1 Minetest Lua Modding API Reference 0.4.4
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
339 - nodebox -- See below. EXPERIMENTAL
343 Node selection boxes are defined using "node boxes"
345 The "nodebox" node drawtype allows defining visual of nodes consisting of
346 arbitrary number of boxes. It allows defining stuff like stairs. Only the
347 "fixed" box type is supported for these.
348 ^ Please note that this is still experimental, and may be incompatibly
349 changed in the future.
351 A nodebox is defined as any of:
353 -- A normal cube; the default in most things
357 -- A fixed box (facedir param2 is used, if applicable)
359 fixed = box OR {box1, box2, ...}
362 -- A box like the selection box for torches
363 -- (wallmounted param2 is used, if applicable)
364 type = "wallmounted",
371 {x1, y1, z1, x2, y2, z2}
372 A box of a regular node would look like:
373 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
375 Representations of simple things
376 --------------------------------
378 {x=num, y=num, z=num}
379 Currently the API does not provide any helper functions for addition,
380 subtraction and whatever; you can define those that you need yourself.
384 {type="node", under=pos, above=pos}
385 {type="object", ref=ObjectRef}
389 Node (register_node):
390 A node from the world
391 Tool (register_tool):
392 A tool/weapon that can dig and damage things according to tool_capabilities
393 Craftitem (register_craftitem):
396 Items and item stacks can exist in three formats:
398 Serialized; This is called stackstring or itemstring:
400 eg. 'default:pick_wood 21323'
404 eg. {name="default:dirt", count=5, wear=0, metadata=""}
406 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
407 ^ a wooden pick about 1/3 weared out
408 eg. {name="default:apple", count=1, wear=0, metadata=""}
412 C++ native format with many helper methods. Useful for converting between
413 formats. See the Class reference section for details.
415 When an item must be passed to a function, it can usually be in any of
420 In a number of places, there is a group table. Groups define the
421 properties of a thing (item, node, armor of entity, capabilities of
422 tool) in such a way that the engine and other mods can can interact with
423 the thing without actually knowing what the thing is.
426 - Groups are stored in a table, having the group names with keys and the
427 group ratings as values. For example:
428 groups = {crumbly=3, soil=1}
429 ^ Default dirt (soil group actually currently not defined; TODO)
430 groups = {crumbly=2, soil=1, level=2, outerspace=1}
431 ^ A more special dirt-kind of thing
432 - Groups always have a rating associated with them. If there is no
433 useful meaning for a rating for an enabled group, it shall be 1.
434 - When not defined, the rating of a group defaults to 0. Thus when you
435 read groups, you must interpret nil and 0 as the same value, 0.
437 You can read the rating of a group for an item or a node by using
438 minetest.get_item_group(itemname, groupname)
442 Groups of items can define what kind of an item it is (eg. wool).
446 In addition to the general item things, groups are used to define whether
447 a node is destroyable and how long it takes to destroy by a tool.
451 For entities, groups are, as of now, used only for calculating damage.
453 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
454 object.set_armor_groups({level=2, fleshy=2, cracky=2})
458 Groups in tools define which groups of nodes and entities they are
461 Groups in crafting recipes
462 ---------------------------
463 An example: Make meat soup from any meat, any water and any bowl
465 output = 'food:meat_soup_raw',
471 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
473 An another example: Make red wool from white wool and red dye
477 recipe = {'wool:white', 'group:dye,basecolor_red'},
482 - immortal: Disables the group damage system for an entity
483 - level: Can be used to give an additional sense of progression in the game.
484 - A larger level will cause eg. a weapon of a lower level make much less
485 damage, and get weared out much faster, or not be able to get drops
486 from destroyed nodes.
487 - 0 is something that is directly accessible at the start of gameplay
488 - There is no upper limit
489 - dig_immediate: (player can always pick up node without tool wear)
490 - 2: node is removed without tool wear after 0.5 seconds or so
492 - 3: node is removed without tool wear immediately (torch)
493 - disable_jump: Player (and possibly other things) cannot jump from node
494 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
495 - bouncy: value is bounce speed in percent
496 - falling_node: if there is no walkable block under the node it will fall
497 - attached_node: if the node under it is not a walkable block the node will be
498 dropped as an item. If the node is wallmounted the
499 wallmounted direction is checked.
501 Known damage and digging time defining groups
502 ----------------------------------------------
503 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
504 - crumbly: dirt, sand
505 - cracky: tough but crackable stuff like stone.
506 - snappy: something that can be cut using fine tools; eg. leaves, small
507 plants, wire, sheets of metal
508 - choppy: something that can be cut using force; eg. trees, wooden planks
509 - fleshy: Living things like animals and the player. This could imply
510 some blood effects when hitting.
511 - explody: Especially prone to explosions
512 - oddly_breakable_by_hand:
513 Can be added to nodes that shouldn't logically be breakable by the
514 hand but are. Somewhat similar to dig_immediate, but times are more
515 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
516 speed of a tool if the tool can dig at a faster speed than this
517 suggests for the hand.
519 Examples of custom groups
520 --------------------------
521 Item groups are often used for defining, well, //groups of items//.
522 - meat: any meat-kind of a thing (rating might define the size or healing
523 ability or be irrelevant - it is not defined as of yet)
524 - eatable: anything that can be eaten. Rating might define HP gain in half
526 - flammable: can be set on fire. Rating might define the intensity of the
527 fire, affecting eg. the speed of the spreading of an open fire.
528 - wool: any wool (any origin, any color)
531 - heavy: anything considerably heavy
533 Digging time calculation specifics
534 -----------------------------------
535 Groups such as **crumbly**, **cracky** and **snappy** are used for this
536 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
539 The **level** group is used to limit the toughness of nodes a tool can dig
540 and to scale the digging times / damage to a greater extent.
