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.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit integers. The engine uses them for certain
258 automated functions. If you don't use these functions, you can use them to
259 store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Nodes can also contain extra data. See "Node Metadata".
285 There are a bunch of different looking node types. These are mostly just
286 copied from Minetest 0.3; more may be made in the future.
288 Look for examples in games/minimal or games/minetest_game.
302 - nodebox -- See below. EXPERIMENTAL
306 Node selection boxes are defined using "node boxes"
308 The "nodebox" node drawtype allows defining visual of nodes consisting of
309 arbitrary number of boxes. It allows defining stuff like stairs. Only the
310 "fixed" box type is supported for these.
311 ^ Please note that this is still experimental, and may be incompatibly
312 changed in the future.
314 A nodebox is defined as any of:
316 -- A normal cube; the default in most things
320 -- A fixed box (facedir param2 is used, if applicable)
322 fixed = box OR {box1, box2, ...}
325 -- A box like the selection box for torches
326 -- (wallmounted param2 is used, if applicable)
327 type = "wallmounted",
334 {x1, y1, z1, x2, y2, z2}
335 A box of a regular node would look like:
336 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
338 Representations of simple things
339 --------------------------------
341 {x=num, y=num, z=num}
342 Currently the API does not provide any helper functions for addition,
343 subtraction and whatever; you can define those that you need yourself.
347 {type="node", under=pos, above=pos}
348 {type="object", ref=ObjectRef}
352 Node (register_node):
353 A node from the world
354 Tool (register_tool):
355 A tool/weapon that can dig and damage things according to tool_capabilities
356 Craftitem (register_craftitem):
359 Items and item stacks can exist in three formats:
361 Serialized; This is called stackstring or itemstring:
363 eg. 'default:pick_wood 21323'
367 eg. {name="default:dirt", count=5, wear=0, metadata=""}
369 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
370 ^ a wooden pick about 1/3 weared out
371 eg. {name="default:apple", count=1, wear=0, metadata=""}
375 C++ native format with many helper methods. Useful for converting between
376 formats. See the Class reference section for details.
378 When an item must be passed to a function, it can usually be in any of
383 In a number of places, there is a group table. Groups define the
384 properties of a thing (item, node, armor of entity, capabilities of
385 tool) in such a way that the engine and other mods can can interact with
386 the thing without actually knowing what the thing is.
389 - Groups are stored in a table, having the group names with keys and the
390 group ratings as values. For example:
391 groups = {crumbly=3, soil=1}
392 ^ Default dirt (soil group actually currently not defined; TODO)
393 groups = {crumbly=2, soil=1, level=2, outerspace=1}
394 ^ A more special dirt-kind of thing
395 - Groups always have a rating associated with them. If there is no
396 useful meaning for a rating for an enabled group, it shall be 1.
397 - When not defined, the rating of a group defaults to 0. Thus when you
398 read groups, you must interpret nil and 0 as the same value, 0.
400 You can read the rating of a group for an item or a node by using
401 minetest.get_item_group(itemname, groupname)
405 Groups of items can define what kind of an item it is (eg. wool).
409 In addition to the general item things, groups are used to define whether
410 a node is destroyable and how long it takes to destroy by a tool.
414 For entities, groups are, as of now, used only for calculating damage.
416 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
417 object.set_armor_groups({level=2, fleshy=2, cracky=2})
421 Groups in tools define which groups of nodes and entities they are
424 Groups in crafting recipes
425 ---------------------------
426 An example: Make meat soup from any meat, any water and any bowl
428 output = 'food:meat_soup_raw',
434 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
436 An another example: Make red wool from white wool and red dye
440 recipe = {'wool:white', 'group:dye,basecolor_red'},
445 - immortal: Disables the group damage system for an entity
446 - level: Can be used to give an additional sense of progression in the game.
447 - A larger level will cause eg. a weapon of a lower level make much less
448 damage, and get weared out much faster, or not be able to get drops
449 from destroyed nodes.
450 - 0 is something that is directly accessible at the start of gameplay
451 - There is no upper limit
452 - dig_immediate: (player can always pick up node without tool wear)
453 - 2: node is removed without tool wear after 0.5 seconds or so
455 - 3: node is removed without tool wear immediately (torch)
456 - disable_jump: Player (and possibly other things) cannot jump from node
457 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
458 - bouncy: value is bounce speed in percent
459 - falling_node: if there is no walkable block under the node it will fall
460 - attached_node: if the node under it is not a walkable block the node will be
461 dropped as an item. If the node is wallmounted the
462 wallmounted direction is checked.
464 Known damage and digging time defining groups
465 ----------------------------------------------
466 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
467 - crumbly: dirt, sand
468 - cracky: tough but crackable stuff like stone.
469 - snappy: something that can be cut using fine tools; eg. leaves, small
470 plants, wire, sheets of metal
471 - choppy: something that can be cut using force; eg. trees, wooden planks
472 - fleshy: Living things like animals and the player. This could imply
473 some blood effects when hitting.
474 - explody: Especially prone to explosions
475 - oddly_breakable_by_hand:
476 Can be added to nodes that shouldn't logically be breakable by the
477 hand but are. Somewhat similar to dig_immediate, but times are more
478 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
479 speed of a tool if the tool can dig at a faster speed than this
480 suggests for the hand.
482 Examples of custom groups
483 --------------------------
484 Item groups are often used for defining, well, //groups of items//.
485 - meat: any meat-kind of a thing (rating might define the size or healing
486 ability or be irrelevant - it is not defined as of yet)
487 - eatable: anything that can be eaten. Rating might define HP gain in half
489 - flammable: can be set on fire. Rating might define the intensity of the
490 fire, affecting eg. the speed of the spreading of an open fire.
