3 GitHub Repo: https://github.com/minetest/minetest_game
7 The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
8 allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
9 For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
11 [XYZ] refers to a section the Minetest API
12 [#ABC] refers to a section in this document
13 ^ Explanation for line above
17 The bucket API allows registering new types of buckets for non-default liquids.
19 bucket.register_liquid(
20 "default:lava_source", -- name of the source node
21 "default:lava_flowing", -- name of the flowing node
22 "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
23 "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
24 "Lava Bucket", -- text description of the bucket item
25 {lava_bucket = 1} -- groups of the bucket item, OPTIONAL
31 "beds:bed", -- Bed name
32 def: See [#Bed definition] -- Bed definition
35 beds.read_spawns() -- returns a table containing players respawn positions
36 beds.kick_players() -- forces all players to leave bed
37 beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
42 description = "Simple Bed",
43 inventory_image = "beds_bed.png",
44 wield_image = "beds_bed.png",
46 bottom = {[Tile definition],
47 ^ the tiles of the bottom part of the bed
49 top = {[Tile definition],
50 ^ the tiles of the bottom part of the bed
54 bottom = regular nodebox, see [Node boxes], -- bottm part of bed
55 top = regular nodebox, see [Node boxes], -- top part of bed
57 selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
58 recipe = { -- Craft recipe
59 {"group:wool", "group:wool", "group:wool"},
60 {"group:wood", "group:wood", "group:wood"}
66 The doors mod allows modders to register custom doors and trapdoors.
68 doors.register_door(name, def)
70 ^ def: See [#Door definition]
73 doors.register_trapdoor(name, def)
75 ^ def: See [#Trapdoor definition]
76 -> Registers new trapdoor
79 ^ pos = { x = .., y = .., z = ..}
80 -> Returns an ObjecRef to a door, or nil if the pos did not contain a door
83 :open(player) -- Open the door object, returns if door was opened
84 :close(player) -- Close the door object, returns if door was closed
85 :toggle(player) -- Toggle the door state, returns if state was toggled
86 :state() -- returns the door state, true = open, false = closed
88 the "player" parameter can be omitted in all methods. If passed then
89 the usual permission checks will be performed to make sure the player
90 has the permissions needed to open this door. If omitted then no
91 permission checks are performed.
96 description = "Door description",
97 inventory_image = "mod_door_inv.png",
98 groups = {choppy = 1},
99 tiles = { "mod_door.png" },
100 material = "default:wood", -- used to make a craft recipe
101 sounds = default.node_sound_wood_defaults(), -- optional
102 sound_open = sound play for open door, -- optional
103 sound_close = sound play for close door, -- optional
105 ^ If true, only placer can open the door (locked for others)
111 description = "Trapdoor description",
112 inventory_image = "mod_trapdoor_inv.png",
113 groups = {choppy = 1},
114 tile_front = "doors_trapdoor.png",
115 ^ the texture for the front and back of the trapdoor
116 tile_side: "doors_trapdoor_side.png",
117 ^ the tiles of the four side parts of the trapdoor
118 sounds = default.node_sound_wood_defaults(), -- optional
119 sound_open = sound play for open door, -- optional
120 sound_close = sound play for close door, -- optional
122 ^ If true, only placer can open the door (locked for others)
127 Allows creation of new fences with "fencelike" drawtype.
129 default.register_fence(name, item definition)
130 ^ Registers a new fence. Custom fields texture and material are required, as
131 ^ are name and description. The rest is optional. You can pass most normal
132 ^ nodedef fields here except drawtype. The fence group will always be added
136 name = "default:fence_wood",
137 description = "Wooden Fence",
138 texture = "default_wood.png",
139 material = "default:wood",
140 groups = {choppy=2, oddly_breakable_by_hand = 2, flammable = 2},
141 sounds = default.node_sound_wood_defaults(),
145 The farming API allows you to easily register plants and hoes.
147 farming.register_hoe(name, hoe definition)
148 -> Register a new hoe, see [#hoe definition]
150 farming.register_plant(name, Plant definition)
151 -> Register a new growing plant, see [#Plant definition]
156 description = "", -- Description for tooltip
157 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
158 max_uses = 30, -- Uses until destroyed
159 material = "", -- Material for recipes
160 recipe = { -- Craft recipe, if material isn't used
161 {"air", "air", "air"},
170 description = "", -- Description of seed item
171 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
172 steps = 8, -- How many steps the plant has to grow, until it can be harvested
173 ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
174 minlight = 13, -- Minimum light to grow
175 maxlight = default.LIGHT_MAX -- Maximum light to grow
180 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
181 To use it, add the on_screwdriver function to the node definition.
182 on_rotate(pos, node, user, mode, new_param2)
183 ^ pos: position of the node that the screwdriver is being used on
185 ^ user: the player who used the screwdriver
186 ^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
187 ^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
188 ^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
189 it but to indicate that changed have already been made (so the screwdriver will wear out)
190 ^ use on_rotate = screwdriver.disallow to always disallow rotation
191 ^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
195 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
196 delivered with Minetest Game, to keep them compatible with other mods.
198 stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
199 -> Registers a stair.
