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 A global string called `creative.formspec_add` was added which allows mods to add additional formspec elements onto the default creative inventory formspec to be drawn after each update.
78 The doors mod allows modders to register custom doors and trapdoors.
80 `doors.register_door(name, def)`
83 * `name` Name for door
84 * `def` See [#Door definition]
86 `doors.register_trapdoor(name, def)`
88 * Registers new trapdoor
89 * `name` Name for trapdoor
90 * `def` See [#Trapdoor definition]
92 `doors.register_fencegate(name, def)`
94 * Registers new fence gate
95 * `name` Name for fence gate
96 * `def` See [#Fence gate definition]
100 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
101 * Returns an ObjectRef to a door, or nil if the position does not contain a door
105 :open(player) -- Open the door object, returns if door was opened
106 :close(player) -- Close the door object, returns if door was closed
107 :toggle(player) -- Toggle the door state, returns if state was toggled
108 :state() -- returns the door state, true = open, false = closed
110 the "player" parameter can be omitted in all methods. If passed then
111 the usual permission checks will be performed to make sure the player
112 has the permissions needed to open this door. If omitted then no
113 permission checks are performed.
117 description = "Door description",
118 inventory_image = "mod_door_inv.png",
119 groups = {choppy = 2},
120 tiles = {"mod_door.png"}, -- UV map.
121 recipe = craftrecipe,
122 sounds = default.node_sound_wood_defaults(), -- optional
123 sound_open = sound play for open door, -- optional
124 sound_close = sound play for close door, -- optional
125 protected = false, -- If true, only placer can open the door (locked for others)
127 ### Trapdoor definition
129 description = "Trapdoor description",
130 inventory_image = "mod_trapdoor_inv.png",
131 groups = {choppy = 2},
132 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
133 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
134 sounds = default.node_sound_wood_defaults(), -- optional
135 sound_open = sound play for open door, -- optional
136 sound_close = sound play for close door, -- optional
137 protected = false, -- If true, only placer can open the door (locked for others)
139 ### Fence gate definition
141 description = "Wooden Fence Gate",
142 texture = "default_wood.png",
143 material = "default:wood",
144 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
145 sounds = default.node_sound_wood_defaults(), -- optional
150 Allows creation of new fences with "fencelike" drawtype.
152 `default.register_fence(name, item definition)`
154 Registers a new fence. Custom fields texture and material are required, as
155 are name and description. The rest is optional. You can pass most normal
156 nodedef fields here except drawtype. The fence group will always be added
161 name = "default:fence_wood",
162 description = "Wooden Fence",
163 texture = "default_wood.png",
164 material = "default:wood",
165 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
166 sounds = default.node_sound_wood_defaults(),
171 The walls API allows easy addition of stone auto-connecting wall nodes.
173 walls.register(name, desc, texture, mat, sounds)
174 ^ name = "walls:stone_wall". Node name.
175 ^ desc = "A Stone wall"
176 ^ texture = "default_stone.png"
177 ^ mat = "default:stone". Used to auto-generate crafting recipe.
178 ^ sounds = sounds: see [#Default sounds]
183 The farming API allows you to easily register plants and hoes.
185 `farming.register_hoe(name, hoe definition)`
186 * Register a new hoe, see [#hoe definition]
188 `farming.register_plant(name, Plant definition)`
189 * Register a new growing plant, see [#Plant definition]
191 `farming.registered_plants[name] = definition`
192 * Table of registered plants, indexed by plant name
198 description = "", -- Description for tooltip
199 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
200 max_uses = 30, -- Uses until destroyed
201 material = "", -- Material for recipes
202 recipe = { -- Craft recipe, if material isn't used
203 {"air", "air", "air"},
212 description = "", -- Description of seed item
213 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
214 steps = 8, -- How many steps the plant has to grow, until it can be harvested
215 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
216 minlight = 13, -- Minimum light to grow
217 maxlight = default.LIGHT_MAX -- Maximum light to grow
223 New node def property:
227 * Called when fire attempts to remove a burning node.
228 * `pos` Position of the burning node.
230 `on_ignite(pos, igniter)`
232 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
233 Defining it may prevent the default action (spawning flames) from triggering.
234 * `pos` Position of the ignited node.
235 * `igniter` Player that used the tool, when available.
238 Give Initial Stuff API
239 ----------------------
241 `give_initial_stuff.give(player)`
243 ^ Give initial stuff to "player"
245 `give_initial_stuff.add(stack)`
247 ^ Add item to the initial stuff
248 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
249 ^ Can be called after the game has loaded
251 `give_initial_stuff.clear()`
253 ^ Removes all items from the initial stuff
254 ^ Can be called after the game has loaded
256 `give_initial_stuff.get_list()`
258 ^ returns list of item stacks
260 `give_initial_stuff.set_list(list)`
262 ^ List of initial items with numeric indices.
