3 GitHub Repo: https://github.com/minetest/minetest_game
9 The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
10 allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
11 For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
14 * [XYZ] refers to a section the Minetest API
15 * [#ABC] refers to a section in this document
16 * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
22 The bucket API allows registering new types of buckets for non-default liquids.
24 bucket.register_liquid(
25 "default:lava_source", -- name of the source node
26 "default:lava_flowing", -- name of the flowing node
27 "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
28 "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
29 "Lava Bucket", -- text description of the bucket item
30 {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
31 false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
32 -- a source neighbour, even if defined as 'liquid_renewable = false'.
33 -- Needed to avoid creating holes in sloping rivers.
36 The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
37 When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
44 "beds:bed", -- Bed name
45 def -- See [#Bed definition]
48 * `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
49 * `beds.read_spawns() ` Returns a table containing players respawn positions
50 * `beds.kick_players()` Forces all players to leave bed
51 * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
56 description = "Simple Bed",
57 inventory_image = "beds_bed.png",
58 wield_image = "beds_bed.png",
60 bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
61 top = {Tile definition} -- the tiles of the bottom part of the bed.
64 bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
65 top = 'regular nodebox', -- top part of bed (see [Node boxes])
67 selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
68 recipe = { -- Craft recipe
69 {"group:wool", "group:wool", "group:wool"},
70 {"group:wood", "group:wood", "group:wood"}
78 An ordered list of listnames (default: "main", "craft") of the player inventory,
79 that will be placed into bones or dropped on player death can be looked up or changed
80 in `bones.player_inventory_lists`.
82 e.g. `table.insert(bones.player_inventory_lists, "backpack")`
88 Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
91 creative.register_tab("tools", "Tools", minetest.registered_tools)
93 is used to show all tools. Name is used in the sfinv page name, title is the
96 `is_enabled_for` is used to check whether a player is in creative mode:
98 creative.is_enabled_for(name)
100 Override this to allow per-player game modes.
102 The contents of `creative.formspec_add` is appended to every creative inventory
103 page. Mods can use it to add additional formspec elements onto the default
104 creative inventory formspec to be drawn after each update.
110 The chests API allows the creation of chests, which have their own inventories for holding items.
112 `default.chest.get_chest_formspec(pos)`
114 * Returns a formspec for a specific chest.
115 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
117 `default.chest.chest_lid_obstructed(pos)`
119 * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
120 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
122 `default.chest.chest_lid_close(pn)`
124 * Closes the chest that a player is currently looking in.
125 * `pn` The name of the player whose chest is going to be closed
127 `default.chest.open_chests`
129 * A table indexed by player name to keep track of who opened what chest.
130 * Key: The name of the player.
131 * Value: A table containing information about the chest the player is looking at.
132 e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
134 `default.chest.register_chest(name, def)`
136 * Registers new chest
137 * `name` Name for chest
138 * `def` See [#Chest Definition]
142 description = "Chest",
144 "default_chest_top.png",
145 "default_chest_top.png",
146 "default_chest_side.png",
147 "default_chest_side.png",
148 "default_chest_front.png",
149 "default_chest_inside.png"
150 }, -- Textures which are applied to the chest model.
151 sounds = default.node_sound_wood_defaults(),
152 sound_open = "default_chest_open",
153 sound_close = "default_chest_close",
154 groups = {choppy = 2, oddly_breakable_by_hand = 2},
155 protected = false, -- If true, only placer can modify chest.
161 The doors mod allows modders to register custom doors and trapdoors.
163 `doors.registered_doors[name] = Door definition`
164 * Table of registered doors, indexed by door name
166 `doors.registered_trapdoors[name] = Trapdoor definition`
167 * Table of registered trap doors, indexed by trap door name
169 `doors.register_door(name, def)`
172 * `name` Name for door
173 * `def` See [#Door definition]
175 `doors.register_trapdoor(name, def)`
177 * Registers new trapdoor
178 * `name` Name for trapdoor
179 * `def` See [#Trapdoor definition]
181 `doors.register_fencegate(name, def)`
183 * Registers new fence gate
184 * `name` Name for fence gate
185 * `def` See [#Fence gate definition]
189 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
190 * Returns an ObjectRef to a door, or nil if the position does not contain a door
194 :open(player) -- Open the door object, returns if door was opened
195 :close(player) -- Close the door object, returns if door was closed
196 :toggle(player) -- Toggle the door state, returns if state was toggled
197 :state() -- returns the door state, true = open, false = closed
199 the "player" parameter can be omitted in all methods. If passed then
200 the usual permission checks will be performed to make sure the player
201 has the permissions needed to open this door. If omitted then no
202 permission checks are performed.
