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 `is_enabled_for` is used to check whether a player is in creative mode:
98 creative.is_enabled_for(name)
100 Override this to allow per-player game modes.
102 The contents of `creative.formspec_add` is appended to every creative inventory
103 page. Mods can use it to add additional formspec elements onto the default
104 creative inventory formspec to be drawn after each update.
110 The chests API allows the creation of chests, which have their own inventories for holding items.
112 `default.chest.get_chest_formspec(pos)`
114 * Returns a formspec for a specific chest.
115 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
117 `default.chest.chest_lid_obstructed(pos)`
119 * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
120 * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
122 `default.chest.chest_lid_close(pn)`
124 * Closes the chest that a player is currently looking in.
125 * `pn` The name of the player whose chest is going to be closed
127 `default.chest.open_chests`
129 * A table indexed by player name to keep track of who opened what chest.
130 * Key: The name of the player.
131 * Value: A table containing information about the chest the player is looking at.
132 e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
134 `default.chest.register_chest(name, def)`
136 * Registers new chest
137 * `name` Name for chest
138 * `def` See [#Chest Definition]
142 description = "Chest",
144 "default_chest_top.png",
145 "default_chest_top.png",
146 "default_chest_side.png",
147 "default_chest_side.png",
148 "default_chest_front.png",
149 "default_chest_inside.png"
150 }, -- Textures which are applied to the chest model.
151 sounds = default.node_sound_wood_defaults(),
152 sound_open = "default_chest_open",
153 sound_close = "default_chest_close",
154 groups = {choppy = 2, oddly_breakable_by_hand = 2},
155 protected = false, -- If true, only placer can modify chest.
161 The doors mod allows modders to register custom doors and trapdoors.
163 `doors.registered_doors[name] = Door definition`
164 * Table of registered doors, indexed by door name
166 `doors.registered_trapdoors[name] = Trapdoor definition`
167 * Table of registered trap doors, indexed by trap door name
169 `doors.register_door(name, def)`
172 * `name` Name for door
173 * `def` See [#Door definition]
175 `doors.register_trapdoor(name, def)`
177 * Registers new trapdoor
178 * `name` Name for trapdoor
179 * `def` See [#Trapdoor definition]
181 `doors.register_fencegate(name, def)`
183 * Registers new fence gate
184 * `name` Name for fence gate
185 * `def` See [#Fence gate definition]
189 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
190 * Returns an ObjectRef to a door, or nil if the position does not contain a door
194 :open(player) -- Open the door object, returns if door was opened
195 :close(player) -- Close the door object, returns if door was closed
196 :toggle(player) -- Toggle the door state, returns if state was toggled
197 :state() -- returns the door state, true = open, false = closed
199 the "player" parameter can be omitted in all methods. If passed then
200 the usual permission checks will be performed to make sure the player
201 has the permissions needed to open this door. If omitted then no
202 permission checks are performed.
204 `doors.door_toggle(pos, node, clicker)`
206 * Toggle door open or shut
207 * `pos` Position of the door
208 * `node` Node definition
209 * `clicker` Player definition for the player that clicked on the door
213 description = "Door description",
214 inventory_image = "mod_door_inv.png",
215 groups = {choppy = 2},
216 tiles = {"mod_door.png"}, -- UV map.
217 recipe = craftrecipe,
218 sounds = default.node_sound_wood_defaults(), -- optional
219 sound_open = sound play for open door, -- optional
220 sound_close = sound play for close door, -- optional
221 protected = false, -- If true, only placer can open the door (locked for others)
222 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
223 -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
225 ### Trapdoor definition
227 description = "Trapdoor description",
228 inventory_image = "mod_trapdoor_inv.png",
229 groups = {choppy = 2},
230 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
231 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
232 sounds = default.node_sound_wood_defaults(), -- optional
233 sound_open = sound play for open door, -- optional
234 sound_close = sound play for close door, -- optional
235 protected = false, -- If true, only placer can open the door (locked for others)
236 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
237 -- function containing the on_rightclick callback
238 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
239 -- function containing the on_rightclick callback
241 ### Fence gate definition
243 description = "Wooden Fence Gate",
244 texture = "default_wood.png", -- `backface_culling` will automatically be
245 -- set to `true` if not specified.