264 `give_initial_stuff.add_from_csv(str)`
266 ^ str is a comma separated list of initial stuff
267 ^ Adds items to the list of items to be given
272 `nyancat.place(pos, facedir, length)`
274 ^ Place a cat at `pos` facing `facedir` with tail length `length`
275 Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
277 `nyancat.generate(minp, maxp, seed)`
279 ^ Called by `minetest.register_on_generated`. To disable nyancat generation,
280 you can redefine nyancat.generate() to be an empty function
285 `tnt.register_tnt(definition)`
287 ^ Register a new type of tnt.
289 * `name` The name of the node. If no prefix is given `tnt` is used.
290 * `description` A description for your TNT.
291 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
292 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
293 * `disable_drops` Disable drops. By default it is set to false.
294 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
295 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
296 * `tiles` Textures for node
297 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
298 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
299 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
300 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
302 `tnt.boom(position, definition)`
304 ^ Create an explosion.
306 * `position` The center of explosion.
307 * `definition` The TNT definion as passed to `tnt.register`
309 `tnt.burn(position, [nodename])`
311 ^ Ignite TNT at position, nodename isn't required unless already known.
314 To make dropping items from node inventories easier, you can use the
315 following helper function from 'default':
317 default.get_inventory_drops(pos, inventory, drops)
319 ^ Return drops from node inventory "inventory" in drops.
321 * `pos` - the node position
322 * `inventory` - the name of the inventory (string)
323 * `drops` - an initialized list
325 The function returns no values. The drops are returned in the `drops`
326 parameter, and drops is not reinitialized so you can call it several
327 times in a row to add more inventory items to it.
330 `on_blast` callbacks:
332 Both nodedefs and entitydefs can provide an `on_blast()` callback
334 `nodedef.on_blast(pos, intensity)`
335 ^ Allow drop and node removal overriding
336 * `pos` - node position
337 * `intensity` - TNT explosion measure. larger or equal to 1.0
338 ^ Should return a list of drops (e.g. {"default:stone"})
339 ^ Should perform node removal itself. If callback exists in the nodedef
340 ^ then the TNT code will not destroy this node.
342 `entitydef.on_blast(luaobj, damage)`
343 ^ Allow TNT effects on entities to be overridden
344 * `luaobj` - LuaEntityRef of the entity
345 * `damage` - suggested HP damage value
346 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
347 * `do_damage` - if true then TNT mod wil damage the entity
348 * `do_knockback` - if true then TNT mod will knock the entity away
349 * `drops` - a list of drops, e.g. {"wool:red"}
355 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
356 To use it, add the `on_screwdriver` function to the node definition.
358 `on_rotate(pos, node, user, mode, new_param2)`
360 * `pos` Position of the node that the screwdriver is being used on
362 * `user` The player who used the screwdriver
363 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
364 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
365 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
366 it but to indicate that changed have already been made (so the screwdriver will wear out)
367 * use `on_rotate = false` to always disallow rotation
368 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
374 The sethome API adds three global functions to allow mods to read a players home position,
375 set a players home position and teleport a player to home position.
379 * `name` Player who's home position you wish to get
380 * return value: false if no player home coords exist, position table if true
382 `sethome.set(name, pos)`
384 * `name` Player who's home position you wish to set
385 * `pos` Position table containing coords of home position
386 * return value: false if unable to set and save new home position, otherwise true
390 * `name` Player you wish to teleport to their home position
391 * return value: false if player cannot be sent home, otherwise true
397 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
398 delivered with Minetest Game, to keep them compatible with other mods.
400 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
403 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
404 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
405 * `groups`: see [Known damage and digging time defining groups]
406 * `images`: see [Tile definition]
407 * `description`: used for the description field in the stair's definition
408 * `sounds`: see [#Default sounds]
410 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
413 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
414 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
415 * `groups`: see [Known damage and digging time defining groups]
416 * `images`: see [Tile definition]
417 * `description`: used for the description field in the stair's definition
418 * `sounds`: see [#Default sounds]
420 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
422 * A wrapper for stairs.register_stair and stairs.register_slab
423 * Uses almost the same arguments as stairs.register_stair
424 * `desc_stair`: Description for stair node
425 * `desc_slab`: Description for slab node
430 Creates panes that automatically connect to each other
432 `xpanes.register_pane(subname, def)`
434 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
435 * `def`: See [#Pane definition]
440 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
441 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
442 sounds = SoundSpec, -- See [#Default sounds]
443 recipe = {{"","","","","","","","",""}}, -- Recipe field only
449 The following nodes use the group `connect_to_raillike` and will only connect to
450 raillike nodes within this group and the same group value.