204 `doors.door_toggle(pos, node, clicker)`
206 * Toggle door open or shut
207 * `pos` Position of the door
208 * `node` Node definition
209 * `clicker` Player definition for the player that clicked on the door
213 description = "Door description",
214 inventory_image = "mod_door_inv.png",
215 groups = {choppy = 2},
216 tiles = {"mod_door.png"}, -- UV map.
217 -- The front and back of the door must be identical in appearence as they swap on
219 recipe = craftrecipe,
220 sounds = default.node_sound_wood_defaults(), -- optional
221 sound_open = sound play for open door, -- optional
222 sound_close = sound play for close door, -- optional
223 protected = false, -- If true, only placer can open the door (locked for others)
224 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
225 -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
227 ### Trapdoor definition
229 description = "Trapdoor description",
230 inventory_image = "mod_trapdoor_inv.png",
231 groups = {choppy = 2},
232 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
233 tile_side = "doors_trapdoor_side.png",
234 -- The texture for the four sides of the trapdoor.
235 -- The texture should have the trapdoor side drawn twice, in the lowest and highest
236 -- 1/8ths of the texture, both upright. The area between is not used.
237 -- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
238 -- for the open trapdoor.
239 sounds = default.node_sound_wood_defaults(), -- optional
240 sound_open = sound play for open door, -- optional
241 sound_close = sound play for close door, -- optional
242 protected = false, -- If true, only placer can open the door (locked for others)
243 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
244 -- function containing the on_rightclick callback
245 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
246 -- function containing the on_rightclick callback
248 ### Fence gate definition
250 description = "Wooden Fence Gate",
251 texture = "default_wood.png", -- `backface_culling` will automatically be
252 -- set to `true` if not specified.
253 material = "default:wood",
254 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
255 sounds = default.node_sound_wood_defaults(), -- optional
256 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
257 -- function containing the on_rightclick callback
263 The mod that places chests with loot in dungeons provides an API to register additional loot.
265 `dungeon_loot.register(def)`
267 * Registers one or more loot items
268 * `def` Can be a single [#Loot definition] or a list of them
270 `dungeon_loot.registered_loot`
272 * Table of all registered loot, not to be modified manually
278 -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
279 -- Due to an extra step in the selection process, 0.5 does not(!) mean that
280 -- on average every second chest will have this item
282 -- ^ table with minimum and maximum amounts of this item
283 -- optional, defaults to always single item
285 -- ^ table with minimum and maximum heights this item can be found at
286 -- optional, defaults to no height restrictions
288 -- ^ table with types of dungeons this item can be found in
289 -- supported types: "normal" (the cobble/mossycobble one), "sandstone"
290 -- "desert" and "ice"
291 -- optional, defaults to no type restrictions
297 Allows creation of new fences with "fencelike" drawtype.
299 `default.register_fence(name, item definition)`
301 Registers a new fence. Custom fields texture and material are required, as
302 are name and description. The rest is optional. You can pass most normal
303 nodedef fields here except drawtype. The fence group will always be added
308 name = "default:fence_wood",
309 description = "Wooden Fence",
310 texture = "default_wood.png",
311 material = "default:wood",
312 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
313 sounds = default.node_sound_wood_defaults(),
319 The walls API allows easy addition of stone auto-connecting wall nodes.
321 walls.register(name, desc, texture, mat, sounds)
322 ^ name = "walls:stone_wall". Node name.
323 ^ desc = "A Stone wall"
324 ^ texture = "default_stone.png"
325 ^ mat = "default:stone". Used to auto-generate crafting recipe.
