1 Minetest Lua Modding API Reference 0.4.7
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
325 paramtype2 == "leveled"
326 ^ The drawn node level is read from param2, like flowingliquid
328 Nodes can also contain extra data. See "Node Metadata".
332 There are a bunch of different looking node types. These are mostly just
333 copied from Minetest 0.3; more may be made in the future.
335 Look for examples in games/minimal or games/minetest_game.
350 - nodebox -- See below. EXPERIMENTAL
354 Node selection boxes are defined using "node boxes"
356 The "nodebox" node drawtype allows defining visual of nodes consisting of
357 arbitrary number of boxes. It allows defining stuff like stairs. Only the
358 "fixed" and "leveled" box type is supported for these.
359 ^ Please note that this is still experimental, and may be incompatibly
360 changed in the future.
362 A nodebox is defined as any of:
364 -- A normal cube; the default in most things
368 -- A fixed box (facedir param2 is used, if applicable)
370 fixed = box OR {box1, box2, ...}
373 -- A box like the selection box for torches
374 -- (wallmounted param2 is used, if applicable)
375 type = "wallmounted",
382 {x1, y1, z1, x2, y2, z2}
383 A box of a regular node would look like:
384 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
390 These tell in what manner the ore is generated.
391 All default ores are of the uniformly-distributed scatter type.
394 Randomly chooses a location and generates a cluster of ore.
395 If noise_params is specified, the ore will be placed if the 3d perlin noise at
396 that point is greater than the noise_threshhold, giving the ability to create a non-equal
399 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
400 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
401 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
402 scale when comparing against the noise threshhold, but scale is used to determine relative height.
403 The height of the blob is randomly scattered, with a maximum height of clust_size.
404 clust_scarcity and clust_num_ores are ignored.
405 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
406 - claylike - NOT YET IMPLEMENTED
407 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
408 neighborhood of clust_size radius.
412 Currently supported flags: absheight
414 Also produce this same ore between the height range of -height_max and -height_min.
415 Useful for having ore in sky realms without having to duplicate ore entries.
419 The varying types of decorations that can be placed.
420 The default value is simple, and is currently the only type supported.
423 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
424 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
425 for example. Can also generate a decoration of random height between a specified lower and
426 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
429 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
430 probability of a node randomly appearing when placed. This decoration type is intended to be used
431 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
435 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
436 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
437 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
438 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
439 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
441 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
442 probability of that node appearing in the structure.
443 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
444 - A probability value of 0 means that node will never appear (0% chance).
445 - A probability value of 255 means the node will always appear (100% chance).
446 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
447 will appear when the schematic is placed on the map.
449 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
452 ---------------------
453 Currently supported flags: place_center_x, place_center_y, place_center_z
455 Placement of this decoration is centered along the X axis.
457 Placement of this decoration is centered along the Y axis.
459 Placement of this decoration is centered along the Z axis.
463 The position field is used for all element types.
464 To account for differing resolutions, the position coordinates are the percentage of the screen,
465 ranging in value from 0 to 1.
466 The name field is not yet used, but should contain a description of what the HUD element represents.
467 The direction field is the direction in which something is drawn.
468 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
469 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
470 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
472 The offset field specifies a pixel offset from the position. Contrary to position,
473 the offset is not scaled to screen size. This allows for some precisely-positioned
475 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
477 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
480 Displays an image on the HUD.
481 - scale: The scale of the image, with 1 being the original texture size.
482 Only the X coordinate scale is used (positive values)
483 Negative values represent that percentage of the screen it
484 should take; e.g. x=-100 means 100% (width)
485 - text: The name of the texture that is displayed.
486 - alignment: The alignment of the image.
487 - offset: offset in pixels from position.
489 Displays text on the HUD.
490 - scale: Defines the bounding rectangle of the text.
491 A value such as {x=100, y=100} should work.
492 - text: The text to be displayed in the HUD element.
493 - number: An integer containing the RGB value of the color used to draw the text.
494 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
495 - alignment: The alignment of the text.
496 - offset: offset in pixels from position.
498 Displays a horizontal bar made up of half-images.
499 - text: The name of the texture that is used.
500 - number: The number of half-textures that are displayed.
501 If odd, will end with a vertically center-split texture.
503 - offset: offset in pixels from position.
505 - text: The name of the inventory list to be displayed.
506 - number: Number of items in the inventory to be displayed.
507 - item: Position of item that is selected.
510 Representations of simple things
511 --------------------------------
513 {x=num, y=num, z=num}
514 For helper functions see "Vector helpers".
518 {type="node", under=pos, above=pos}
519 {type="object", ref=ObjectRef}
523 Node (register_node):
524 A node from the world
525 Tool (register_tool):
526 A tool/weapon that can dig and damage things according to tool_capabilities
527 Craftitem (register_craftitem):
530 Items and item stacks can exist in three formats:
532 Serialized; This is called stackstring or itemstring:
534 eg. 'default:pick_wood 21323'
538 eg. {name="default:dirt", count=5, wear=0, metadata=""}
540 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
541 ^ a wooden pick about 1/3 weared out
542 eg. {name="default:apple", count=1, wear=0, metadata=""}
546 C++ native format with many helper methods. Useful for converting between
547 formats. See the Class reference section for details.
549 When an item must be passed to a function, it can usually be in any of
554 In a number of places, there is a group table. Groups define the
555 properties of a thing (item, node, armor of entity, capabilities of
556 tool) in such a way that the engine and other mods can can interact with
557 the thing without actually knowing what the thing is.
560 - Groups are stored in a table, having the group names with keys and the
561 group ratings as values. For example:
562 groups = {crumbly=3, soil=1}
564 groups = {crumbly=2, soil=1, level=2, outerspace=1}
565 ^ A more special dirt-kind of thing
566 - Groups always have a rating associated with them. If there is no
567 useful meaning for a rating for an enabled group, it shall be 1.
568 - When not defined, the rating of a group defaults to 0. Thus when you
569 read groups, you must interpret nil and 0 as the same value, 0.
571 You can read the rating of a group for an item or a node by using
572 minetest.get_item_group(itemname, groupname)
576 Groups of items can define what kind of an item it is (eg. wool).
580 In addition to the general item things, groups are used to define whether
581 a node is destroyable and how long it takes to destroy by a tool.
585 For entities, groups are, as of now, used only for calculating damage.
586 The rating is the percentage of damage caused by tools with this damage group.
587 See "Entity damage mechanism".
589 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
590 object.set_armor_groups({fleshy=30, cracky=80})
594 Groups in tools define which groups of nodes and entities they are
597 Groups in crafting recipes
598 ---------------------------
599 An example: Make meat soup from any meat, any water and any bowl
601 output = 'food:meat_soup_raw',
607 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
609 An another example: Make red wool from white wool and red dye
613 recipe = {'wool:white', 'group:dye,basecolor_red'},
618 - immortal: Disables the group damage system for an entity
619 - level: Can be used to give an additional sense of progression in the game.
620 - A larger level will cause eg. a weapon of a lower level make much less
621 damage, and get weared out much faster, or not be able to get drops
622 from destroyed nodes.
623 - 0 is something that is directly accessible at the start of gameplay
624 - There is no upper limit
625 - dig_immediate: (player can always pick up node without tool wear)
626 - 2: node is removed without tool wear after 0.5 seconds or so
628 - 3: node is removed without tool wear immediately (torch)
629 - disable_jump: Player (and possibly other things) cannot jump from node
630 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
631 - bouncy: value is bounce speed in percent
632 - falling_node: if there is no walkable block under the node it will fall
633 - attached_node: if the node under it is not a walkable block the node will be
634 dropped as an item. If the node is wallmounted the
635 wallmounted direction is checked.
636 - soil: saplings will grow on nodes in this group
637 - connect_to_raillike: makes nodes of raillike drawtype connect to
638 other group members with same drawtype
640 Known damage and digging time defining groups
641 ----------------------------------------------
642 - crumbly: dirt, sand
643 - cracky: tough but crackable stuff like stone.