200 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
201 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
202 -> groups: see [Known damage and digging time defining groups]
203 -> images: see [Tile definition]
204 -> description: used for the description field in the stair's definition
205 -> sounds: see [#Default sounds]
207 stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
209 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
210 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
211 -> groups: see [Known damage and digging time defining groups]
212 -> images: see [Tile definition]
213 -> description: used for the description field in the stair's definition
214 -> sounds: see [#Default sounds]
216 stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
217 -> A wrapper for stairs.register_stair and stairs.register_slab
218 -> Uses almost the same arguments as stairs.register_stair
219 -> desc_stair: Description for stair node
220 -> desc_slab: Description for slab node
224 Creates panes that automatically connect to each other
226 xpanes.register_pane(subname, def)
227 -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
228 -> def: See [#Pane definition]
233 textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
234 ^ More tiles aren't supported
235 groups = {group = rating},
236 ^ Uses the known node groups, see [Known damage and digging time defining groups]
238 ^ See [#Default sounds]
239 recipe = {{"","","","","","","","",""}},
245 The following nodes use the group `connect_to_raillike` and will only connect to
246 raillike nodes within this group and the same group value.
247 Use `minetest.raillike_group(<Name>)` to get the group value.
249 | Node type | Raillike group name
250 +-----------------------+--------------------
251 | default:rail | "rail"
252 | tnt:gunpowder | "gunpowder"
253 | tnt:gunpowder_burning | "gunpowder"
256 If you want to add a new rail type and want it to connect with default:rail,
257 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
263 Sounds inside the default table can be used within the sounds field of node definitions.
265 default.node_sound_defaults()
266 default.node_sound_stone_defaults()
267 default.node_sound_dirt_defaults()
268 default.node_sound_sand_defaults()
269 default.node_sound_wood_defaults()
270 default.node_sound_leaves_defaults()
271 default.node_sound_glass_defaults()
276 ^ The maximum light level (see [Node definition] light_source)
280 The player API can register player models and update the player's appearence
282 default.player_register_model(name, def)
283 ^ Register a new model to be used by players.
284 -> name: model filename such as "character.x", "foo.b3d", etc.
285 -> def: See [#Model definition]
287 default.registered_player_models[name]
288 ^ Get a model's definition
289 -> see [#Model definition]
291 default.player_set_model(player, model_name)
292 ^ Change a player's model
294 -> model_name: model registered with player_register_model()
296 default.player_set_animation(player, anim_name [, speed])
297 ^ Applies an animation to a player
298 -> anim_name: name of the animation.
299 -> speed: frames per second. If nil, default from the model is used
301 default.player_set_textures(player, textures)
302 ^ Sets player textures
304 -> textures: array of textures
305 ^ If <textures> is nil, the default textures from the model def are used
307 default.player_get_animation(player)
308 ^ Returns a table containing fields "model", "textures" and "animation".
309 ^ Any of the fields of the returned table may be nil.
315 animation_speed = 30, -- Default animation speed, in FPS.
316 textures = {"character.png", }, -- Default array of textures.
317 visual_size = {x = 1, y = 1}, -- Used to scale the model.
319 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
320 foo = {x = 0, y = 19},
321 bar = {x = 20, y = 39},
328 To enable leaf decay for a node, add it to the "leafdecay" group.
330 The rating of the group determines how far from a node in the group "tree"
331 the node can be without decaying.
333 If param2 of the node is ~= 0, the node will always be preserved. Thus, if
334 the player places a node of that kind, you will want to set param2=1 or so.
336 The function default.after_place_leaves can be set as after_place_node of a node
337 to set param2 to 1 if the player places the node (should not be used for nodes
338 that use param2 otherwise (e.g. facedir)).
340 If the node is in the leafdecay_drop group then it will always be dropped as an
345 To make recipes that will work with any dye ever made by anybody, define
346 them based on groups. You can select any group of groups, based on your need for
362 Extended color groups (* = equal to a base color):
381 The whole unifieddyes palette as groups:
383 For the following, no white/grey/black is allowed:
384 - unicolor_medium_<excolor>
385 - unicolor_dark_<excolor>
386 - unicolor_light_<excolor>
387 - unicolor_<excolor>_s50
388 - unicolor_medium_<excolor>_s50
389 - unicolor_dark_<excolor>_s50
391 Example of one shapeless recipe using a color group:
392 minetest.register_craft({
394 output = '<mod>:item_yellow',
395 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
401 ^ Array containing the names of available base colors
404 ^ Array containing the names of the available extended colors
408 default.grow_tree(pos, is_apple_tree)
409 ^ Grows a mgv6 tree or apple tree at pos
411 default.grow_jungle_tree(pos)
412 ^ Grows a mgv6 jungletree at pos
414 default.grow_pine_tree(pos)
415 ^ Grows a mgv6 pinetree at pos
417 default.grow_new_apple_tree(pos)
418 ^ Grows a new design apple tree at pos
420 default.grow_new_jungle_tree(pos)
421 ^ Grows a new design jungle tree at pos
423 default.grow_new_pine_tree(pos)
424 ^ Grows a new design pine tree at pos
426 default.grow_new_acacia_tree(pos)
427 ^ Grows a new design acacia tree at pos