491 - wool: any wool (any origin, any color)
494 - heavy: anything considerably heavy
496 Digging time calculation specifics
497 -----------------------------------
498 Groups such as **crumbly**, **cracky** and **snappy** are used for this
499 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
502 The **level** group is used to limit the toughness of nodes a tool can dig
503 and to scale the digging times / damage to a greater extent.
505 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
508 Tools define their properties by a list of parameters for groups. They
509 cannot dig other groups; thus it is important to use a standard bunch of
510 groups to enable interaction with tools.
513 * Full punch interval
515 * For an arbitrary list of groups:
516 * Uses (until the tool breaks)
517 * Maximum level (usually 0, 1, 2 or 3)
520 **Full punch interval**:
521 When used as a weapon, the tool will do full damage if this time is spent
522 between punches. If eg. half the time is spent, the tool will do half
525 **Maximum drop level**
526 Suggests the maximum level of node, when dug with the tool, that will drop
527 it's useful item. (eg. iron ore to drop a lump of iron).
528 - This is not automated; it is the responsibility of the node definition
532 Determines how many uses the tool has when it is used for digging a node,
533 of this group, of the maximum level. For lower leveled nodes, the use count
534 is multiplied by 3^leveldiff.
535 - uses=10, leveldiff=0 -> actual uses: 10
536 - uses=10, leveldiff=1 -> actual uses: 30
537 - uses=10, leveldiff=2 -> actual uses: 90
540 Tells what is the maximum level of a node of this group that the tool will
544 List of digging times for different ratings of the group, for nodes of the
546 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
547 result in the tool to be able to dig nodes that have a rating of 2 or 3
548 for this group, and unable to dig the rating 1, which is the toughest.
549 Unless there is a matching group that enables digging otherwise.
550 * For entities, damage equals the amount of nodes dug in the time spent
551 between hits, with a maximum time of ''full_punch_interval''.
553 Example definition of the capabilities of a tool
554 -------------------------------------------------
555 tool_capabilities = {
556 full_punch_interval=1.5,
559 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
563 This makes the tool be able to dig nodes that fullfill both of these:
564 - Have the **crumbly** group
565 - Have a **level** group less or equal to 2
567 Table of resulting digging times:
568 crumbly 0 1 2 3 4 <- level
574 level diff: 2 1 0 -1 -2
576 Table of resulting tool uses:
583 - At crumbly=0, the node is not diggable.
584 - At crumbly=3, the level difference digging time divider kicks in and makes
585 easy nodes to be quickly breakable.
586 - At level > 2, the node is not diggable, because it's level > maxlevel
588 Entity damage mechanism
589 ------------------------
591 - Take the time spent after the last hit
592 - Limit time to full_punch_interval
593 - Take the damage groups and imagine a bunch of nodes that have them
594 - Damage in HP is the amount of nodes destroyed in this time.
596 Client predicts damage based on damage groups. Because of this, it is able to
597 give an immediate response when an entity is damaged or dies; the response is
598 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
600 - Currently a smoke puff will appear when an entity dies.
602 The group **immortal** completely disables normal damage.
604 Entities can define a special armor group, which is **punch_operable**. This
605 group disables the regular damage mechanism for players punching it by hand or
606 a non-tool item, so that it can do something else than take damage.
608 On the Lua side, every punch calls ''entity:on_punch(puncher,
609 time_from_last_punch, tool_capabilities, direction)''. This should never be
610 called directly, because damage is usually not handled by the entity itself.
611 * ''puncher'' is the object performing the punch. Can be nil. Should never be
612 accessed unless absolutely required, to encourage interoperability.
613 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
614 * ''tool_capabilities'' can be nil.
615 * ''direction'' is a unit vector, pointing from the source of the punch to
618 To punch an entity/object in Lua, call ''object:punch(puncher,
619 time_from_last_punch, tool_capabilities, direction)''.
620 * Return value is tool wear.
621 * Parameters are equal to the above callback.
622 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
623 automatically filled in based on the location of ''puncher''.
627 The instance of a node in the world normally only contains the three values
628 mentioned in "Nodes". However, it is possible to insert extra data into a
629 node. It is called "node metadata"; See "NodeMetaRef".
631 Metadata contains two things:
635 Some of the values in the key-value store are handled specially:
636 - formspec: Defines a right-click inventory menu. See "Formspec".
637 - infotext: Text shown on the screen when the node is pointed at
641 local meta = minetest.env:get_meta(pos)
642 meta:set_string("formspec",
644 "list[context;main;0,0;8,4;]"..
645 "list[current_player;main;0,5;8,4;]")
646 meta:set_string("infotext", "Chest");
647 local inv = meta:get_inventory()
648 inv:set_size("main", 8*4)
649 print(dump(meta:to_table()))
652 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] = ""}
655 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
662 Formspec defines a menu. Currently not much else than inventories are
663 supported. It is a string, with a somewhat strange format.