644 - snappy: something that can be cut using fine tools; eg. leaves, small
645 plants, wire, sheets of metal
646 - choppy: something that can be cut using force; eg. trees, wooden planks
647 - fleshy: Living things like animals and the player. This could imply
648 some blood effects when hitting.
649 - explody: Especially prone to explosions
650 - oddly_breakable_by_hand:
651 Can be added to nodes that shouldn't logically be breakable by the
652 hand but are. Somewhat similar to dig_immediate, but times are more
653 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
654 speed of a tool if the tool can dig at a faster speed than this
655 suggests for the hand.
657 Examples of custom groups
658 --------------------------
659 Item groups are often used for defining, well, //groups of items//.
660 - meat: any meat-kind of a thing (rating might define the size or healing
661 ability or be irrelevant - it is not defined as of yet)
662 - eatable: anything that can be eaten. Rating might define HP gain in half
664 - flammable: can be set on fire. Rating might define the intensity of the
665 fire, affecting eg. the speed of the spreading of an open fire.
666 - wool: any wool (any origin, any color)
669 - heavy: anything considerably heavy
671 Digging time calculation specifics
672 -----------------------------------
673 Groups such as **crumbly**, **cracky** and **snappy** are used for this
674 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
677 The **level** group is used to limit the toughness of nodes a tool can dig
678 and to scale the digging times / damage to a greater extent.
680 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
683 Tools define their properties by a list of parameters for groups. They
684 cannot dig other groups; thus it is important to use a standard bunch of
685 groups to enable interaction with tools.
688 * Full punch interval
690 * For an arbitrary list of groups:
691 * Uses (until the tool breaks)
692 * Maximum level (usually 0, 1, 2 or 3)
696 **Full punch interval**:
697 When used as a weapon, the tool will do full damage if this time is spent
698 between punches. If eg. half the time is spent, the tool will do half
701 **Maximum drop level**
702 Suggests the maximum level of node, when dug with the tool, that will drop
703 it's useful item. (eg. iron ore to drop a lump of iron).
704 - This is not automated; it is the responsibility of the node definition
708 Determines how many uses the tool has when it is used for digging a node,
709 of this group, of the maximum level. For lower leveled nodes, the use count
710 is multiplied by 3^leveldiff.
711 - uses=10, leveldiff=0 -> actual uses: 10
712 - uses=10, leveldiff=1 -> actual uses: 30
713 - uses=10, leveldiff=2 -> actual uses: 90
716 Tells what is the maximum level of a node of this group that the tool will
720 List of digging times for different ratings of the group, for nodes of the
722 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
723 result in the tool to be able to dig nodes that have a rating of 2 or 3
724 for this group, and unable to dig the rating 1, which is the toughest.
725 Unless there is a matching group that enables digging otherwise.
728 List of damage for groups of entities. See "Entity damage mechanism".
730 Example definition of the capabilities of a tool
731 -------------------------------------------------
732 tool_capabilities = {
733 full_punch_interval=1.5,
736 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
738 damage_groups = {fleshy=2},
741 This makes the tool be able to dig nodes that fullfill both of these:
742 - Have the **crumbly** group
743 - Have a **level** group less or equal to 2
745 Table of resulting digging times:
746 crumbly 0 1 2 3 4 <- level
752 level diff: 2 1 0 -1 -2
754 Table of resulting tool uses:
761 - At crumbly=0, the node is not diggable.
762 - At crumbly=3, the level difference digging time divider kicks in and makes
763 easy nodes to be quickly breakable.
764 - At level > 2, the node is not diggable, because it's level > maxlevel
766 Entity damage mechanism
767 ------------------------
770 foreach group in cap.damage_groups:
771 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
772 * (object.armor_groups[group] / 100.0)
773 -- Where object.armor_groups[group] is 0 for inexisting values
776 Client predicts damage based on damage groups. Because of this, it is able to
777 give an immediate response when an entity is damaged or dies; the response is
778 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
780 - Currently a smoke puff will appear when an entity dies.
782 The group **immortal** completely disables normal damage.
784 Entities can define a special armor group, which is **punch_operable**. This
785 group disables the regular damage mechanism for players punching it by hand or
786 a non-tool item, so that it can do something else than take damage.
788 On the Lua side, every punch calls ''entity:on_punch(puncher,
789 time_from_last_punch, tool_capabilities, direction)''. This should never be
790 called directly, because damage is usually not handled by the entity itself.
791 * ''puncher'' is the object performing the punch. Can be nil. Should never be
792 accessed unless absolutely required, to encourage interoperability.
793 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
794 * ''tool_capabilities'' can be nil.
795 * ''direction'' is a unit vector, pointing from the source of the punch to
798 To punch an entity/object in Lua, call ''object:punch(puncher,
799 time_from_last_punch, tool_capabilities, direction)''.
800 * Return value is tool wear.
801 * Parameters are equal to the above callback.
802 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
803 automatically filled in based on the location of ''puncher''.
807 The instance of a node in the world normally only contains the three values
808 mentioned in "Nodes". However, it is possible to insert extra data into a
809 node. It is called "node metadata"; See "NodeMetaRef".
811 Metadata contains two things:
815 Some of the values in the key-value store are handled specially:
816 - formspec: Defines a right-click inventory menu. See "Formspec".
817 - infotext: Text shown on the screen when the node is pointed at
821 local meta = minetest.get_meta(pos)
822 meta:set_string("formspec",
824 "list[context;main;0,0;8,4;]"..
825 "list[current_player;main;0,5;8,4;]")
826 meta:set_string("infotext", "Chest");
827 local inv = meta:get_inventory()
828 inv:set_size("main", 8*4)
829 print(dump(meta:to_table()))
832 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] = ""}
835 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
842 Formspec defines a menu. Currently not much else than inventories are
843 supported. It is a string, with a somewhat strange format.
845 Spaces and newlines can be inserted between the blocks, as is used in the
851 list[context;main;0,0;8,4;]
852 list[current_player;main;0,5;8,4;]
855 list[context;fuel;2,3;1,1;]
856 list[context;src;2,1;1,1;]
857 list[context;dst;5,1;2,2;]
858 list[current_player;main;0,5;8,4;]
859 - Minecraft-like player inventory
861 image[1,0.6;1,2;player.png]
862 list[current_player;main;0,3.5;8,4;]
863 list[current_player;craft;3,0;3,3;]
864 list[current_player;craftpreview;7,1;1,1;]
869 ^ Define the size of the menu in inventory slots
870 ^ deprecated: invsize[<W>,<H>;]
872 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
873 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
874 ^ Show an inventory list
876 image[<X>,<Y>;<W>,<H>;<texture name>]
878 ^ Position and size units are inventory slots
880 item_image[<X>,<Y>;<W>,<H>;<item name>]
881 ^ Show an inventory image of registered item/node
882 ^ Position and size units are inventory slots
884 background[<X>,<Y>;<W>,<H>;<texture name>]
885 ^ Use a background. Inventory rectangles are not drawn then.
886 ^ Position and size units are inventory slots
887 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
889 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
890 ^ Textual password style field; will be sent to server when a button is clicked
891 ^ x and y position the field relative to the top left of the menu
892 ^ w and h are the size of the field
893 ^ fields are a set height, but will be vertically centred on h
894 ^ Position and size units are inventory slots
895 ^ name is the name of the field as returned in fields to on_receive_fields
896 ^ label, if not blank, will be text printed on the top left above the field
898 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
899 ^ Textual field; will be sent to server when a button is clicked
900 ^ x and y position the field relative to the top left of the menu
901 ^ w and h are the size of the field
902 ^ fields are a set height, but will be vertically centred on h
903 ^ Position and size units are inventory slots
904 ^ name is the name of the field as returned in fields to on_receive_fields
905 ^ label, if not blank, will be text printed on the top left above the field
906 ^ default is the default value of the field
907 ^ default may contain variable references such as '${text}' which
908 will fill the value from the metadata value 'text'
909 ^ Note: no extra text or more than a single variable is supported ATM.
