3 GitHub Repo: https://github.com/minetest/minetest_game
9 The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
10 allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
11 For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
14 * [XYZ] refers to a section the Minetest API
15 * [#ABC] refers to a section in this document
16 * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
22 The bucket API allows registering new types of buckets for non-default liquids.
24 bucket.register_liquid(
25 "default:lava_source", -- name of the source node
26 "default:lava_flowing", -- name of the flowing node
27 "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
28 "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
29 "Lava Bucket", -- text description of the bucket item
30 {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
31 false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
32 -- a source neighbour, even if defined as 'liquid_renewable = false'.
33 -- Needed to avoid creating holes in sloping rivers.
36 The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
37 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.
44 "beds:bed", -- Bed name
45 def -- See [#Bed definition]
48 * `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
49 * `beds.read_spawns() ` Returns a table containing players respawn positions
50 * `beds.kick_players()` Forces all players to leave bed
51 * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
56 description = "Simple Bed",
57 inventory_image = "beds_bed.png",
58 wield_image = "beds_bed.png",
60 bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
61 top = {Tile definition} -- the tiles of the bottom part of the bed.
64 bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
65 top = 'regular nodebox', -- top part of bed (see [Node boxes])
67 selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
68 recipe = { -- Craft recipe
69 {"group:wool", "group:wool", "group:wool"},
70 {"group:wood", "group:wood", "group:wood"}
78 An ordered list of listnames (default: "main", "craft") of the player inventory,
79 that will be placed into bones or dropped on player death can be looked up or changed
80 in `bones.player_inventory_lists`.
82 e.g. `table.insert(bones.player_inventory_lists, "backpack")`
88 Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
91 creative.register_tab("tools", "Tools", minetest.registered_tools)
93 is used to show all tools. Name is used in the sfinv page name, title is the
96 Creative provides `creative.is_enabled_for(name)`, which is identical in
97 functionality to the engine's `minetest.creative_is_enabled(name)`.
98 Its use is deprecated and it should also not be overriden.
100 The contents of `creative.formspec_add` is appended to every creative inventory
101 page. Mods can use it to add additional formspec elements onto the default
102 creative inventory formspec to be drawn after each update.
104 Group overrides can be used for any registered item, node or tool. Use one of
105 the groups stated below to pick which category it will appear in.
107 node = 1 -- Appears in the Nodes category
108 tool = 1 -- Appears in the Tools category
109 craftitem = 1 -- Appears in the Items category
115 The chests API allows the creation of chests, which have their own inventories for holding items.
117 `default.chest.get_chest_formspec(pos)`
119 * Returns a formspec for a specific chest.
120 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
122 `default.chest.chest_lid_obstructed(pos)`
124 * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
125 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
127 `default.chest.chest_lid_close(pn)`
129 * Closes the chest that a player is currently looking in.
130 * `pn` The name of the player whose chest is going to be closed
132 `default.chest.open_chests`
134 * A table indexed by player name to keep track of who opened what chest.
135 * Key: The name of the player.
136 * Value: A table containing information about the chest the player is looking at.
137 e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
139 `default.chest.register_chest(name, def)`
141 * Registers new chest
142 * `name` Name for chest e.g. "default:chest"
143 * `def` See [#Chest Definition]
147 description = "Chest",
149 "default_chest_top.png",
150 "default_chest_top.png",
151 "default_chest_side.png",
152 "default_chest_side.png",
153 "default_chest_front.png",
154 "default_chest_inside.png"
155 }, -- Textures which are applied to the chest model.
156 sounds = default.node_sound_wood_defaults(),
157 sound_open = "default_chest_open",
158 sound_close = "default_chest_close",
159 groups = {choppy = 2, oddly_breakable_by_hand = 2},
160 protected = false, -- If true, only placer can modify chest.
166 The doors mod allows modders to register custom doors and trapdoors.
168 `doors.registered_doors[name] = Door definition`
169 * Table of registered doors, indexed by door name
171 `doors.registered_trapdoors[name] = Trapdoor definition`
172 * Table of registered trap doors, indexed by trap door name
174 `doors.register_door(name, def)`
177 * `name` Name for door
178 * `def` See [#Door definition]
180 `doors.register_trapdoor(name, def)`
182 * Registers new trapdoor
183 * `name` Name for trapdoor
184 * `def` See [#Trapdoor definition]
186 `doors.register_fencegate(name, def)`
188 * Registers new fence gate
189 * `name` Name for fence gate
190 * `def` See [#Fence gate definition]
194 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
195 * Returns an ObjectRef to a door, or nil if the position does not contain a door
199 :open(player) -- Open the door object, returns if door was opened
200 :close(player) -- Close the door object, returns if door was closed
201 :toggle(player) -- Toggle the door state, returns if state was toggled
202 :state() -- returns the door state, true = open, false = closed
204 the "player" parameter can be omitted in all methods. If passed then
205 the usual permission checks will be performed to make sure the player
206 has the permissions needed to open this door. If omitted then no
207 permission checks are performed.