665 Spaces and newlines can be inserted between the blocks, as is used in the
671 list[context;main;0,0;8,4;]
672 list[current_player;main;0,5;8,4;]
675 list[context;fuel;2,3;1,1;]
676 list[context;src;2,1;1,1;]
677 list[context;dst;5,1;2,2;]
678 list[current_player;main;0,5;8,4;]
679 - Minecraft-like player inventory
681 image[1,0.6;1,2;player.png]
682 list[current_player;main;0,3.5;8,4;]
683 list[current_player;craft;3,0;3,3;]
684 list[current_player;craftpreview;7,1;1,1;]
689 ^ Define the size of the menu in inventory slots
690 ^ deprecated: invsize[<W>,<H>;]
692 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
693 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
694 ^ Show an inventory list
696 image[<X>,<Y>;<W>,<H>;<texture name>]
698 ^ Position and size units are inventory slots
700 item_image[<X>,<Y>;<W>,<H>;<item name>]
701 ^ Show an inventory image of registered item/node
702 ^ Position and size units are inventory slots
704 background[<X>,<Y>;<W>,<H>;<texture name>]
705 ^ Use a background. Inventory rectangles are not drawn then.
706 ^ Position and size units are inventory slots
707 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
709 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
710 ^ Textual field; will be sent to server when a button is clicked
711 ^ x and y position the field relative to the top left of the menu
712 ^ w and h are the size of the field
713 ^ fields are a set height, but will be vertically centred on h
714 ^ Position and size units are inventory slots
715 ^ name is the name of the field as returned in fields to on_receive_fields
716 ^ label, if not blank, will be text printed on the top left above the field
717 ^ default is the default value of the field
718 ^ default may contain variable references such as '${text}' which
719 will fill the value from the metadata value 'text'
720 ^ Note: no extra text or more than a single variable is supported ATM.
722 field[<name>;<label>;<default>]
723 ^ as above but without position/size units
724 ^ special field for creating simple forms, such as sign text input
725 ^ must be used without a size[] element
726 ^ a 'Proceed' button will be added automatically
728 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
729 ^ same as fields above, but with multi-line input
731 label[<X>,<Y>;<label>]
732 ^ x and y work as per field
733 ^ label is the text on the label
734 ^ Position and size units are inventory slots
736 button[<X>,<Y>;<W>,<H>;<name>;<label>]
737 ^ Clickable button. When clicked, fields will be sent.
738 ^ x, y and name work as per field
739 ^ w and h are the size of the button
740 ^ label is the text on the button
741 ^ Position and size units are inventory slots
743 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
744 ^ x, y, w, h, and name work as per button
745 ^ image is the filename of an image
746 ^ Position and size units are inventory slots
748 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
749 ^ x, y, w, h, name and label work as per button
750 ^ item name is the registered name of an item/node,
751 tooltip will be made out of its descritption
752 ^ Position and size units are inventory slots
754 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
755 ^ When clicked, fields will be sent and the form will quit.
757 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
758 ^ When clicked, fields will be sent and the form will quit.
762 - "context": Selected node metadata (deprecated: "current_name")
763 - "current_player": Player to whom the menu is shown
764 - "player:<name>": Any player
765 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
766 - "detached:<name>": A detached inventory
770 dump2(obj, name="_", dumped={})
771 ^ Return object serialized as a string, handles reference loops
773 ^ Return object serialized as a string
774 string:split(separator)
775 ^ eg. string:split("a,b", ",") == {"a","b"}
777 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
778 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
779 ^ Convert position to a printable string
780 minetest.string_to_pos(string) -> position
781 ^ Same but in reverse
782 minetest.formspec_escape(string) -> string
783 ^ escapes characters like [, ], and \ that can not be used in formspecs
785 minetest namespace reference
786 -----------------------------
787 minetest.get_current_modname() -> string
788 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
789 ^ Useful for loading additional .lua modules or static data from mod
790 minetest.get_modnames() -> list of installed mods
791 ^ Return a list of installed mods, sorted alphabetically
792 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
793 ^ Useful for storing custom data
794 minetest.is_singleplayer()
797 ^ Always printed to stderr and logfile (print() is redirected here)
799 minetest.log(loglevel, line)
800 ^ loglevel one of "error", "action", "info", "verbose"
802 Registration functions: (Call these only at load time)
803 minetest.register_entity(name, prototype table)
804 minetest.register_abm(abm definition)
805 minetest.register_node(name, node definition)
806 minetest.register_tool(name, item definition)
807 minetest.register_craftitem(name, item definition)
808 minetest.register_alias(name, convert_to)
809 minetest.register_craft(recipe)
811 Global callback registration functions: (Call these only at load time)
812 minetest.register_globalstep(func(dtime))
813 ^ Called every server step, usually interval of 0.05s
814 minetest.register_on_shutdown(func())
815 ^ Called before server shutdown
816 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
817 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
818 semi-frequent intervals as well as on server shutdown.
819 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
820 ^ Called when a node has been placed
821 ^ If return true no item is taken from itemstack
822 ^ Deprecated: Use on_construct or after_place_node in node definition instead
823 minetest.register_on_dignode(func(pos, oldnode, digger))
824 ^ Called when a node has been dug.
825 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
826 minetest.register_on_punchnode(func(pos, node, puncher))
827 ^ Called when a node is punched
828 minetest.register_on_generated(func(minp, maxp, blockseed))
829 ^ Called after generating a piece of world. Modifying nodes inside the area
830 is a bit faster than usually.