911 field[<name>;<label>;<default>]
912 ^ as above but without position/size units
913 ^ special field for creating simple forms, such as sign text input
914 ^ must be used without a size[] element
915 ^ a 'Proceed' button will be added automatically
917 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
918 ^ same as fields above, but with multi-line input
920 label[<X>,<Y>;<label>]
921 ^ x and y work as per field
922 ^ label is the text on the label
923 ^ Position and size units are inventory slots
925 vertlabel[<X>,<Y>;<label>]
926 ^ Textual label drawn verticaly
927 ^ x and y work as per field
928 ^ label is the text on the label
929 ^ Position and size units are inventory slots
931 button[<X>,<Y>;<W>,<H>;<name>;<label>]
932 ^ Clickable button. When clicked, fields will be sent.
933 ^ x, y and name work as per field
934 ^ w and h are the size of the button
935 ^ label is the text on the button
936 ^ Position and size units are inventory slots
938 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
939 ^ x, y, w, h, and name work as per button
940 ^ texture name is the filename of an image
941 ^ Position and size units are inventory slots
943 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
944 ^ x, y, w, h, and name work as per button
945 ^ texture name is the filename of an image
946 ^ Position and size units are inventory slots
947 ^ noclip true meand imagebutton doesn't need to be within specified formsize
948 ^ drawborder draw button bodrer or not
950 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
951 ^ x, y, w, h, and name work as per button
952 ^ texture name is the filename of an image
953 ^ Position and size units are inventory slots
954 ^ noclip true meand imagebutton doesn't need to be within specified formsize
955 ^ drawborder draw button bodrer or not
956 ^ pressed texture name is the filename of an image on pressed state
958 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
959 ^ x, y, w, h, name and label work as per button
960 ^ item name is the registered name of an item/node,
961 tooltip will be made out of its descritption
962 ^ Position and size units are inventory slots
964 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
965 ^ When clicked, fields will be sent and the form will quit.
967 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
968 ^ When clicked, fields will be sent and the form will quit.
970 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
971 ^Scrollabel itemlist showing arbitrary text elements
972 ^ x and y position the itemlist relative to the top left of the menu
973 ^ w and h are the size of the itemlist
974 ^ name fieldname sent to server on doubleclick value is current selected element
975 ^ listelements can be prepended by #color in hexadecimal format RRGGBB,
976 ^ if you want a listelement to start with # write ##
978 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
979 ^Scrollabel itemlist showing arbitrary text elements
980 ^ x and y position the itemlist relative to the top left of the menu
981 ^ w and h are the size of the itemlist
982 ^ name fieldname sent to server on doubleclick value is current selected element
983 ^ listelements can be prepended by #RRGGBB in hexadecimal format
984 ^ if you want a listelement to start with # write ##
985 ^ index to be selected within textlist
986 ^ true/false draw transparent background
988 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
989 ^ show a tabHEADER at specific position (ignores formsize)
990 ^ x and y position the itemlist relative to the top left of the menu
991 ^ name fieldname data is transfered to lua
992 ^ caption 1... name shown on top of tab
993 ^ current_tab index of selected tab 1...
994 ^ transparent (optional) show transparent
995 ^ draw_border (optional) draw border
997 box[<X>,<Y>;<W>,<H>;<color>]
998 ^ simple colored semitransparent box
999 ^ x and y position the box relative to the top left of the menu
1000 ^ w and h are the size of box
1001 ^ color in hexadecimal format RRGGBB
1003 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1004 ^ show a dropdown field
1005 ^ x and y position of dropdown
1007 ^ fieldname data is transfered to lua
1008 ^ items to be shown in dropdown
1009 ^ index of currently selected dropdown item
1010 ^ color in hexadecimal format RRGGBB
1012 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1014 ^ x and y position of checkbox
1015 ^ name fieldname data is transfered to lua
1016 ^ label to be shown left of checkbox
1017 ^ selected (optional) true/false
1019 Note: do NOT use a element name starting with "key_" those names are reserved to
1020 pass key press events to formspec!
1024 - "context": Selected node metadata (deprecated: "current_name")
1025 - "current_player": Player to whom the menu is shown
1026 - "player:<name>": Any player
1027 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1028 - "detached:<name>": A detached inventory
1032 vector.new([x[, y, z]]) -> vector
1033 ^ x is a table or the x position.
1034 vector.direction(p1, p2) -> vector
1035 vector.distance(p1, p2) -> number
1036 vector.length(v) -> number
1037 vector.normalize(v) -> vector
1038 vector.round(v) -> vector
1039 vector.equal(v1, v2) -> bool
1040 For the folowing x can be either a vector or a number.
1041 vector.add(v, x) -> vector
1042 vector.subtract(v, x) -> vector
1043 vector.multiply(v, x) -> vector
1044 vector.divide(v, x) -> vector
1048 dump2(obj, name="_", dumped={})
1049 ^ Return object serialized as a string, handles reference loops
1050 dump(obj, dumped={})
1051 ^ Return object serialized as a string
1053 ^ Get the hypotenuse of a triangle with legs x and y.
1054 Usefull for distance calculation.
1055 string:split(separator)
1056 ^ eg. string:split("a,b", ",") == {"a","b"}
1058 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1059 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1060 ^ Convert position to a printable string
1061 minetest.string_to_pos(string) -> position
1062 ^ Same but in reverse
1063 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1064 minetest.is_yes(arg)
1065 ^ returns whether arg can be interpreted as yes
1067 minetest namespace reference
1068 -----------------------------
1070 minetest.get_current_modname() -> string
1071 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1072 ^ Useful for loading additional .lua modules or static data from mod
1073 minetest.get_modnames() -> list of installed mods
1074 ^ Return a list of installed mods, sorted alphabetically
1075 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1076 ^ Useful for storing custom data
1077 minetest.is_singleplayer()
1079 ^ table containing API feature flags: {foo=true, bar=true}
1080 minetest.has_feature(arg) -> bool, missing_features
1081 ^ arg: string or table in format {foo=true, bar=true}
1082 ^ missing_features: {foo=true, bar=true}
1085 minetest.debug(line)
1086 ^ Always printed to stderr and logfile (print() is redirected here)
1088 minetest.log(loglevel, line)
1089 ^ loglevel one of "error", "action", "info", "verbose"
1091 Registration functions: (Call these only at load time)
1092 minetest.register_entity(name, prototype table)
1093 minetest.register_abm(abm definition)
1094 minetest.register_node(name, node definition)
1095 minetest.register_tool(name, item definition)
1096 minetest.register_craftitem(name, item definition)
1097 minetest.register_alias(name, convert_to)
1098 minetest.register_craft(recipe)
1099 minetest.register_ore(ore definition)
1100 minetest.register_decoration(decoration definition)
1102 Global callback registration functions: (Call these only at load time)
1103 minetest.register_globalstep(func(dtime))
1104 ^ Called every server step, usually interval of 0.1s
1105 minetest.register_on_shutdown(func())
1106 ^ Called before server shutdown
1107 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1108 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1109 semi-frequent intervals as well as on server shutdown.
1110 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1111 ^ Called when a node has been placed
1112 ^ If return true no item is taken from itemstack
1113 ^ Not recommended; use on_construct or after_place_node in node definition
1115 minetest.register_on_dignode(func(pos, oldnode, digger))
1116 ^ Called when a node has been dug.
1117 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1119 minetest.register_on_punchnode(func(pos, node, puncher))
1120 ^ Called when a node is punched
1121 minetest.register_on_generated(func(minp, maxp, blockseed))
1122 ^ Called after generating a piece of world. Modifying nodes inside the area
1123 is a bit faster than usually.