246 material = "default:wood",
247 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
248 sounds = default.node_sound_wood_defaults(), -- optional
249 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
250 -- function containing the on_rightclick callback
256 The mod that places chests with loot in dungeons provides an API to register additional loot.
258 `dungeon_loot.register(def)`
260 * Registers one or more loot items
261 * `def` Can be a single [#Loot definition] or a list of them
263 `dungeon_loot.registered_loot`
265 * Table of all registered loot, not to be modified manually
271 -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
272 -- due to an extra step in the selection process, 0.5 does not(!) mean that
273 -- on average every second chest will have this item
275 -- ^ table with minimum and maximum amounts of this item
276 -- optional, defaults to always single item
278 -- ^ table with minimum and maximum heights this item can be found at
279 -- optional, defaults to no height restrictions
281 -- ^ table with types of dungeons this item can be found in
282 -- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
283 -- optional, defaults to no type restrictions
289 Allows creation of new fences with "fencelike" drawtype.
291 `default.register_fence(name, item definition)`
293 Registers a new fence. Custom fields texture and material are required, as
294 are name and description. The rest is optional. You can pass most normal
295 nodedef fields here except drawtype. The fence group will always be added
300 name = "default:fence_wood",
301 description = "Wooden Fence",
302 texture = "default_wood.png",
303 material = "default:wood",
304 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
305 sounds = default.node_sound_wood_defaults(),
311 The walls API allows easy addition of stone auto-connecting wall nodes.
313 walls.register(name, desc, texture, mat, sounds)
314 ^ name = "walls:stone_wall". Node name.
315 ^ desc = "A Stone wall"
316 ^ texture = "default_stone.png"
317 ^ mat = "default:stone". Used to auto-generate crafting recipe.
318 ^ sounds = sounds: see [#Default sounds]
324 The farming API allows you to easily register plants and hoes.
326 `farming.register_hoe(name, hoe definition)`
327 * Register a new hoe, see [#hoe definition]
329 `farming.register_plant(name, Plant definition)`
330 * Register a new growing plant, see [#Plant definition]
332 `farming.registered_plants[name] = definition`
333 * Table of registered plants, indexed by plant name
339 description = "", -- Description for tooltip
340 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
341 max_uses = 30, -- Uses until destroyed
342 material = "", -- Material for recipes
343 recipe = { -- Craft recipe, if material isn't used
344 {"air", "air", "air"},
353 description = "", -- Description of seed item
354 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
355 steps = 8, -- How many steps the plant has to grow, until it can be harvested
356 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
357 minlight = 13, -- Minimum light to grow
358 maxlight = default.LIGHT_MAX -- Maximum light to grow
365 New node def property:
369 * Called when fire attempts to remove a burning node.
370 * `pos` Position of the burning node.
372 `on_ignite(pos, igniter)`
374 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
375 Defining it may prevent the default action (spawning flames) from triggering.
376 * `pos` Position of the ignited node.
377 * `igniter` Player that used the tool, when available.
380 Give Initial Stuff API
381 ----------------------
383 `give_initial_stuff.give(player)`
385 ^ Give initial stuff to "player"
387 `give_initial_stuff.add(stack)`
389 ^ Add item to the initial stuff
390 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
391 ^ Can be called after the game has loaded
393 `give_initial_stuff.clear()`
395 ^ Removes all items from the initial stuff
396 ^ Can be called after the game has loaded
398 `give_initial_stuff.get_list()`
400 ^ returns list of item stacks
402 `give_initial_stuff.set_list(list)`
404 ^ List of initial items with numeric indices.