831 minetest.register_on_newplayer(func(ObjectRef))
832 ^ Called after a new player has been created
833 minetest.register_on_dieplayer(func(ObjectRef))
834 ^ Called when a player dies
835 minetest.register_on_respawnplayer(func(ObjectRef))
836 ^ Called when player is to be respawned
837 ^ Called _before_ repositioning of player occurs
838 ^ return true in func to disable regular player placement
839 minetest.register_on_joinplayer(func(ObjectRef))
840 ^ Called when a player joins the game
841 minetest.register_on_leaveplayer(func(ObjectRef))
842 ^ Called when a player leaves the game
843 minetest.register_on_chat_message(func(name, message))
844 ^ Called always when a player says something
845 minetest.register_on_player_receive_fields(func(player, formname, fields))
846 ^ Called when a button is pressed in player's inventory form
847 ^ Newest functions are called first
848 ^ If function returns true, remaining functions are not called
850 Other registration functions:
851 minetest.register_chatcommand(cmd, chatcommand definition)
852 minetest.register_privilege(name, definition)
853 ^ definition: "description text"
855 description = "description text",
856 give_to_singleplayer = boolean, -- default: true
858 minetest.register_authentication_handler(handler)
859 ^ See minetest.builtin_auth_handler in builtin.lua for reference
862 minetest.setting_set(name, value)
863 minetest.setting_get(name) -> string or nil
864 minetest.setting_getbool(name) -> boolean value or nil
865 minetest.setting_get_pos(name) -> position or nil
866 minetest.setting_save() -> nil, save all settings to config file
867 minetest.add_to_creative_inventory(itemstring)
870 minetest.notify_authentication_modified(name)
871 ^ Should be called by the authentication handler if privileges change.
872 ^ To report everybody, set name=nil.
873 minetest.get_password_hash(name, raw_password)
874 ^ Convert a name-password pair to a password hash that minetest can use
875 minetest.string_to_privs(str) -> {priv1=true,...}
876 minetest.privs_to_string(privs) -> "priv1,priv2,..."
877 ^ Convert between two privilege representations
878 minetest.set_player_password(name, password_hash)
879 minetest.set_player_privs(name, {priv1=true,...})
880 minetest.get_player_privs(name) -> {priv1=true,...}
881 minetest.auth_reload()
882 ^ These call the authentication handler
883 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
884 ^ A quickhand for checking privileges
887 minetest.chat_send_all(text)
888 minetest.chat_send_player(name, text)
891 minetest.get_inventory(location) -> InvRef
892 ^ location = eg. {type="player", name="celeron55"}
893 {type="node", pos={x=, y=, z=}}
894 {type="detached", name="creative"}
895 minetest.create_detached_inventory(name, callbacks) -> InvRef
896 ^ callbacks: See "Detached inventory callbacks"
897 ^ Creates a detached inventory. If it already exists, it is cleared.
898 minetest.show_formspec(playername, formname, formspec)
899 ^ playername: name of player to show formspec
900 ^ formname: name passed to on_player_receive_fields callbacks
901 ^ should follow "modname:<whatever>" naming convention
902 ^ formspec: formspec to display
905 minetest.inventorycube(img1, img2, img3)
906 ^ Returns a string for making an image of a cube (useful as an item image)
907 minetest.get_pointed_thing_position(pointed_thing, above)
908 ^ Get position of a pointed_thing (that you can get from somewhere)
909 minetest.dir_to_facedir(dir)
910 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
911 minetest.dir_to_wallmounted(dir)
912 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
913 minetest.get_node_drops(nodename, toolname)
914 ^ Returns list of item names.
915 ^ Note: This will be removed or modified in a future version.
916 minetest.get_craft_result(input) -> output, decremented_input
917 ^ input.method = 'normal' or 'cooking' or 'fuel'
918 ^ input.width = for example 3
919 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
920 stack 5, stack 6, stack 7, stack 8, stack 9 }
921 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
922 ^ output.time = number, if unsuccessful: 0
923 ^ decremented_input = like input
924 minetest.get_craft_recipe(output) -> input
925 ^ output is a node or item type such as 'default:torch'
926 ^ input.method = 'normal' or 'cooking' or 'fuel'
927 ^ input.width = for example 3
928 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
929 stack 5, stack 6, stack 7, stack 8, stack 9 }
930 ^ input.items = nil if no recipe found
931 minetest.handle_node_drops(pos, drops, digger)
932 ^ drops: list of itemstrings
933 ^ Handles drops from nodes after digging: Default action is to put them into
935 ^ Can be overridden to get different functionality (eg. dropping items on
939 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
940 ^ Find who has done something to a node, or near a node
941 ^ actor: "player:<name>", also "liquid".
942 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
943 ^ Revert latest actions of someone
944 ^ actor: "player:<name>", also "liquid".
946 Defaults for the on_* item definition functions:
947 (These return the leftover itemstack)
948 minetest.item_place_node(itemstack, placer, pointed_thing)
949 ^ Place item as a node
950 minetest.item_place_object(itemstack, placer, pointed_thing)
952 minetest.item_place(itemstack, placer, pointed_thing)
953 ^ Use one of the above based on what the item is.
954 ^ Calls on_rightclick of pointed_thing.under if defined instead
955 ^ Note: is not called when wielded item overrides on_place
956 minetest.item_drop(itemstack, dropper, pos)
958 minetest.item_eat(hp_change, replace_with_item)
959 ^ Eat the item. replace_with_item can be nil.
961 Defaults for the on_punch and on_dig node definition callbacks:
962 minetest.node_punch(pos, node, puncher)
963 ^ Calls functions registered by minetest.register_on_punchnode()
964 minetest.node_dig(pos, node, digger)
965 ^ Checks if node can be dug, puts item into inventory, removes node
966 ^ Calls functions registered by minetest.registered_on_dignodes()
969 minetest.sound_play(spec, parameters) -> handle
970 ^ spec = SimpleSoundSpec
971 ^ parameters = sound parameter table
972 minetest.sound_stop(handle)
975 minetest.after(time, func, param)
976 ^ Call function after time seconds
977 ^ param is optional; to pass multiple parameters, pass a table.