1124 minetest.register_on_newplayer(func(ObjectRef))
1125 ^ Called after a new player has been created
1126 minetest.register_on_dieplayer(func(ObjectRef))
1127 ^ Called when a player dies
1128 minetest.register_on_respawnplayer(func(ObjectRef))
1129 ^ Called when player is to be respawned
1130 ^ Called _before_ repositioning of player occurs
1131 ^ return true in func to disable regular player placement
1132 minetest.register_on_joinplayer(func(ObjectRef))
1133 ^ Called when a player joins the game
1134 minetest.register_on_leaveplayer(func(ObjectRef))
1135 ^ Called when a player leaves the game
1136 minetest.register_on_cheat(func(ObjectRef, cheat))
1137 ^ Called when a player cheats
1138 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1139 minetest.register_on_chat_message(func(name, message))
1140 ^ Called always when a player says something
1141 minetest.register_on_player_receive_fields(func(player, formname, fields))
1142 ^ Called when a button is pressed in player's inventory form
1143 ^ Newest functions are called first
1144 ^ If function returns true, remaining functions are not called
1145 minetest.register_on_mapgen_init(func(MapgenParams))
1146 ^ Called just before the map generator is initialized but before the environment is initialized
1147 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1148 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1149 ^ Called when player crafts something
1150 ^ itemstack is the output
1151 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1152 ^ craft_inv is the inventory with the crafting grid
1153 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1154 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1155 ^ The same as before, except that it is called before the player crafts, to make
1156 ^ craft prediction, and it should not change anything.
1158 Other registration functions:
1159 minetest.register_chatcommand(cmd, chatcommand definition)
1160 minetest.register_privilege(name, definition)
1161 ^ definition: "description text"
1163 description = "description text",
1164 give_to_singleplayer = boolean, -- default: true
1166 minetest.register_authentication_handler(handler)
1167 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1170 minetest.setting_set(name, value)
1171 minetest.setting_get(name) -> string or nil
1172 minetest.setting_setbool(name, value)
1173 minetest.setting_getbool(name) -> boolean value or nil
1174 minetest.setting_get_pos(name) -> position or nil
1175 minetest.setting_save() -> nil, save all settings to config file
1178 minetest.notify_authentication_modified(name)
1179 ^ Should be called by the authentication handler if privileges change.
1180 ^ To report everybody, set name=nil.
1181 minetest.get_password_hash(name, raw_password)
1182 ^ Convert a name-password pair to a password hash that minetest can use
1183 minetest.string_to_privs(str) -> {priv1=true,...}
1184 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1185 ^ Convert between two privilege representations
1186 minetest.set_player_password(name, password_hash)
1187 minetest.set_player_privs(name, {priv1=true,...})
1188 minetest.get_player_privs(name) -> {priv1=true,...}
1189 minetest.auth_reload()
1190 ^ These call the authentication handler
1191 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1192 ^ A quickhand for checking privileges
1193 minetest.get_player_ip(name) -> IP address string
1196 minetest.chat_send_all(text)
1197 minetest.chat_send_player(name, text, prepend)
1198 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1202 minetest.set_node(pos, node)
1203 minetest.add_node(pos, node): alias set_node(pos, node)
1204 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1205 minetest.remove_node(pos)
1206 ^ Equivalent to set_node(pos, "air")
1207 minetest.get_node(pos)
1208 ^ Returns {name="ignore", ...} for unloaded area
1209 minetest.get_node_or_nil(pos)
1210 ^ Returns nil for unloaded area
1211 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1212 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1214 minetest.place_node(pos, node)
1215 ^ Place node with the same effects that a player would cause
1216 minetest.dig_node(pos)
1217 ^ Dig node with the same effects that a player would cause
1218 minetest.punch_node(pos)
1219 ^ Punch node with the same effects that a player would cause
1221 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1222 minetest.get_node_timer(pos) -- Get NodeTimerRef
1224 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1225 ^ Returns ObjectRef, or nil if failed
1226 minetest.add_item(pos, item): Spawn item
1227 ^ Returns ObjectRef, or nil if failed
1228 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1229 minetest.get_objects_inside_radius(pos, radius)
1230 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1231 minetest.get_timeofday()
1232 minetest.get_gametime(): returns the time, in seconds, since the world was created
1233 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1234 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1235 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1236 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1237 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1238 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1239 minetest.get_voxel_manip()
1240 ^ Return voxel manipulator object
1241 minetest.get_mapgen_object(objectname)
1242 ^ Return requested mapgen object if available (see Mapgen objects)
1243 minetest.set_mapgen_params(MapgenParams)
1244 ^ Set map generation parameters
1245 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1246 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1247 ^ Leave field unset to leave that parameter unchanged
1248 ^ flagmask field must be set to all mapgen flags that are being modified
1249 ^ flags contains only the flags that are being set
1250 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1251 minetest.clear_objects()
1252 ^ clear all objects in the environments
1253 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1254 ^ checkif there is a direct line of sight between pos1 and pos2
1255 ^ pos1 First position
1256 ^ pos2 Second position
1257 ^ stepsize smaller gives more accurate results but requires more computing
1259 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1260 ^ -> table containing path
1261 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1262 ^ pos1: start position
1263 ^ pos2: end position
1264 ^ searchdistance: number of blocks to search in each direction
1265 ^ max_jump: maximum height difference to consider walkable
1266 ^ max_drop: maximum height difference to consider droppable
1267 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1268 minetest.spawn_tree (pos, {treedef})
1269 ^ spawns L-System tree at given pos with definition in treedef table
1270 minetest.transforming_liquid_add(pos)
1271 ^ add node to liquid update queue
1272 minetest.get_node_max_level(pos)
1273 ^ get max available level for leveled node
1274 minetest.get_node_level(pos)
1275 ^ get level of leveled node (water, snow)
1276 minetest.set_node_level(pos, level)
1277 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1278 minetest.add_node_level(pos, level)
1279 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1280 minetest.get_heat(pos)
1282 minetest.get_humidity(pos)
1286 minetest.get_inventory(location) -> InvRef
1287 ^ location = eg. {type="player", name="celeron55"}
1288 {type="node", pos={x=, y=, z=}}
1289 {type="detached", name="creative"}
1290 minetest.create_detached_inventory(name, callbacks) -> InvRef
1291 ^ callbacks: See "Detached inventory callbacks"
1292 ^ Creates a detached inventory. If it already exists, it is cleared.
1293 minetest.show_formspec(playername, formname, formspec)
1294 ^ playername: name of player to show formspec
1295 ^ formname: name passed to on_player_receive_fields callbacks
1296 ^ should follow "modname:<whatever>" naming convention
1297 ^ formspec: formspec to display
1300 minetest.inventorycube(img1, img2, img3)
1301 ^ Returns a string for making an image of a cube (useful as an item image)
1302 minetest.get_pointed_thing_position(pointed_thing, above)
1303 ^ Get position of a pointed_thing (that you can get from somewhere)
1304 minetest.dir_to_facedir(dir, is6d)
1305 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
1306 minetest.facedir_to_dir(facedir)
1307 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1308 minetest.dir_to_wallmounted(dir)
1309 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1310 minetest.get_node_drops(nodename, toolname)
1311 ^ Returns list of item names.
1312 ^ Note: This will be removed or modified in a future version.
1313 minetest.get_craft_result(input) -> output, decremented_input
1314 ^ input.method = 'normal' or 'cooking' or 'fuel'
1315 ^ input.width = for example 3
1316 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1317 stack 5, stack 6, stack 7, stack 8, stack 9 }
1318 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1319 ^ output.time = number, if unsuccessful: 0
1320 ^ decremented_input = like input
1321 minetest.get_craft_recipe(output) -> input
1322 ^ returns last registered recipe for output item (node)
1323 ^ output is a node or item type such as 'default:torch'
1324 ^ input.method = 'normal' or 'cooking' or 'fuel'
1325 ^ input.width = for example 3
1326 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1327 stack 5, stack 6, stack 7, stack 8, stack 9 }
1328 ^ input.items = nil if no recipe found
1329 minetest.get_all_craft_recipes(query item) -> table or nil
1330 ^ returns indexed table with all registered recipes for query item (node)
1331 or nil if no recipe was found
1334 method = 'normal' or 'cooking' or 'fuel'
1335 width = 0-3, 0 means shapeless recipe
1336 items = indexed [1-9] table with recipe items
1337 output = string with item name and quantity
1339 Example query for default:gold_ingot will return table:
1341 1={type = "cooking", width = 3, output = "default:gold_ingot",
1342 items = {1 = "default:gold_lump"}},
1343 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1344 items = {1 = "default:goldblock"}}
1346 minetest.handle_node_drops(pos, drops, digger)
1347 ^ drops: list of itemstrings
1348 ^ Handles drops from nodes after digging: Default action is to put them into
1350 ^ Can be overridden to get different functionality (eg. dropping items on
1354 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1355 ^ Find who has done something to a node, or near a node
1356 ^ actor: "player:<name>", also "liquid".
