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]
83 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
84 * Returns an ObjecRef to a door, or nil if the position does not contain a door
88 :open(player) -- Open the door object, returns if door was opened
89 :close(player) -- Close the door object, returns if door was closed
90 :toggle(player) -- Toggle the door state, returns if state was toggled
91 :state() -- returns the door state, true = open, false = closed
93 the "player" parameter can be omitted in all methods. If passed then
94 the usual permission checks will be performed to make sure the player
95 has the permissions needed to open this door. If omitted then no
96 permission checks are performed.
100 description = "Door description",
101 inventory_image = "mod_door_inv.png",
102 groups = {choppy = 2},
103 tiles = {"mod_door.png"}, -- UV map.
104 recipe = craftrecipe,
105 sounds = default.node_sound_wood_defaults(), -- optional
106 sound_open = sound play for open door, -- optional
107 sound_close = sound play for close door, -- optional
108 protected = false, -- If true, only placer can open the door (locked for others)
110 ###Trapdoor definition
112 description = "Trapdoor description",
113 inventory_image = "mod_trapdoor_inv.png",
114 groups = {choppy = 2},
115 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
116 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
117 sounds = default.node_sound_wood_defaults(), -- optional
118 sound_open = sound play for open door, -- optional
119 sound_close = sound play for close door, -- optional
120 protected = false, -- If true, only placer can open the door (locked for others)
124 Allows creation of new fences with "fencelike" drawtype.
126 `default.register_fence(name, item definition)`
128 Registers a new fence. Custom fields texture and material are required, as
129 are name and description. The rest is optional. You can pass most normal
130 nodedef fields here except drawtype. The fence group will always be added
135 name = "default:fence_wood",
136 description = "Wooden Fence",
137 texture = "default_wood.png",
138 material = "default:wood",
139 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
140 sounds = default.node_sound_wood_defaults(),
145 The farming API allows you to easily register plants and hoes.
147 `farming.register_hoe(name, hoe definition)`
148 * Register a new hoe, see [#hoe definition]
150 `farming.register_plant(name, Plant definition)`
151 * Register a new growing plant, see [#Plant definition]
157 description = "", -- Description for tooltip
158 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
159 max_uses = 30, -- Uses until destroyed
160 material = "", -- Material for recipes
161 recipe = { -- Craft recipe, if material isn't used
162 {"air", "air", "air"},
171 description = "", -- Description of seed item
172 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
173 steps = 8, -- How many steps the plant has to grow, until it can be harvested
174 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
175 minlight = 13, -- Minimum light to grow
176 maxlight = default.LIGHT_MAX -- Maximum light to grow
184 * Called when fire attempts to remove a burning node.
185 * `pos` Position of the burning node.
190 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
191 To use it, add the `on_screwdriver` function to the node definition.
193 `on_rotate(pos, node, user, mode, new_param2)`
195 * `pos` Position of the node that the screwdriver is being used on
197 * `user` The player who used the screwdriver
198 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
199 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
200 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
201 it but to indicate that changed have already been made (so the screwdriver will wear out)
202 * use `on_rotate = screwdriver.disallow` to always disallow rotation
203 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
208 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
209 delivered with Minetest Game, to keep them compatible with other mods.
211 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
214 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
215 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
216 * `groups`: see [Known damage and digging time defining groups]
217 * `images`: see [Tile definition]
218 * `description`: used for the description field in the stair's definition
219 * `sounds`: see [#Default sounds]
221 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
224 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
225 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
226 * `groups`: see [Known damage and digging time defining groups]
227 * `images`: see [Tile definition]
228 * `description`: used for the description field in the stair's definition
229 * `sounds`: see [#Default sounds]
231 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
233 * A wrapper for stairs.register_stair and stairs.register_slab
234 * Uses almost the same arguments as stairs.register_stair
235 * `desc_stair`: Description for stair node
236 * `desc_slab`: Description for slab node
241 Creates panes that automatically connect to each other
243 `xpanes.register_pane(subname, def)`
245 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
246 * `def`: See [#Pane definition]
251 textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
252 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
253 sounds = SoundSpec, -- See [#Default sounds]
254 recipe = {{"","","","","","","","",""}}, -- Recipe field only
260 The following nodes use the group `connect_to_raillike` and will only connect to
261 raillike nodes within this group and the same group value.