980 minetest.request_shutdown() -> request for server shutdown
981 minetest.get_server_status() -> server status string
984 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
985 minetest.get_ban_description(ip_or_name) -> ban description (string)
986 minetest.ban_player(name) -> ban a player
987 minetest.unban_player_or_ip(name) -> unban player or IP address
990 minetest.get_connected_players() -> list of ObjectRefs
991 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
992 ^ Gives a unique hash number for a node position (16+16+16=48bit)
993 minetest.get_item_group(name, group) -> rating
994 ^ Get rating of a group of an item. (0 = not in group)
995 minetest.get_node_group(name, group) -> rating
996 ^ Deprecated: An alias for the former.
997 minetest.serialize(table) -> string
998 ^ Convert a table containing tables, strings, numbers, booleans and nils
999 into string form readable by minetest.deserialize
1000 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1001 minetest.deserialize(string) -> table
1002 ^ Convert a string returned by minetest.deserialize into a table
1003 ^ String is loaded in an empty sandbox environment.
1004 ^ Will load functions, but they cannot access the global environment.
1005 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1006 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1007 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1010 minetest.env - EnvRef of the server environment and world.
1011 ^ Using this you can access nodes and entities
1014 minetest.registered_items
1015 ^ List of registered items, indexed by name
1016 minetest.registered_nodes
1017 ^ List of registered node definitions, indexed by name
1018 minetest.registered_craftitems
1019 ^ List of registered craft item definitions, indexed by name
1020 minetest.registered_tools
1021 ^ List of registered tool definitions, indexed by name
1022 minetest.registered_entities
1023 ^ List of registered entity prototypes, indexed by name
1024 minetest.object_refs
1025 ^ List of object references, indexed by active object id
1026 minetest.luaentities
1027 ^ List of lua entities, indexed by active object id
1029 Deprecated but defined for backwards compatibility:
1030 minetest.digprop_constanttime(time)
1031 minetest.digprop_stonelike(toughness)
1032 minetest.digprop_dirtlike(toughness)
1033 minetest.digprop_gravellike(toughness)
1034 minetest.digprop_woodlike(toughness)
1035 minetest.digprop_leaveslike(toughness)
1036 minetest.digprop_glasslike(toughness)
1040 EnvRef: basically ServerEnvironment and ServerMap combined.
1042 - set_node(pos, node)
1043 - add_node(pos, node): alias set_node(pos, node)
1044 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1046 ^ Equivalent to set_node(pos, "air")
1048 ^ Returns {name="ignore", ...} for unloaded area
1049 - get_node_or_nil(pos)
1050 ^ Returns nil for unloaded area
1051 - get_node_light(pos, timeofday) -> 0...15 or nil
1052 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1054 - place_node(pos, node)
1055 ^ Place node with the same effects that a player would cause
1057 ^ Dig node with the same effects that a player would cause
1059 ^ Punch node with the same effects that a player would cause
1061 - get_meta(pos) -- Get a NodeMetaRef at that position
1062 - get_node_timer(pos) -- Get NodeTimerRef
1064 - add_entity(pos, name): Spawn Lua-defined entity at position
1065 ^ Returns ObjectRef, or nil if failed
1066 - add_item(pos, item): Spawn item
1067 ^ Returns ObjectRef, or nil if failed
1068 - get_player_by_name(name) -- Get an ObjectRef to a player
1069 - get_objects_inside_radius(pos, radius)
1070 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1072 - find_node_near(pos, radius, nodenames) -> pos or nil
1073 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1074 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1075 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1076 - get_perlin(seeddiff, octaves, persistence, scale)
1077 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1079 ^ clear all objects in the environments
1080 - spawn_tree (pos, {treedef})
1081 ^ spawns L-System tree at given pos with definition in treedef table
1083 axiom, - string initial tree axiom
1084 rules_a, - string rules set A
1085 rules_b, - string rules set B
1086 rules_c, - string rules set C
1087 rules_d, - string rules set D
1088 trunk, - string trunk node name
1089 leaves, - string leaves node name
1090 leaves2, - string secondary leaves node name
1091 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1092 angle, - num angle in deg
1093 iterations, - num max # of iterations, usually 2 -5
1094 random_level, - num factor to lower nr of iterations, usually 0 - 3
1095 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1096 thin_branches, - boolean true -> use thin (1 node) branches
1097 fruit, - string fruit node name
1098 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1099 seed, - num random seed
1102 Key for Special L-System Symbols used in Axioms
1103 G - move forward one unit with the pen up
1104 F - move forward one unit with the pen down drawing trunks and branches
1105 f - move forward one unit with the pen down drawing leaves (100% chance)
1106 T - move forward one unit with the pen down drawing trunks only
1107 R - move forward one unit with the pen down placing fruit
1108 A - replace with rules set A
1109 B - replace with rules set B
1110 C - replace with rules set C
1111 D - replace with rules set D
1112 a - replace with rules set A, chance 90%
1113 b - replace with rules set B, chance 80%
1114 c - replace with rules set C, chance 70%
1115 d - replace with rules set D, chance 60%
1116 + - yaw the turtle right by angle parameter
1117 - - yaw the turtle left by angle parameter
1118 & - pitch the turtle down by angle parameter
1119 ^ - pitch the turtle up by angle parameter
1120 / - roll the turtle to the right by angle parameter
1121 * - roll the turtle to the left by angle parameter
1122 [ - save in stack current state info
1123 ] - recover from stack state info
1125 Example usage: spawn small apple tree
1128 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1129 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1130 trunk="default:tree",
1131 leaves="default:leaves",
1135 trunk_type="single",
1138 fruit="default:apple"
1140 minetest.env:spawn_tree(pos,apple_tree)
1143 - add_rat(pos): Add C++ rat object (no-op)
1144 - add_firefly(pos): Add C++ firefly object (no-op)
1146 NodeMetaRef: Node metadata - reference extra data and functionality stored
1148 - Can be gotten via minetest.env:get_nodemeta(pos)
1150 - set_string(name, value)
