3 GitHub Repo: https://github.com/minetest/minetest_game
7 The minetest_game gamemode offers multiple new possibilities in addition to Minetest's built-in API, allowing you to
8 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", -- Source node name
21 "default:lava_flowing", -- Flowing node name
22 "bucket:bucket_lava", -- Name to be used for bucket
23 "bucket_lava.png", -- Bucket texture (for wielditem and inventory_image)
24 "Lava Bucket" -- Bucket description
30 "beds:bed", -- Bed name
31 def: See [#Bed definition] -- Bed definition
34 beds.read_spawns() -- returns a table containing players respawn positions
35 beds.kick_players() -- forces all players to leave bed
36 beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
41 description = "Simple Bed",
42 inventory_image = "beds_bed.png",
43 wield_image = "beds_bed.png",
45 bottom = {[Tile definition],
46 ^ the tiles of the bottom part of the bed
48 top = {[Tile definition],
49 ^ the tiles of the bottom part of the bed
53 bottom = regular nodebox, see [Node boxes], -- bottm part of bed
54 top = regular nodebox, see [Node boxes], -- top part of bed
56 selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
57 recipe = { -- Craft recipe
58 {"group:wool", "group:wool", "group:wool"},
59 {"group:wood", "group:wood", "group:wood"}
65 The doors mod allows modders to register custom doors and trapdoors.
67 doors.register_door(name, def)
69 ^ def: See [#Door definition]
72 doors.register_trapdoor(name, def)
73 ^ name: "Trapdoor name"
74 ^ def: See [#Trapdoor definition]
75 -> Registers new trapdoor
80 description = "Door description",
81 inventory_image = "mod_door_inv.png",
83 tiles_bottom: [Tile definition],
84 ^ the tiles of the bottom part of the door {front, side}
85 tiles_top: [Tile definition],
86 ^ the tiles of the bottom part of the door {front, side}
87 node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
88 node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
89 selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
90 selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
91 sound_open_door = sound play for open door, OPTIONAL,
92 sound_close_door = sound play for close door, OPTIONAL,
93 only_placer_can_open = true/false,
94 ^ If true, only placer can open the door (locked for others)
100 tile_front = "doors_trapdoor.png",
101 ^ the texture for the front and back of the trapdoor
102 tile_side: "doors_trapdoor_side.png",
103 ^ the tiles of the four side parts of the trapdoor
104 sound_open = sound to play when opening the trapdoor, OPTIONAL,
105 sound_close = sound to play when closing the trapdoor, OPTIONAL,
106 -> You can add any other node definition properties for minetest.register_node,
107 such as wield_image, inventory_image, sounds, groups, description, ...
108 Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
109 will be overwritten by the trapdoor registration function
114 The farming API allows you to easily register plants and hoes.
116 farming.register_hoe(name, hoe definition)
117 -> Register a new hoe, see [#hoe definition]
119 farming.register_plant(name, Plant definition)
120 -> Register a new growing plant, see [#Plant definition]
125 description = "", -- Description for tooltip
126 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
127 max_uses = 30, -- Uses until destroyed
128 material = "", -- Material for recipes
129 recipe = { -- Craft recipe, if material isn't used
130 {"air", "air", "air"},
139 description = "", -- Description of seed item
140 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
141 steps = 8, -- How many steps the plant has to grow, until it can be harvested
142 ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
143 minlight = 13, -- Minimum light to grow
144 maxlight = default.LIGHT_MAX -- Maximum light to grow
149 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
150 delivered with minetest_game, to keep them compatible with other mods.
152 stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
153 -> Registers a stair.