209 `doors.door_toggle(pos, node, clicker)`
211 * Toggle door open or shut
212 * `pos` Position of the door
213 * `node` Node definition
214 * `clicker` Player definition for the player that clicked on the door
218 description = "Door description",
219 inventory_image = "mod_door_inv.png",
220 groups = {choppy = 2},
221 tiles = {"mod_door.png"}, -- UV map.
222 -- The front and back of the door must be identical in appearence as they swap on
224 recipe = craftrecipe,
225 sounds = default.node_sound_wood_defaults(), -- optional
226 sound_open = sound play for open door, -- optional
227 sound_close = sound play for close door, -- optional
228 protected = false, -- If true, only placer can open the door (locked for others)
229 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
230 -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
232 ### Trapdoor definition
234 description = "Trapdoor description",
235 inventory_image = "mod_trapdoor_inv.png",
236 groups = {choppy = 2},
237 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
238 tile_side = "doors_trapdoor_side.png",
239 -- The texture for the four sides of the trapdoor.
240 -- The texture should have the trapdoor side drawn twice, in the lowest and highest
241 -- 1/8ths of the texture, both upright. The area between is not used.
242 -- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
243 -- for the open trapdoor.
244 sounds = default.node_sound_wood_defaults(), -- optional
245 sound_open = sound play for open door, -- optional
246 sound_close = sound play for close door, -- optional
247 protected = false, -- If true, only placer can open the door (locked for others)
248 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
249 -- function containing the on_rightclick callback
250 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
251 -- function containing the on_rightclick callback
253 ### Fence gate definition
255 description = "Wooden Fence Gate",
256 texture = "default_wood.png", -- `backface_culling` will automatically be
257 -- set to `true` if not specified.
258 material = "default:wood",
259 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
260 sounds = default.node_sound_wood_defaults(), -- optional
261 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
262 -- function containing the on_rightclick callback
268 The mod that places chests with loot in dungeons provides an API to register additional loot.
270 `dungeon_loot.register(def)`
272 * Registers one or more loot items
273 * `def` Can be a single [#Loot definition] or a list of them
275 `dungeon_loot.registered_loot`
277 * Table of all registered loot, not to be modified manually
283 -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
284 -- Due to an extra step in the selection process, 0.5 does not(!) mean that
285 -- on average every second chest will have this item
287 -- ^ table with minimum and maximum amounts of this item
288 -- optional, defaults to always single item
290 -- ^ table with minimum and maximum heights this item can be found at
291 -- optional, defaults to no height restrictions
293 -- ^ table with types of dungeons this item can be found in
294 -- supported types: "normal" (the cobble/mossycobble one), "sandstone"
295 -- "desert" and "ice"
296 -- optional, defaults to no type restrictions
302 Allows creation of new fences with "fencelike" drawtype.
304 `default.register_fence(name, item definition)`
306 Registers a new fence. Custom fields texture and material are required, as
307 are name and description. The rest is optional. You can pass most normal
308 nodedef fields here except drawtype. The fence group will always be added
313 name = "default:fence_wood",
314 description = "Wooden Fence",
315 texture = "default_wood.png",
316 material = "default:wood",
317 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
318 sounds = default.node_sound_wood_defaults(),
324 The walls API allows easy addition of stone auto-connecting wall nodes.
326 walls.register(name, desc, texture, mat, sounds)
327 ^ name = "walls:stone_wall". Node name.
328 ^ desc = "A Stone wall"
329 ^ texture = "default_stone.png"
330 ^ mat = "default:stone". Used to auto-generate crafting recipe.
