3 GitHub Repo: https://github.com/minetest/minetest_game
8 The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
9 allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
10 For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
13 * [XYZ] refers to a section the Minetest API
14 * [#ABC] refers to a section in this document
19 The bucket API allows registering new types of buckets for non-default liquids.
22 bucket.register_liquid(
23 "default:lava_source", -- name of the source node
24 "default:lava_flowing", -- name of the flowing node
25 "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
26 "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
27 "Lava Bucket", -- text description of the bucket item
28 {lava_bucket = 1} -- groups of the bucket item, OPTIONAL
35 "beds:bed", -- Bed name
36 def -- See [#Bed definition]
39 * `beds.read_spawns() ` Returns a table containing players respawn positions
40 * `beds.kick_players()` Forces all players to leave bed
41 * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
46 description = "Simple Bed",
47 inventory_image = "beds_bed.png",
48 wield_image = "beds_bed.png",
50 bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
51 top = {Tile definition} -- the tiles of the bottom part of the bed.
54 bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
55 top = 'regular nodebox', -- top part of bed (see [Node boxes])
57 selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
58 recipe = { -- Craft recipe
59 {"group:wool", "group:wool", "group:wool"},
60 {"group:wood", "group:wood", "group:wood"}
67 The doors mod allows modders to register custom doors and trapdoors.
69 `doors.register_door(name, def)`
72 * `name` Name for door
73 * `def` See [#Door definition]
75 `doors.register_trapdoor(name, def)`
77 * Registers new trapdoor
78 * `name` Name for trapdoor
79 * `def` See [#Trapdoor definition]
81 `doors.register_fencegate(name, def)`
83 * Registers new fence gate
84 * `name` Name for fence gate
85 * `def` See [#Fence gate definition]
89 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
90 * Returns an ObjectRef to a door, or nil if the position does not contain a door
94 :open(player) -- Open the door object, returns if door was opened
95 :close(player) -- Close the door object, returns if door was closed
96 :toggle(player) -- Toggle the door state, returns if state was toggled
97 :state() -- returns the door state, true = open, false = closed
99 the "player" parameter can be omitted in all methods. If passed then
100 the usual permission checks will be performed to make sure the player
101 has the permissions needed to open this door. If omitted then no
102 permission checks are performed.
106 description = "Door description",
107 inventory_image = "mod_door_inv.png",
108 groups = {choppy = 2},
109 tiles = {"mod_door.png"}, -- UV map.
110 recipe = craftrecipe,
111 sounds = default.node_sound_wood_defaults(), -- optional
112 sound_open = sound play for open door, -- optional
113 sound_close = sound play for close door, -- optional
114 protected = false, -- If true, only placer can open the door (locked for others)
116 ### Trapdoor definition
118 description = "Trapdoor description",
119 inventory_image = "mod_trapdoor_inv.png",
120 groups = {choppy = 2},
121 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
122 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
123 sounds = default.node_sound_wood_defaults(), -- optional
124 sound_open = sound play for open door, -- optional
125 sound_close = sound play for close door, -- optional
126 protected = false, -- If true, only placer can open the door (locked for others)
128 ### Fence gate definition
130 description = "Wooden Fence Gate",
131 texture = "default_wood.png",
132 material = "default:wood",
133 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
134 sounds = default.node_sound_wood_defaults(), -- optional
139 Allows creation of new fences with "fencelike" drawtype.
141 `default.register_fence(name, item definition)`
143 Registers a new fence. Custom fields texture and material are required, as
144 are name and description. The rest is optional. You can pass most normal
145 nodedef fields here except drawtype. The fence group will always be added
150 name = "default:fence_wood",
151 description = "Wooden Fence",
152 texture = "default_wood.png",
153 material = "default:wood",
154 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
155 sounds = default.node_sound_wood_defaults(),
160 The walls API allows easy addition of stone auto-connecting wall nodes.
162 walls.register(name, desc, texture, mat, sounds)
163 ^ name = "walls:stone_wall". Node name.
164 ^ desc = "A Stone wall"
165 ^ texture = "default_stone.png"
166 ^ mat = "default:stone". Used to auto-generate crafting recipe.
167 ^ sounds = sounds: see [#Default sounds]
172 The farming API allows you to easily register plants and hoes.
174 `farming.register_hoe(name, hoe definition)`
175 * Register a new hoe, see [#hoe definition]
177 `farming.register_plant(name, Plant definition)`
178 * Register a new growing plant, see [#Plant definition]
184 description = "", -- Description for tooltip
185 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
186 max_uses = 30, -- Uses until destroyed
187 material = "", -- Material for recipes
188 recipe = { -- Craft recipe, if material isn't used
189 {"air", "air", "air"},
198 description = "", -- Description of seed item
199 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
200 steps = 8, -- How many steps the plant has to grow, until it can be harvested
201 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
202 minlight = 13, -- Minimum light to grow
203 maxlight = default.LIGHT_MAX -- Maximum light to grow
209 New node def property:
213 * Called when fire attempts to remove a burning node.