542 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
545 Tools define their properties by a list of parameters for groups. They
546 cannot dig other groups; thus it is important to use a standard bunch of
547 groups to enable interaction with tools.
550 * Full punch interval
552 * For an arbitrary list of groups:
553 * Uses (until the tool breaks)
554 * Maximum level (usually 0, 1, 2 or 3)
557 **Full punch interval**:
558 When used as a weapon, the tool will do full damage if this time is spent
559 between punches. If eg. half the time is spent, the tool will do half
562 **Maximum drop level**
563 Suggests the maximum level of node, when dug with the tool, that will drop
564 it's useful item. (eg. iron ore to drop a lump of iron).
565 - This is not automated; it is the responsibility of the node definition
569 Determines how many uses the tool has when it is used for digging a node,
570 of this group, of the maximum level. For lower leveled nodes, the use count
571 is multiplied by 3^leveldiff.
572 - uses=10, leveldiff=0 -> actual uses: 10
573 - uses=10, leveldiff=1 -> actual uses: 30
574 - uses=10, leveldiff=2 -> actual uses: 90
577 Tells what is the maximum level of a node of this group that the tool will
581 List of digging times for different ratings of the group, for nodes of the
583 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
584 result in the tool to be able to dig nodes that have a rating of 2 or 3
585 for this group, and unable to dig the rating 1, which is the toughest.
586 Unless there is a matching group that enables digging otherwise.
587 * For entities, damage equals the amount of nodes dug in the time spent
588 between hits, with a maximum time of ''full_punch_interval''.
590 Example definition of the capabilities of a tool
591 -------------------------------------------------
592 tool_capabilities = {
593 full_punch_interval=1.5,
596 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
600 This makes the tool be able to dig nodes that fullfill both of these:
601 - Have the **crumbly** group
602 - Have a **level** group less or equal to 2
604 Table of resulting digging times:
605 crumbly 0 1 2 3 4 <- level
611 level diff: 2 1 0 -1 -2
613 Table of resulting tool uses:
620 - At crumbly=0, the node is not diggable.
621 - At crumbly=3, the level difference digging time divider kicks in and makes
622 easy nodes to be quickly breakable.
623 - At level > 2, the node is not diggable, because it's level > maxlevel
625 Entity damage mechanism
626 ------------------------
628 - Take the time spent after the last hit
629 - Limit time to full_punch_interval
630 - Take the damage groups and imagine a bunch of nodes that have them
631 - Damage in HP is the amount of nodes destroyed in this time.
633 Client predicts damage based on damage groups. Because of this, it is able to
634 give an immediate response when an entity is damaged or dies; the response is
635 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
637 - Currently a smoke puff will appear when an entity dies.
639 The group **immortal** completely disables normal damage.
641 Entities can define a special armor group, which is **punch_operable**. This
642 group disables the regular damage mechanism for players punching it by hand or
643 a non-tool item, so that it can do something else than take damage.
645 On the Lua side, every punch calls ''entity:on_punch(puncher,
646 time_from_last_punch, tool_capabilities, direction)''. This should never be
647 called directly, because damage is usually not handled by the entity itself.
648 * ''puncher'' is the object performing the punch. Can be nil. Should never be
649 accessed unless absolutely required, to encourage interoperability.
650 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
651 * ''tool_capabilities'' can be nil.
652 * ''direction'' is a unit vector, pointing from the source of the punch to
655 To punch an entity/object in Lua, call ''object:punch(puncher,
656 time_from_last_punch, tool_capabilities, direction)''.
657 * Return value is tool wear.
658 * Parameters are equal to the above callback.
659 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
660 automatically filled in based on the location of ''puncher''.
664 The instance of a node in the world normally only contains the three values
665 mentioned in "Nodes". However, it is possible to insert extra data into a
666 node. It is called "node metadata"; See "NodeMetaRef".
668 Metadata contains two things:
672 Some of the values in the key-value store are handled specially:
673 - formspec: Defines a right-click inventory menu. See "Formspec".
674 - infotext: Text shown on the screen when the node is pointed at
678 local meta = minetest.env:get_meta(pos)
679 meta:set_string("formspec",
681 "list[context;main;0,0;8,4;]"..
682 "list[current_player;main;0,5;8,4;]")
683 meta:set_string("infotext", "Chest");
684 local inv = meta:get_inventory()
685 inv:set_size("main", 8*4)
686 print(dump(meta:to_table()))
689 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] = ""}
692 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
699 Formspec defines a menu. Currently not much else than inventories are
700 supported. It is a string, with a somewhat strange format.
702 Spaces and newlines can be inserted between the blocks, as is used in the
708 list[context;main;0,0;8,4;]
709 list[current_player;main;0,5;8,4;]
712 list[context;fuel;2,3;1,1;]
713 list[context;src;2,1;1,1;]
714 list[context;dst;5,1;2,2;]
715 list[current_player;main;0,5;8,4;]
716 - Minecraft-like player inventory
718 image[1,0.6;1,2;player.png]
719 list[current_player;main;0,3.5;8,4;]
720 list[current_player;craft;3,0;3,3;]
721 list[current_player;craftpreview;7,1;1,1;]
726 ^ Define the size of the menu in inventory slots
727 ^ deprecated: invsize[<W>,<H>;]
729 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
730 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
731 ^ Show an inventory list
733 image[<X>,<Y>;<W>,<H>;<texture name>]
735 ^ Position and size units are inventory slots
737 item_image[<X>,<Y>;<W>,<H>;<item name>]
738 ^ Show an inventory image of registered item/node
739 ^ Position and size units are inventory slots
741 background[<X>,<Y>;<W>,<H>;<texture name>]
742 ^ Use a background. Inventory rectangles are not drawn then.