331 ^ sounds = sounds: see [#Default sounds]
337 The farming API allows you to easily register plants and hoes.
339 `farming.register_hoe(name, hoe definition)`
340 * Register a new hoe, see [#hoe definition]
342 `farming.register_plant(name, Plant definition)`
343 * Register a new growing plant, see [#Plant definition]
345 `farming.registered_plants[name] = definition`
346 * Table of registered plants, indexed by plant name
352 description = "", -- Description for tooltip
353 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
354 max_uses = 30, -- Uses until destroyed
355 material = "", -- Material for recipes
356 recipe = { -- Craft recipe, if material isn't used
357 {"air", "air", "air"},
366 description = "", -- Description of seed item
367 harvest_description = "", -- Description of harvest item
368 -- (optional, derived automatically if not provided)
369 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
370 steps = 8, -- How many steps the plant has to grow, until it can be harvested
371 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
372 minlight = 13, -- Minimum light to grow
373 maxlight = default.LIGHT_MAX -- Maximum light to grow
380 Add group flammable when registering a node to make fire seek for it.
381 Add it to an item to make it burn up when dropped in lava or fire.
382 New node def property:
386 * Called when fire attempts to remove a burning node.
387 * `pos` Position of the burning node.
389 `on_ignite(pos, igniter)`
391 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
392 Defining it may prevent the default action (spawning flames) from triggering.
393 * `pos` Position of the ignited node.
394 * `igniter` Player that used the tool, when available.
397 Give Initial Stuff API
398 ----------------------
400 `give_initial_stuff.give(player)`
402 ^ Give initial stuff to "player"
404 `give_initial_stuff.add(stack)`
406 ^ Add item to the initial stuff
407 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
408 ^ Can be called after the game has loaded
410 `give_initial_stuff.clear()`
412 ^ Removes all items from the initial stuff
413 ^ Can be called after the game has loaded
415 `give_initial_stuff.get_list()`
417 ^ returns list of item stacks
419 `give_initial_stuff.set_list(list)`
421 ^ List of initial items with numeric indices.
423 `give_initial_stuff.add_from_csv(str)`
425 ^ str is a comma separated list of initial stuff
426 ^ Adds items to the list of items to be given
432 The player API can register player models and update the player's appearance.
434 * `player_api.register_model(name, def)`
435 * Register a new model to be used by players
436 * name: model filename such as "character.x", "foo.b3d", etc.
437 * def: See [#Model definition]
438 * saved to player_api.registered_models
440 * `player_api.registered_player_models[name]`
441 * Get a model's definition
442 * see [#Model definition]
444 * `player_api.set_model(player, model_name)`
445 * Change a player's model
446 * `player`: PlayerRef
447 * `model_name`: model registered with player_api.register_model()
449 * `player_api.set_animation(player, anim_name [, speed])`
450 * Applies an animation to a player
451 * anim_name: name of the animation.
452 * speed: frames per second. If nil, default from the model is used
454 * `player_api.set_textures(player, textures)`
455 * Sets player textures
456 * `player`: PlayerRef
457 * `textures`: array of textures, If `textures` is nil the default
458 textures from the model def are used
460 * `player_api.get_animation(player)`
461 * Returns a table containing fields `model`, `textures` and `animation`.
462 * Any of the fields of the returned table may be nil.
465 * `player_api.player_attached`
466 * A table that maps a player name to a boolean.
467 * If the value for a given player is set to true, the default player
468 animations (walking, digging, ...) will no longer be updated.
469 Knockback from damage is also prevented for that player.
474 animation_speed = 30, -- Default animation speed, in FPS.
475 textures = {"character.png", }, -- Default array of textures.
476 visual_size = {x = 1, y = 1}, -- Used to scale the model.
478 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
479 foo = {x = 0, y = 19},
480 bar = {x = 20, y = 39},
483 collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
484 stepheight = 0.6, -- In nodes
485 eye_height = 1.47, -- In nodes above feet position
492 `tnt.register_tnt(definition)`
494 ^ Register a new type of tnt.
496 * `name` The name of the node. If no prefix is given `tnt` is used.
497 * `description` A description for your TNT.
498 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
499 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
500 * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
501 * `disable_drops` Disable drops. By default it is set to false.
502 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
503 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
504 * `tiles` Textures for node
505 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
506 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
507 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
508 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
510 `tnt.boom(position[, definition])`
512 ^ Create an explosion.
514 * `position` The center of explosion.
515 * `definition` The TNT definion as passed to `tnt.register` with the following addition:
516 * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
518 `tnt.burn(position, [nodename])`
520 ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
521 If no such callback exists, fallback to turn tnt group nodes to their
523 nodename isn't required unless already known.
525 To make dropping items from node inventories easier, you can use the
526 following helper function from 'default':
528 default.get_inventory_drops(pos, inventory, drops)
530 ^ Return drops from node inventory "inventory" in drops.