326 ^ sounds = sounds: see [#Default sounds]
332 The farming API allows you to easily register plants and hoes.
334 `farming.register_hoe(name, hoe definition)`
335 * Register a new hoe, see [#hoe definition]
337 `farming.register_plant(name, Plant definition)`
338 * Register a new growing plant, see [#Plant definition]
340 `farming.registered_plants[name] = definition`
341 * Table of registered plants, indexed by plant name
347 description = "", -- Description for tooltip
348 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
349 max_uses = 30, -- Uses until destroyed
350 material = "", -- Material for recipes
351 recipe = { -- Craft recipe, if material isn't used
352 {"air", "air", "air"},
361 description = "", -- Description of seed item
362 harvest_description = "", -- Description of harvest item
363 -- (optional, derived automatically if not provided)
364 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
365 steps = 8, -- How many steps the plant has to grow, until it can be harvested
366 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
367 minlight = 13, -- Minimum light to grow
368 maxlight = default.LIGHT_MAX -- Maximum light to grow
375 Add group flammable when registering a node to make fire seek for it.
376 Add it to an item to make it burn up when dropped in lava or fire.
377 New node def property:
381 * Called when fire attempts to remove a burning node.
382 * `pos` Position of the burning node.
384 `on_ignite(pos, igniter)`
386 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
387 Defining it may prevent the default action (spawning flames) from triggering.
388 * `pos` Position of the ignited node.
389 * `igniter` Player that used the tool, when available.
392 Give Initial Stuff API
393 ----------------------
395 `give_initial_stuff.give(player)`
397 ^ Give initial stuff to "player"
399 `give_initial_stuff.add(stack)`
401 ^ Add item to the initial stuff
402 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
403 ^ Can be called after the game has loaded
405 `give_initial_stuff.clear()`
407 ^ Removes all items from the initial stuff
408 ^ Can be called after the game has loaded
410 `give_initial_stuff.get_list()`
412 ^ returns list of item stacks
414 `give_initial_stuff.set_list(list)`
416 ^ List of initial items with numeric indices.
418 `give_initial_stuff.add_from_csv(str)`
420 ^ str is a comma separated list of initial stuff
421 ^ Adds items to the list of items to be given
427 The player API can register player models and update the player's appearence
429 * `player_api.register_model(name, def)`
430 * Register a new model to be used by players
431 * name: model filename such as "character.x", "foo.b3d", etc.
432 * def: See [#Model definition]
433 * saved to player_api.registered_models
435 * `player_api.registered_player_models[name]`
436 * Get a model's definition
437 * see [#Model definition]
439 * `player_api.set_model(player, model_name)`
440 * Change a player's model
441 * `player`: PlayerRef
442 * `model_name`: model registered with player_api.register_model()
444 * `player_api.set_animation(player, anim_name [, speed])`
445 * Applies an animation to a player
446 * anim_name: name of the animation.
447 * speed: frames per second. If nil, default from the model is used
449 * `player_api.set_textures(player, textures)`
450 * Sets player textures
451 * `player`: PlayerRef
452 * `textures`: array of textures, If `textures` is nil the default
453 textures from the model def are used
455 * `player_api.get_animation(player)`
456 * Returns a table containing fields `model`, `textures` and `animation`.
457 * Any of the fields of the returned table may be nil.
463 animation_speed = 30, -- Default animation speed, in FPS.
464 textures = {"character.png", }, -- Default array of textures.
465 visual_size = {x = 1, y = 1}, -- Used to scale the model.
467 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
468 foo = {x = 0, y = 19},
469 bar = {x = 20, y = 39},
472 collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
473 stepheight = 0.6, -- In nodes
474 eye_height = 1.47, -- In nodes above feet position
481 `tnt.register_tnt(definition)`
483 ^ Register a new type of tnt.
485 * `name` The name of the node. If no prefix is given `tnt` is used.
486 * `description` A description for your TNT.
487 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
488 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
489 * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
490 * `disable_drops` Disable drops. By default it is set to false.
491 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
492 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
493 * `tiles` Textures for node
494 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
495 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
496 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
497 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
499 `tnt.boom(position[, definition])`
501 ^ Create an explosion.
503 * `position` The center of explosion.
504 * `definition` The TNT definion as passed to `tnt.register` with the following addition:
505 * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
507 `tnt.burn(position, [nodename])`
509 ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
510 If no such callback exists, fallback to turn tnt group nodes to their
512 nodename isn't required unless already known.
514 To make dropping items from node inventories easier, you can use the
515 following helper function from 'default':
517 default.get_inventory_drops(pos, inventory, drops)
519 ^ Return drops from node inventory "inventory" in drops.
