
1049 minetest.registered_items
1050 ^ List of registered items, indexed by name
1051 minetest.registered_nodes
1052 ^ List of registered node definitions, indexed by name
1053 minetest.registered_craftitems
1054 ^ List of registered craft item definitions, indexed by name
1055 minetest.registered_tools
1056 ^ List of registered tool definitions, indexed by name
1057 minetest.registered_entities
1058 ^ List of registered entity prototypes, indexed by name
1059 minetest.object_refs
1060 ^ List of object references, indexed by active object id
1061 minetest.luaentities
1062 ^ List of lua entities, indexed by active object id
1064 Deprecated but defined for backwards compatibility:
1065 minetest.digprop_constanttime(time)
1066 minetest.digprop_stonelike(toughness)
1067 minetest.digprop_dirtlike(toughness)
1068 minetest.digprop_gravellike(toughness)
1069 minetest.digprop_woodlike(toughness)
1070 minetest.digprop_leaveslike(toughness)
1071 minetest.digprop_glasslike(toughness)
1075 EnvRef: basically ServerEnvironment and ServerMap combined.
1077 - set_node(pos, node)
1078 - add_node(pos, node): alias set_node(pos, node)
1079 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1081 ^ Equivalent to set_node(pos, "air")
1083 ^ Returns {name="ignore", ...} for unloaded area
1084 - get_node_or_nil(pos)
1085 ^ Returns nil for unloaded area
1086 - get_node_light(pos, timeofday) -> 0...15 or nil
1087 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1089 - place_node(pos, node)
1090 ^ Place node with the same effects that a player would cause
1092 ^ Dig node with the same effects that a player would cause
1094 ^ Punch node with the same effects that a player would cause
1096 - get_meta(pos) -- Get a NodeMetaRef at that position
1097 - get_node_timer(pos) -- Get NodeTimerRef
1099 - add_entity(pos, name): Spawn Lua-defined entity at position
1100 ^ Returns ObjectRef, or nil if failed
1101 - add_item(pos, item): Spawn item
1102 ^ Returns ObjectRef, or nil if failed
1103 - get_player_by_name(name) -- Get an ObjectRef to a player
1104 - get_objects_inside_radius(pos, radius)
1105 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1107 - find_node_near(pos, radius, nodenames) -> pos or nil
1108 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1109 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1110 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1111 - get_perlin(seeddiff, octaves, persistence, scale)
1112 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1114 ^ clear all objects in the environments
1115 - spawn_tree (pos, {treedef})
1116 ^ spawns L-System tree at given pos with definition in treedef table
1118 axiom, - string initial tree axiom
1119 rules_a, - string rules set A
1120 rules_b, - string rules set B
1121 rules_c, - string rules set C
1122 rules_d, - string rules set D
1123 trunk, - string trunk node name
1124 leaves, - string leaves node name
1125 leaves2, - string secondary leaves node name
1126 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1127 angle, - num angle in deg
1128 iterations, - num max # of iterations, usually 2 -5
1129 random_level, - num factor to lower nr of iterations, usually 0 - 3
1130 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1131 thin_branches, - boolean true -> use thin (1 node) branches
1132 fruit, - string fruit node name
1133 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1134 seed, - num random seed
1137 Key for Special L-System Symbols used in Axioms
1138 G - move forward one unit with the pen up
1139 F - move forward one unit with the pen down drawing trunks and branches
1140 f - move forward one unit with the pen down drawing leaves (100% chance)
1141 T - move forward one unit with the pen down drawing trunks only
1142 R - move forward one unit with the pen down placing fruit
1143 A - replace with rules set A
1144 B - replace with rules set B
1145 C - replace with rules set C
1146 D - replace with rules set D
1147 a - replace with rules set A, chance 90%
1148 b - replace with rules set B, chance 80%
1149 c - replace with rules set C, chance 70%
1150 d - replace with rules set D, chance 60%
1151 + - yaw the turtle right by angle parameter
1152 - - yaw the turtle left by angle parameter
1153 & - pitch the turtle down by angle parameter
1154 ^ - pitch the turtle up by angle parameter
1155 / - roll the turtle to the right by angle parameter
1156 * - roll the turtle to the left by angle parameter
1157 [ - save in stack current state info
1158 ] - recover from stack state info
1160 Example usage: spawn small apple tree
1163 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1164 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1165 trunk="default:tree",
1166 leaves="default:leaves",
1170 trunk_type="single",
1173 fruit="default:apple"
1175 minetest.env:spawn_tree(pos,apple_tree)
1178 - add_rat(pos): Add C++ rat object (no-op)
1179 - add_firefly(pos): Add C++ firefly object (no-op)
