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 screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
150 To use it, add the on_screwdriver function to the node definition.
151 on_rotate(pos, node, user, mode, new_param2)
152 ^ pos: position of the node that the screwdriver is being used on
154 ^ user: the player who used the screwdriver
155 ^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
156 ^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
157 ^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
158 it but to indicate that changed have already been made (so the screwdriver will wear out)
159 ^ use on_rotate = screwdriver.disallow to always disallow rotation
160 ^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
164 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
165 delivered with minetest_game, to keep them compatible with other mods.
167 stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
168 -> Registers a stair.
169 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
170 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
171 -> groups: see [Known damage and digging time defining groups]
172 -> images: see [Tile definition]
173 -> description: used for the description field in the stair's definition
174 -> sounds: see [#Default sounds]
176 stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
178 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
179 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
180 -> groups: see [Known damage and digging time defining groups]
181 -> images: see [Tile definition]
182 -> description: used for the description field in the stair's definition
183 -> sounds: see [#Default sounds]
185 stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
186 -> A wrapper for stairs.register_stair and stairs.register_slab
187 -> Uses almost the same arguments as stairs.register_stair
188 -> desc_stair: Description for stair node
189 -> desc_slab: Description for slab node
193 Creates panes that automatically connect to each other
195 xpanes.register_pane(subname, def)
196 -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
197 -> def: See [#Pane definition]
202 textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
203 ^ More tiles aren't supported
204 groups = {group = rating},
205 ^ Uses the known node groups, see [Known damage and digging time defining groups]
207 ^ See [#Default sounds]
208 recipe = {{"","","","","","","","",""}},
214 The following nodes use the group `connect_to_raillike` and will only connect to
215 raillike nodes within this group and the same group value.
216 Use `minetest.raillike_group(<Name>)` to get the group value.
218 | Node type | Raillike group name
219 +-----------------------+----------------------------------
220 | default:rail | "rail"
223 If you want to add a new rail type and want it to connect with default:rail,
224 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
230 Sounds inside the default table can be used within the sounds field of node definitions.
232 default.node_sound_defaults()
233 default.node_sound_stone_defaults()
234 default.node_sound_dirt_defaults()
235 default.node_sound_sand_defaults()
236 default.node_sound_wood_defaults()
237 default.node_sound_leaves_defaults()
238 default.node_sound_glass_defaults()
243 ^ The maximum light level (see [Node definition] light_source)
247 The player API can register player models and update the player's appearence
249 default.player_register_model(name, def)
250 ^ Register a new model to be used by players.
251 -> name: model filename such as "character.x", "foo.b3d", etc.
252 -> def: See [#Model definition]
254 default.registered_player_models[name]
255 ^ Get a model's definition
256 -> see [#Model definition]
258 default.player_set_model(player, model_name)
259 ^ Change a player's model
261 -> model_name: model registered with player_register_model()
263 default.player_set_animation(player, anim_name [, speed])
264 ^ Applies an animation to a player
265 -> anim_name: name of the animation.
266 -> speed: frames per second. If nil, default from the model is used
268 default.player_set_textures(player, textures)
269 ^ Sets player textures
271 -> textures: array of textures
272 ^ If <textures> is nil, the default textures from the model def are used
274 default.player_get_animation(player)
275 ^ Returns a table containing fields "model", "textures" and "animation".
276 ^ Any of the fields of the returned table may be nil.
282 animation_speed = 30, -- Default animation speed, in FPS.
283 textures = {"character.png", }, -- Default array of textures.
284 visual_size = {x=1, y=1,}, -- Used to scale the model.
286 -- <anim_name> = { x=<start_frame>, y=<end_frame>, },
287 foo = { x= 0, y=19, },
288 bar = { x=20, y=39, },
295 To enable leaf decay for a node, add it to the "leafdecay" group.
297 The rating of the group determines how far from a node in the group "tree"
298 the node can be without decaying.
300 If param2 of the node is ~= 0, the node will always be preserved. Thus, if
301 the player places a node of that kind, you will want to set param2=1 or so.
303 The function default.after_place_leaves can be set as after_place_node of a node
304 to set param2 to 1 if the player places the node (should not be used for nodes
305 that use param2 otherwise (e.g. facedir)).
307 If the node is in the leafdecay_drop group then it will always be dropped as an
312 To make recipes that will work with any dye ever made by anybody, define
313 them based on groups. You can select any group of groups, based on your need for
329 Extended color groups (* = equal to a base color):
348 The whole unifieddyes palette as groups:
350 For the following, no white/grey/black is allowed:
351 - unicolor_medium_<excolor>
352 - unicolor_dark_<excolor>
353 - unicolor_light_<excolor>
354 - unicolor_<excolor>_s50
355 - unicolor_medium_<excolor>_s50
356 - unicolor_dark_<excolor>_s50
358 Example of one shapeless recipe using a color group:
359 minetest.register_craft({
361 output = '<mod>:item_yellow',
362 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
368 ^ Array containing the names of available base colors
371 ^ Array containing the names of the available extended colors
375 default.grow_tree(pos, is_apple_tree)
376 ^ Grows a tree or apple tree at pos
378 default.grow_jungle_tree(pos)
379 ^ Grows a jungletree at pos
381 default.grow_pine_tree(pos)
382 ^ Grows a pinetree at pos