521 * `pos` - the node position
522 * `inventory` - the name of the inventory (string)
523 * `drops` - an initialized list
525 The function returns no values. The drops are returned in the `drops`
526 parameter, and drops is not reinitialized so you can call it several
527 times in a row to add more inventory items to it.
530 `on_blast` callbacks:
532 Both nodedefs and entitydefs can provide an `on_blast()` callback
534 `nodedef.on_blast(pos, intensity)`
535 ^ Allow drop and node removal overriding
536 * `pos` - node position
537 * `intensity` - TNT explosion measure. larger or equal to 1.0
538 ^ Should return a list of drops (e.g. {"default:stone"})
539 ^ Should perform node removal itself. If callback exists in the nodedef
540 ^ then the TNT code will not destroy this node.
542 `entitydef.on_blast(luaobj, damage)`
543 ^ Allow TNT effects on entities to be overridden
544 * `luaobj` - LuaEntityRef of the entity
545 * `damage` - suggested HP damage value
546 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
547 * `do_damage` - if true then TNT mod wil damage the entity
548 * `do_knockback` - if true then TNT mod will knock the entity away
549 * `drops` - a list of drops, e.g. {"wool:red"}
555 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
556 To use it, add the `on_screwdriver` function to the node definition.
558 `on_rotate(pos, node, user, mode, new_param2)`
560 * `pos` Position of the node that the screwdriver is being used on
562 * `user` The player who used the screwdriver
563 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
564 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
565 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
566 it but to indicate that changed have already been made (so the screwdriver will wear out)
567 * use `on_rotate = false` to always disallow rotation
568 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
574 The sethome API adds three global functions to allow mods to read a players home position,
575 set a players home position and teleport a player to home position.
579 * `name` Player who's home position you wish to get
580 * return value: false if no player home coords exist, position table if true
582 `sethome.set(name, pos)`
584 * `name` Player who's home position you wish to set
585 * `pos` Position table containing coords of home position
586 * return value: false if unable to set and save new home position, otherwise true
590 * `name` Player you wish to teleport to their home position
591 * return value: false if player cannot be sent home, otherwise true
597 It is recommended that you read this link for a good introduction to the
598 sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
604 * sfinv.set_page(player, pagename) - changes the page
605 * sfinv.get_page(player) - get the current page name. Will never return nil
606 * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
607 * sfinv.register_page(name, def) - register a page, see section below
608 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
609 * Note: Page must already be defined, (opt)depend on the mod defining it.
610 * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
611 and calls set_inventory_formspec().
612 * sfinv.get_formspec(player, context) - builds current page's formspec
616 * sfinv.get_or_create_context(player) - gets the player's context
617 * sfinv.set_context(player, context)
621 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
622 * show_inv, defaults to false. Whether to show the player's main inventory
623 * size, defaults to `size[8,8.6]` if not specified
624 * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
628 * pages - table of pages[pagename] = def
629 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
630 * contexts - contexts[playername] = player_context
631 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
635 A table with these keys:
637 * page - current page name
638 * nav - a list of page names
639 * nav_titles - a list of page titles
640 * nav_idx - current nav index (in nav and nav_titles)
641 * any thing you want to store
642 * sfinv will clear the stored data on log out / log in
644 ### sfinv.register_page
646 sfinv.register_page(name, def)
648 def is a table containing:
650 * `title` - human readable page name (required)
651 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
652 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
653 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
654 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
655 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
659 Use sfinv.make_formspec to apply a layout:
661 return sfinv.make_formspec(player, context, [[
662 list[current_player;craft;1.75,0.5;3,3;]
663 list[current_player;craftpreview;5.75,1.5;1,1;]
664 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
665 listring[current_player;main]
666 listring[current_player;craft]
667 image[0,4.25;1,1;gui_hb_bg.png]
668 image[1,4.25;1,1;gui_hb_bg.png]
669 image[2,4.25;1,1;gui_hb_bg.png]
670 image[3,4.25;1,1;gui_hb_bg.png]
671 image[4,4.25;1,1;gui_hb_bg.png]
672 image[5,4.25;1,1;gui_hb_bg.png]
673 image[6,4.25;1,1;gui_hb_bg.png]
674 image[7,4.25;1,1;gui_hb_bg.png]
677 See above (methods section) for more options.
679 ### Customising themes
681 Simply override this function to change the navigation:
683 function sfinv.get_nav_fs(player, context, nav, current_idx)
687 And override this function to change the layout:
689 function sfinv.make_formspec(player, context, content, show_inv, size)
691 size or "size[8,8.6]",
693 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
699 return table.concat(tmp, "")
706 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
707 delivered with Minetest Game, to keep them compatible with other mods.