262 Use `minetest.raillike_group(<Name>)` to get the group value.
264 | Node type | Raillike group name
265 |-----------------------|---------------------
266 | default:rail | "rail"
267 | tnt:gunpowder | "gunpowder"
268 | tnt:gunpowder_burning | "gunpowder"
271 If you want to add a new rail type and want it to connect with default:rail,
272 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
279 Sounds inside the default table can be used within the sounds field of node definitions.
281 * `default.node_sound_defaults()`
282 * `default.node_sound_stone_defaults()`
283 * `default.node_sound_dirt_defaults()`
284 * `default.node_sound_sand_defaults()`
285 * `default.node_sound_wood_defaults()`
286 * `default.node_sound_leaves_defaults()`
287 * `default.node_sound_glass_defaults()`
292 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
297 The player API can register player models and update the player's appearence
299 `default.player_register_model(name, def)`
301 * Register a new model to be used by players.
302 * name: model filename such as "character.x", "foo.b3d", etc.
303 * def: See [#Model definition]
305 `default.registered_player_models[name]`
307 * Get a model's definition
308 * see [#Model definition]
310 `default.player_set_model(player, model_name)`
312 * Change a player's model
313 * `player`: PlayerRef
314 * `model_name`: model registered with player_register_model()
316 `default.player_set_animation(player, anim_name [, speed])`
318 * Applies an animation to a player
319 * anim_name: name of the animation.
320 * speed: frames per second. If nil, default from the model is used
322 `default.player_set_textures(player, textures)`
324 * Sets player textures
325 * `player`: PlayerRef
326 * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
328 default.player_get_animation(player)
330 * Returns a table containing fields `model`, `textures` and `animation`.
331 * Any of the fields of the returned table may be nil.
337 animation_speed = 30, -- Default animation speed, in FPS.
338 textures = {"character.png", }, -- Default array of textures.
339 visual_size = {x = 1, y = 1}, -- Used to scale the model.
341 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
342 foo = {x = 0, y = 19},
343 bar = {x = 20, y = 39},
351 To enable leaf decay for a node, add it to the `leafdecay` group.
353 The rating of the group determines how far from a node in the group `tree`
354 the node can be without decaying.
356 If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
357 the player places a node of that kind, you will want to set `param2 = 1` or so.
359 The function `default.after_place_leaves` can be set as `after_place_node of a node`
360 to set param2 to 1 if the player places the node (should not be used for nodes
361 that use param2 otherwise (e.g. facedir)).
363 If the node is in the `leafdecay_drop` group then it will always be dropped as an
369 To make recipes that will work with any dye ever made by anybody, define
370 them based on groups. You can select any group of groups, based on your need for
385 * `basecolor_magenta`
387 Extended color groups ( * means also base color )
390 * `excolor_lightgrey`
404 * `excolor_magenta` *
405 * `excolor_red_violet`
407 The whole unifieddyes palette as groups:
409 * `unicolor_<excolor>`
411 For the following, no white/grey/black is allowed:
413 * `unicolor_medium_<excolor>`
414 * `unicolor_dark_<excolor>`
415 * `unicolor_light_<excolor>`
416 * `unicolor_<excolor>_s50`
417 * `unicolor_medium_<excolor>_s50`
418 * `unicolor_dark_<excolor>_s50`
420 Example of one shapeless recipe using a color group:
422 minetest.register_craft({
424 output = '<mod>:item_yellow',
425 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
430 * `dye.basecolors` are an array containing the names of available base colors
432 * `dye.excolors` are an array containing the names of the available extended colors
437 * `default.grow_tree(pos, is_apple_tree)`
438 * Grows a mgv6 tree or apple tree at pos
440 * `default.grow_jungle_tree(pos)`
441 * Grows a mgv6 jungletree at pos
443 * `default.grow_pine_tree(pos)`
444 * Grows a mgv6 pinetree at pos
446 * `default.grow_new_apple_tree(pos)`
447 * Grows a new design apple tree at pos
449 * `default.grow_new_jungle_tree(pos)`
450 * Grows a new design jungle tree at pos
452 * `default.grow_new_pine_tree(pos)`
453 * Grows a new design pine tree at pos
455 * `default.grow_new_acacia_tree(pos)`
456 * Grows a new design acacia tree at pos
458 * `default.grow_new_aspen_tree(pos)`
459 * Grows a new design aspen tree at pos
461 * `default.grow_new_snowy_pine_tree(pos)`
462 * Grows a new design snowy pine tree at pos