532 * `pos` - the node position
533 * `inventory` - the name of the inventory (string)
534 * `drops` - an initialized list
536 The function returns no values. The drops are returned in the `drops`
537 parameter, and drops is not reinitialized so you can call it several
538 times in a row to add more inventory items to it.
541 `on_blast` callbacks:
543 Both nodedefs and entitydefs can provide an `on_blast()` callback
545 `nodedef.on_blast(pos, intensity)`
546 ^ Allow drop and node removal overriding
547 * `pos` - node position
548 * `intensity` - TNT explosion measure. larger or equal to 1.0
549 ^ Should return a list of drops (e.g. {"default:stone"})
550 ^ Should perform node removal itself. If callback exists in the nodedef
551 ^ then the TNT code will not destroy this node.
553 `entitydef.on_blast(luaobj, damage)`
554 ^ Allow TNT effects on entities to be overridden
555 * `luaobj` - LuaEntityRef of the entity
556 * `damage` - suggested HP damage value
557 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
558 * `do_damage` - if true then TNT mod wil damage the entity
559 * `do_knockback` - if true then TNT mod will knock the entity away
560 * `drops` - a list of drops, e.g. {"wool:red"}
566 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
567 To use it, add the `on_screwdriver` function to the node definition.
569 `on_rotate(pos, node, user, mode, new_param2)`
571 * `pos` Position of the node that the screwdriver is being used on
573 * `user` The player who used the screwdriver
574 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
575 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
576 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
577 it but to indicate that changed have already been made (so the screwdriver will wear out)
578 * use `on_rotate = false` to always disallow rotation
579 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
585 The sethome API adds three global functions to allow mods to read a players home position,
586 set a players home position and teleport a player to home position.
590 * `name` Player who's home position you wish to get
591 * return value: false if no player home coords exist, position table if true
593 `sethome.set(name, pos)`
595 * `name` Player who's home position you wish to set
596 * `pos` Position table containing coords of home position
597 * return value: false if unable to set and save new home position, otherwise true
601 * `name` Player you wish to teleport to their home position
602 * return value: false if player cannot be sent home, otherwise true
608 It is recommended that you read this link for a good introduction to the
609 sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
615 * sfinv.set_page(player, pagename) - changes the page
616 * sfinv.get_page(player) - get the current page name. Will never return nil
617 * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
618 * sfinv.register_page(name, def) - register a page, see section below
619 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
620 * Note: Page must already be defined, (opt)depend on the mod defining it.
621 * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
622 and calls set_inventory_formspec().
623 * sfinv.get_formspec(player, context) - builds current page's formspec
627 * sfinv.get_or_create_context(player) - gets the player's context
628 * sfinv.set_context(player, context)
632 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
633 * show_inv, defaults to false. Whether to show the player's main inventory
634 * size, defaults to `size[8,8.6]` if not specified
635 * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
639 * pages - table of pages[pagename] = def
640 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
641 * contexts - contexts[playername] = player_context
642 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
646 A table with these keys:
648 * page - current page name
649 * nav - a list of page names
650 * nav_titles - a list of page titles
651 * nav_idx - current nav index (in nav and nav_titles)
652 * any thing you want to store
653 * sfinv will clear the stored data on log out / log in
655 ### sfinv.register_page
657 sfinv.register_page(name, def)
659 def is a table containing:
661 * `title` - human readable page name (required)
662 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
663 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
664 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
665 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
666 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
670 Use sfinv.make_formspec to apply a layout:
672 return sfinv.make_formspec(player, context, [[
673 list[current_player;craft;1.75,0.5;3,3;]
674 list[current_player;craftpreview;5.75,1.5;1,1;]
675 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
676 listring[current_player;main]
677 listring[current_player;craft]
678 image[0,4.25;1,1;gui_hb_bg.png]
679 image[1,4.25;1,1;gui_hb_bg.png]
680 image[2,4.25;1,1;gui_hb_bg.png]
681 image[3,4.25;1,1;gui_hb_bg.png]
682 image[4,4.25;1,1;gui_hb_bg.png]
683 image[5,4.25;1,1;gui_hb_bg.png]
684 image[6,4.25;1,1;gui_hb_bg.png]
685 image[7,4.25;1,1;gui_hb_bg.png]
688 See above (methods section) for more options.
690 ### Customising themes
692 Simply override this function to change the navigation:
694 function sfinv.get_nav_fs(player, context, nav, current_idx)
698 And override this function to change the layout:
700 function sfinv.make_formspec(player, context, content, show_inv, size)
702 size or "size[8,8.6]",
704 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
710 return table.concat(tmp, "")
717 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
718 delivered with Minetest Game, to keep them compatible with other mods.