709 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
712 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
713 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
714 * `groups`: See [Known damage and digging time defining groups]
715 * `images`: See [Tile definition]
716 * `description`: Used for the description field in the stair's definition
717 * `sounds`: See [#Default sounds]
718 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
720 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
723 * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
724 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
725 * `groups`: See [Known damage and digging time defining groups]
726 * `images`: See [Tile definition]
727 * `description`: Used for the description field in the slab's definition
728 * `sounds`: See [#Default sounds]
729 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
731 `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
733 * Registers an inner corner stair
734 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
735 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
736 * `groups`: See [Known damage and digging time defining groups]
737 * `images`: See [Tile definition]
738 * `description`: Used for the description field in the stair's definition with "Inner" prepended
739 * `sounds`: See [#Default sounds]
740 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
741 * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
743 `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
745 * Registers an outer corner stair
746 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
747 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
748 * `groups`: See [Known damage and digging time defining groups]
749 * `images`: See [Tile definition]
750 * `description`: Used for the description field in the stair's definition with "Outer" prepended
751 * `sounds`: See [#Default sounds]
752 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
753 * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
755 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
757 * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
758 * Uses almost the same arguments as stairs.register_stair
759 * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
760 * `desc_slab`: Description for slab node
766 Creates panes that automatically connect to each other
768 `xpanes.register_pane(subname, def)`
770 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
771 * `def`: See [#Pane definition]
776 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
777 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
778 sounds = SoundSpec, -- See [#Default sounds]
779 recipe = {{"","","","","","","","",""}}, -- Recipe field only
780 use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
787 The following nodes use the group `connect_to_raillike` and will only connect to
788 raillike nodes within this group and the same group value.
789 Use `minetest.raillike_group(<Name>)` to get the group value.
791 | Node type | Raillike group name
792 |-----------------------|---------------------
793 | default:rail | "rail"
794 | tnt:gunpowder | "gunpowder"
795 | tnt:gunpowder_burning | "gunpowder"
798 If you want to add a new rail type and want it to connect with default:rail,
799 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
806 Sounds inside the default table can be used within the sounds field of node definitions.
808 * `default.node_sound_defaults()`
809 * `default.node_sound_stone_defaults()`
810 * `default.node_sound_dirt_defaults()`
811 * `default.node_sound_sand_defaults()`
812 * `default.node_sound_wood_defaults()`
813 * `default.node_sound_leaves_defaults()`
814 * `default.node_sound_glass_defaults()`
815 * `default.node_sound_metal_defaults()`
821 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
827 `default.get_hotbar_bg(x, y)`
829 * Get the hotbar background as string, containing the formspec elements
830 * x: Horizontal position in the formspec
831 * y: Vertical position in the formspec
835 * Deprecated, remove from mods.
839 * Deprecated, remove from mods.
843 * Deprecated, remove from mods.
845 `default.gui_survival_form`
847 * Entire formspec for the survival inventory
849 `default.get_furnace_active_formspec(fuel_percent, item_percent)`
851 * Get the active furnace formspec using the defined GUI elements
852 * fuel_percent: Percent of how much the fuel is used
853 * item_percent: Percent of how much the item is cooked
855 `default.get_furnace_inactive_formspec()`
857 * Get the inactive furnace formspec using the defined GUI elements
863 To enable leaf decay for leaves when a tree is cut down by a player,
864 register the tree with the default.register_leafdecay(leafdecaydef)
867 If `param2` of any registered node is ~= 0, the node will always be
868 preserved. Thus, if the player places a node of that kind, you will
869 want to set `param2 = 1` or so.
871 The function `default.after_place_leaves` can be set as
872 `after_place_node of a node` to set param2 to 1 if the player places
873 the node (should not be used for nodes that use param2 otherwise
876 If the node is in the `leafdecay_drop` group then it will always be
879 `default.register_leafdecay(leafdecaydef)`
881 `leafdecaydef` is a table, with following members:
883 trunks = {"default:tree"}, -- nodes considered trunks
884 leaves = {"default:leaves", "default:apple"},
885 -- nodes considered for removal
886 radius = 3, -- radius to consider for searching
889 Note: all the listed nodes in `trunks` have their `on_after_destruct`
890 callback overridden. All the nodes listed in `leaves` have their
891 `on_timer` callback overridden.
