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 ObjecRef 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
138 Allows creation of new fences with "fencelike" drawtype.
140 `default.register_fence(name, item definition)`
142 Registers a new fence. Custom fields texture and material are required, as
143 are name and description. The rest is optional. You can pass most normal
144 nodedef fields here except drawtype. The fence group will always be added
149 name = "default:fence_wood",
150 description = "Wooden Fence",
151 texture = "default_wood.png",
152 material = "default:wood",
153 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
154 sounds = default.node_sound_wood_defaults(),
158 The walls API allows easy addition of stone auto-connecting wall nodes.
160 walls.register(name, desc, texture, mat, sounds)
161 ^ name = "walls:stone_wall". Node name.
162 ^ desc = "A Stone wall"
163 ^ texture = "default_stone.png"
164 ^ mat = "default:stone". Used to auto-generate crafting recipe.
165 ^ sounds = sounds: see [#Default sounds]
170 The farming API allows you to easily register plants and hoes.
172 `farming.register_hoe(name, hoe definition)`
173 * Register a new hoe, see [#hoe definition]
175 `farming.register_plant(name, Plant definition)`
176 * Register a new growing plant, see [#Plant definition]
182 description = "", -- Description for tooltip
183 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
184 max_uses = 30, -- Uses until destroyed
185 material = "", -- Material for recipes
186 recipe = { -- Craft recipe, if material isn't used
187 {"air", "air", "air"},
196 description = "", -- Description of seed item
197 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
198 steps = 8, -- How many steps the plant has to grow, until it can be harvested
199 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
200 minlight = 13, -- Minimum light to grow
201 maxlight = default.LIGHT_MAX -- Maximum light to grow
209 * Called when fire attempts to remove a burning node.
210 * `pos` Position of the burning node.
215 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
216 To use it, add the `on_screwdriver` function to the node definition.
218 `on_rotate(pos, node, user, mode, new_param2)`
220 * `pos` Position of the node that the screwdriver is being used on
222 * `user` The player who used the screwdriver
223 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
224 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
225 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
226 it but to indicate that changed have already been made (so the screwdriver will wear out)
227 * use `on_rotate = screwdriver.disallow` to always disallow rotation
228 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
233 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
234 delivered with Minetest Game, to keep them compatible with other mods.
236 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
239 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
240 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
241 * `groups`: see [Known damage and digging time defining groups]
242 * `images`: see [Tile definition]
243 * `description`: used for the description field in the stair's definition
244 * `sounds`: see [#Default sounds]
246 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
249 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
250 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
251 * `groups`: see [Known damage and digging time defining groups]
252 * `images`: see [Tile definition]
253 * `description`: used for the description field in the stair's definition
254 * `sounds`: see [#Default sounds]
256 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
258 * A wrapper for stairs.register_stair and stairs.register_slab
259 * Uses almost the same arguments as stairs.register_stair
260 * `desc_stair`: Description for stair node
261 * `desc_slab`: Description for slab node
266 Creates panes that automatically connect to each other
268 `xpanes.register_pane(subname, def)`
270 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
271 * `def`: See [#Pane definition]
276 textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
277 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
278 sounds = SoundSpec, -- See [#Default sounds]
279 recipe = {{"","","","","","","","",""}}, -- Recipe field only
285 The following nodes use the group `connect_to_raillike` and will only connect to
286 raillike nodes within this group and the same group value.
287 Use `minetest.raillike_group(<Name>)` to get the group value.
289 | Node type | Raillike group name
290 |-----------------------|---------------------
291 | default:rail | "rail"
292 | tnt:gunpowder | "gunpowder"
293 | tnt:gunpowder_burning | "gunpowder"
296 If you want to add a new rail type and want it to connect with default:rail,
297 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
304 Sounds inside the default table can be used within the sounds field of node definitions.
306 * `default.node_sound_defaults()`
307 * `default.node_sound_stone_defaults()`
308 * `default.node_sound_dirt_defaults()`
309 * `default.node_sound_sand_defaults()`
310 * `default.node_sound_wood_defaults()`
311 * `default.node_sound_leaves_defaults()`
312 * `default.node_sound_glass_defaults()`
317 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
322 The player API can register player models and update the player's appearence
324 `default.player_register_model(name, def)`
326 * Register a new model to be used by players.