154 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
155 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
156 -> groups: see [Known damage and digging time defining groups]
157 -> images: see [Tile definition]
158 -> description: used for the description field in the stair's definition
159 -> sounds: see [#Default sounds]
161 stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
163 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
164 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
165 -> groups: see [Known damage and digging time defining groups]
166 -> images: see [Tile definition]
167 -> description: used for the description field in the stair's definition
168 -> sounds: see [#Default sounds]
170 stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
171 -> A wrapper for stairs.register_stair and stairs.register_slab
172 -> Uses almost the same arguments as stairs.register_stair
173 -> desc_stair: Description for stair node
174 -> desc_slab: Description for slab node
178 Creates panes that automatically connect to each other
180 xpanes.register_pane(subname, def)
181 -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
182 -> def: See [#Pane definition]
187 textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
188 ^ More tiles aren't supported
189 groups = {group = rating},
190 ^ Uses the known node groups, see [Known damage and digging time defining groups]
192 ^ See [#Default sounds]
193 recipe = {{"","","","","","","","",""}},
199 Sounds inside the default table can be used within the sounds field of node definitions.
201 default.node_sound_defaults()
202 default.node_sound_stone_defaults()
203 default.node_sound_dirt_defaults()
204 default.node_sound_sand_defaults()
205 default.node_sound_wood_defaults()
206 default.node_sound_leaves_defaults()
207 default.node_sound_glass_defaults()
212 ^ The maximum light level (see [Node definition] light_source)
216 The player API can register player models and update the player's appearence
218 default.player_register_model(name, def)
219 ^ Register a new model to be used by players.
220 -> name: model filename such as "character.x", "foo.b3d", etc.
221 -> def: See [#Model definition]
223 default.registered_player_models[name]
224 ^ Get a model's definition
225 -> see [#Model definition]
227 default.player_set_model(player, model_name)
228 ^ Change a player's model
230 -> model_name: model registered with player_register_model()
232 default.player_set_animation(player, anim_name [, speed])
233 ^ Applies an animation to a player
234 -> anim_name: name of the animation.
235 -> speed: frames per second. If nil, default from the model is used
237 default.player_set_textures(player, textures)
238 ^ Sets player textures
240 -> textures: array of textures
241 ^ If <textures> is nil, the default textures from the model def are used
243 default.player_get_animation(player)
244 ^ Returns a table containing fields "model", "textures" and "animation".
245 ^ Any of the fields of the returned table may be nil.
251 animation_speed = 30, -- Default animation speed, in FPS.
252 textures = {"character.png", }, -- Default array of textures.
253 visual_size = {x=1, y=1,}, -- Used to scale the model.
255 -- <anim_name> = { x=<start_frame>, y=<end_frame>, },
256 foo = { x= 0, y=19, },
257 bar = { x=20, y=39, },
264 To enable leaf decay for a node, add it to the "leafdecay" group.
266 The rating of the group determines how far from a node in the group "tree"
267 the node can be without decaying.
269 If param2 of the node is ~= 0, the node will always be preserved. Thus, if
270 the player places a node of that kind, you will want to set param2=1 or so.
272 The function default.after_place_leaves can be set as after_place_node of a node
273 to set param2 to 1 if the player places the node (should not be used for nodes
274 that use param2 otherwise (e.g. facedir)).
276 If the node is in the leafdecay_drop group then it will always be dropped as an
281 To make recipes that will work with any dye ever made by anybody, define
282 them based on groups. You can select any group of groups, based on your need for
298 Extended color groups (* = equal to a base color):
317 The whole unifieddyes palette as groups:
319 For the following, no white/grey/black is allowed:
320 - unicolor_medium_<excolor>
321 - unicolor_dark_<excolor>
322 - unicolor_light_<excolor>
323 - unicolor_<excolor>_s50
324 - unicolor_medium_<excolor>_s50
325 - unicolor_dark_<excolor>_s50
327 Example of one shapeless recipe using a color group:
328 minetest.register_craft({
330 output = '<mod>:item_yellow',
331 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
337 ^ Array containing the names of available base colors
340 ^ Array containing the names of the available extended colors
344 default.grow_tree(pos, is_apple_tree)
345 ^ Grows a tree or apple tree at pos
347 default.grow_jungle_tree(pos)
348 ^ Grows a jungletree at pos
350 default.grow_pine_tree(pos)
351 ^ Grows a pinetree at pos