1357 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1358 ^ Revert latest actions of someone
1359 ^ actor: "player:<name>", also "liquid".
1361 Defaults for the on_* item definition functions:
1362 (These return the leftover itemstack)
1363 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1364 ^ Place item as a node
1365 ^ param2 overrides facedir and wallmounted param2
1366 ^ returns itemstack, success
1367 minetest.item_place_object(itemstack, placer, pointed_thing)
1369 minetest.item_place(itemstack, placer, pointed_thing, param2)
1370 ^ Use one of the above based on what the item is.
1371 ^ Calls on_rightclick of pointed_thing.under if defined instead
1372 ^ Note: is not called when wielded item overrides on_place
1373 ^ param2 overrides facedir and wallmounted param2
1374 ^ returns itemstack, success
1375 minetest.item_drop(itemstack, dropper, pos)
1377 minetest.item_eat(hp_change, replace_with_item)
1378 ^ Eat the item. replace_with_item can be nil.
1380 Defaults for the on_punch and on_dig node definition callbacks:
1381 minetest.node_punch(pos, node, puncher)
1382 ^ Calls functions registered by minetest.register_on_punchnode()
1383 minetest.node_dig(pos, node, digger)
1384 ^ Checks if node can be dug, puts item into inventory, removes node
1385 ^ Calls functions registered by minetest.registered_on_dignodes()
1388 minetest.sound_play(spec, parameters) -> handle
1389 ^ spec = SimpleSoundSpec
1390 ^ parameters = sound parameter table
1391 minetest.sound_stop(handle)
1394 minetest.after(time, func, ...)
1395 ^ Call function after time seconds
1396 ^ Optional: Variable number of arguments that are passed to func
1399 minetest.request_shutdown() -> request for server shutdown
1400 minetest.get_server_status() -> server status string
1403 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1404 minetest.get_ban_description(ip_or_name) -> ban description (string)
1405 minetest.ban_player(name) -> ban a player
1406 minetest.unban_player_or_ip(name) -> unban player or IP address
1409 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1410 size, collisiondetection, texture, playername)
1411 ^ Spawn particle at pos with velocity and acceleration
1412 ^ Disappears after expirationtime seconds
1413 ^ collisiondetection: if true collides with physical objects
1414 ^ Uses texture (string)
1415 ^ Playername is optional, if specified spawns particle only on the player's client
1417 minetest.add_particlespawner(amount, time,
1421 minexptime, maxexptime,
1423 collisiondetection, texture, playername)
1424 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1425 ^ The particle's properties are random values in between the boundings:
1426 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1427 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1428 ^ collisiondetection: if true uses collisiondetection
1429 ^ Uses texture (string)
1430 ^ Playername is optional, if specified spawns particle only on the player's client
1431 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1434 minetest.delete_particlespawner(id, player)
1435 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1436 ^ If playername is specified, only deletes on the player's client,
1437 ^ otherwise on all clients
1440 minetest.create_schematic(p1, p2, probability_list, filename)
1441 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1442 ^ Apply the specified probability values to the specified nodes in probability_list.
1443 ^ probability_list is an array of tables containing two fields, pos and prob.
1444 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1445 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1446 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1447 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1448 ^ If probability_list is nil, no probabilities are applied.
1449 ^ Saves schematic in the Minetest Schematic format to filename.
1451 minetest.place_schematic(pos, schematic, rotation, replacements)
1452 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1453 ^ Rotation can be "0", "90", "180", "270", or "random".
1454 ^ If the rotation parameter is omitted, the schematic is not rotated.
1455 ^ replacements = {{"oldname", "convert_to"}, ...}
1458 minetest.get_connected_players() -> list of ObjectRefs
1459 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1460 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1461 minetest.get_item_group(name, group) -> rating
1462 ^ Get rating of a group of an item. (0 = not in group)
1463 minetest.get_node_group(name, group) -> rating
1464 ^ Deprecated: An alias for the former.
1465 minetest.get_content_id(name) -> integer
1466 ^ Gets the internal content ID of name
1467 minetest.get_name_from_content_id(content_id) -> string
1468 ^ Gets the name of the content with that content ID
1469 minetest.parse_json(string[, nullvalue]) -> something
1470 ^ Convert a string containing JSON data into the Lua equivalent
1471 ^ nullvalue: returned in place of the JSON null; defaults to nil
1472 ^ On success returns a table, a string, a number, a boolean or nullvalue
1473 ^ On failure outputs an error message and returns nil
1474 ^ Example: parse_json("[10, {\"a\":false}]") -> {[1] = 10, [2] = {a = false}}
1475 minetest.serialize(table) -> string
1476 ^ Convert a table containing tables, strings, numbers, booleans and nils
1477 into string form readable by minetest.deserialize
1478 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1479 minetest.deserialize(string) -> table
1480 ^ Convert a string returned by minetest.deserialize into a table
1481 ^ String is loaded in an empty sandbox environment.
1482 ^ Will load functions, but they cannot access the global environment.
1483 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1484 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1485 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1488 minetest.env - EnvRef of the server environment and world.
1489 ^ Any function in the minetest namespace can be called using the syntax
1490 minetest.env:somefunction(somearguments)
1492 minetest.somefunction(somearguments)
1493 ^ Deprecated, but support is not to be dropped soon
1496 minetest.registered_items
1497 ^ List of registered items, indexed by name
1498 minetest.registered_nodes
1499 ^ List of registered node definitions, indexed by name
1500 minetest.registered_craftitems
1501 ^ List of registered craft item definitions, indexed by name
1502 minetest.registered_tools
1503 ^ List of registered tool definitions, indexed by name
1504 minetest.registered_entities
1505 ^ List of registered entity prototypes, indexed by name
1506 minetest.object_refs
1507 ^ List of object references, indexed by active object id
1508 minetest.luaentities
1509 ^ List of lua entities, indexed by active object id
1513 NodeMetaRef: Node metadata - reference extra data and functionality stored
1515 - Can be gotten via minetest.get_nodemeta(pos)
1517 - set_string(name, value)
1519 - set_int(name, value)
1521 - set_float(name, value)
1523 - get_inventory() -> InvRef
1524 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1525 - from_table(nil or {})
1526 ^ See "Node Metadata"
1528 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1529 - Can be gotten via minetest.get_node_timer(pos)
1531 - set(timeout,elapsed)
1532 ^ set a timer's state
1533 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1534 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1535 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1538 ^ equivelent to set(timeout,0)
1541 - get_timeout() -> current timeout in seconds
1542 ^ if timeout is 0, timer is inactive
1543 - get_elapsed() -> current elapsed time in seconds
1544 ^ the node's on_timer function will be called after timeout-elapsed seconds
1545 - is_started() -> boolean state of timer
1546 ^ returns true if timer is started, otherwise false
1548 ObjectRef: Moving things in the game are generally these
1549 (basically reference to a C++ ServerActiveObject)
1551 - remove(): remove object (after returning from Lua)
1552 - getpos() -> {x=num, y=num, z=num}
1553 - setpos(pos); pos={x=num, y=num, z=num}
1554 - moveto(pos, continuous=false): interpolated move
1555 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1556 ^ puncher = an another ObjectRef,
1557 ^ time_from_last_punch = time since last punch action of the puncher
1558 ^ direction: can be nil
1559 - right_click(clicker); clicker = an another ObjectRef
1560 - get_hp(): returns number of hitpoints (2 * number of hearts)
1561 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1562 - get_inventory() -> InvRef
1563 - get_wield_list(): returns the name of the inventory list the wielded item is in
1564 - get_wield_index(): returns the index of the wielded item
1565 - get_wielded_item() -> ItemStack
1566 - set_wielded_item(item): replaces the wielded item, returns true if successful
1567 - set_armor_groups({group1=rating, group2=rating, ...})
1568 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1569 - set_attach(parent, bone, position, rotation)
1571 ^ position = {x=num, y=num, z=num} (relative)
1572 ^ rotation = {x=num, y=num, z=num}
1574 - set_bone_position(bone, position, rotation)
1576 ^ position = {x=num, y=num, z=num} (relative)
1577 ^ rotation = {x=num, y=num, z=num}
1578 - set_properties(object property table)
1579 LuaEntitySAO-only: (no-op for other objects)
1580 - setvelocity({x=num, y=num, z=num})
1581 - getvelocity() -> {x=num, y=num, z=num}
1582 - setacceleration({x=num, y=num, z=num})
1583 - getacceleration() -> {x=num, y=num, z=num}
1585 - getyaw() -> radians
1586 - settexturemod(mod)
1587 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1588 - select_horiz_by_yawpitch=false)
1589 ^ Select sprite from spritesheet with optional animation and DM-style
1590 texture selection based on yaw relative to camera
1591 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1593 Player-only: (no-op for other objects)
1594 - is_player(): true for players, false for others
1595 - get_player_name(): returns "" if is not a player
1596 - get_look_dir(): get camera direction as a unit vector
1597 - get_look_pitch(): pitch in radians
1598 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1599 - set_look_pitch(radians): sets look pitch
1600 - set_look_yaw(radians): sets look yaw
1601 - get_breath() : returns players breath
1602 - set_breath(value) : sets players breath
1603 values: 0 player is drowning,
1604 1-10 number of bubbles remain,
1605 11 bubbles bar is not shown
1606 - set_inventory_formspec(formspec)
1607 ^ Redefine player's inventory form
1608 ^ Should usually be called in on_joinplayer
1609 - get_inventory_formspec() -> formspec string
1610 - get_player_control(): returns table with player pressed keys
1611 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1612 - get_player_control_bits(): returns integer with bit packed player pressed keys
1613 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1614 - set_physics_override(speed, jump, gravity)
1615 modifies per-player walking speed, jump height, and gravity.