406 `give_initial_stuff.add_from_csv(str)`
408 ^ str is a comma separated list of initial stuff
409 ^ Adds items to the list of items to be given
415 The player API can register player models and update the player's appearence
417 * `player_api.register_model(name, def)`
418 * Register a new model to be used by players
419 * name: model filename such as "character.x", "foo.b3d", etc.
420 * def: See [#Model definition]
421 * saved to player_api.registered_models
423 * `player_api.registered_player_models[name]`
424 * Get a model's definition
425 * see [#Model definition]
427 * `player_api.set_model(player, model_name)`
428 * Change a player's model
429 * `player`: PlayerRef
430 * `model_name`: model registered with player_api.register_model()
432 * `player_api.set_animation(player, anim_name [, speed])`
433 * Applies an animation to a player
434 * anim_name: name of the animation.
435 * speed: frames per second. If nil, default from the model is used
437 * `player_api.set_textures(player, textures)`
438 * Sets player textures
439 * `player`: PlayerRef
440 * `textures`: array of textures, If `textures` is nil the default
441 textures from the model def are used
443 * `player_api.get_animation(player)`
444 * Returns a table containing fields `model`, `textures` and `animation`.
445 * Any of the fields of the returned table may be nil.
451 animation_speed = 30, -- Default animation speed, in FPS.
452 textures = {"character.png", }, -- Default array of textures.
453 visual_size = {x = 1, y = 1}, -- Used to scale the model.
455 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
456 foo = {x = 0, y = 19},
457 bar = {x = 20, y = 39},
460 collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
461 stepheight = 0.6, -- In nodes
462 eye_height = 1.47, -- In nodes above feet position
469 `tnt.register_tnt(definition)`
471 ^ Register a new type of tnt.
473 * `name` The name of the node. If no prefix is given `tnt` is used.
474 * `description` A description for your TNT.
475 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
476 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
477 * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
478 * `disable_drops` Disable drops. By default it is set to false.
479 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
480 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
481 * `tiles` Textures for node
482 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
483 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
484 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
485 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
487 `tnt.boom(position[, definition])`
489 ^ Create an explosion.
491 * `position` The center of explosion.
492 * `definition` The TNT definion as passed to `tnt.register` with the following addition:
493 * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
495 `tnt.burn(position, [nodename])`
497 ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
498 If no such callback exists, fallback to turn tnt group nodes to their
500 nodename isn't required unless already known.
502 To make dropping items from node inventories easier, you can use the
503 following helper function from 'default':
505 default.get_inventory_drops(pos, inventory, drops)
507 ^ Return drops from node inventory "inventory" in drops.
509 * `pos` - the node position
510 * `inventory` - the name of the inventory (string)
511 * `drops` - an initialized list
513 The function returns no values. The drops are returned in the `drops`
514 parameter, and drops is not reinitialized so you can call it several
515 times in a row to add more inventory items to it.
518 `on_blast` callbacks:
520 Both nodedefs and entitydefs can provide an `on_blast()` callback
522 `nodedef.on_blast(pos, intensity)`
523 ^ Allow drop and node removal overriding
524 * `pos` - node position
525 * `intensity` - TNT explosion measure. larger or equal to 1.0
526 ^ Should return a list of drops (e.g. {"default:stone"})
527 ^ Should perform node removal itself. If callback exists in the nodedef
528 ^ then the TNT code will not destroy this node.
530 `entitydef.on_blast(luaobj, damage)`
531 ^ Allow TNT effects on entities to be overridden
532 * `luaobj` - LuaEntityRef of the entity
533 * `damage` - suggested HP damage value
534 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
535 * `do_damage` - if true then TNT mod wil damage the entity
536 * `do_knockback` - if true then TNT mod will knock the entity away
537 * `drops` - a list of drops, e.g. {"wool:red"}
543 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
544 To use it, add the `on_screwdriver` function to the node definition.
546 `on_rotate(pos, node, user, mode, new_param2)`
548 * `pos` Position of the node that the screwdriver is being used on
550 * `user` The player who used the screwdriver
551 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
552 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
553 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
554 it but to indicate that changed have already been made (so the screwdriver will wear out)
555 * use `on_rotate = false` to always disallow rotation
556 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
562 The sethome API adds three global functions to allow mods to read a players home position,
563 set a players home position and teleport a player to home position.