1152 - set_int(name, value)
1154 - set_float(name, value)
1156 - get_inventory() -> InvRef
1157 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1158 - from_table(nil or {})
1159 ^ See "Node Metadata"
1161 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1162 - Can be gotten via minetest.env:get_node_timer(pos)
1164 - set(timeout,elapsed)
1165 ^ set a timer's state
1166 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1167 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1168 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1171 ^ equivelent to set(timeout,0)
1174 - get_timeout() -> current timeout in seconds
1175 ^ if timeout is 0, timer is inactive
1176 - get_elapsed() -> current elapsed time in seconds
1177 ^ the node's on_timer function will be called after timeout-elapsed seconds
1178 - is_started() -> boolean state of timer
1179 ^ returns true if timer is started, otherwise false
1181 ObjectRef: Moving things in the game are generally these
1182 (basically reference to a C++ ServerActiveObject)
1184 - remove(): remove object (after returning from Lua)
1185 - getpos() -> {x=num, y=num, z=num}
1186 - setpos(pos); pos={x=num, y=num, z=num}
1187 - moveto(pos, continuous=false): interpolated move
1188 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1189 ^ puncher = an another ObjectRef,
1190 ^ time_from_last_punch = time since last punch action of the puncher
1191 ^ direction: can be nil
1192 - right_click(clicker); clicker = an another ObjectRef
1193 - get_hp(): returns number of hitpoints (2 * number of hearts)
1194 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1195 - get_inventory() -> InvRef
1196 - get_wield_list(): returns the name of the inventory list the wielded item is in
1197 - get_wield_index(): returns the index of the wielded item
1198 - get_wielded_item() -> ItemStack
1199 - set_wielded_item(item): replaces the wielded item, returns true if successful
1200 - set_armor_groups({group1=rating, group2=rating, ...})
1201 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1202 - set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1204 - set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1205 - set_properties(object property table)
1206 LuaEntitySAO-only: (no-op for other objects)
1207 - setvelocity({x=num, y=num, z=num})
1208 - getvelocity() -> {x=num, y=num, z=num}
1209 - setacceleration({x=num, y=num, z=num})
1210 - getacceleration() -> {x=num, y=num, z=num}
1212 - getyaw() -> radians
1213 - settexturemod(mod)
1214 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1215 - select_horiz_by_yawpitch=false)
1216 ^ Select sprite from spritesheet with optional animation and DM-style
1217 texture selection based on yaw relative to camera
1218 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1220 Player-only: (no-op for other objects)
1221 - is_player(): true for players, false for others
1222 - get_player_name(): returns "" if is not a player
1223 - get_look_dir(): get camera direction as a unit vector
1224 - get_look_pitch(): pitch in radians
1225 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1226 - set_inventory_formspec(formspec)
1227 ^ Redefine player's inventory form
1228 ^ Should usually be called in on_joinplayer
1229 - get_inventory_formspec() -> formspec string
1230 - get_player_control(): returns table with player pressed keys
1231 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1232 - get_player_control_bits(): returns integer with bit packed player pressed keys
1233 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1235 InvRef: Reference to an inventory
1237 - is_empty(listname): return true if list is empty
1238 - get_size(listname): get size of a list
1239 - set_size(listname, size): set size of a list
1240 - get_width(listname): get width of a list
1241 - set_width(listname, width): set width of list; currently used for crafting
1242 - get_stack(listname, i): get a copy of stack index i in list
1243 - set_stack(listname, i, stack): copy stack to index i in list
1244 - get_list(listname): return full list
1245 - set_list(listname, list): set full list (size will not change)
1246 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1247 - room_for_item(listname, stack): returns true if the stack of items
1248 can be fully added to the list
1249 - contains_item(listname, stack): returns true if the stack of items
1250 can be fully taken from the list
1251 remove_item(listname, stack): take as many items as specified from the list,
1252 returns the items that were actually removed (as an ItemStack)
1253 - get_location() -> location compatible to minetest.get_inventory(location)
1254 -> {type="undefined"} in case location is not known
1256 ItemStack: A stack of items.
1257 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1259 - is_empty(): return true if stack is empty
1260 - get_name(): returns item name (e.g. "default:stone")
1261 - get_count(): returns number of items on the stack
1262 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1263 - get_metadata(): returns metadata (a string attached to an item stack)
1264 - clear(): removes all items from the stack, making it empty
1265 - replace(item): replace the contents of this stack (item can also
1266 be an itemstring or table)
1267 - to_string(): returns the stack in itemstring form
1268 - to_table(): returns the stack in Lua table form
1269 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1270 - get_free_space(): returns get_stack_max() - get_count()
1271 - is_known(): returns true if the item name refers to a defined item type
1272 - get_definition(): returns the item definition table
1273 - get_tool_capabilities(): returns the digging properties of the item,
1274 ^ or those of the hand if none are defined for this item type
1275 - add_wear(amount): increases wear by amount if the item is a tool
1276 - add_item(item): put some item or stack onto this stack,
1277 ^ returns leftover ItemStack
1278 - item_fits(item): returns true if item or stack can be fully added to this one
1279 - take_item(n): take (and remove) up to n items from this stack
1280 ^ returns taken ItemStack
1281 ^ if n is omitted, n=1 is used
1282 - peek_item(n): copy (don't remove) up to n items from this stack
1283 ^ returns copied ItemStack
1284 ^ if n is omitted, n=1 is used
1286 PseudoRandom: A pseudorandom number generator
1287 - Can be created via PseudoRandom(seed)
1289 - next(): return next integer random number [0...32767]
1290 - next(min, max): return next integer random number [min...max]
1291 (max - min) must be 32767 or <= 6553 due to the simple
1292 implementation making bad distribution otherwise.
