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
15 * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
20 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
29 false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
30 -- a source neighbour, even if defined as 'liquid_renewable = false'.
31 -- Needed to avoid creating holes in sloping rivers.
34 The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
35 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.
41 "beds:bed", -- Bed name
42 def -- See [#Bed definition]
45 * `beds.read_spawns() ` Returns a table containing players respawn positions
46 * `beds.kick_players()` Forces all players to leave bed
47 * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
52 description = "Simple Bed",
53 inventory_image = "beds_bed.png",
54 wield_image = "beds_bed.png",
56 bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
57 top = {Tile definition} -- the tiles of the bottom part of the bed.
60 bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
61 top = 'regular nodebox', -- top part of bed (see [Node boxes])
63 selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
64 recipe = { -- Craft recipe
65 {"group:wool", "group:wool", "group:wool"},
66 {"group:wood", "group:wood", "group:wood"}
73 Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
76 creative.register_tab("tools", "Tools", minetest.registered_tools)
78 is used to show all tools. Name is used in the sfinv page name, title is the
81 The contents of `creative.formspec_add` is appended to every creative inventory
82 page. Mods can use it to add additional formspec elements onto the default
83 creative inventory formspec to be drawn after each update.
88 The doors mod allows modders to register custom doors and trapdoors.
90 `doors.register_door(name, def)`
93 * `name` Name for door
94 * `def` See [#Door definition]
96 `doors.register_trapdoor(name, def)`
98 * Registers new trapdoor
99 * `name` Name for trapdoor
100 * `def` See [#Trapdoor definition]
102 `doors.register_fencegate(name, def)`
104 * Registers new fence gate
105 * `name` Name for fence gate
106 * `def` See [#Fence gate definition]
110 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
111 * Returns an ObjectRef to a door, or nil if the position does not contain a door
115 :open(player) -- Open the door object, returns if door was opened
116 :close(player) -- Close the door object, returns if door was closed
117 :toggle(player) -- Toggle the door state, returns if state was toggled
118 :state() -- returns the door state, true = open, false = closed
120 the "player" parameter can be omitted in all methods. If passed then
121 the usual permission checks will be performed to make sure the player
122 has the permissions needed to open this door. If omitted then no
123 permission checks are performed.
127 description = "Door description",
128 inventory_image = "mod_door_inv.png",
129 groups = {choppy = 2},
130 tiles = {"mod_door.png"}, -- UV map.
131 recipe = craftrecipe,
132 sounds = default.node_sound_wood_defaults(), -- optional
133 sound_open = sound play for open door, -- optional
134 sound_close = sound play for close door, -- optional
135 protected = false, -- If true, only placer can open the door (locked for others)
137 ### Trapdoor definition
139 description = "Trapdoor description",
140 inventory_image = "mod_trapdoor_inv.png",
141 groups = {choppy = 2},
142 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
143 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
144 sounds = default.node_sound_wood_defaults(), -- optional
145 sound_open = sound play for open door, -- optional
146 sound_close = sound play for close door, -- optional
147 protected = false, -- If true, only placer can open the door (locked for others)
149 ### Fence gate definition
151 description = "Wooden Fence Gate",
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(), -- optional
160 Allows creation of new fences with "fencelike" drawtype.
162 `default.register_fence(name, item definition)`
164 Registers a new fence. Custom fields texture and material are required, as
165 are name and description. The rest is optional. You can pass most normal
166 nodedef fields here except drawtype. The fence group will always be added
171 name = "default:fence_wood",
172 description = "Wooden Fence",
173 texture = "default_wood.png",
174 material = "default:wood",
175 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
176 sounds = default.node_sound_wood_defaults(),
181 The walls API allows easy addition of stone auto-connecting wall nodes.
183 walls.register(name, desc, texture, mat, sounds)
184 ^ name = "walls:stone_wall". Node name.
185 ^ desc = "A Stone wall"
186 ^ texture = "default_stone.png"
187 ^ mat = "default:stone". Used to auto-generate crafting recipe.