567 * `name` Player who's home position you wish to get
568 * return value: false if no player home coords exist, position table if true
570 `sethome.set(name, pos)`
572 * `name` Player who's home position you wish to set
573 * `pos` Position table containing coords of home position
574 * return value: false if unable to set and save new home position, otherwise true
578 * `name` Player you wish to teleport to their home position
579 * return value: false if player cannot be sent home, otherwise true
585 It is recommended that you read this link for a good introduction to the
586 sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
592 * sfinv.set_page(player, pagename) - changes the page
593 * sfinv.get_page(player) - get the current page name. Will never return nil
594 * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
595 * sfinv.register_page(name, def) - register a page, see section below
596 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
597 * Note: Page must already be defined, (opt)depend on the mod defining it.
598 * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
599 and calls set_inventory_formspec().
600 * sfinv.get_formspec(player, context) - builds current page's formspec
604 * sfinv.get_or_create_context(player) - gets the player's context
605 * sfinv.set_context(player, context)
609 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
610 * show_inv, defaults to false. Whether to show the player's main inventory
611 * size, defaults to `size[8,8.6]` if not specified
612 * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
616 * pages - table of pages[pagename] = def
617 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
618 * contexts - contexts[playername] = player_context
619 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
623 A table with these keys:
625 * page - current page name
626 * nav - a list of page names
627 * nav_titles - a list of page titles
628 * nav_idx - current nav index (in nav and nav_titles)
629 * any thing you want to store
630 * sfinv will clear the stored data on log out / log in
632 ### sfinv.register_page
634 sfinv.register_page(name, def)
636 def is a table containing:
638 * `title` - human readable page name (required)
639 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
640 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
641 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
642 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
643 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
647 Use sfinv.make_formspec to apply a layout:
649 return sfinv.make_formspec(player, context, [[
650 list[current_player;craft;1.75,0.5;3,3;]
651 list[current_player;craftpreview;5.75,1.5;1,1;]
652 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
653 listring[current_player;main]
654 listring[current_player;craft]
655 image[0,4.25;1,1;gui_hb_bg.png]
656 image[1,4.25;1,1;gui_hb_bg.png]
657 image[2,4.25;1,1;gui_hb_bg.png]
658 image[3,4.25;1,1;gui_hb_bg.png]
659 image[4,4.25;1,1;gui_hb_bg.png]
660 image[5,4.25;1,1;gui_hb_bg.png]
661 image[6,4.25;1,1;gui_hb_bg.png]
662 image[7,4.25;1,1;gui_hb_bg.png]
665 See above (methods section) for more options.
667 ### Customising themes
669 Simply override this function to change the navigation:
671 function sfinv.get_nav_fs(player, context, nav, current_idx)
675 And override this function to change the layout:
677 function sfinv.make_formspec(player, context, content, show_inv, size)
679 size or "size[8,8.6]",
681 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
687 return table.concat(tmp, "")
694 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
695 delivered with Minetest Game, to keep them compatible with other mods.