1616 Values default to 1 and act as offsets to the physics settings
1617 in minetest.conf. nil will keep the current setting.
1618 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1619 - hud_remove(id): remove the HUD element of the specified id
1620 - hud_change(id, stat, value): change a value of a previously added HUD element
1621 ^ element stat values: position, name, scale, text, number, item, dir
1622 - hud_get(id): gets the HUD element definition structure of the specified ID
1623 - hud_set_flags(flags): sets specified HUD flags to true/false
1624 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1625 ^ pass a table containing a true/false value of each flag to be set or unset
1626 ^ if a flag is nil, the flag is not modified
1627 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1628 ^ count: number of items, must be between 1 and 23
1629 - hud_set_hotbar_image(texturename)
1630 ^ sets background image for hotbar
1631 - hud_set_hotbar_selected_image(texturename)
1632 ^ sets image for selected item of hotbar
1634 InvRef: Reference to an inventory
1636 - is_empty(listname): return true if list is empty
1637 - get_size(listname): get size of a list
1638 - set_size(listname, size): set size of a list
1639 - get_width(listname): get width of a list
1640 - set_width(listname, width): set width of list; currently used for crafting
1641 - get_stack(listname, i): get a copy of stack index i in list
1642 - set_stack(listname, i, stack): copy stack to index i in list
1643 - get_list(listname): return full list
1644 - set_list(listname, list): set full list (size will not change)
1645 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1646 - room_for_item(listname, stack): returns true if the stack of items
1647 can be fully added to the list
1648 - contains_item(listname, stack): returns true if the stack of items
1649 can be fully taken from the list
1650 remove_item(listname, stack): take as many items as specified from the list,
1651 returns the items that were actually removed (as an ItemStack)
1652 - get_location() -> location compatible to minetest.get_inventory(location)
1653 -> {type="undefined"} in case location is not known
1655 ItemStack: A stack of items.
1656 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1658 - is_empty(): return true if stack is empty
1659 - get_name(): returns item name (e.g. "default:stone")
1660 - set_name(itemname)
1661 - get_count(): returns number of items on the stack
1663 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1665 - get_metadata(): returns metadata (a string attached to an item stack)
1666 - set_metadata(metadata)
1667 - clear(): removes all items from the stack, making it empty
1668 - replace(item): replace the contents of this stack (item can also
1669 be an itemstring or table)
1670 - to_string(): returns the stack in itemstring form
1671 - to_table(): returns the stack in Lua table form
1672 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1673 - get_free_space(): returns get_stack_max() - get_count()
1674 - is_known(): returns true if the item name refers to a defined item type
1675 - get_definition(): returns the item definition table
1676 - get_tool_capabilities(): returns the digging properties of the item,
1677 ^ or those of the hand if none are defined for this item type
1678 - add_wear(amount): increases wear by amount if the item is a tool
1679 - add_item(item): put some item or stack onto this stack,
1680 ^ returns leftover ItemStack
1681 - item_fits(item): returns true if item or stack can be fully added to this one
1682 - take_item(n): take (and remove) up to n items from this stack
1683 ^ returns taken ItemStack
1684 ^ if n is omitted, n=1 is used
1685 - peek_item(n): copy (don't remove) up to n items from this stack
1686 ^ returns copied ItemStack
1687 ^ if n is omitted, n=1 is used
1689 PseudoRandom: A pseudorandom number generator
1690 - Can be created via PseudoRandom(seed)
1692 - next(): return next integer random number [0...32767]
1693 - next(min, max): return next integer random number [min...max]
1694 (max - min) must be 32767 or <= 6553 due to the simple
1695 implementation making bad distribution otherwise.
1697 PerlinNoise: A perlin noise generator
1698 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1699 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1701 - get2d(pos) -> 2d noise value at pos={x=,y=}
1702 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1704 PerlinNoiseMap: A fast, bulk perlin noise generator
1705 - Can be created via PerlinNoiseMap(noiseparams, size)
1706 - Also minetest.get_perlin_map(noiseparams, size)
1708 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1709 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1710 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1711 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1713 VoxelManip: An interface to the MapVoxelManipulator for Lua
1714 - Can be created via VoxelManip()
1715 - Also minetest.get_voxel_manip()
1717 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1718 ^ returns actual emerged pmin, actual emerged pmax
1719 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1720 ^ important: data must be set using VoxelManip:set_data before calling this
1721 - get_data(): Gets the data read into the VoxelManip object
1722 ^ returns raw node data is in the form of an array of node content ids
1723 - set_data(data): Sets the data contents of the VoxelManip object
1724 - update_map(): Update map after writing chunk back to map.
1725 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1726 ^ retrieved from minetest.get_mapgen_object
1727 - set_lighting(light): Set the lighting within the VoxelManip
1728 ^ light is a table, {day=<0...15>, night=<0...15>}
1729 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1730 - calc_lighting(): Calculate lighting within the VoxelManip
1731 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1732 - update_liquids(): Update liquid flow
1734 VoxelArea: A helper class for voxel areas
1735 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1736 - Coordinates are *inclusive*, like most other things in Minetest
1738 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1739 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1740 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1741 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1742 - indexp(p): same as above, except takes a vector
1743 - position(i): returns the absolute position vector corresponding to index i
1744 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1745 - containsp(p): same as above, except takes a vector
1746 - containsi(i): same as above, except takes an index
1747 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1748 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1749 - iterp(minp, maxp): same as above, except takes a vector
1751 Settings: An interface to read config files in the format of minetest.conf
1752 - Can be created via Settings(filename)
1755 - get_bool(key) -> boolean
1757 - remove(key) -> success
1758 - get_names() -> {key1,...}
1759 - write() -> success
1760 ^ write changes to file
1761 - to_table() -> {[key1]=value1,...}
1765 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1766 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1767 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1768 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1770 The following Mapgen objects are currently available:
1773 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1774 order. All mapgens support this object.
1777 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1778 generated chunk by the current mapgen.