1181 NodeMetaRef: Node metadata - reference extra data and functionality stored
1183 - Can be gotten via minetest.env:get_nodemeta(pos)
1185 - set_string(name, value)
1187 - set_int(name, value)
1189 - set_float(name, value)
1191 - get_inventory() -> InvRef
1192 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1193 - from_table(nil or {})
1194 ^ See "Node Metadata"
1196 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1197 - Can be gotten via minetest.env:get_node_timer(pos)
1199 - set(timeout,elapsed)
1200 ^ set a timer's state
1201 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1202 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1203 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1206 ^ equivelent to set(timeout,0)
1209 - get_timeout() -> current timeout in seconds
1210 ^ if timeout is 0, timer is inactive
1211 - get_elapsed() -> current elapsed time in seconds
1212 ^ the node's on_timer function will be called after timeout-elapsed seconds
1213 - is_started() -> boolean state of timer
1214 ^ returns true if timer is started, otherwise false
1216 ObjectRef: Moving things in the game are generally these
1217 (basically reference to a C++ ServerActiveObject)
1219 - remove(): remove object (after returning from Lua)
1220 - getpos() -> {x=num, y=num, z=num}
1221 - setpos(pos); pos={x=num, y=num, z=num}
1222 - moveto(pos, continuous=false): interpolated move
1223 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1224 ^ puncher = an another ObjectRef,
1225 ^ time_from_last_punch = time since last punch action of the puncher
1226 ^ direction: can be nil
1227 - right_click(clicker); clicker = an another ObjectRef
1228 - get_hp(): returns number of hitpoints (2 * number of hearts)
1229 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1230 - get_inventory() -> InvRef
1231 - get_wield_list(): returns the name of the inventory list the wielded item is in
1232 - get_wield_index(): returns the index of the wielded item
1233 - get_wielded_item() -> ItemStack
1234 - set_wielded_item(item): replaces the wielded item, returns true if successful
1235 - set_armor_groups({group1=rating, group2=rating, ...})
1236 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1237 - set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1239 - set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1240 - set_properties(object property table)
1241 LuaEntitySAO-only: (no-op for other objects)
1242 - setvelocity({x=num, y=num, z=num})
1243 - getvelocity() -> {x=num, y=num, z=num}
1244 - setacceleration({x=num, y=num, z=num})
1245 - getacceleration() -> {x=num, y=num, z=num}
1247 - getyaw() -> radians
1248 - settexturemod(mod)
1249 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1250 - select_horiz_by_yawpitch=false)
1251 ^ Select sprite from spritesheet with optional animation and DM-style
1252 texture selection based on yaw relative to camera
1253 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1255 Player-only: (no-op for other objects)
1256 - is_player(): true for players, false for others
1257 - get_player_name(): returns "" if is not a player
1258 - get_look_dir(): get camera direction as a unit vector
1259 - get_look_pitch(): pitch in radians
1260 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1261 - set_look_pitch(radians): sets look pitch
1262 - set_look_yaw(radians): sets look yaw
1263 - set_inventory_formspec(formspec)
1264 ^ Redefine player's inventory form
1265 ^ Should usually be called in on_joinplayer
1266 - get_inventory_formspec() -> formspec string
1267 - get_player_control(): returns table with player pressed keys
1268 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1269 - get_player_control_bits(): returns integer with bit packed player pressed keys
1270 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1272 InvRef: Reference to an inventory
1274 - is_empty(listname): return true if list is empty
1275 - get_size(listname): get size of a list
1276 - set_size(listname, size): set size of a list
1277 - get_width(listname): get width of a list
1278 - set_width(listname, width): set width of list; currently used for crafting
1279 - get_stack(listname, i): get a copy of stack index i in list
1280 - set_stack(listname, i, stack): copy stack to index i in list
1281 - get_list(listname): return full list
1282 - set_list(listname, list): set full list (size will not change)
1283 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1284 - room_for_item(listname, stack): returns true if the stack of items
1285 can be fully added to the list
1286 - contains_item(listname, stack): returns true if the stack of items
1287 can be fully taken from the list
1288 remove_item(listname, stack): take as many items as specified from the list,
1289 returns the items that were actually removed (as an ItemStack)
1290 - get_location() -> location compatible to minetest.get_inventory(location)