897 Minetest Game dyes are registered with:
899 groups = {dye = 1, color_<color> = 1},
901 To make recipes that will work with dyes from many mods, define them using the
902 dye group and the color groups.
922 Example of one shapeless recipe using the dye group and a color group:
924 minetest.register_craft({
926 output = "<mod>:item_yellow",
927 recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
934 * `default.grow_tree(pos, is_apple_tree)`
935 * Grows a mgv6 tree or apple tree at pos
937 * `default.grow_jungle_tree(pos)`
938 * Grows a mgv6 jungletree at pos
940 * `default.grow_pine_tree(pos)`
941 * Grows a mgv6 pinetree at pos
943 * `default.grow_new_apple_tree(pos)`
944 * Grows a new design apple tree at pos
946 * `default.grow_new_jungle_tree(pos)`
947 * Grows a new design jungle tree at pos
949 * `default.grow_new_pine_tree(pos)`
950 * Grows a new design pine tree at pos
952 * `default.grow_new_snowy_pine_tree(pos)`
953 * Grows a new design snowy pine tree at pos
955 * `default.grow_new_acacia_tree(pos)`
956 * Grows a new design acacia tree at pos
958 * `default.grow_new_aspen_tree(pos)`
959 * Grows a new design aspen tree at pos
961 * `default.grow_bush(pos)`
962 * Grows a bush at pos
964 * `default.grow_acacia_bush(pos)`
965 * Grows an acaia bush at pos
967 * `default.grow_pine_bush(pos)`
968 * Grows a pine bush at pos
970 * `default.grow_blueberry_bush(pos)`
971 * Grows a blueberry bush at pos
978 "mycarts:myrail", -- Rail name
979 nodedef, -- standard nodedef
980 railparams -- rail parameter struct (optional)
984 on_step(obj, dtime), -- Event handler called when
986 acceleration, -- integer acceleration factor (negative
990 The event handler is called after all default calculations
991 are made, so the custom on_step handler can override things
992 like speed, acceleration, player attachment. The handler will
993 likely be called many times per second, so the function needs
994 to make sure that the event is handled properly.
1000 The key API allows mods to add key functionality to nodes that have
1001 ownership or specific permissions. Using the API will make it so
1002 that a node owner can use skeleton keys on their nodes to create keys
1003 for that node in that location, and give that key to other players,
1004 allowing them some sort of access that they otherwise would not have
1005 due to node protection.
1007 To make your new nodes work with the key API, you need to register
1008 two callback functions in each nodedef:
1011 `on_key_use(pos, player)`
1012 * Is called when a player right-clicks (uses) a normal key on your
1014 * `pos` - position of the node
1015 * `player` - PlayerRef
1016 * return value: none, ignored
1018 The `on_key_use` callback should validate that the player is wielding
1019 a key item with the right key meta secret. If needed the code should
1020 deny access to the node functionality.
1022 If formspecs are used, the formspec callbacks should duplicate these
1023 checks in the metadata callback functions.
1026 `on_skeleton_key_use(pos, player, newsecret)`
1028 * Is called when a player right-clicks (uses) a skeleton key on your
1030 * `pos` - position of the node
1031 * `player` - PlayerRef
1032 * `newsecret` - a secret value(string)
1034 * `secret` - `nil` or the secret value that unlocks the door
1035 * `name` - a string description of the node ("a locked chest")
1036 * `owner` - name of the node owner
1038 The `on_skeleton_key_use` function should validate that the player has
1039 the right permissions to make a new key for the item. The newsecret
1040 value is useful if the node has no secret value. The function should
1041 store this secret value somewhere so that in the future it may compare
1042 key secrets and match them to allow access. If a node already has a
1043 secret value, the function should return that secret value instead
1044 of the newsecret value. The secret value stored for the node should
1045 not be overwritten, as this would invalidate existing keys.
1047 Aside from the secret value, the function should retun a descriptive
1048 name for the node and the owner name. The return values are all
1049 encoded in the key that will be given to the player in replacement
1050 for the wielded skeleton key.
1052 if `nil` is returned, it is assumed that the wielder did not have
1053 permissions to create a key for this node, and no key is created.