1781 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1785 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1789 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1793 --------------------
1794 - Functions receive a "luaentity" as self:
1795 - It has the member .name, which is the registered name ("mod:thing")
1796 - It has the member .object, which is an ObjectRef pointing to the object
1797 - The original prototype stuff is visible directly via a metatable
1799 - on_activate(self, staticdata)
1800 ^ Called when the object is instantiated.
1801 - on_step(self, dtime)
1802 ^ Called on every server tick (dtime is usually 0.1 seconds)
1803 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1804 ^ Called when somebody punches the object.
1805 ^ Note that you probably want to handle most punches using the
1806 automatic armor group system.
1807 ^ puncher: ObjectRef (can be nil)
1808 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1809 ^ tool_capabilities: capability table of used tool (can be nil)
1810 ^ dir: unit vector of direction of punch. Always defined. Points from
1811 the puncher to the punched.
1812 - on_rightclick(self, clicker)
1813 - get_staticdata(self)
1814 ^ Should return a string that will be passed to on_activate when
1815 the object is instantiated the next time.
1820 axiom, - string initial tree axiom
1821 rules_a, - string rules set A
1822 rules_b, - string rules set B
1823 rules_c, - string rules set C
1824 rules_d, - string rules set D
1825 trunk, - string trunk node name
1826 leaves, - string leaves node name
1827 leaves2, - string secondary leaves node name
1828 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1829 angle, - num angle in deg
1830 iterations, - num max # of iterations, usually 2 -5
1831 random_level, - num factor to lower nr of iterations, usually 0 - 3
1832 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1833 thin_branches, - boolean true -> use thin (1 node) branches
1834 fruit, - string fruit node name
1835 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1836 seed, - num random seed
1839 Key for Special L-System Symbols used in Axioms
1840 G - move forward one unit with the pen up
1841 F - move forward one unit with the pen down drawing trunks and branches
1842 f - move forward one unit with the pen down drawing leaves (100% chance)
1843 T - move forward one unit with the pen down drawing trunks only
1844 R - move forward one unit with the pen down placing fruit
1845 A - replace with rules set A
1846 B - replace with rules set B
1847 C - replace with rules set C
1848 D - replace with rules set D
1849 a - replace with rules set A, chance 90%
1850 b - replace with rules set B, chance 80%
1851 c - replace with rules set C, chance 70%
1852 d - replace with rules set D, chance 60%
1853 + - yaw the turtle right by angle parameter
1854 - - yaw the turtle left by angle parameter
1855 & - pitch the turtle down by angle parameter
1856 ^ - pitch the turtle up by angle parameter
1857 / - roll the turtle to the right by angle parameter
1858 * - roll the turtle to the left by angle parameter
1859 [ - save in stack current state info
1860 ] - recover from stack state info
1862 Example usage: spawn small apple tree
1865 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1866 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1867 trunk="default:tree",
1868 leaves="default:leaves",
1872 trunk_type="single",
1875 fruit="default:apple"
1877 minetest.spawn_tree(pos,apple_tree)
1886 collide_with_objects = true, -- collide with other objects if physical=true
1888 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1889 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1890 visual_size = {x=1, y=1},
1892 textures = {}, -- number of required textures depends on visual
1893 colors = {}, -- number of required colors depends on visual
1894 spritediv = {x=1, y=1},
1895 initial_sprite_basepos = {x=0, y=0},
1897 makes_footstep_sound = false,
1898 automatic_rotate = false,
1900 automatic_face_movement_dir = 0.0,
1901 ^ automatically set yaw to movement direction; offset in degrees; false to disable
1904 Entity definition (register_entity)
1906 (Deprecated: Everything in object properties is read directly from here)
1908 initial_properties = <initial object properties>,
1910 on_activate = function(self, staticdata, dtime_s),
1911 on_step = function(self, dtime),
1912 on_punch = function(self, hitter),
1913 on_rightclick = function(self, clicker),
1914 get_staticdata = function(self),
1915 ^ Called sometimes; the string returned is passed to on_activate when
1916 the entity is re-activated from static state
1918 # Also you can define arbitrary member variables here
1919 myvariable = whatever,
1922 ABM (ActiveBlockModifier) definition (register_abm)
1924 -- In the following two fields, also group:groupname will work.
1925 nodenames = {"default:lava_source"},
1926 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1927 ^ If left out or empty, any neighbor will do
1928 interval = 1.0, -- (operation interval)
1929 chance = 1, -- (chance of trigger is 1.0/this)
1930 action = func(pos, node, active_object_count, active_object_count_wider),
1933 Item definition (register_node, register_craftitem, register_tool)
1935 description = "Steel Axe",
1936 groups = {}, -- key=name, value=rating; rating=1..3.
1937 if rating not applicable, use 1.
1938 eg. {wool=1, fluffy=3}
1939 {soil=2, outerspace=1, crumbly=1}
1940 {bendy=2, snappy=1},
1941 {hard=1, metal=1, spikes=1}
1942 inventory_image = "default_tool_steelaxe.png",
1944 wield_scale = {x=1,y=1,z=1},
1947 liquids_pointable = false,
1948 tool_capabilities = {
1949 full_punch_interval = 1.0,
1953 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1954 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1956 damage_groups = {groupname=damage},
1958 node_placement_prediction = nil,
1959 ^ If nil and item is node, prediction is made automatically
1960 ^ If nil and item is not a node, no prediction is made
1961 ^ If "" and item is anything, no prediction is made
1962 ^ Otherwise should be name of node which the client immediately places
1963 on ground when the player places the item. Server will always update
1964 actual result to client in a short moment.
1966 place = <SimpleSoundSpec>,
1969 on_place = func(itemstack, placer, pointed_thing),
1970 ^ Shall place item and return the leftover itemstack
1971 ^ default: minetest.item_place
1972 on_drop = func(itemstack, dropper, pos),
1973 ^ Shall drop item and return the leftover itemstack
1974 ^ default: minetest.item_drop
1975 on_use = func(itemstack, user, pointed_thing),
1977 ^ Function must return either nil if no item shall be removed from
1978 inventory, or an itemstack to replace the original itemstack.
1979 eg. itemstack:take_item(); return itemstack
1980 ^ Otherwise, the function is free to do what it wants.
1981 ^ The default functions handle regular use cases.
1982 after_use = func(itemstack, user, node, digparams),
1984 ^ If defined, should return an itemstack and will be called instead of
1985 wearing out the tool. If returns nil, does nothing.
1986 If after_use doesn't exist, it is the same as:
1987 function(itemstack, user, node, digparams)
1988 itemstack:add_wear(digparams.wear)
1995 - {name="image.png", animation={Tile Animation definition}}
1996 - {name="image.png", backface_culling=bool}
1997 ^ backface culling only supported in special tiles
1998 - deprecated still supported field names:
2001 Tile animation definition:
2002 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2004 Node definition (register_node)
2006 <all fields allowed in item definitions>,
2008 drawtype = "normal", -- See "Node drawtypes"
2010 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2011 ^ For plantlike, the image will start at the bottom of the node; for the
2012 ^ other drawtypes, the image will be centered on the node.
2013 ^ Note that positioning for "torchlike" may still change.