188 ^ sounds = sounds: see [#Default sounds]
193 The farming API allows you to easily register plants and hoes.
195 `farming.register_hoe(name, hoe definition)`
196 * Register a new hoe, see [#hoe definition]
198 `farming.register_plant(name, Plant definition)`
199 * Register a new growing plant, see [#Plant definition]
201 `farming.registered_plants[name] = definition`
202 * Table of registered plants, indexed by plant name
208 description = "", -- Description for tooltip
209 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
210 max_uses = 30, -- Uses until destroyed
211 material = "", -- Material for recipes
212 recipe = { -- Craft recipe, if material isn't used
213 {"air", "air", "air"},
222 description = "", -- Description of seed item
223 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
224 steps = 8, -- How many steps the plant has to grow, until it can be harvested
225 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
226 minlight = 13, -- Minimum light to grow
227 maxlight = default.LIGHT_MAX -- Maximum light to grow
233 New node def property:
237 * Called when fire attempts to remove a burning node.
238 * `pos` Position of the burning node.
240 `on_ignite(pos, igniter)`
242 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
243 Defining it may prevent the default action (spawning flames) from triggering.
244 * `pos` Position of the ignited node.
245 * `igniter` Player that used the tool, when available.
248 Give Initial Stuff API
249 ----------------------
251 `give_initial_stuff.give(player)`
253 ^ Give initial stuff to "player"
255 `give_initial_stuff.add(stack)`
257 ^ Add item to the initial stuff
258 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
259 ^ Can be called after the game has loaded
261 `give_initial_stuff.clear()`
263 ^ Removes all items from the initial stuff
264 ^ Can be called after the game has loaded
266 `give_initial_stuff.get_list()`
268 ^ returns list of item stacks
270 `give_initial_stuff.set_list(list)`
272 ^ List of initial items with numeric indices.
274 `give_initial_stuff.add_from_csv(str)`
276 ^ str is a comma separated list of initial stuff
277 ^ Adds items to the list of items to be given
282 `nyancat.place(pos, facedir, length)`
284 ^ Place a cat at `pos` facing `facedir` with tail length `length`
285 Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
287 `nyancat.generate(minp, maxp, seed)`
289 ^ Called by `minetest.register_on_generated`. To disable nyancat generation,
290 you can redefine nyancat.generate() to be an empty function
295 `tnt.register_tnt(definition)`
297 ^ Register a new type of tnt.
299 * `name` The name of the node. If no prefix is given `tnt` is used.
300 * `description` A description for your TNT.
301 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
302 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
303 * `disable_drops` Disable drops. By default it is set to false.
304 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
305 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
306 * `tiles` Textures for node
307 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
308 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
309 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
310 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
312 `tnt.boom(position, definition)`
314 ^ Create an explosion.
316 * `position` The center of explosion.
317 * `definition` The TNT definion as passed to `tnt.register`
319 `tnt.burn(position, [nodename])`
321 ^ Ignite TNT at position, nodename isn't required unless already known.
324 To make dropping items from node inventories easier, you can use the
325 following helper function from 'default':
327 default.get_inventory_drops(pos, inventory, drops)
329 ^ Return drops from node inventory "inventory" in drops.
331 * `pos` - the node position
332 * `inventory` - the name of the inventory (string)
333 * `drops` - an initialized list
335 The function returns no values. The drops are returned in the `drops`
336 parameter, and drops is not reinitialized so you can call it several
337 times in a row to add more inventory items to it.
340 `on_blast` callbacks:
342 Both nodedefs and entitydefs can provide an `on_blast()` callback
344 `nodedef.on_blast(pos, intensity)`
345 ^ Allow drop and node removal overriding
346 * `pos` - node position
347 * `intensity` - TNT explosion measure. larger or equal to 1.0
348 ^ Should return a list of drops (e.g. {"default:stone"})
349 ^ Should perform node removal itself. If callback exists in the nodedef
350 ^ then the TNT code will not destroy this node.