743 ^ Position and size units are inventory slots
744 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
746 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
747 ^ Textual field; will be sent to server when a button is clicked
748 ^ x and y position the field relative to the top left of the menu
749 ^ w and h are the size of the field
750 ^ fields are a set height, but will be vertically centred on h
751 ^ Position and size units are inventory slots
752 ^ name is the name of the field as returned in fields to on_receive_fields
753 ^ label, if not blank, will be text printed on the top left above the field
754 ^ default is the default value of the field
755 ^ default may contain variable references such as '${text}' which
756 will fill the value from the metadata value 'text'
757 ^ Note: no extra text or more than a single variable is supported ATM.
759 field[<name>;<label>;<default>]
760 ^ as above but without position/size units
761 ^ special field for creating simple forms, such as sign text input
762 ^ must be used without a size[] element
763 ^ a 'Proceed' button will be added automatically
765 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
766 ^ same as fields above, but with multi-line input
768 label[<X>,<Y>;<label>]
769 ^ x and y work as per field
770 ^ label is the text on the label
771 ^ Position and size units are inventory slots
773 button[<X>,<Y>;<W>,<H>;<name>;<label>]
774 ^ Clickable button. When clicked, fields will be sent.
775 ^ x, y and name work as per field
776 ^ w and h are the size of the button
777 ^ label is the text on the button
778 ^ Position and size units are inventory slots
780 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
781 ^ x, y, w, h, and name work as per button
782 ^ image is the filename of an image
783 ^ Position and size units are inventory slots
785 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
786 ^ x, y, w, h, name and label work as per button
787 ^ item name is the registered name of an item/node,
788 tooltip will be made out of its descritption
789 ^ Position and size units are inventory slots
791 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
792 ^ When clicked, fields will be sent and the form will quit.
794 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
795 ^ When clicked, fields will be sent and the form will quit.
799 - "context": Selected node metadata (deprecated: "current_name")
800 - "current_player": Player to whom the menu is shown
801 - "player:<name>": Any player
802 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
803 - "detached:<name>": A detached inventory
807 dump2(obj, name="_", dumped={})
808 ^ Return object serialized as a string, handles reference loops
810 ^ Return object serialized as a string
811 string:split(separator)
812 ^ eg. string:split("a,b", ",") == {"a","b"}
814 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
815 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
816 ^ Convert position to a printable string
817 minetest.string_to_pos(string) -> position
818 ^ Same but in reverse
819 minetest.formspec_escape(string) -> string
820 ^ escapes characters like [, ], and \ that can not be used in formspecs
822 minetest namespace reference
823 -----------------------------
824 minetest.get_current_modname() -> string
825 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
826 ^ Useful for loading additional .lua modules or static data from mod
827 minetest.get_modnames() -> list of installed mods
828 ^ Return a list of installed mods, sorted alphabetically
829 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
830 ^ Useful for storing custom data
831 minetest.is_singleplayer()
834 ^ Always printed to stderr and logfile (print() is redirected here)
836 minetest.log(loglevel, line)
837 ^ loglevel one of "error", "action", "info", "verbose"
839 Registration functions: (Call these only at load time)
840 minetest.register_entity(name, prototype table)
841 minetest.register_abm(abm definition)
842 minetest.register_node(name, node definition)
843 minetest.register_tool(name, item definition)
844 minetest.register_craftitem(name, item definition)
845 minetest.register_alias(name, convert_to)
846 minetest.register_craft(recipe)
848 Global callback registration functions: (Call these only at load time)
849 minetest.register_globalstep(func(dtime))
850 ^ Called every server step, usually interval of 0.05s
851 minetest.register_on_shutdown(func())
852 ^ Called before server shutdown
853 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
854 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
855 semi-frequent intervals as well as on server shutdown.
856 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
857 ^ Called when a node has been placed
858 ^ If return true no item is taken from itemstack
859 ^ Deprecated: Use on_construct or after_place_node in node definition instead
860 minetest.register_on_dignode(func(pos, oldnode, digger))
861 ^ Called when a node has been dug.
862 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
863 minetest.register_on_punchnode(func(pos, node, puncher))
864 ^ Called when a node is punched
865 minetest.register_on_generated(func(minp, maxp, blockseed))
866 ^ Called after generating a piece of world. Modifying nodes inside the area
867 is a bit faster than usually.
868 minetest.register_on_newplayer(func(ObjectRef))
869 ^ Called after a new player has been created
870 minetest.register_on_dieplayer(func(ObjectRef))
871 ^ Called when a player dies
872 minetest.register_on_respawnplayer(func(ObjectRef))
873 ^ Called when player is to be respawned
874 ^ Called _before_ repositioning of player occurs
875 ^ return true in func to disable regular player placement
876 minetest.register_on_joinplayer(func(ObjectRef))
877 ^ Called when a player joins the game
878 minetest.register_on_leaveplayer(func(ObjectRef))
879 ^ Called when a player leaves the game
880 minetest.register_on_chat_message(func(name, message))
881 ^ Called always when a player says something
882 minetest.register_on_player_receive_fields(func(player, formname, fields))
883 ^ Called when a button is pressed in player's inventory form
884 ^ Newest functions are called first
885 ^ If function returns true, remaining functions are not called
887 Other registration functions:
888 minetest.register_chatcommand(cmd, chatcommand definition)
889 minetest.register_privilege(name, definition)
890 ^ definition: "description text"
892 description = "description text",
893 give_to_singleplayer = boolean, -- default: true
895 minetest.register_authentication_handler(handler)
896 ^ See minetest.builtin_auth_handler in builtin.lua for reference
899 minetest.setting_set(name, value)
900 minetest.setting_get(name) -> string or nil
901 minetest.setting_getbool(name) -> boolean value or nil
902 minetest.setting_get_pos(name) -> position or nil
903 minetest.setting_save() -> nil, save all settings to config file
904 minetest.add_to_creative_inventory(itemstring)
907 minetest.notify_authentication_modified(name)
908 ^ Should be called by the authentication handler if privileges change.