697 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
700 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
701 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
702 * `groups`: See [Known damage and digging time defining groups]
703 * `images`: See [Tile definition]
704 * `description`: Used for the description field in the stair's definition
705 * `sounds`: See [#Default sounds]
706 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
708 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
711 * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
712 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
713 * `groups`: See [Known damage and digging time defining groups]
714 * `images`: See [Tile definition]
715 * `description`: Used for the description field in the slab's definition
716 * `sounds`: See [#Default sounds]
717 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
719 `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
721 * Registers an inner corner stair
722 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
723 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
724 * `groups`: See [Known damage and digging time defining groups]
725 * `images`: See [Tile definition]
726 * `description`: Used for the description field in the stair's definition
727 * `sounds`: See [#Default sounds]
728 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
730 `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
732 * Registers an outer corner stair
733 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
734 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
735 * `groups`: See [Known damage and digging time defining groups]
736 * `images`: See [Tile definition]
737 * `description`: Used for the description field in the stair's definition
738 * `sounds`: See [#Default sounds]
739 * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
741 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
743 * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
744 * Uses almost the same arguments as stairs.register_stair
745 * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
746 * `desc_slab`: Description for slab node
752 Creates panes that automatically connect to each other
754 `xpanes.register_pane(subname, def)`
756 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
757 * `def`: See [#Pane definition]
762 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
763 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
764 sounds = SoundSpec, -- See [#Default sounds]
765 recipe = {{"","","","","","","","",""}}, -- Recipe field only
766 use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
773 The following nodes use the group `connect_to_raillike` and will only connect to
774 raillike nodes within this group and the same group value.
775 Use `minetest.raillike_group(<Name>)` to get the group value.
777 | Node type | Raillike group name
778 |-----------------------|---------------------
779 | default:rail | "rail"
780 | tnt:gunpowder | "gunpowder"
781 | tnt:gunpowder_burning | "gunpowder"
784 If you want to add a new rail type and want it to connect with default:rail,
785 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
792 Sounds inside the default table can be used within the sounds field of node definitions.
794 * `default.node_sound_defaults()`
795 * `default.node_sound_stone_defaults()`
796 * `default.node_sound_dirt_defaults()`
797 * `default.node_sound_sand_defaults()`
798 * `default.node_sound_wood_defaults()`
799 * `default.node_sound_leaves_defaults()`
800 * `default.node_sound_glass_defaults()`
801 * `default.node_sound_metal_defaults()`
807 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
813 `default.get_hotbar_bg(x, y)`
815 * Get the hotbar background as string, containing the formspec elements
816 * x: Horizontal position in the formspec
817 * y: Vertical position in the formspec
821 * Deprecated, remove from mods.
825 * Deprecated, remove from mods.
829 * Deprecated, remove from mods.
831 `default.gui_survival_form`
833 * Entire formspec for the survival inventory
835 `default.get_furnace_active_formspec(fuel_percent, item_percent)`
837 * Get the active furnace formspec using the defined GUI elements
838 * fuel_percent: Percent of how much the fuel is used
839 * item_percent: Percent of how much the item is cooked
841 `default.get_furnace_inactive_formspec()`
843 * Get the inactive furnace formspec using the defined GUI elements
849 To enable leaf decay for leaves when a tree is cut down by a player,
850 register the tree with the default.register_leafdecay(leafdecaydef)
853 If `param2` of any registered node is ~= 0, the node will always be
854 preserved. Thus, if the player places a node of that kind, you will
855 want to set `param2 = 1` or so.
857 The function `default.after_place_leaves` can be set as
858 `after_place_node of a node` to set param2 to 1 if the player places
859 the node (should not be used for nodes that use param2 otherwise
862 If the node is in the `leafdecay_drop` group then it will always be
865 `default.register_leafdecay(leafdecaydef)`
867 `leafdecaydef` is a table, with following members:
869 trunks = {"default:tree"}, -- nodes considered trunks
870 leaves = {"default:leaves", "default:apple"},
871 -- nodes considered for removal
872 radius = 3, -- radius to consider for searching
875 Note: all the listed nodes in `trunks` have their `on_after_destruct`
876 callback overridden. All the nodes listed in `leaves` have their
877 `on_timer` callback overridden.
883 Minetest Game dyes are registered with:
885 groups = {dye = 1, color_<color> = 1},
887 To make recipes that will work with dyes from many mods, define them using the
888 dye group and the color groups.