352 `entitydef.on_blast(luaobj, damage)`
353 ^ Allow TNT effects on entities to be overridden
354 * `luaobj` - LuaEntityRef of the entity
355 * `damage` - suggested HP damage value
356 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
357 * `do_damage` - if true then TNT mod wil damage the entity
358 * `do_knockback` - if true then TNT mod will knock the entity away
359 * `drops` - a list of drops, e.g. {"wool:red"}
365 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
366 To use it, add the `on_screwdriver` function to the node definition.
368 `on_rotate(pos, node, user, mode, new_param2)`
370 * `pos` Position of the node that the screwdriver is being used on
372 * `user` The player who used the screwdriver
373 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
374 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
375 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
376 it but to indicate that changed have already been made (so the screwdriver will wear out)
377 * use `on_rotate = false` to always disallow rotation
378 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
384 The sethome API adds three global functions to allow mods to read a players home position,
385 set a players home position and teleport a player to home position.
389 * `name` Player who's home position you wish to get
390 * return value: false if no player home coords exist, position table if true
392 `sethome.set(name, pos)`
394 * `name` Player who's home position you wish to set
395 * `pos` Position table containing coords of home position
396 * return value: false if unable to set and save new home position, otherwise true
400 * `name` Player you wish to teleport to their home position
401 * return value: false if player cannot be sent home, otherwise true
409 * sfinv.set_player_inventory_formspec(player, context) - builds page formspec
410 and calls set_inventory_formspec().
411 If context is nil, it is either found or created.
412 * sfinv.get_formspec(player, context) - builds current page's formspec
413 * sfinv.get_nav_fs(player, context, nav, current_idx) - see above
414 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
415 * show_inv, defaults to false. Whether to show the player's main inventory
416 * size, defaults to `size[8,8.6]` if not specified
417 * sfinv.register_page(name, def) - register a page, see section below
418 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
419 * Note: Page must already be defined, (opt)depend on the mod defining it.
423 * pages - table of pages[pagename] = def
424 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
425 * homepage_name - name of default page
426 * contexts - contexts[playername] = player_context
427 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
431 A table with these keys:
433 * page - current page name
434 * nav - a list of page names
435 * nav_titles - a list of page titles
436 * nav_idx - current nav index (in nav and nav_titles)
437 * any thing you want to store
438 * sfinv will clear the stored data on log out / log in
440 ### sfinv.register_page
442 sfinv.register_page(name, def)
444 def is a table containing:
446 * `title` - human readable page name (required)
447 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
448 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
449 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
450 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
451 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
455 Use sfinv.make_formspec to apply a layout:
457 return sfinv.make_formspec(player, context, [[
458 list[current_player;craft;1.75,0.5;3,3;]
459 list[current_player;craftpreview;5.75,1.5;1,1;]
460 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
461 listring[current_player;main]
462 listring[current_player;craft]
463 image[0,4.25;1,1;gui_hb_bg.png]
464 image[1,4.25;1,1;gui_hb_bg.png]
465 image[2,4.25;1,1;gui_hb_bg.png]
466 image[3,4.25;1,1;gui_hb_bg.png]
467 image[4,4.25;1,1;gui_hb_bg.png]
468 image[5,4.25;1,1;gui_hb_bg.png]
469 image[6,4.25;1,1;gui_hb_bg.png]
470 image[7,4.25;1,1;gui_hb_bg.png]
473 See above (methods section) for more options.
475 ### Customising themes
477 Simply override this function to change the navigation:
479 function sfinv.get_nav_fs(player, context, nav, current_idx)
483 And override this function to change the layout:
485 function sfinv.make_formspec(player, context, content, show_inv, size)
487 size or "size[8,8.6]",
489 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
495 return table.concat(tmp, "")
501 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
502 delivered with Minetest Game, to keep them compatible with other mods.