720 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
723 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
724 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
725 * `groups`: See [Known damage and digging time defining groups]
726 * `images`: See [Tile definition]
727 * `description`: Used for the description field in the stair's definition
728 * `sounds`: See [#Default sounds]
729 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
731 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
734 * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
735 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
736 * `groups`: See [Known damage and digging time defining groups]
737 * `images`: See [Tile definition]
738 * `description`: Used for the description field in the slab's definition
739 * `sounds`: See [#Default sounds]
740 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
742 `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
744 * Registers an inner corner stair
745 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
746 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
747 * `groups`: See [Known damage and digging time defining groups]
748 * `images`: See [Tile definition]
749 * `description`: Used for the description field in the stair's definition with "Inner" prepended
750 * `sounds`: See [#Default sounds]
751 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
752 * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
754 `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
756 * Registers an outer corner stair
757 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
758 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
759 * `groups`: See [Known damage and digging time defining groups]
760 * `images`: See [Tile definition]
761 * `description`: Used for the description field in the stair's definition with "Outer" prepended
762 * `sounds`: See [#Default sounds]
763 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
764 * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
766 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
768 * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
769 * Uses almost the same arguments as stairs.register_stair
770 * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
771 * `desc_slab`: Description for slab node
777 Creates panes that automatically connect to each other
779 `xpanes.register_pane(subname, def)`
781 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
782 * `def`: See [#Pane definition]
788 "texture for front and back",
790 "texture for the 4 edges"
791 }, -- More tiles aren't supported
792 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
793 sounds = SoundSpec, -- See [#Default sounds]
794 recipe = {{"","","","","","","","",""}}, -- Recipe field only
795 use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
802 The following nodes use the group `connect_to_raillike` and will only connect to
803 raillike nodes within this group and the same group value.
804 Use `minetest.raillike_group(<Name>)` to get the group value.
806 | Node type | Raillike group name
807 |-----------------------|---------------------
808 | default:rail | "rail"
809 | tnt:gunpowder | "gunpowder"
810 | tnt:gunpowder_burning | "gunpowder"
813 If you want to add a new rail type and want it to connect with default:rail,
814 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
821 Sounds inside the default table can be used within the sounds field of node definitions.
823 * `default.node_sound_defaults()`
824 * `default.node_sound_stone_defaults()`
825 * `default.node_sound_dirt_defaults()`
826 * `default.node_sound_sand_defaults()`
827 * `default.node_sound_wood_defaults()`
828 * `default.node_sound_leaves_defaults()`
829 * `default.node_sound_glass_defaults()`
830 * `default.node_sound_metal_defaults()`
836 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
842 `default.get_hotbar_bg(x, y)`
844 * Get the hotbar background as string, containing the formspec elements
845 * x: Horizontal position in the formspec
846 * y: Vertical position in the formspec
850 * Deprecated, remove from mods.
854 * Deprecated, remove from mods.
858 * Deprecated, remove from mods.
860 `default.gui_survival_form`
862 * Entire formspec for the survival inventory
864 `default.get_furnace_active_formspec(fuel_percent, item_percent)`
866 * Get the active furnace formspec using the defined GUI elements
867 * fuel_percent: Percent of how much the fuel is used
868 * item_percent: Percent of how much the item is cooked
870 `default.get_furnace_inactive_formspec()`
872 * Get the inactive furnace formspec using the defined GUI elements
878 To enable leaf decay for leaves when a tree is cut down by a player,
879 register the tree with the default.register_leafdecay(leafdecaydef)
882 If `param2` of any registered node is ~= 0, the node will always be
883 preserved. Thus, if the player places a node of that kind, you will
884 want to set `param2 = 1` or so.
886 The function `default.after_place_leaves` can be set as
887 `after_place_node of a node` to set param2 to 1 if the player places
888 the node (should not be used for nodes that use param2 otherwise
891 If the node is in the `leafdecay_drop` group then it will always be
894 `default.register_leafdecay(leafdecaydef)`
896 `leafdecaydef` is a table, with following members:
898 trunks = {"default:tree"}, -- nodes considered trunks
899 leaves = {"default:leaves", "default:apple"},
900 -- nodes considered for removal
901 radius = 3, -- radius to consider for searching
904 Note: all the listed nodes in `trunks` have their `on_after_destruct`
905 callback overridden. All the nodes listed in `leaves` have their
906 `on_timer` callback overridden.
