-Minetest Lua Modding API Reference 0.4.0
+Minetest Lua Modding API Reference 0.4.4
==========================================
More information at http://c55.me/minetest/
- disable_jump: Player (and possibly other things) cannot jump from node
- fall_damage_add_percent: damage speed = speed * (1 + value/100)
- bouncy: value is bounce speed in percent
+- falling_node: if there is no walkable block under the node it will fall
+- attached_node: if the node under it is not a walkable block the node will be
+ dropped as an item. If the node is wallmounted the
+ wallmounted direction is checked.
Known damage and digging time defining groups
----------------------------------------------
^ Show an image
^ Position and size units are inventory slots
+item_image[<X>,<Y>;<W>,<H>;<item name>]
+^ Show an inventory image of registered item/node
+^ Position and size units are inventory slots
+
+background[<X>,<Y>;<W>,<H>;<texture name>]
+^ Use a background. Inventory rectangles are not drawn then.
+^ Position and size units are inventory slots
+^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
+
field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
^ Textual field; will be sent to server when a button is clicked
^ x and y position the field relative to the top left of the menu
^ must be used without a size[] element
^ a 'Proceed' button will be added automatically
+textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
+^ same as fields above, but with multi-line input
+
label[<X>,<Y>;<label>]
^ x and y work as per field
^ label is the text on the label
^ image is the filename of an image
^ Position and size units are inventory slots
+item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
+^ x, y, w, h, name and label work as per button
+^ item name is the registered name of an item/node,
+ tooltip will be made out of its descritption
+^ Position and size units are inventory slots
+
button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
^ When clicked, fields will be sent and the form will quit.
Global callback registration functions: (Call these only at load time)
minetest.register_globalstep(func(dtime))
^ Called every server step, usually interval of 0.05s
-minetest.register_on_placenode(func(pos, newnode, placer, oldnode))
+minetest.register_on_shutdown(func())
+^ Called before server shutdown
+^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
+ callbacks WILL LIKELY NOT BE RUN. Data should be saved at
+ semi-frequent intervals as well as on server shutdown.
+minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
^ Called when a node has been placed
+^ If return true no item is taken from itemstack
^ Deprecated: Use on_construct or after_place_node in node definition instead
minetest.register_on_dignode(func(pos, oldnode, digger))
^ Called when a node has been dug.
minetest.setting_get(name) -> string or nil
minetest.setting_getbool(name) -> boolean value or nil
minetest.setting_get_pos(name) -> position or nil
+minetest.setting_save() -> nil, save all settings to config file
minetest.add_to_creative_inventory(itemstring)
Authentication:
minetest.create_detached_inventory(name, callbacks) -> InvRef
^ callbacks: See "Detached inventory callbacks"
^ Creates a detached inventory. If it already exists, it is cleared.
+minetest.show_formspec(playername, formname, formspec)
+^ playername: name of player to show formspec
+^ formname: name passed to on_player_receive_fields callbacks
+^ should follow "modname:<whatever>" naming convention
+^ formspec: formspec to display
Item handling:
minetest.inventorycube(img1, img2, img3)
^ Place item as-is
minetest.item_place(itemstack, placer, pointed_thing)
^ Use one of the above based on what the item is.