504 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
507 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
508 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
509 * `groups`: see [Known damage and digging time defining groups]
510 * `images`: see [Tile definition]
511 * `description`: used for the description field in the stair's definition
512 * `sounds`: see [#Default sounds]
514 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
517 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
518 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
519 * `groups`: see [Known damage and digging time defining groups]
520 * `images`: see [Tile definition]
521 * `description`: used for the description field in the stair's definition
522 * `sounds`: see [#Default sounds]
524 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
526 * A wrapper for stairs.register_stair and stairs.register_slab
527 * Uses almost the same arguments as stairs.register_stair
528 * `desc_stair`: Description for stair node
529 * `desc_slab`: Description for slab node
534 Creates panes that automatically connect to each other
536 `xpanes.register_pane(subname, def)`
538 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
539 * `def`: See [#Pane definition]
544 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
545 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
546 sounds = SoundSpec, -- See [#Default sounds]
547 recipe = {{"","","","","","","","",""}}, -- Recipe field only
553 The following nodes use the group `connect_to_raillike` and will only connect to
554 raillike nodes within this group and the same group value.
555 Use `minetest.raillike_group(<Name>)` to get the group value.
557 | Node type | Raillike group name
558 |-----------------------|---------------------
559 | default:rail | "rail"
560 | tnt:gunpowder | "gunpowder"
561 | tnt:gunpowder_burning | "gunpowder"
564 If you want to add a new rail type and want it to connect with default:rail,
565 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
572 Sounds inside the default table can be used within the sounds field of node definitions.
574 * `default.node_sound_defaults()`
575 * `default.node_sound_stone_defaults()`
576 * `default.node_sound_dirt_defaults()`
577 * `default.node_sound_sand_defaults()`
578 * `default.node_sound_wood_defaults()`
579 * `default.node_sound_leaves_defaults()`
580 * `default.node_sound_glass_defaults()`
581 * `default.node_sound_metal_defaults()`
586 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
591 The player API can register player models and update the player's appearence
593 `default.player_register_model(name, def)`
595 * Register a new model to be used by players.
596 * name: model filename such as "character.x", "foo.b3d", etc.
597 * def: See [#Model definition]
599 `default.registered_player_models[name]`
601 * Get a model's definition
602 * see [#Model definition]
604 `default.player_set_model(player, model_name)`
606 * Change a player's model
607 * `player`: PlayerRef
608 * `model_name`: model registered with player_register_model()
610 `default.player_set_animation(player, anim_name [, speed])`
612 * Applies an animation to a player
613 * anim_name: name of the animation.
614 * speed: frames per second. If nil, default from the model is used
616 `default.player_set_textures(player, textures)`
618 * Sets player textures
619 * `player`: PlayerRef
620 * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
622 default.player_get_animation(player)
624 * Returns a table containing fields `model`, `textures` and `animation`.
625 * Any of the fields of the returned table may be nil.
631 animation_speed = 30, -- Default animation speed, in FPS.
632 textures = {"character.png", }, -- Default array of textures.
633 visual_size = {x = 1, y = 1}, -- Used to scale the model.
635 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
636 foo = {x = 0, y = 19},
637 bar = {x = 20, y = 39},
645 To enable leaf decay for a node, add it to the `leafdecay` group.
647 The rating of the group determines how far from a node in the group `tree`
648 the node can be without decaying.
650 If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
651 the player places a node of that kind, you will want to set `param2 = 1` or so.
653 The function `default.after_place_leaves` can be set as `after_place_node of a node`
654 to set param2 to 1 if the player places the node (should not be used for nodes
655 that use param2 otherwise (e.g. facedir)).