909 ^ To report everybody, set name=nil.
910 minetest.get_password_hash(name, raw_password)
911 ^ Convert a name-password pair to a password hash that minetest can use
912 minetest.string_to_privs(str) -> {priv1=true,...}
913 minetest.privs_to_string(privs) -> "priv1,priv2,..."
914 ^ Convert between two privilege representations
915 minetest.set_player_password(name, password_hash)
916 minetest.set_player_privs(name, {priv1=true,...})
917 minetest.get_player_privs(name) -> {priv1=true,...}
918 minetest.auth_reload()
919 ^ These call the authentication handler
920 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
921 ^ A quickhand for checking privileges
924 minetest.chat_send_all(text)
925 minetest.chat_send_player(name, text)
928 minetest.get_inventory(location) -> InvRef
929 ^ location = eg. {type="player", name="celeron55"}
930 {type="node", pos={x=, y=, z=}}
931 {type="detached", name="creative"}
932 minetest.create_detached_inventory(name, callbacks) -> InvRef
933 ^ callbacks: See "Detached inventory callbacks"
934 ^ Creates a detached inventory. If it already exists, it is cleared.
935 minetest.show_formspec(playername, formname, formspec)
936 ^ playername: name of player to show formspec
937 ^ formname: name passed to on_player_receive_fields callbacks
938 ^ should follow "modname:<whatever>" naming convention
939 ^ formspec: formspec to display
942 minetest.inventorycube(img1, img2, img3)
943 ^ Returns a string for making an image of a cube (useful as an item image)
944 minetest.get_pointed_thing_position(pointed_thing, above)
945 ^ Get position of a pointed_thing (that you can get from somewhere)
946 minetest.dir_to_facedir(dir)
947 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
948 minetest.dir_to_wallmounted(dir)
949 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
950 minetest.get_node_drops(nodename, toolname)
951 ^ Returns list of item names.
952 ^ Note: This will be removed or modified in a future version.
953 minetest.get_craft_result(input) -> output, decremented_input
954 ^ input.method = 'normal' or 'cooking' or 'fuel'
955 ^ input.width = for example 3
956 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
957 stack 5, stack 6, stack 7, stack 8, stack 9 }
958 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
959 ^ output.time = number, if unsuccessful: 0
960 ^ decremented_input = like input
961 minetest.get_craft_recipe(output) -> input
962 ^ returns last registered recipe for output item (node)
963 ^ output is a node or item type such as 'default:torch'
964 ^ input.method = 'normal' or 'cooking' or 'fuel'
965 ^ input.width = for example 3
966 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
967 stack 5, stack 6, stack 7, stack 8, stack 9 }
968 ^ input.items = nil if no recipe found
969 minetest.get_all_craft_recipes(output) -> table or nil
970 ^ returns table with all registered recipes for output item (node)
971 ^ returns nil if no recipe was found
972 ^ table entries have same format as minetest.get_craft_recipe
973 minetest.handle_node_drops(pos, drops, digger)
974 ^ drops: list of itemstrings
975 ^ Handles drops from nodes after digging: Default action is to put them into
977 ^ Can be overridden to get different functionality (eg. dropping items on
981 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
982 ^ Find who has done something to a node, or near a node
983 ^ actor: "player:<name>", also "liquid".
984 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
985 ^ Revert latest actions of someone
986 ^ actor: "player:<name>", also "liquid".
988 Defaults for the on_* item definition functions:
989 (These return the leftover itemstack)
990 minetest.item_place_node(itemstack, placer, pointed_thing)
991 ^ Place item as a node
992 minetest.item_place_object(itemstack, placer, pointed_thing)
994 minetest.item_place(itemstack, placer, pointed_thing)
995 ^ Use one of the above based on what the item is.
996 ^ Calls on_rightclick of pointed_thing.under if defined instead
997 ^ Note: is not called when wielded item overrides on_place
998 minetest.item_drop(itemstack, dropper, pos)
1000 minetest.item_eat(hp_change, replace_with_item)
1001 ^ Eat the item. replace_with_item can be nil.
1003 Defaults for the on_punch and on_dig node definition callbacks:
1004 minetest.node_punch(pos, node, puncher)
1005 ^ Calls functions registered by minetest.register_on_punchnode()
1006 minetest.node_dig(pos, node, digger)
1007 ^ Checks if node can be dug, puts item into inventory, removes node
1008 ^ Calls functions registered by minetest.registered_on_dignodes()
1011 minetest.sound_play(spec, parameters) -> handle
1012 ^ spec = SimpleSoundSpec
1013 ^ parameters = sound parameter table
1014 minetest.sound_stop(handle)
1017 minetest.after(time, func, ...)