1291 -> {type="undefined"} in case location is not known
1293 ItemStack: A stack of items.
1294 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1296 - is_empty(): return true if stack is empty
1297 - get_name(): returns item name (e.g. "default:stone")
1298 - get_count(): returns number of items on the stack
1299 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1300 - get_metadata(): returns metadata (a string attached to an item stack)
1301 - clear(): removes all items from the stack, making it empty
1302 - replace(item): replace the contents of this stack (item can also
1303 be an itemstring or table)
1304 - to_string(): returns the stack in itemstring form
1305 - to_table(): returns the stack in Lua table form
1306 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1307 - get_free_space(): returns get_stack_max() - get_count()
1308 - is_known(): returns true if the item name refers to a defined item type
1309 - get_definition(): returns the item definition table
1310 - get_tool_capabilities(): returns the digging properties of the item,
1311 ^ or those of the hand if none are defined for this item type
1312 - add_wear(amount): increases wear by amount if the item is a tool
1313 - add_item(item): put some item or stack onto this stack,
1314 ^ returns leftover ItemStack
1315 - item_fits(item): returns true if item or stack can be fully added to this one
1316 - take_item(n): take (and remove) up to n items from this stack
1317 ^ returns taken ItemStack
1318 ^ if n is omitted, n=1 is used
1319 - peek_item(n): copy (don't remove) up to n items from this stack
1320 ^ returns copied ItemStack
1321 ^ if n is omitted, n=1 is used
1323 PseudoRandom: A pseudorandom number generator
1324 - Can be created via PseudoRandom(seed)
1326 - next(): return next integer random number [0...32767]
1327 - next(min, max): return next integer random number [min...max]
1328 (max - min) must be 32767 or <= 6553 due to the simple
1329 implementation making bad distribution otherwise.
1331 PerlinNoise: A perlin noise generator
1332 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1333 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1335 - get2d(pos) -> 2d noise value at pos={x=,y=}
1336 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1339 --------------------
1340 - Functions receive a "luaentity" as self:
1341 - It has the member .name, which is the registered name ("mod:thing")
1342 - It has the member .object, which is an ObjectRef pointing to the object
1343 - The original prototype stuff is visible directly via a metatable
1345 - on_activate(self, staticdata)
1346 ^ Called when the object is instantiated.
1347 - on_step(self, dtime)
1348 ^ Called on every server tick (dtime is usually 0.05 seconds)
1349 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1350 ^ Called when somebody punches the object.
1351 ^ Note that you probably want to handle most punches using the
1352 automatic armor group system.
1353 ^ puncher: ObjectRef (can be nil)
1354 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1355 ^ tool_capabilities: capability table of used tool (can be nil)
1356 ^ dir: unit vector of direction of punch. Always defined. Points from
1357 the puncher to the punched.
1358 - on_rightclick(self, clicker)
1359 - get_staticdata(self)
1360 ^ Should return a string that will be passed to on_activate when
1361 the object is instantiated the next time.
1371 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1372 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1373 visual_size = {x=1, y=1},
1375 textures = {}, -- number of required textures depends on visual
1376 colors = {}, -- number of required colors depends on visual
1377 spritediv = {x=1, y=1},
1378 initial_sprite_basepos = {x=0, y=0},
1380 makes_footstep_sound = false,
1381 automatic_rotate = false,
1384 Entity definition (register_entity)
1386 (Deprecated: Everything in object properties is read directly from here)
1388 initial_properties = <initial object properties>,
1390 on_activate = function(self, staticdata, dtime_s),
1391 on_step = function(self, dtime),
1392 on_punch = function(self, hitter),
1393 on_rightclick = function(self, clicker),
1394 get_staticdata = function(self),
1395 ^ Called sometimes; the string returned is passed to on_activate when
1396 the entity is re-activated from static state
1398 # Also you can define arbitrary member variables here
1399 myvariable = whatever,
1402 ABM (ActiveBlockModifier) definition (register_abm)
1404 -- In the following two fields, also group:groupname will work.