451 Use `minetest.raillike_group(<Name>)` to get the group value.
453 | Node type | Raillike group name
454 |-----------------------|---------------------
455 | default:rail | "rail"
456 | tnt:gunpowder | "gunpowder"
457 | tnt:gunpowder_burning | "gunpowder"
460 If you want to add a new rail type and want it to connect with default:rail,
461 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
468 Sounds inside the default table can be used within the sounds field of node definitions.
470 * `default.node_sound_defaults()`
471 * `default.node_sound_stone_defaults()`
472 * `default.node_sound_dirt_defaults()`
473 * `default.node_sound_sand_defaults()`
474 * `default.node_sound_wood_defaults()`
475 * `default.node_sound_leaves_defaults()`
476 * `default.node_sound_glass_defaults()`
477 * `default.node_sound_metal_defaults()`
482 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
487 The player API can register player models and update the player's appearence
489 `default.player_register_model(name, def)`
491 * Register a new model to be used by players.
492 * name: model filename such as "character.x", "foo.b3d", etc.
493 * def: See [#Model definition]
495 `default.registered_player_models[name]`
497 * Get a model's definition
498 * see [#Model definition]
500 `default.player_set_model(player, model_name)`
502 * Change a player's model
503 * `player`: PlayerRef
504 * `model_name`: model registered with player_register_model()
506 `default.player_set_animation(player, anim_name [, speed])`
508 * Applies an animation to a player
509 * anim_name: name of the animation.
510 * speed: frames per second. If nil, default from the model is used
512 `default.player_set_textures(player, textures)`
514 * Sets player textures
515 * `player`: PlayerRef
516 * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
518 default.player_get_animation(player)
520 * Returns a table containing fields `model`, `textures` and `animation`.
521 * Any of the fields of the returned table may be nil.
527 animation_speed = 30, -- Default animation speed, in FPS.
528 textures = {"character.png", }, -- Default array of textures.
529 visual_size = {x = 1, y = 1}, -- Used to scale the model.
531 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
532 foo = {x = 0, y = 19},
533 bar = {x = 20, y = 39},
541 To enable leaf decay for a node, add it to the `leafdecay` group.
543 The rating of the group determines how far from a node in the group `tree`
544 the node can be without decaying.
546 If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
547 the player places a node of that kind, you will want to set `param2 = 1` or so.
549 The function `default.after_place_leaves` can be set as `after_place_node of a node`
550 to set param2 to 1 if the player places the node (should not be used for nodes
551 that use param2 otherwise (e.g. facedir)).
553 If the node is in the `leafdecay_drop` group then it will always be dropped as an
559 To make recipes that will work with any dye ever made by anybody, define
560 them based on groups. You can select any group of groups, based on your need for
575 * `basecolor_magenta`
577 Extended color groups ( * means also base color )
580 * `excolor_lightgrey`
594 * `excolor_magenta` *
595 * `excolor_red_violet`
597 The whole unifieddyes palette as groups:
599 * `unicolor_<excolor>`
601 For the following, no white/grey/black is allowed:
603 * `unicolor_medium_<excolor>`
604 * `unicolor_dark_<excolor>`
605 * `unicolor_light_<excolor>`
606 * `unicolor_<excolor>_s50`
607 * `unicolor_medium_<excolor>_s50`
608 * `unicolor_dark_<excolor>_s50`
610 Example of one shapeless recipe using a color group:
612 minetest.register_craft({
614 output = '<mod>:item_yellow',
615 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
620 * `dye.basecolors` are an array containing the names of available base colors
622 * `dye.excolors` are an array containing the names of the available extended colors
627 * `default.grow_tree(pos, is_apple_tree)`
628 * Grows a mgv6 tree or apple tree at pos
630 * `default.grow_jungle_tree(pos)`
631 * Grows a mgv6 jungletree at pos
633 * `default.grow_pine_tree(pos)`
634 * Grows a mgv6 pinetree at pos
636 * `default.grow_new_apple_tree(pos)`
637 * Grows a new design apple tree at pos
639 * `default.grow_new_jungle_tree(pos)`
640 * Grows a new design jungle tree at pos
642 * `default.grow_new_pine_tree(pos)`
643 * Grows a new design pine tree at pos
645 * `default.grow_new_acacia_tree(pos)`
646 * Grows a new design acacia tree at pos
648 * `default.grow_new_aspen_tree(pos)`
649 * Grows a new design aspen tree at pos
651 * `default.grow_new_snowy_pine_tree(pos)`
652 * Grows a new design snowy pine tree at pos
658 "mycarts:myrail", -- Rail name
659 nodedef, -- standard nodedef
660 railparams -- rail parameter struct (optional)
664 on_step(obj, dtime), -- Event handler called when
666 acceleration, -- integer acceleration factor (negative
670 The event handler is called after all default calculations
671 are made, so the custom on_step handler can override things
672 like speed, acceleration, player attachment. The handler will
673 likely be called many times per second, so the function needs
674 to make sure that the event is handled properly.