1018 ^ Call function after time seconds
1019 ^ Optional: Variable number of arguments that are passed to func
1022 minetest.request_shutdown() -> request for server shutdown
1023 minetest.get_server_status() -> server status string
1026 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1027 minetest.get_ban_description(ip_or_name) -> ban description (string)
1028 minetest.ban_player(name) -> ban a player
1029 minetest.unban_player_or_ip(name) -> unban player or IP address
1032 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1033 size, collisiondetection, texture, playername)
1034 ^ Spawn particle at pos with velocity and acceleration
1035 ^ Disappears after expirationtime seconds
1036 ^ collisiondetection: if true collides with physical objects
1037 ^ Uses texture (string)
1038 ^ Playername is optional, if specified spawns particle only on the player's client
1040 minetest.add_particlespawner(amount, time,
1044 minexptime, maxexptime,
1046 collisiondetection, texture, playername)
1047 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1048 ^ The particle's properties are random values in between the boundings:
1049 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1050 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1051 ^ collisiondetection: if true uses collisiondetection
1052 ^ Uses texture (string)
1053 ^ Playername is optional, if specified spawns particle only on the player's client
1054 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1057 minetest.delete_particlespawner(id, player)
1058 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1059 ^ If playername is specified, only deletes on the player's client,
1060 ^ otherwise on all clients
1063 minetest.get_connected_players() -> list of ObjectRefs
1064 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1065 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1066 minetest.get_item_group(name, group) -> rating
1067 ^ Get rating of a group of an item. (0 = not in group)
1068 minetest.get_node_group(name, group) -> rating
1069 ^ Deprecated: An alias for the former.
1070 minetest.serialize(table) -> string
1071 ^ Convert a table containing tables, strings, numbers, booleans and nils
1072 into string form readable by minetest.deserialize
1073 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1074 minetest.deserialize(string) -> table
1075 ^ Convert a string returned by minetest.deserialize into a table
1076 ^ String is loaded in an empty sandbox environment.
1077 ^ Will load functions, but they cannot access the global environment.
1078 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1079 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1080 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1083 minetest.env - EnvRef of the server environment and world.
1084 ^ Using this you can access nodes and entities
1087 minetest.registered_items
1088 ^ List of registered items, indexed by name
1089 minetest.registered_nodes
1090 ^ List of registered node definitions, indexed by name
1091 minetest.registered_craftitems
1092 ^ List of registered craft item definitions, indexed by name
1093 minetest.registered_tools
1094 ^ List of registered tool definitions, indexed by name
1095 minetest.registered_entities
1096 ^ List of registered entity prototypes, indexed by name
1097 minetest.object_refs
1098 ^ List of object references, indexed by active object id
1099 minetest.luaentities
1100 ^ List of lua entities, indexed by active object id
1102 Deprecated but defined for backwards compatibility:
1103 minetest.digprop_constanttime(time)
1104 minetest.digprop_stonelike(toughness)
1105 minetest.digprop_dirtlike(toughness)
1106 minetest.digprop_gravellike(toughness)
1107 minetest.digprop_woodlike(toughness)
1108 minetest.digprop_leaveslike(toughness)
1109 minetest.digprop_glasslike(toughness)
1113 EnvRef: basically ServerEnvironment and ServerMap combined.
1115 - set_node(pos, node)
1116 - add_node(pos, node): alias set_node(pos, node)
1117 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1119 ^ Equivalent to set_node(pos, "air")
1121 ^ Returns {name="ignore", ...} for unloaded area
1122 - get_node_or_nil(pos)
1123 ^ Returns nil for unloaded area
1124 - get_node_light(pos, timeofday) -> 0...15 or nil
1125 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1127 - place_node(pos, node)
1128 ^ Place node with the same effects that a player would cause
1130 ^ Dig node with the same effects that a player would cause
1132 ^ Punch node with the same effects that a player would cause
1134 - get_meta(pos) -- Get a NodeMetaRef at that position
1135 - get_node_timer(pos) -- Get NodeTimerRef
1137 - add_entity(pos, name): Spawn Lua-defined entity at position
1138 ^ Returns ObjectRef, or nil if failed
1139 - add_item(pos, item): Spawn item
1140 ^ Returns ObjectRef, or nil if failed
1141 - get_player_by_name(name) -- Get an ObjectRef to a player
1142 - get_objects_inside_radius(pos, radius)
1143 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1145 - find_node_near(pos, radius, nodenames) -> pos or nil
1146 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1147 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1148 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1149 - get_perlin(seeddiff, octaves, persistence, scale)
1150 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1152 ^ clear all objects in the environments
1153 - spawn_tree (pos, {treedef})
1154 ^ spawns L-System tree at given pos with definition in treedef table
1156 axiom, - string initial tree axiom
1157 rules_a, - string rules set A
1158 rules_b, - string rules set B
1159 rules_c, - string rules set C
1160 rules_d, - string rules set D
1161 trunk, - string trunk node name
1162 leaves, - string leaves node name
1163 leaves2, - string secondary leaves node name
1164 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1165 angle, - num angle in deg
1166 iterations, - num max # of iterations, usually 2 -5
1167 random_level, - num factor to lower nr of iterations, usually 0 - 3
1168 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1169 thin_branches, - boolean true -> use thin (1 node) branches
1170 fruit, - string fruit node name
1171 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1172 seed, - num random seed
1175 Key for Special L-System Symbols used in Axioms
1176 G - move forward one unit with the pen up
1177 F - move forward one unit with the pen down drawing trunks and branches
1178 f - move forward one unit with the pen down drawing leaves (100% chance)
1179 T - move forward one unit with the pen down drawing trunks only
1180 R - move forward one unit with the pen down placing fruit
1181 A - replace with rules set A
1182 B - replace with rules set B
1183 C - replace with rules set C
1184 D - replace with rules set D
1185 a - replace with rules set A, chance 90%
1186 b - replace with rules set B, chance 80%
1187 c - replace with rules set C, chance 70%
1188 d - replace with rules set D, chance 60%
1189 + - yaw the turtle right by angle parameter
1190 - - yaw the turtle left by angle parameter
1191 & - pitch the turtle down by angle parameter
1192 ^ - pitch the turtle up by angle parameter
1193 / - roll the turtle to the right by angle parameter
1194 * - roll the turtle to the left by angle parameter
1195 [ - save in stack current state info