912 Minetest Game dyes are registered with:
914 groups = {dye = 1, color_<color> = 1},
916 To make recipes that will work with dyes from many mods, define them using the
917 dye group and the color groups.
937 Example of one shapeless recipe using the dye group and a color group:
939 minetest.register_craft({
941 output = "<mod>:item_yellow",
942 recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
949 * `default.grow_tree(pos, is_apple_tree)`
950 * Grows a mgv6 tree or apple tree at pos
952 * `default.grow_jungle_tree(pos)`
953 * Grows a mgv6 jungletree at pos
955 * `default.grow_pine_tree(pos)`
956 * Grows a mgv6 pinetree at pos
958 * `default.grow_new_apple_tree(pos)`
959 * Grows a new design apple tree at pos
961 * `default.grow_new_jungle_tree(pos)`
962 * Grows a new design jungle tree at pos
964 * `default.grow_new_pine_tree(pos)`
965 * Grows a new design pine tree at pos
967 * `default.grow_new_snowy_pine_tree(pos)`
968 * Grows a new design snowy pine tree at pos
970 * `default.grow_new_acacia_tree(pos)`
971 * Grows a new design acacia tree at pos
973 * `default.grow_new_aspen_tree(pos)`
974 * Grows a new design aspen tree at pos
976 * `default.grow_bush(pos)`
977 * Grows a bush at pos
979 * `default.grow_acacia_bush(pos)`
980 * Grows an acaia bush at pos
982 * `default.grow_pine_bush(pos)`
983 * Grows a pine bush at pos
985 * `default.grow_blueberry_bush(pos)`
986 * Grows a blueberry bush at pos
993 "mycarts:myrail", -- Rail name
994 nodedef, -- standard nodedef
995 railparams -- rail parameter struct (optional)
999 on_step(obj, dtime), -- Event handler called when
1001 acceleration, -- integer acceleration factor (negative
1005 The event handler is called after all default calculations
1006 are made, so the custom on_step handler can override things
1007 like speed, acceleration, player attachment. The handler will
1008 likely be called many times per second, so the function needs
1009 to make sure that the event is handled properly.
1015 The key API allows mods to add key functionality to nodes that have
1016 ownership or specific permissions. Using the API will make it so
1017 that a node owner can use skeleton keys on their nodes to create keys
1018 for that node in that location, and give that key to other players,
1019 allowing them some sort of access that they otherwise would not have
1020 due to node protection.
1022 To make your new nodes work with the key API, you need to register
1023 two callback functions in each nodedef:
1026 `on_key_use(pos, player)`
1027 * Is called when a player right-clicks (uses) a normal key on your
1029 * `pos` - position of the node
1030 * `player` - PlayerRef
1031 * return value: none, ignored
1033 The `on_key_use` callback should validate that the player is wielding
1034 a key item with the right key meta secret. If needed the code should
1035 deny access to the node functionality.
1037 If formspecs are used, the formspec callbacks should duplicate these
1038 checks in the metadata callback functions.
1041 `on_skeleton_key_use(pos, player, newsecret)`
1043 * Is called when a player right-clicks (uses) a skeleton key on your
1045 * `pos` - position of the node
1046 * `player` - PlayerRef
1047 * `newsecret` - a secret value(string)
1049 * `secret` - `nil` or the secret value that unlocks the door
1050 * `name` - a string description of the node ("a locked chest")
1051 * `owner` - name of the node owner
1053 The `on_skeleton_key_use` function should validate that the player has
1054 the right permissions to make a new key for the item. The newsecret
1055 value is useful if the node has no secret value. The function should
1056 store this secret value somewhere so that in the future it may compare
1057 key secrets and match them to allow access. If a node already has a
1058 secret value, the function should return that secret value instead
1059 of the newsecret value. The secret value stored for the node should
1060 not be overwritten, as this would invalidate existing keys.
1062 Aside from the secret value, the function should retun a descriptive
1063 name for the node and the owner name. The return values are all
1064 encoded in the key that will be given to the player in replacement
1065 for the wielded skeleton key.
1067 if `nil` is returned, it is assumed that the wielder did not have
1068 permissions to create a key for this node, and no key is created.
1070 `default.register_craft_metadata_copy(ingredient, result)`
1071 ----------------------------------------------------------
1073 This function registers a shapeless recipe that takes `ingredient`
1074 and `result` as input and outputs `result`.
1076 The metadata of the input `result` is copied to the output `result`.