1405 nodenames = {"default:lava_source"},
1406 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1407 ^ If left out or empty, any neighbor will do
1408 interval = 1.0, -- (operation interval)
1409 chance = 1, -- (chance of trigger is 1.0/this)
1410 action = func(pos, node, active_object_count, active_object_count_wider),
1413 Item definition (register_node, register_craftitem, register_tool)
1415 description = "Steel Axe",
1416 groups = {}, -- key=name, value=rating; rating=1..3.
1417 if rating not applicable, use 1.
1418 eg. {wool=1, fluffy=3}
1419 {soil=2, outerspace=1, crumbly=1}
1420 {bendy=2, snappy=1},
1421 {hard=1, metal=1, spikes=1}
1422 inventory_image = "default_tool_steelaxe.png",
1424 wield_scale = {x=1,y=1,z=1},
1426 liquids_pointable = false,
1427 tool_capabilities = {
1428 full_punch_interval = 1.0,
1432 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1433 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1434 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1437 node_placement_prediction = nil,
1438 ^ If nil and item is node, prediction is made automatically
1439 ^ If nil and item is not a node, no prediction is made
1440 ^ If "" and item is anything, no prediction is made
1441 ^ Otherwise should be name of node which the client immediately places
1442 on ground when the player places the item. Server will always update
1443 actual result to client in a short moment.
1445 on_place = func(itemstack, placer, pointed_thing),
1446 ^ Shall place item and return the leftover itemstack
1447 ^ default: minetest.item_place
1448 on_drop = func(itemstack, dropper, pos),
1449 ^ Shall drop item and return the leftover itemstack
1450 ^ default: minetest.item_drop
1451 on_use = func(itemstack, user, pointed_thing),
1453 ^ Function must return either nil if no item shall be removed from
1454 inventory, or an itemstack to replace the original itemstack.
1455 eg. itemstack:take_item(); return itemstack
1456 ^ Otherwise, the function is free to do what it wants.
1457 ^ The default functions handle regular use cases.
1462 - {name="image.png", animation={Tile Animation definition}}
1463 - {name="image.png", backface_culling=bool}
1464 ^ backface culling only supported in special tiles
1465 - deprecated still supported field names:
1468 Tile animation definition:
1469 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1471 Node definition (register_node)
1473 <all fields allowed in item definitions>,
1475 drawtype = "normal", -- See "Node drawtypes"
1477 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1478 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1479 ^ List can be shortened to needed length
1480 special_tiles = {tile definition 1, Tile definition 2},
1481 ^ Special textures of node; used rarely (old field name: special_materials)
1482 ^ List can be shortened to needed length
1484 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1485 paramtype = "none", -- See "Nodes"
1486 paramtype2 = "none", -- See "Nodes"
1487 is_ground_content = false, -- Currently not used for anything
1488 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1489 walkable = true, -- If true, objects collide with node
1490 pointable = true, -- If true, can be pointed at
1491 diggable = true, -- If false, can never be dug
1492 climbable = false, -- If true, can be climbed on (ladder)
1493 buildable_to = false, -- If true, placed nodes can replace this node
1494 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1495 liquidtype = "none", -- "none"/"source"/"flowing"
1496 liquid_alternative_flowing = "", -- Flowing version of source liquid
1497 liquid_alternative_source = "", -- Source version of flowing liquid
1498 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1499 liquid_renewable = true, -- Can new liquid source be created by placing
1500 two or more sources nearly?