1196 ] - recover from stack state info
1198 Example usage: spawn small apple tree
1201 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1202 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1203 trunk="default:tree",
1204 leaves="default:leaves",
1208 trunk_type="single",
1211 fruit="default:apple"
1213 minetest.env:spawn_tree(pos,apple_tree)
1216 - add_rat(pos): Add C++ rat object (no-op)
1217 - add_firefly(pos): Add C++ firefly object (no-op)
1219 NodeMetaRef: Node metadata - reference extra data and functionality stored
1221 - Can be gotten via minetest.env:get_nodemeta(pos)
1223 - set_string(name, value)
1225 - set_int(name, value)
1227 - set_float(name, value)
1229 - get_inventory() -> InvRef
1230 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1231 - from_table(nil or {})
1232 ^ See "Node Metadata"
1234 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1235 - Can be gotten via minetest.env:get_node_timer(pos)
1237 - set(timeout,elapsed)
1238 ^ set a timer's state
1239 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1240 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1241 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1244 ^ equivelent to set(timeout,0)
1247 - get_timeout() -> current timeout in seconds
1248 ^ if timeout is 0, timer is inactive
1249 - get_elapsed() -> current elapsed time in seconds
1250 ^ the node's on_timer function will be called after timeout-elapsed seconds
1251 - is_started() -> boolean state of timer
1252 ^ returns true if timer is started, otherwise false
1254 ObjectRef: Moving things in the game are generally these
1255 (basically reference to a C++ ServerActiveObject)
1257 - remove(): remove object (after returning from Lua)
1258 - getpos() -> {x=num, y=num, z=num}
1259 - setpos(pos); pos={x=num, y=num, z=num}
1260 - moveto(pos, continuous=false): interpolated move
1261 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1262 ^ puncher = an another ObjectRef,
1263 ^ time_from_last_punch = time since last punch action of the puncher
1264 ^ direction: can be nil
1265 - right_click(clicker); clicker = an another ObjectRef
1266 - get_hp(): returns number of hitpoints (2 * number of hearts)
1267 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1268 - get_inventory() -> InvRef
1269 - get_wield_list(): returns the name of the inventory list the wielded item is in
1270 - get_wield_index(): returns the index of the wielded item
1271 - get_wielded_item() -> ItemStack
1272 - set_wielded_item(item): replaces the wielded item, returns true if successful
1273 - set_armor_groups({group1=rating, group2=rating, ...})
1274 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1275 - set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1277 - set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
1278 - set_properties(object property table)
1279 LuaEntitySAO-only: (no-op for other objects)
1280 - setvelocity({x=num, y=num, z=num})
1281 - getvelocity() -> {x=num, y=num, z=num}
1282 - setacceleration({x=num, y=num, z=num})
1283 - getacceleration() -> {x=num, y=num, z=num}
1285 - getyaw() -> radians
1286 - settexturemod(mod)
1287 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1288 - select_horiz_by_yawpitch=false)
1289 ^ Select sprite from spritesheet with optional animation and DM-style
1290 texture selection based on yaw relative to camera
1291 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1293 Player-only: (no-op for other objects)
1294 - is_player(): true for players, false for others
1295 - get_player_name(): returns "" if is not a player
1296 - get_look_dir(): get camera direction as a unit vector
1297 - get_look_pitch(): pitch in radians
1298 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1299 - set_look_pitch(radians): sets look pitch
1300 - set_look_yaw(radians): sets look yaw
1301 - set_inventory_formspec(formspec)
1302 ^ Redefine player's inventory form
1303 ^ Should usually be called in on_joinplayer
1304 - get_inventory_formspec() -> formspec string
1305 - get_player_control(): returns table with player pressed keys
1306 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1307 - get_player_control_bits(): returns integer with bit packed player pressed keys
1308 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1310 InvRef: Reference to an inventory
1312 - is_empty(listname): return true if list is empty
1313 - get_size(listname): get size of a list
1314 - set_size(listname, size): set size of a list
1315 - get_width(listname): get width of a list
1316 - set_width(listname, width): set width of list; currently used for crafting
1317 - get_stack(listname, i): get a copy of stack index i in list
1318 - set_stack(listname, i, stack): copy stack to index i in list
1319 - get_list(listname): return full list
1320 - set_list(listname, list): set full list (size will not change)
1321 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1322 - room_for_item(listname, stack): returns true if the stack of items
1323 can be fully added to the list
1324 - contains_item(listname, stack): returns true if the stack of items
1325 can be fully taken from the list
1326 remove_item(listname, stack): take as many items as specified from the list,
1327 returns the items that were actually removed (as an ItemStack)
1328 - get_location() -> location compatible to minetest.get_inventory(location)
1329 -> {type="undefined"} in case location is not known
1331 ItemStack: A stack of items.
1332 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1334 - is_empty(): return true if stack is empty
1335 - get_name(): returns item name (e.g. "default:stone")
1336 - get_count(): returns number of items on the stack
1337 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1338 - get_metadata(): returns metadata (a string attached to an item stack)
1339 - clear(): removes all items from the stack, making it empty
1340 - replace(item): replace the contents of this stack (item can also
1341 be an itemstring or table)
1342 - to_string(): returns the stack in itemstring form
1343 - to_table(): returns the stack in Lua table form
1344 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1345 - get_free_space(): returns get_stack_max() - get_count()
1346 - is_known(): returns true if the item name refers to a defined item type
1347 - get_definition(): returns the item definition table
1348 - get_tool_capabilities(): returns the digging properties of the item,
1349 ^ or those of the hand if none are defined for this item type
1350 - add_wear(amount): increases wear by amount if the item is a tool
1351 - add_item(item): put some item or stack onto this stack,
1352 ^ returns leftover ItemStack
1353 - item_fits(item): returns true if item or stack can be fully added to this one
1354 - take_item(n): take (and remove) up to n items from this stack
1355 ^ returns taken ItemStack
1356 ^ if n is omitted, n=1 is used
1357 - peek_item(n): copy (don't remove) up to n items from this stack
1358 ^ returns copied ItemStack
1359 ^ if n is omitted, n=1 is used
1361 PseudoRandom: A pseudorandom number generator
1362 - Can be created via PseudoRandom(seed)
1364 - next(): return next integer random number [0...32767]
1365 - next(min, max): return next integer random number [min...max]
1366 (max - min) must be 32767 or <= 6553 due to the simple
1367 implementation making bad distribution otherwise.