214 * `pos` Position of the burning node.
216 Give Initial Stuff API
217 ----------------------
219 `give_initial_stuff.give(player)`
221 ^ Give initial stuff to "player"
223 `give_initial_stuff.add(stack)`
225 ^ Add item to the initial stuff
226 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
227 ^ Can be called after the game has loaded
229 `give_initial_stuff.clear()`
231 ^ Removes all items from the initial stuff
232 ^ Can be called after the game has loaded
234 `give_initial_stuff.get_list()`
236 ^ returns list of item stacks
238 `give_initial_stuff.set_list(list)`
240 ^ List of initial items with numeric indices.
242 `give_initial_stuff.add_from_csv(str)`
244 ^ str is a comma separated list of initial stuff
245 ^ Adds items to the list of items to be given
251 `tnt.register_tnt(definition)`
253 ^ Register a new type of tnt.
255 * `name` The name of the node. If no prefix is given `tnt` is used.
256 * `description` A description for your TNT.
257 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
258 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
259 * `disable_drops` Disable drops. By default it is set to false.
260 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
261 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
262 * `tiles` Textures for node
263 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
264 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
265 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
266 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
268 `tnt.boom(position, definition)`
270 ^ Create an explosion.
272 * `position` The center of explosion.
273 * `definition` The TNT definion as passed to `tnt.register`
277 ^ Ignite TNT at position
280 To make dropping items from node inventories easier, you can use the
281 following helper function from 'default':
283 default.get_inventory_drops(pos, inventory, drops)
285 ^ Return drops from node inventory "inventory" in drops.
287 * `pos` - the node position
288 * `inventory` - the name of the inventory (string)
289 * `drops` - an initialized list
291 The function returns no values. The drops are returned in the `drops`
292 parameter, and drops is not reinitialized so you can call it several
293 times in a row to add more inventory items to it.
296 `on_blast` callbacks:
298 Both nodedefs and entitydefs can provide an `on_blast()` callback
300 `nodedef.on_blast(pos, intensity)`
301 ^ Allow drop and node removal overriding
302 * `pos` - node position
303 * `intensity` - TNT explosion measure. larger or equal to 1.0
304 ^ Should return a list of drops (e.g. {"default:stone"})
305 ^ Should perform node removal itself. If callback exists in the nodedef
306 ^ then the TNT code will not destroy this node.
308 `entitydef.on_blast(luaobj, damage)`
309 ^ Allow TNT effects on entities to be overridden
310 * `luaobj` - LuaEntityRef of the entity
311 * `damage` - suggested HP damage value
312 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
313 * `do_damage` - if true then TNT mod wil damage the entity
314 * `do_knockback` - if true then TNT mod will knock the entity away
315 * `drops` - a list of drops, e.g. {"wool:red"}
321 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
322 To use it, add the `on_screwdriver` function to the node definition.
324 `on_rotate(pos, node, user, mode, new_param2)`
326 * `pos` Position of the node that the screwdriver is being used on
328 * `user` The player who used the screwdriver
329 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
330 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
331 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
332 it but to indicate that changed have already been made (so the screwdriver will wear out)
333 * use `on_rotate = screwdriver.disallow` to always disallow rotation
334 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
339 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
340 delivered with Minetest Game, to keep them compatible with other mods.
342 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
345 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
346 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
347 * `groups`: see [Known damage and digging time defining groups]
348 * `images`: see [Tile definition]
349 * `description`: used for the description field in the stair's definition
350 * `sounds`: see [#Default sounds]
352 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
355 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
356 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
357 * `groups`: see [Known damage and digging time defining groups]
358 * `images`: see [Tile definition]
359 * `description`: used for the description field in the stair's definition
360 * `sounds`: see [#Default sounds]
362 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
364 * A wrapper for stairs.register_stair and stairs.register_slab
365 * Uses almost the same arguments as stairs.register_stair
366 * `desc_stair`: Description for stair node
367 * `desc_slab`: Description for slab node
372 Creates panes that automatically connect to each other
374 `xpanes.register_pane(subname, def)`
376 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
377 * `def`: See [#Pane definition]
382 textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
383 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
384 sounds = SoundSpec, -- See [#Default sounds]
385 recipe = {{"","","","","","","","",""}}, -- Recipe field only
391 The following nodes use the group `connect_to_raillike` and will only connect to
392 raillike nodes within this group and the same group value.