2014 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2015 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2016 ^ List can be shortened to needed length
2017 special_tiles = {tile definition 1, Tile definition 2},
2018 ^ Special textures of node; used rarely (old field name: special_materials)
2019 ^ List can be shortened to needed length
2021 use_texture_alpha = false, -- Use texture's alpha channel
2022 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2023 paramtype = "none", -- See "Nodes"
2024 paramtype2 = "none", -- See "Nodes"
2025 is_ground_content = false, -- Currently not used for anything
2026 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2027 walkable = true, -- If true, objects collide with node
2028 pointable = true, -- If true, can be pointed at
2029 diggable = true, -- If false, can never be dug
2030 climbable = false, -- If true, can be climbed on (ladder)
2031 buildable_to = false, -- If true, placed nodes can replace this node
2032 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2033 liquidtype = "none", -- "none"/"source"/"flowing"
2034 liquid_alternative_flowing = "", -- Flowing version of source liquid
2035 liquid_alternative_source = "", -- Source version of flowing liquid
2036 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2037 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2038 freezemelt = "", -- water for snow/ice, ice/snow for water
2039 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2040 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2041 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2042 light_source = 0, -- Amount of light emitted by node
2043 damage_per_second = 0, -- If player is inside node, this damage is caused
2044 node_box = {type="regular"}, -- See "Node boxes"
2045 selection_box = {type="regular"}, -- See "Node boxes"
2046 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2047 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2048 legacy_wallmounted = false, -- Support maps made in and before January 2012
2050 footstep = <SimpleSoundSpec>,
2051 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2052 dug = <SimpleSoundSpec>,
2053 place = <SimpleSoundSpec>,
2056 on_construct = func(pos),
2057 ^ Node constructor; always called after adding node
2058 ^ Can set up metadata and stuff like that
2060 on_destruct = func(pos),
2061 ^ Node destructor; always called before removing node
2063 after_destruct = func(pos, oldnode),
2064 ^ Node destructor; always called after removing node
2067 after_place_node = func(pos, placer, itemstack),
2068 ^ Called after constructing node when node was placed using
2069 minetest.item_place_node / minetest.place_node
2070 ^ If return true no item is taken from itemstack
2072 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2073 ^ oldmetadata is in table format
2074 ^ Called after destructing node when node was dug using
2075 minetest.node_dig / minetest.dig_node
2077 can_dig = function(pos,player)
2078 ^ returns true if node can be dug, or false if not
2081 on_punch = func(pos, node, puncher),
2082 ^ default: minetest.node_punch
2083 ^ By default: does nothing
2084 on_rightclick = func(pos, node, clicker, itemstack),
2086 ^ if defined, itemstack will hold clicker's wielded item
2087 Shall return the leftover itemstack
2088 on_dig = func(pos, node, digger),
2089 ^ default: minetest.node_dig
2090 ^ By default: checks privileges, wears out tool and removes node
2092 on_timer = function(pos,elapsed),
2094 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2095 ^ elapsed is the total time passed since the timer was started
2096 ^ return true to run the timer for another cycle with the same timeout value
2098 on_receive_fields = func(pos, formname, fields, sender),
2099 ^ fields = {name1 = value1, name2 = value2, ...}
2100 ^ Called when an UI form (eg. sign text input) returns data
2103 allow_metadata_inventory_move = func(pos, from_list, from_index,
2104 to_list, to_index, count, player),
2105 ^ Called when a player wants to move items inside the inventory
2106 ^ Return value: number of items allowed to move
2108 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2109 ^ Called when a player wants to put something into the inventory
2110 ^ Return value: number of items allowed to put
2111 ^ Return value: -1: Allow and don't modify item count in inventory
2113 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2114 ^ Called when a player wants to take something out of the inventory
2115 ^ Return value: number of items allowed to take
2116 ^ Return value: -1: Allow and don't modify item count in inventory
2118 on_metadata_inventory_move = func(pos, from_list, from_index,
2119 to_list, to_index, count, player),
2120 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2121 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2122 ^ Called after the actual action has happened, according to what was allowed.
2125 on_blast = func(pos, intensity),
2126 ^ intensity: 1.0 = mid range of regular TNT
2127 ^ If defined, called when an explosion touches the node, instead of
2131 Recipe for register_craft: (shaped)
2133 output = 'default:pick_stone',
2135 {'default:cobble', 'default:cobble', 'default:cobble'},
2136 {'', 'default:stick', ''},
2137 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2139 replacements = <optional list of item pairs,
2140 replace one input item with another item on crafting>
2143 Recipe for register_craft (shapeless)
2146 output = 'mushrooms:mushroom_stew',
2149 "mushrooms:mushroom_brown",
2150 "mushrooms:mushroom_red",
2152 replacements = <optional list of item pairs,
2153 replace one input item with another item on crafting>
2156 Recipe for register_craft (tool repair)
2158 type = "toolrepair",
2159 additional_wear = -0.02,
2162 Recipe for register_craft (cooking)
2165 output = "default:glass",
2166 recipe = "default:sand",
2170 Recipe for register_craft (furnace fuel)
2173 recipe = "default:leaves",
2177 Ore definition (register_ore)
2179 ore_type = "scatter", -- See "Ore types"
2180 ore = "default:stone_with_coal",
2181 wherein = "default:stone",
2182 ^ a list of nodenames is supported too
2183 clust_scarcity = 8*8*8,
2184 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2185 ^ This value should be *MUCH* higher than your intuition might tell you!
2187 ^ Number of ores in a cluster
2189 ^ Size of the bounding box of the cluster
2190 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2191 height_min = -31000,
2194 ^ Attributes for this ore generation
2195 noise_threshhold = 0.5,
2196 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2197 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2198 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2199 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2202 Decoration definition (register_decoration)
2204 deco_type = "simple", -- See "Decoration types"
2205 place_on = "default:dirt_with_grass",
2206 ^ Node that decoration can be placed on
2208 ^ Size of divisions made in the chunk being generated.
2209 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2211 ^ Ratio of the area to be uniformly filled by the decoration.
2212 ^ Used only if noise_params is not specified.
2213 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2214 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2215 ^ The result of this is multiplied by the 2d area of the division being decorated.
2216 biomes = {"Oceanside", "Hills", "Plains"},
2217 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2218 ^ and ignored if the Mapgen being used does not support biomes.
2220 ----- Simple-type parameters
2221 decoration = "default:grass",
2222 ^ The node name used as the decoration.
2223 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2225 ^ Number of nodes high the decoration is made.
2226 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2228 ^ Number of nodes the decoration can be at maximum.
2229 ^ If absent, the parameter 'height' is used as a constant.
2230 spawn_by = "default:water",
2231 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2233 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2234 ^ If absent or -1, decorations occur next to any nodes.
2236 ----- Schematic-type parameters
2237 schematic = "foobar.mts",
2238 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2239 ^ specified Minetest schematic file.
2240 ^ - OR -, could instead be a table containing two fields, size and data:
2242 size = {x=4, y=6, z=4},
2244 {name="cobble", param1=255, param2=0},
2245 {name="dirt_with_grass", param1=255, param2=0},
2249 ^ See 'Schematic specifier' for details.
2250 replacements = {{"oldname", "convert_to"}, ...},
2251 flags = "place_center_x, place_center_z",
2252 ^ Flags for schematic decorations. See 'Schematic attributes'.
2253 rotation = "90" --rotate schematic 90 degrees on placement
2254 ^ Rotation can be "0", "90", "180", "270", or "random".
2257 Chatcommand definition (register_chatcommand)
2259 params = "<name> <privilege>", -- short parameter description
2260 description = "Remove privilege from player", -- full description
2261 privs = {privs=true}, -- require the "privs" privilege to run
2262 func = function(name, param), -- called when command is run
2265 Detached inventory callbacks
2267 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2268 ^ Called when a player wants to move items inside the inventory
2269 ^ Return value: number of items allowed to move
2271 allow_put = func(inv, listname, index, stack, player),
2272 ^ Called when a player wants to put something into the inventory
2273 ^ Return value: number of items allowed to put
2274 ^ Return value: -1: Allow and don't modify item count in inventory
2276 allow_take = func(inv, listname, index, stack, player),
2277 ^ Called when a player wants to take something out of the inventory
2278 ^ Return value: number of items allowed to take
2279 ^ Return value: -1: Allow and don't modify item count in inventory
2281 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2282 on_put = func(inv, listname, index, stack, player),
2283 on_take = func(inv, listname, index, stack, player),
2284 ^ Called after the actual action has happened, according to what was allowed.
2288 HUD Definition (hud_add, hud_get)
2290 hud_elem_type = "image", -- see HUD element types
2291 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2292 position = {x=0.5, y=0.5},
2293 ^ Left corner position of element
2299 ^ Selected item in inventory. 0 for no item selected.
2301 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2302 alignment = {x=0, y=0},
2303 ^ See "HUD Element Types"
2304 offset = {x=0, y=0},
2305 ^ See "HUD Element Types"