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
29 The doors mod allows modders to register custom doors and trapdoors.
31 doors.register_door(name, def)
33 ^ def: See [#Door definition]
36 doors.register_trapdoor(name, def)
37 ^ name: "Trapdoor name"
38 ^ def: See [#Trapdoor definition]
39 -> Registers new trapdoor
44 description = "Door description",
45 inventory_image = "mod_door_inv.png",
47 tiles_bottom: [Tile definition],
48 ^ the tiles of the bottom part of the door {front, side}
49 tiles_top: [Tile definition],
50 ^ the tiles of the bottom part of the door {front, side}
51 node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
52 node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
53 selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
54 selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
55 sound_open_door = sound play for open door, OPTIONAL,
56 sound_close_door = sound play for close door, OPTIONAL,
57 only_placer_can_open = true/false,
58 ^ If true, only placer can open the door (locked for others)
64 tile_front = "doors_trapdoor.png",
65 ^ the texture for the front and back of the trapdoor
66 tile_side: "doors_trapdoor_side.png",
67 ^ the tiles of the four side parts of the trapdoor
68 sound_open = sound to play when opening the trapdoor, OPTIONAL,
69 sound_close = sound to play when closing the trapdoor, OPTIONAL,
70 -> You can add any other node definition properties for minetest.register_node,
71 such as wield_image, inventory_image, sounds, groups, description, ...
72 Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
73 will be overwritten by the trapdoor registration function
78 The farming API allows you to easily register plants and hoes.
80 farming.register_hoe(name, hoe definition)
81 -> Register a new hoe, see [#hoe definition]
83 farming.register_plant(name, Plant definition)
84 -> Register a new growing plant, see [#Plant definition]
89 description = "", -- Description for tooltip
90 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
91 max_uses = 30, -- Uses until destroyed
92 recipe = { -- Craft recipe
93 {"air", "air", "air"},
102 description = "", -- Description of seed item
103 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
104 steps = 8, -- How many steps the plant has to grow, until it can be harvested
105 ^ Always provide a plant texture for ech step, format: modname_plantname_i.png (i = stepnumber)
106 minlight = 13, -- Minimum light to grow
107 maxlight = default.LIGHT_MAX -- Maximum light to grow
112 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
113 delivered with minetest_game, to keep them compatible with other mods.
115 stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
116 -> Registers a stair.
117 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
118 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
119 -> groups: see [Known damage and digging time defining groups]
120 -> images: see [Tile definition]
121 -> description: used for the description field in the stair's definition
122 -> sounds: see [#Default sounds]
124 stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
126 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
127 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
128 -> groups: see [Known damage and digging time defining groups]
129 -> images: see [Tile definition]
130 -> description: used for the description field in the stair's definition
131 -> sounds: see [#Default sounds]
133 stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
134 -> A wrapper for stairs.register_stair and stairs.register_slab
135 -> Uses almost the same arguments as stairs.register_stair
136 -> desc_stair: Description for stair node
137 -> desc_slab: Description for slab node
141 Creates panes that automatically connect to each other
143 xpanes.register_pane(subname, def)
144 -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
145 -> def: See [#Pane definition]
150 textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
151 ^ More tiles aren't supported
152 groups = {group = rating},
153 ^ Uses the known node groups, see [Known damage and digging time defining groups]
155 ^ See [#Default sounds]
156 recipe = {{"","","","","","","","",""}},
162 Sounds inside the default table can be used within the sounds field of node definitions.
164 default.node_sound_defaults()
165 default.node_sound_stone_defaults()
166 default.node_sound_dirt_defaults()
167 default.node_sound_sand_defaults()
168 default.node_sound_wood_defaults()
169 default.node_sound_leaves_defaults()
170 default.node_sound_glass_defaults()
175 ^ The maximum light level (see [Node definition] light_source)
179 The player API can register player models and update the player's appearence
181 default.player_register_model(name, def)
182 ^ Register a new model to be used by players.
183 -> name: model filename such as "character.x", "foo.b3d", etc.
184 -> def: See [#Model definition]
186 default.registered_player_models[name]
187 ^ Get a model's definition
188 -> see [#Model definition]
190 default.player_set_model(player, model_name)
191 ^ Change a player's model
193 -> model_name: model registered with player_register_model()
195 default.player_set_animation(player, anim_name [, speed])
196 ^ Applies an animation to a player
197 -> anim_name: name of the animation.
198 -> speed: frames per second. If nil, default from the model is used
200 default.player_set_textures(player, textures)
201 ^ Sets player textures
203 -> textures: array of textures
204 ^ If <textures> is nil, the default textures from the model def are used
206 default.player_get_animation(player)
207 ^ Returns a table containing fields "model", "textures" and "animation".
208 ^ Any of the fields of the returned table may be nil.
214 animation_speed = 30, -- Default animation speed, in FPS.
215 textures = {"character.png", }, -- Default array of textures.
216 visual_size = {x=1, y=1,}, -- Used to scale the model.
218 -- <anim_name> = { x=<start_frame>, y=<end_frame>, },
219 foo = { x= 0, y=19, },
220 bar = { x=20, y=39, },
227 To enable leaf decay for a node, add it to the "leafdecay" group.
229 The rating of the group determines how far from a node in the group "tree"
230 the node can be without decaying.
232 If param2 of the node is ~= 0, the node will always be preserved. Thus, if
233 the player places a node of that kind, you will want to set param2=1 or so.
235 The function default.after_place_leaves can be set as after_place_node of a node
236 to set param2 to 1 if the player places the node (should not be used for nodes
237 that use param2 otherwise (e.g. facedir)).
239 If the node is in the leafdecay_drop group then it will always be dropped as an
244 To make recipes that will work with any dye ever made by anybody, define
245 them based on groups. You can select any group of groups, based on your need for
261 Extended color groups (* = equal to a base color):
280 The whole unifieddyes palette as groups:
282 For the following, no white/grey/black is allowed:
283 - unicolor_medium_<excolor>
284 - unicolor_dark_<excolor>
285 - unicolor_light_<excolor>
286 - unicolor_<excolor>_s50
287 - unicolor_medium_<excolor>_s50
288 - unicolor_dark_<excolor>_s50
290 Example of one shapeless recipe using a color group:
291 minetest.register_craft({
293 output = '<mod>:item_yellow',
294 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
300 ^ Array containing the names of available base colors
303 ^ Array containing the names of the available extended colors
307 default.grow_tree(pos, is_apple_tree)
308 ^ Grows a tree or apple tree at pos
310 default.grow_jungle_tree(pos)
311 ^ Grows a jungletree at pos
313 default.grow_pine_tree(pos)
314 ^ Grows a pinetree at pos