+^ Calls on_rightclick of pointed_thing.under if defined instead
+^ Note: is not called when wielded item overrides on_place
minetest.item_drop(itemstack, dropper, pos)
^ Drop the item
minetest.item_eat(hp_change, replace_with_item)
^ Return world-specific perlin noise (int(worldseed)+seeddiff)
- clear_objects()
^ clear all objects in the environments
+- spawn_tree (pos, {treedef})
+ ^ spawns L-System tree at given pos with definition in treedef table
+treedef={
+ axiom, - string initial tree axiom
+ rules_a, - string rules set A
+ rules_b, - string rules set B
+ rules_c, - string rules set C
+ rules_d, - string rules set D
+ trunk, - string trunk node name
+ leaves, - string leaves node name
+ leaves2, - string secondary leaves node name
+ leaves2_chance,- num chance (0-100) to replace leaves with leaves2
+ angle, - num angle in deg
+ iterations, - num max # of iterations, usually 2 -5
+ random_level, - num factor to lower nr of iterations, usually 0 - 3
+ trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
+ thin_branches, - boolean true -> use thin (1 node) branches
+ fruit, - string fruit node name
+ fruit_chance, - num chance (0-100) to replace leaves with fruit node
+ }
+
+Key for Special L-System Symbols used in Axioms
+ G - move forward one unit with the pen up
+ F - move forward one unit with the pen down drawing trunks and branches
+ f - move forward one unit with the pen down drawing leaves (100% chance)
+ T - move forward one unit with the pen down drawing trunks only
+ R - move forward one unit with the pen down placing fruit
+ A - replace with rules set A
+ B - replace with rules set B
+ C - replace with rules set C
+ D - replace with rules set D
+ a - replace with rules set A, chance 90%
+ b - replace with rules set B, chance 80%
+ c - replace with rules set C, chance 70%
+ d - replace with rules set D, chance 60%
+ + - yaw the turtle right by angle parameter
+ - - yaw the turtle left by angle parameter
+ & - pitch the turtle down by angle parameter
+ ^ - pitch the turtle up by angle parameter
+ / - roll the turtle to the right by angle parameter
+ * - roll the turtle to the left by angle parameter
+ [ - save in stack current state info
+ ] - recover from stack state info
+
+Example usage: spawn small apple tree
+apple_tree={
+ axiom="FFFFFAFFBF",
+ rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
+ rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
+ trunk="default:tree",
+ leaves="default:leaves",
+ angle=30,
+ iterations=2,
+ random_level=0,
+ trunk_type="single",
+ thin_branches=true,
+ fruit_chance=10,
+ fruit="default:apple"
+ }
+minetest.env:spawn_tree(pos,apple_tree)
+
Deprecated:
- add_rat(pos): Add C++ rat object (no-op)
- add_firefly(pos): Add C++ firefly object (no-op)
- get_wielded_item() -> ItemStack
- set_wielded_item(item): replaces the wielded item, returns true if successful
- set_armor_groups({group1=rating, group2=rating, ...})
+- set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
+- set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
+- set_detach()
+- set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
- set_properties(object property table)
LuaEntitySAO-only: (no-op for other objects)
- setvelocity({x=num, y=num, z=num})
^ Redefine player's inventory form
^ Should usually be called in on_joinplayer
- get_inventory_formspec() -> formspec string
-
+- get_player_control(): returns table with player pressed keys
+ {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
+- get_player_control_bits(): returns integer with bit packed player pressed keys
+ bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
+
InvRef: Reference to an inventory
methods:
- is_empty(listname): return true if list is empty
can be fully taken from the list
remove_item(listname, stack): take as many items as specified from the list,
returns the items that were actually removed (as an ItemStack)
+- get_location() -> location compatible to minetest.get_inventory(location)
+ -> {type="undefined"} in case location is not known
ItemStack: A stack of items.
- Can be created via ItemStack(itemstack or itemstring or table or nil)
physical = true,
weight = 5,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
- visual = "cube"/"sprite"/"upright_sprite",
+ visual = "cube"/"sprite"/"upright_sprite"/"mesh",
visual_size = {x=1, y=1},
+ mesh = "model",
textures = {}, -- number of required textures depends on visual
+ colors = {}, -- number of required colors depends on visual
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = true,
liquid_alternative_flowing = "", -- Flowing version of source liquid
liquid_alternative_source = "", -- Source version of flowing liquid
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
+ liquid_renewable = true, -- Can new liquid source be created by placing
+ two or more sources nearly?
light_source = 0, -- Amount of light emitted by node
damage_per_second = 0, -- If player is inside node, this damage is caused
node_box = {type="regular"}, -- See "Node boxes"
^ Node destructor; always called after removing node
^ default: nil
- after_place_node = func(pos, placer),
+ after_place_node = func(pos, placer, itemstack),
^ Called after constructing node when node was placed using
minetest.item_place_node / minetest.env:place_node
+ ^ If return true no item is taken from itemstack
^ default: nil
after_dig_node = func(pos, oldnode, oldmetadata, digger),
^ oldmetadata is in table format
on_punch = func(pos, node, puncher),
^ default: minetest.node_punch
^ By default: does nothing
+ on_rightclick = func(pos, node, clicker),
+ ^ default: nil
on_dig = func(pos, node, digger),
^ default: minetest.node_dig
^ By default: checks privileges, wears out tool and removes node