1501 light_source = 0, -- Amount of light emitted by node
1502 damage_per_second = 0, -- If player is inside node, this damage is caused
1503 node_box = {type="regular"}, -- See "Node boxes"
1504 selection_box = {type="regular"}, -- See "Node boxes"
1505 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1506 legacy_wallmounted = false, -- Support maps made in and before January 2012
1508 footstep = <SimpleSoundSpec>,
1509 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1510 dug = <SimpleSoundSpec>,
1513 on_construct = func(pos),
1514 ^ Node constructor; always called after adding node
1515 ^ Can set up metadata and stuff like that
1517 on_destruct = func(pos),
1518 ^ Node destructor; always called before removing node
1520 after_destruct = func(pos, oldnode),
1521 ^ Node destructor; always called after removing node
1524 after_place_node = func(pos, placer, itemstack),
1525 ^ Called after constructing node when node was placed using
1526 minetest.item_place_node / minetest.env:place_node
1527 ^ If return true no item is taken from itemstack
1529 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1530 ^ oldmetadata is in table format
1531 ^ Called after destructing node when node was dug using
1532 minetest.node_dig / minetest.env:dig_node
1534 can_dig = function(pos,player)
1535 ^ returns true if node can be dug, or false if not
1538 on_punch = func(pos, node, puncher),
1539 ^ default: minetest.node_punch
1540 ^ By default: does nothing
1541 on_rightclick = func(pos, node, clicker, itemstack),
1543 ^ if defined, itemstack will hold clicker's wielded item
1544 Shall return the leftover itemstack
1545 on_dig = func(pos, node, digger),
1546 ^ default: minetest.node_dig
1547 ^ By default: checks privileges, wears out tool and removes node
1549 on_timer = function(pos,elapsed),
1551 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1552 ^ elapsed is the total time passed since the timer was started
1553 ^ return true to run the timer for another cycle with the same timeout value
1555 on_receive_fields = func(pos, formname, fields, sender),
1556 ^ fields = {name1 = value1, name2 = value2, ...}
1557 ^ Called when an UI form (eg. sign text input) returns data
1560 allow_metadata_inventory_move = func(pos, from_list, from_index,
1561 to_list, to_index, count, player),
1562 ^ Called when a player wants to move items inside the inventory
1563 ^ Return value: number of items allowed to move
1565 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1566 ^ Called when a player wants to put something into the inventory
1567 ^ Return value: number of items allowed to put
1568 ^ Return value: -1: Allow and don't modify item count in inventory
1570 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1571 ^ Called when a player wants to take something out of the inventory
1572 ^ Return value: number of items allowed to take
1573 ^ Return value: -1: Allow and don't modify item count in inventory
1575 on_metadata_inventory_move = func(pos, from_list, from_index,
1576 to_list, to_index, count, player),
1577 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1578 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1579 ^ Called after the actual action has happened, according to what was allowed.
1582 on_blast = func(pos, intensity),
1583 ^ intensity: 1.0 = mid range of regular TNT
1584 ^ If defined, called when an explosion touches the node, instead of
1588 Recipe for register_craft: (shaped)
1590 output = 'default:pick_stone',
1592 {'default:cobble', 'default:cobble', 'default:cobble'},
1593 {'', 'default:stick', ''},
1594 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1596 replacements = <optional list of item pairs,
1597 replace one input item with another item on crafting>
1600 Recipe for register_craft (shapeless)
1603 output = 'mushrooms:mushroom_stew',
1606 "mushrooms:mushroom_brown",
1607 "mushrooms:mushroom_red",
1609 replacements = <optional list of item pairs,
1610 replace one input item with another item on crafting>
1613 Recipe for register_craft (tool repair)
1615 type = "toolrepair",
1616 additional_wear = -0.02,
1619 Recipe for register_craft (cooking)
1622 output = "default:glass",
1623 recipe = "default:sand",
1627 Recipe for register_craft (furnace fuel)
1630 recipe = "default:leaves",
1634 Chatcommand definition (register_chatcommand)
1636 params = "<name> <privilege>", -- short parameter description
1637 description = "Remove privilege from player", -- full description
1638 privs = {privs=true}, -- require the "privs" privilege to run
1639 func = function(name, param), -- called when command is run
1642 Detached inventory callbacks
1644 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1645 ^ Called when a player wants to move items inside the inventory
1646 ^ Return value: number of items allowed to move
1648 allow_put = func(inv, listname, index, stack, player),
1649 ^ Called when a player wants to put something into the inventory
1650 ^ Return value: number of items allowed to put
1651 ^ Return value: -1: Allow and don't modify item count in inventory
1653 allow_take = func(inv, listname, index, stack, player),
1654 ^ Called when a player wants to take something out of the inventory
1655 ^ Return value: number of items allowed to take
1656 ^ Return value: -1: Allow and don't modify item count in inventory
1658 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1659 on_put = func(inv, listname, index, stack, player),
1660 on_take = func(inv, listname, index, stack, player),
1661 ^ Called after the actual action has happened, according to what was allowed.