657 If the node is in the `leafdecay_drop` group then it will always be dropped as an
663 To make recipes that will work with any dye ever made by anybody, define
664 them based on groups. You can select any group of groups, based on your need for
679 * `basecolor_magenta`
681 Extended color groups ( * means also base color )
684 * `excolor_lightgrey`
698 * `excolor_magenta` *
699 * `excolor_red_violet`
701 The whole unifieddyes palette as groups:
703 * `unicolor_<excolor>`
705 For the following, no white/grey/black is allowed:
707 * `unicolor_medium_<excolor>`
708 * `unicolor_dark_<excolor>`
709 * `unicolor_light_<excolor>`
710 * `unicolor_<excolor>_s50`
711 * `unicolor_medium_<excolor>_s50`
712 * `unicolor_dark_<excolor>_s50`
714 Example of one shapeless recipe using a color group:
716 minetest.register_craft({
718 output = '<mod>:item_yellow',
719 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
724 * `dye.basecolors` are an array containing the names of available base colors
726 * `dye.excolors` are an array containing the names of the available extended colors
731 * `default.grow_tree(pos, is_apple_tree)`
732 * Grows a mgv6 tree or apple tree at pos
734 * `default.grow_jungle_tree(pos)`
735 * Grows a mgv6 jungletree at pos
737 * `default.grow_pine_tree(pos)`
738 * Grows a mgv6 pinetree at pos
740 * `default.grow_new_apple_tree(pos)`
741 * Grows a new design apple tree at pos
743 * `default.grow_new_jungle_tree(pos)`
744 * Grows a new design jungle tree at pos
746 * `default.grow_new_pine_tree(pos)`
747 * Grows a new design pine tree at pos
749 * `default.grow_new_acacia_tree(pos)`
750 * Grows a new design acacia tree at pos
752 * `default.grow_new_aspen_tree(pos)`
753 * Grows a new design aspen tree at pos
755 * `default.grow_new_snowy_pine_tree(pos)`
756 * Grows a new design snowy pine tree at pos
762 "mycarts:myrail", -- Rail name
763 nodedef, -- standard nodedef
764 railparams -- rail parameter struct (optional)
768 on_step(obj, dtime), -- Event handler called when
770 acceleration, -- integer acceleration factor (negative
774 The event handler is called after all default calculations
775 are made, so the custom on_step handler can override things
776 like speed, acceleration, player attachment. The handler will
777 likely be called many times per second, so the function needs
778 to make sure that the event is handled properly.
783 The key API allows mods to add key functionality to nodes that have
784 ownership or specific permissions. Using the API will make it so
785 that a node owner can use skeleton keys on their nodes to create keys
786 for that node in that location, and give that key to other players,
787 allowing them some sort of access that they otherwise would not have
788 due to node protection.
790 To make your new nodes work with the key API, you need to register
791 two callback functions in each nodedef:
794 `on_key_use(pos, player)`
795 * Is called when a player right-clicks (uses) a normal key on your
797 * `pos` - position of the node
798 * `player` - PlayerRef
799 * return value: none, ignored
801 The `on_key_use` callback should validate that the player is wielding
802 a key item with the right key meta secret. If needed the code should
803 deny access to the node functionality.
805 If formspecs are used, the formspec callbacks should duplicate these
806 checks in the metadata callback functions.
809 `on_skeleton_key_use(pos, player, newsecret)`
811 * Is called when a player right-clicks (uses) a skeleton key on your
813 * `pos` - position of the node
814 * `player` - PlayerRef
815 * `newsecret` - a secret value(string)
817 * `secret` - `nil` or the secret value that unlocks the door
818 * `name` - a string description of the node ("a locked chest")
819 * `owner` - name of the node owner
821 The `on_skeleton_key_use` function should validate that the player has
822 the right permissions to make a new key for the item. The newsecret
823 value is useful if the node has no secret value. The function should
824 store this secret value somewhere so that in the future it may compare
825 key secrets and match them to allow access. If a node already has a
826 secret value, the function should return that secret value instead
827 of the newsecret value. The secret value stored for the node should
828 not be overwritten, as this would invalidate existing keys.
830 Aside from the secret value, the function should retun a descriptive
831 name for the node and the owner name. The return values are all
832 encoded in the key that will be given to the player in replacement
833 for the wielded skeleton key.
835 if `nil` is returned, it is assumed that the wielder did not have
836 permissions to create a key for this node, and no key is created.