1294 PerlinNoise: A perlin noise generator
1295 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1296 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1298 - get2d(pos) -> 2d noise value at pos={x=,y=}
1299 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1302 --------------------
1303 - Functions receive a "luaentity" as self:
1304 - It has the member .name, which is the registered name ("mod:thing")
1305 - It has the member .object, which is an ObjectRef pointing to the object
1306 - The original prototype stuff is visible directly via a metatable
1308 - on_activate(self, staticdata)
1309 ^ Called when the object is instantiated.
1310 - on_step(self, dtime)
1311 ^ Called on every server tick (dtime is usually 0.05 seconds)
1312 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1313 ^ Called when somebody punches the object.
1314 ^ Note that you probably want to handle most punches using the
1315 automatic armor group system.
1316 ^ puncher: ObjectRef (can be nil)
1317 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1318 ^ tool_capabilities: capability table of used tool (can be nil)
1319 ^ dir: unit vector of direction of punch. Always defined. Points from
1320 the puncher to the punched.
1321 - on_rightclick(self, clicker)
1322 - get_staticdata(self)
1323 ^ Should return a string that will be passed to on_activate when
1324 the object is instantiated the next time.
1334 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1335 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1336 visual_size = {x=1, y=1},
1338 textures = {}, -- number of required textures depends on visual
1339 colors = {}, -- number of required colors depends on visual
1340 spritediv = {x=1, y=1},
1341 initial_sprite_basepos = {x=0, y=0},
1343 makes_footstep_sound = false,
1344 automatic_rotate = false,
1347 Entity definition (register_entity)
1349 (Deprecated: Everything in object properties is read directly from here)
1351 initial_properties = <initial object properties>,
1353 on_activate = function(self, staticdata, dtime_s),
1354 on_step = function(self, dtime),
1355 on_punch = function(self, hitter),
1356 on_rightclick = function(self, clicker),
1357 get_staticdata = function(self),
1358 ^ Called sometimes; the string returned is passed to on_activate when
1359 the entity is re-activated from static state
1361 # Also you can define arbitrary member variables here
1362 myvariable = whatever,
1365 ABM (ActiveBlockModifier) definition (register_abm)
1367 -- In the following two fields, also group:groupname will work.
1368 nodenames = {"default:lava_source"},
1369 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1370 ^ If left out or empty, any neighbor will do
1371 interval = 1.0, -- (operation interval)
1372 chance = 1, -- (chance of trigger is 1.0/this)
1373 action = func(pos, node, active_object_count, active_object_count_wider),
1376 Item definition (register_node, register_craftitem, register_tool)
1378 description = "Steel Axe",
1379 groups = {}, -- key=name, value=rating; rating=1..3.
1380 if rating not applicable, use 1.
1381 eg. {wool=1, fluffy=3}
1382 {soil=2, outerspace=1, crumbly=1}
1383 {bendy=2, snappy=1},
1384 {hard=1, metal=1, spikes=1}
1385 inventory_image = "default_tool_steelaxe.png",
1387 wield_scale = {x=1,y=1,z=1},
1389 liquids_pointable = false,
1390 tool_capabilities = {
1391 full_punch_interval = 1.0,
1395 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1396 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1397 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1400 node_placement_prediction = nil,
1401 ^ If nil and item is node, prediction is made automatically
1402 ^ If nil and item is not a node, no prediction is made
1403 ^ If "" and item is anything, no prediction is made
1404 ^ Otherwise should be name of node which the client immediately places
1405 on ground when the player places the item. Server will always update
1406 actual result to client in a short moment.
1408 on_place = func(itemstack, placer, pointed_thing),
1409 ^ Shall place item and return the leftover itemstack
1410 ^ default: minetest.item_place
1411 on_drop = func(itemstack, dropper, pos),
1412 ^ Shall drop item and return the leftover itemstack
1413 ^ default: minetest.item_drop
1414 on_use = func(itemstack, user, pointed_thing),
1416 ^ Function must return either nil if no item shall be removed from
1417 inventory, or an itemstack to replace the original itemstack.
1418 eg. itemstack:take_item(); return itemstack
1419 ^ Otherwise, the function is free to do what it wants.
1420 ^ The default functions handle regular use cases.
1425 - {name="image.png", animation={Tile Animation definition}}
1426 - {name="image.png", backface_culling=bool}
1427 ^ backface culling only supported in special tiles
1428 - deprecated still supported field names:
1431 Tile animation definition:
1432 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1434 Node definition (register_node)
1436 <all fields allowed in item definitions>,
1438 drawtype = "normal", -- See "Node drawtypes"
1440 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1441 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1442 ^ List can be shortened to needed length
1443 special_tiles = {tile definition 1, Tile definition 2},
1444 ^ Special textures of node; used rarely (old field name: special_materials)
1445 ^ List can be shortened to needed length
1447 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1448 paramtype = "none", -- See "Nodes"
1449 paramtype2 = "none", -- See "Nodes"
1450 is_ground_content = false, -- Currently not used for anything
1451 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1452 walkable = true, -- If true, objects collide with node
1453 pointable = true, -- If true, can be pointed at
1454 diggable = true, -- If false, can never be dug
1455 climbable = false, -- If true, can be climbed on (ladder)
1456 buildable_to = false, -- If true, placed nodes can replace this node
1457 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1458 liquidtype = "none", -- "none"/"source"/"flowing"
1459 liquid_alternative_flowing = "", -- Flowing version of source liquid
1460 liquid_alternative_source = "", -- Source version of flowing liquid
1461 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1462 liquid_renewable = true, -- Can new liquid source be created by placing
1463 two or more sources nearly?