1369 PerlinNoise: A perlin noise generator
1370 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1371 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1373 - get2d(pos) -> 2d noise value at pos={x=,y=}
1374 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1377 --------------------
1378 - Functions receive a "luaentity" as self:
1379 - It has the member .name, which is the registered name ("mod:thing")
1380 - It has the member .object, which is an ObjectRef pointing to the object
1381 - The original prototype stuff is visible directly via a metatable
1383 - on_activate(self, staticdata)
1384 ^ Called when the object is instantiated.
1385 - on_step(self, dtime)
1386 ^ Called on every server tick (dtime is usually 0.05 seconds)
1387 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1388 ^ Called when somebody punches the object.
1389 ^ Note that you probably want to handle most punches using the
1390 automatic armor group system.
1391 ^ puncher: ObjectRef (can be nil)
1392 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1393 ^ tool_capabilities: capability table of used tool (can be nil)
1394 ^ dir: unit vector of direction of punch. Always defined. Points from
1395 the puncher to the punched.
1396 - on_rightclick(self, clicker)
1397 - get_staticdata(self)
1398 ^ Should return a string that will be passed to on_activate when
1399 the object is instantiated the next time.
1409 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1410 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1411 visual_size = {x=1, y=1},
1413 textures = {}, -- number of required textures depends on visual
1414 colors = {}, -- number of required colors depends on visual
1415 spritediv = {x=1, y=1},
1416 initial_sprite_basepos = {x=0, y=0},
1418 makes_footstep_sound = false,
1419 automatic_rotate = false,
1422 Entity definition (register_entity)
1424 (Deprecated: Everything in object properties is read directly from here)
1426 initial_properties = <initial object properties>,
1428 on_activate = function(self, staticdata, dtime_s),
1429 on_step = function(self, dtime),
1430 on_punch = function(self, hitter),
1431 on_rightclick = function(self, clicker),
1432 get_staticdata = function(self),
1433 ^ Called sometimes; the string returned is passed to on_activate when
1434 the entity is re-activated from static state
1436 # Also you can define arbitrary member variables here
1437 myvariable = whatever,
1440 ABM (ActiveBlockModifier) definition (register_abm)
1442 -- In the following two fields, also group:groupname will work.
1443 nodenames = {"default:lava_source"},
1444 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1445 ^ If left out or empty, any neighbor will do
1446 interval = 1.0, -- (operation interval)
1447 chance = 1, -- (chance of trigger is 1.0/this)
1448 action = func(pos, node, active_object_count, active_object_count_wider),
1451 Item definition (register_node, register_craftitem, register_tool)
1453 description = "Steel Axe",
1454 groups = {}, -- key=name, value=rating; rating=1..3.
1455 if rating not applicable, use 1.
1456 eg. {wool=1, fluffy=3}
1457 {soil=2, outerspace=1, crumbly=1}
1458 {bendy=2, snappy=1},
1459 {hard=1, metal=1, spikes=1}
1460 inventory_image = "default_tool_steelaxe.png",
1462 wield_scale = {x=1,y=1,z=1},
1464 liquids_pointable = false,
1465 tool_capabilities = {
1466 full_punch_interval = 1.0,
1470 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1471 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1472 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1475 node_placement_prediction = nil,
1476 ^ If nil and item is node, prediction is made automatically
1477 ^ If nil and item is not a node, no prediction is made
1478 ^ If "" and item is anything, no prediction is made
1479 ^ Otherwise should be name of node which the client immediately places
1480 on ground when the player places the item. Server will always update
1481 actual result to client in a short moment.
1483 on_place = func(itemstack, placer, pointed_thing),
1484 ^ Shall place item and return the leftover itemstack
1485 ^ default: minetest.item_place
1486 on_drop = func(itemstack, dropper, pos),
1487 ^ Shall drop item and return the leftover itemstack
1488 ^ default: minetest.item_drop
1489 on_use = func(itemstack, user, pointed_thing),
1491 ^ Function must return either nil if no item shall be removed from
1492 inventory, or an itemstack to replace the original itemstack.
1493 eg. itemstack:take_item(); return itemstack
1494 ^ Otherwise, the function is free to do what it wants.
1495 ^ The default functions handle regular use cases.
1500 - {name="image.png", animation={Tile Animation definition}}
1501 - {name="image.png", backface_culling=bool}
1502 ^ backface culling only supported in special tiles
1503 - deprecated still supported field names:
1506 Tile animation definition:
1507 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1509 Node definition (register_node)
1511 <all fields allowed in item definitions>,
1513 drawtype = "normal", -- See "Node drawtypes"
1515 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1516 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1517 ^ List can be shortened to needed length
1518 special_tiles = {tile definition 1, Tile definition 2},
1519 ^ Special textures of node; used rarely (old field name: special_materials)
1520 ^ List can be shortened to needed length
1522 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1523 paramtype = "none", -- See "Nodes"
1524 paramtype2 = "none", -- See "Nodes"
1525 is_ground_content = false, -- Currently not used for anything
1526 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1527 walkable = true, -- If true, objects collide with node
1528 pointable = true, -- If true, can be pointed at
1529 diggable = true, -- If false, can never be dug
1530 climbable = false, -- If true, can be climbed on (ladder)
1531 buildable_to = false, -- If true, placed nodes can replace this node
1532 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1533 liquidtype = "none", -- "none"/"source"/"flowing"
1534 liquid_alternative_flowing = "", -- Flowing version of source liquid
1535 liquid_alternative_source = "", -- Source version of flowing liquid
1536 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1537 liquid_renewable = true, -- Can new liquid source be created by placing
1538 two or more sources nearly?