908 Example of one shapeless recipe using the dye group and a color group:
910 minetest.register_craft({
912 output = "<mod>:item_yellow",
913 recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
920 * `default.grow_tree(pos, is_apple_tree)`
921 * Grows a mgv6 tree or apple tree at pos
923 * `default.grow_jungle_tree(pos)`
924 * Grows a mgv6 jungletree at pos
926 * `default.grow_pine_tree(pos)`
927 * Grows a mgv6 pinetree at pos
929 * `default.grow_new_apple_tree(pos)`
930 * Grows a new design apple tree at pos
932 * `default.grow_new_jungle_tree(pos)`
933 * Grows a new design jungle tree at pos
935 * `default.grow_new_pine_tree(pos)`
936 * Grows a new design pine tree at pos
938 * `default.grow_new_snowy_pine_tree(pos)`
939 * Grows a new design snowy pine tree at pos
941 * `default.grow_new_acacia_tree(pos)`
942 * Grows a new design acacia tree at pos
944 * `default.grow_new_aspen_tree(pos)`
945 * Grows a new design aspen tree at pos
947 * `default.grow_bush(pos)`
948 * Grows a bush at pos
950 * `default.grow_acacia_bush(pos)`
951 * Grows an acaia bush at pos
953 * `default.grow_pine_bush(pos)`
954 * Grows a pine bush at pos
956 * `default.grow_blueberry_bush(pos)`
957 * Grows a blueberry bush at pos
964 "mycarts:myrail", -- Rail name
965 nodedef, -- standard nodedef
966 railparams -- rail parameter struct (optional)
970 on_step(obj, dtime), -- Event handler called when
972 acceleration, -- integer acceleration factor (negative
976 The event handler is called after all default calculations
977 are made, so the custom on_step handler can override things
978 like speed, acceleration, player attachment. The handler will
979 likely be called many times per second, so the function needs
980 to make sure that the event is handled properly.
986 The key API allows mods to add key functionality to nodes that have
987 ownership or specific permissions. Using the API will make it so
988 that a node owner can use skeleton keys on their nodes to create keys
989 for that node in that location, and give that key to other players,
990 allowing them some sort of access that they otherwise would not have
991 due to node protection.
993 To make your new nodes work with the key API, you need to register
994 two callback functions in each nodedef:
997 `on_key_use(pos, player)`
998 * Is called when a player right-clicks (uses) a normal key on your
1000 * `pos` - position of the node
1001 * `player` - PlayerRef
1002 * return value: none, ignored
1004 The `on_key_use` callback should validate that the player is wielding
1005 a key item with the right key meta secret. If needed the code should
1006 deny access to the node functionality.
1008 If formspecs are used, the formspec callbacks should duplicate these
1009 checks in the metadata callback functions.
1012 `on_skeleton_key_use(pos, player, newsecret)`
1014 * Is called when a player right-clicks (uses) a skeleton key on your
1016 * `pos` - position of the node
1017 * `player` - PlayerRef
1018 * `newsecret` - a secret value(string)
1020 * `secret` - `nil` or the secret value that unlocks the door
1021 * `name` - a string description of the node ("a locked chest")
1022 * `owner` - name of the node owner
1024 The `on_skeleton_key_use` function should validate that the player has
1025 the right permissions to make a new key for the item. The newsecret
1026 value is useful if the node has no secret value. The function should
1027 store this secret value somewhere so that in the future it may compare
1028 key secrets and match them to allow access. If a node already has a
1029 secret value, the function should return that secret value instead
1030 of the newsecret value. The secret value stored for the node should
1031 not be overwritten, as this would invalidate existing keys.
1033 Aside from the secret value, the function should retun a descriptive
1034 name for the node and the owner name. The return values are all
1035 encoded in the key that will be given to the player in replacement
1036 for the wielded skeleton key.
1038 if `nil` is returned, it is assumed that the wielder did not have
1039 permissions to create a key for this node, and no key is created.