1464 light_source = 0, -- Amount of light emitted by node
1465 damage_per_second = 0, -- If player is inside node, this damage is caused
1466 node_box = {type="regular"}, -- See "Node boxes"
1467 selection_box = {type="regular"}, -- See "Node boxes"
1468 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1469 legacy_wallmounted = false, -- Support maps made in and before January 2012
1471 footstep = <SimpleSoundSpec>,
1472 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1473 dug = <SimpleSoundSpec>,
1476 on_construct = func(pos),
1477 ^ Node constructor; always called after adding node
1478 ^ Can set up metadata and stuff like that
1480 on_destruct = func(pos),
1481 ^ Node destructor; always called before removing node
1483 after_destruct = func(pos, oldnode),
1484 ^ Node destructor; always called after removing node
1487 after_place_node = func(pos, placer, itemstack),
1488 ^ Called after constructing node when node was placed using
1489 minetest.item_place_node / minetest.env:place_node
1490 ^ If return true no item is taken from itemstack
1492 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1493 ^ oldmetadata is in table format
1494 ^ Called after destructing node when node was dug using
1495 minetest.node_dig / minetest.env:dig_node
1497 can_dig = function(pos,player)
1498 ^ returns true if node can be dug, or false if not
1501 on_punch = func(pos, node, puncher),
1502 ^ default: minetest.node_punch
1503 ^ By default: does nothing
1504 on_rightclick = func(pos, node, clicker, itemstack),
1506 ^ if defined, itemstack will hold clicker's wielded item
1507 Shall return the leftover itemstack
1508 on_dig = func(pos, node, digger),
1509 ^ default: minetest.node_dig
1510 ^ By default: checks privileges, wears out tool and removes node
1512 on_timer = function(pos,elapsed),
1514 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1515 ^ elapsed is the total time passed since the timer was started
1516 ^ return true to run the timer for another cycle with the same timeout value
1518 on_receive_fields = func(pos, formname, fields, sender),
1519 ^ fields = {name1 = value1, name2 = value2, ...}
1520 ^ Called when an UI form (eg. sign text input) returns data
1523 allow_metadata_inventory_move = func(pos, from_list, from_index,
1524 to_list, to_index, count, player),
1525 ^ Called when a player wants to move items inside the inventory
1526 ^ Return value: number of items allowed to move
1528 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1529 ^ Called when a player wants to put something into the inventory
1530 ^ Return value: number of items allowed to put
1531 ^ Return value: -1: Allow and don't modify item count in inventory
1533 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1534 ^ Called when a player wants to take something out of the inventory
1535 ^ Return value: number of items allowed to take
1536 ^ Return value: -1: Allow and don't modify item count in inventory
1538 on_metadata_inventory_move = func(pos, from_list, from_index,
1539 to_list, to_index, count, player),
1540 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1541 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1542 ^ Called after the actual action has happened, according to what was allowed.
1545 on_blast = func(pos, intensity),
1546 ^ intensity: 1.0 = mid range of regular TNT
1547 ^ If defined, called when an explosion touches the node, instead of
1551 Recipe for register_craft: (shaped)
1553 output = 'default:pick_stone',
1555 {'default:cobble', 'default:cobble', 'default:cobble'},
1556 {'', 'default:stick', ''},
1557 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1559 replacements = <optional list of item pairs,
1560 replace one input item with another item on crafting>
1563 Recipe for register_craft (shapeless)
1566 output = 'mushrooms:mushroom_stew',
1569 "mushrooms:mushroom_brown",
1570 "mushrooms:mushroom_red",
1572 replacements = <optional list of item pairs,
1573 replace one input item with another item on crafting>
1576 Recipe for register_craft (tool repair)
1578 type = "toolrepair",
1579 additional_wear = -0.02,
1582 Recipe for register_craft (cooking)
1585 output = "default:glass",
1586 recipe = "default:sand",
1590 Recipe for register_craft (furnace fuel)
1593 recipe = "default:leaves",
1597 Chatcommand definition (register_chatcommand)
1599 params = "<name> <privilege>", -- short parameter description
1600 description = "Remove privilege from player", -- full description
1601 privs = {privs=true}, -- require the "privs" privilege to run
1602 func = function(name, param), -- called when command is run
1605 Detached inventory callbacks
1607 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1608 ^ Called when a player wants to move items inside the inventory
1609 ^ Return value: number of items allowed to move
1611 allow_put = func(inv, listname, index, stack, player),
1612 ^ Called when a player wants to put something into the inventory
1613 ^ Return value: number of items allowed to put
1614 ^ Return value: -1: Allow and don't modify item count in inventory
1616 allow_take = func(inv, listname, index, stack, player),
1617 ^ Called when a player wants to take something out of the inventory
1618 ^ Return value: number of items allowed to take
1619 ^ Return value: -1: Allow and don't modify item count in inventory
1621 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1622 on_put = func(inv, listname, index, stack, player),
1623 on_take = func(inv, listname, index, stack, player),
1624 ^ Called after the actual action has happened, according to what was allowed.