393 Use `minetest.raillike_group(<Name>)` to get the group value.
395 | Node type | Raillike group name
396 |-----------------------|---------------------
397 | default:rail | "rail"
398 | tnt:gunpowder | "gunpowder"
399 | tnt:gunpowder_burning | "gunpowder"
402 If you want to add a new rail type and want it to connect with default:rail,
403 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
410 Sounds inside the default table can be used within the sounds field of node definitions.
412 * `default.node_sound_defaults()`
413 * `default.node_sound_stone_defaults()`
414 * `default.node_sound_dirt_defaults()`
415 * `default.node_sound_sand_defaults()`
416 * `default.node_sound_wood_defaults()`
417 * `default.node_sound_leaves_defaults()`
418 * `default.node_sound_glass_defaults()`
423 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
428 The player API can register player models and update the player's appearence
430 `default.player_register_model(name, def)`
432 * Register a new model to be used by players.
433 * name: model filename such as "character.x", "foo.b3d", etc.
434 * def: See [#Model definition]
436 `default.registered_player_models[name]`
438 * Get a model's definition
439 * see [#Model definition]
441 `default.player_set_model(player, model_name)`
443 * Change a player's model
444 * `player`: PlayerRef
445 * `model_name`: model registered with player_register_model()
447 `default.player_set_animation(player, anim_name [, speed])`
449 * Applies an animation to a player
450 * anim_name: name of the animation.
451 * speed: frames per second. If nil, default from the model is used
453 `default.player_set_textures(player, textures)`
455 * Sets player textures
456 * `player`: PlayerRef
457 * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
459 default.player_get_animation(player)
461 * Returns a table containing fields `model`, `textures` and `animation`.
462 * Any of the fields of the returned table may be nil.
468 animation_speed = 30, -- Default animation speed, in FPS.
469 textures = {"character.png", }, -- Default array of textures.
470 visual_size = {x = 1, y = 1}, -- Used to scale the model.
472 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
473 foo = {x = 0, y = 19},
474 bar = {x = 20, y = 39},
482 To enable leaf decay for a node, add it to the `leafdecay` group.
484 The rating of the group determines how far from a node in the group `tree`
485 the node can be without decaying.
487 If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
488 the player places a node of that kind, you will want to set `param2 = 1` or so.
490 The function `default.after_place_leaves` can be set as `after_place_node of a node`
491 to set param2 to 1 if the player places the node (should not be used for nodes
492 that use param2 otherwise (e.g. facedir)).
494 If the node is in the `leafdecay_drop` group then it will always be dropped as an
500 To make recipes that will work with any dye ever made by anybody, define
501 them based on groups. You can select any group of groups, based on your need for
516 * `basecolor_magenta`
518 Extended color groups ( * means also base color )
521 * `excolor_lightgrey`
535 * `excolor_magenta` *
536 * `excolor_red_violet`
538 The whole unifieddyes palette as groups:
540 * `unicolor_<excolor>`
542 For the following, no white/grey/black is allowed:
544 * `unicolor_medium_<excolor>`
545 * `unicolor_dark_<excolor>`
546 * `unicolor_light_<excolor>`
547 * `unicolor_<excolor>_s50`
548 * `unicolor_medium_<excolor>_s50`
549 * `unicolor_dark_<excolor>_s50`
551 Example of one shapeless recipe using a color group:
553 minetest.register_craft({
555 output = '<mod>:item_yellow',
556 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
561 * `dye.basecolors` are an array containing the names of available base colors
563 * `dye.excolors` are an array containing the names of the available extended colors
568 * `default.grow_tree(pos, is_apple_tree)`
569 * Grows a mgv6 tree or apple tree at pos
571 * `default.grow_jungle_tree(pos)`
572 * Grows a mgv6 jungletree at pos
574 * `default.grow_pine_tree(pos)`
575 * Grows a mgv6 pinetree at pos
577 * `default.grow_new_apple_tree(pos)`
578 * Grows a new design apple tree at pos
580 * `default.grow_new_jungle_tree(pos)`
581 * Grows a new design jungle tree at pos
583 * `default.grow_new_pine_tree(pos)`
584 * Grows a new design pine tree at pos
586 * `default.grow_new_acacia_tree(pos)`
587 * Grows a new design acacia tree at pos
589 * `default.grow_new_aspen_tree(pos)`
590 * Grows a new design aspen tree at pos
592 * `default.grow_new_snowy_pine_tree(pos)`
593 * Grows a new design snowy pine tree at pos