327 * name: model filename such as "character.x", "foo.b3d", etc.
328 * def: See [#Model definition]
330 `default.registered_player_models[name]`
332 * Get a model's definition
333 * see [#Model definition]
335 `default.player_set_model(player, model_name)`
337 * Change a player's model
338 * `player`: PlayerRef
339 * `model_name`: model registered with player_register_model()
341 `default.player_set_animation(player, anim_name [, speed])`
343 * Applies an animation to a player
344 * anim_name: name of the animation.
345 * speed: frames per second. If nil, default from the model is used
347 `default.player_set_textures(player, textures)`
349 * Sets player textures
350 * `player`: PlayerRef
351 * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
353 default.player_get_animation(player)
355 * Returns a table containing fields `model`, `textures` and `animation`.
356 * Any of the fields of the returned table may be nil.
362 animation_speed = 30, -- Default animation speed, in FPS.
363 textures = {"character.png", }, -- Default array of textures.
364 visual_size = {x = 1, y = 1}, -- Used to scale the model.
366 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
367 foo = {x = 0, y = 19},
368 bar = {x = 20, y = 39},
376 To enable leaf decay for a node, add it to the `leafdecay` group.
378 The rating of the group determines how far from a node in the group `tree`
379 the node can be without decaying.
381 If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
382 the player places a node of that kind, you will want to set `param2 = 1` or so.
384 The function `default.after_place_leaves` can be set as `after_place_node of a node`
385 to set param2 to 1 if the player places the node (should not be used for nodes
386 that use param2 otherwise (e.g. facedir)).
388 If the node is in the `leafdecay_drop` group then it will always be dropped as an
394 To make recipes that will work with any dye ever made by anybody, define
395 them based on groups. You can select any group of groups, based on your need for
410 * `basecolor_magenta`
412 Extended color groups ( * means also base color )
415 * `excolor_lightgrey`
429 * `excolor_magenta` *
430 * `excolor_red_violet`
432 The whole unifieddyes palette as groups:
434 * `unicolor_<excolor>`
436 For the following, no white/grey/black is allowed:
438 * `unicolor_medium_<excolor>`
439 * `unicolor_dark_<excolor>`
440 * `unicolor_light_<excolor>`
441 * `unicolor_<excolor>_s50`
442 * `unicolor_medium_<excolor>_s50`
443 * `unicolor_dark_<excolor>_s50`
445 Example of one shapeless recipe using a color group:
447 minetest.register_craft({
449 output = '<mod>:item_yellow',
450 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
455 * `dye.basecolors` are an array containing the names of available base colors
457 * `dye.excolors` are an array containing the names of the available extended colors
462 * `default.grow_tree(pos, is_apple_tree)`
463 * Grows a mgv6 tree or apple tree at pos
465 * `default.grow_jungle_tree(pos)`
466 * Grows a mgv6 jungletree at pos
468 * `default.grow_pine_tree(pos)`
469 * Grows a mgv6 pinetree at pos
471 * `default.grow_new_apple_tree(pos)`
472 * Grows a new design apple tree at pos
474 * `default.grow_new_jungle_tree(pos)`
475 * Grows a new design jungle tree at pos
477 * `default.grow_new_pine_tree(pos)`
478 * Grows a new design pine tree at pos
480 * `default.grow_new_acacia_tree(pos)`
481 * Grows a new design acacia tree at pos
483 * `default.grow_new_aspen_tree(pos)`
484 * Grows a new design aspen tree at pos
486 * `default.grow_new_snowy_pine_tree(pos)`
487 * Grows a new design snowy pine tree at pos