1539 light_source = 0, -- Amount of light emitted by node
1540 damage_per_second = 0, -- If player is inside node, this damage is caused
1541 node_box = {type="regular"}, -- See "Node boxes"
1542 selection_box = {type="regular"}, -- See "Node boxes"
1543 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1544 legacy_wallmounted = false, -- Support maps made in and before January 2012
1546 footstep = <SimpleSoundSpec>,
1547 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1548 dug = <SimpleSoundSpec>,
1551 on_construct = func(pos),
1552 ^ Node constructor; always called after adding node
1553 ^ Can set up metadata and stuff like that
1555 on_destruct = func(pos),
1556 ^ Node destructor; always called before removing node
1558 after_destruct = func(pos, oldnode),
1559 ^ Node destructor; always called after removing node
1562 after_place_node = func(pos, placer, itemstack),
1563 ^ Called after constructing node when node was placed using
1564 minetest.item_place_node / minetest.env:place_node
1565 ^ If return true no item is taken from itemstack
1567 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1568 ^ oldmetadata is in table format
1569 ^ Called after destructing node when node was dug using
1570 minetest.node_dig / minetest.env:dig_node
1572 can_dig = function(pos,player)
1573 ^ returns true if node can be dug, or false if not
1576 on_punch = func(pos, node, puncher),
1577 ^ default: minetest.node_punch
1578 ^ By default: does nothing
1579 on_rightclick = func(pos, node, clicker, itemstack),
1581 ^ if defined, itemstack will hold clicker's wielded item
1582 Shall return the leftover itemstack
1583 on_dig = func(pos, node, digger),
1584 ^ default: minetest.node_dig
1585 ^ By default: checks privileges, wears out tool and removes node
1587 on_timer = function(pos,elapsed),
1589 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1590 ^ elapsed is the total time passed since the timer was started
1591 ^ return true to run the timer for another cycle with the same timeout value
1593 on_receive_fields = func(pos, formname, fields, sender),
1594 ^ fields = {name1 = value1, name2 = value2, ...}
1595 ^ Called when an UI form (eg. sign text input) returns data
1598 allow_metadata_inventory_move = func(pos, from_list, from_index,
1599 to_list, to_index, count, player),
1600 ^ Called when a player wants to move items inside the inventory
1601 ^ Return value: number of items allowed to move
1603 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1604 ^ Called when a player wants to put something into the inventory
1605 ^ Return value: number of items allowed to put
1606 ^ Return value: -1: Allow and don't modify item count in inventory
1608 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1609 ^ Called when a player wants to take something out of the inventory
1610 ^ Return value: number of items allowed to take
1611 ^ Return value: -1: Allow and don't modify item count in inventory
1613 on_metadata_inventory_move = func(pos, from_list, from_index,
1614 to_list, to_index, count, player),
1615 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1616 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1617 ^ Called after the actual action has happened, according to what was allowed.
1620 on_blast = func(pos, intensity),
1621 ^ intensity: 1.0 = mid range of regular TNT
1622 ^ If defined, called when an explosion touches the node, instead of
1626 Recipe for register_craft: (shaped)
1628 output = 'default:pick_stone',
1630 {'default:cobble', 'default:cobble', 'default:cobble'},
1631 {'', 'default:stick', ''},
1632 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1634 replacements = <optional list of item pairs,
1635 replace one input item with another item on crafting>
1638 Recipe for register_craft (shapeless)
1641 output = 'mushrooms:mushroom_stew',
1644 "mushrooms:mushroom_brown",
1645 "mushrooms:mushroom_red",
1647 replacements = <optional list of item pairs,
1648 replace one input item with another item on crafting>
1651 Recipe for register_craft (tool repair)
1653 type = "toolrepair",
1654 additional_wear = -0.02,
1657 Recipe for register_craft (cooking)
1660 output = "default:glass",
1661 recipe = "default:sand",
1665 Recipe for register_craft (furnace fuel)
1668 recipe = "default:leaves",
1672 Chatcommand definition (register_chatcommand)
1674 params = "<name> <privilege>", -- short parameter description
1675 description = "Remove privilege from player", -- full description
1676 privs = {privs=true}, -- require the "privs" privilege to run
1677 func = function(name, param), -- called when command is run
1680 Detached inventory callbacks
1682 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1683 ^ Called when a player wants to move items inside the inventory
1684 ^ Return value: number of items allowed to move
1686 allow_put = func(inv, listname, index, stack, player),
1687 ^ Called when a player wants to put something into the inventory
1688 ^ Return value: number of items allowed to put
1689 ^ Return value: -1: Allow and don't modify item count in inventory
1691 allow_take = func(inv, listname, index, stack, player),
1692 ^ Called when a player wants to take something out of the inventory
1693 ^ Return value: number of items allowed to take
1694 ^ Return value: -1: Allow and don't modify item count in inventory
1696 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1697 on_put = func(inv, listname, index, stack, player),
1698 on_take = func(inv, listname, index, stack, player),
1699 ^ Called after the actual action has happened, according to what was allowed.