1 Minetest Lua Modding API Reference 0.4.7
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
326 Nodes can also contain extra data. See "Node Metadata".
330 There are a bunch of different looking node types. These are mostly just
331 copied from Minetest 0.3; more may be made in the future.
333 Look for examples in games/minimal or games/minetest_game.
348 - nodebox -- See below. EXPERIMENTAL
352 Node selection boxes are defined using "node boxes"
354 The "nodebox" node drawtype allows defining visual of nodes consisting of
355 arbitrary number of boxes. It allows defining stuff like stairs. Only the
356 "fixed" box type is supported for these.
357 ^ Please note that this is still experimental, and may be incompatibly
358 changed in the future.
360 A nodebox is defined as any of:
362 -- A normal cube; the default in most things
366 -- A fixed box (facedir param2 is used, if applicable)
368 fixed = box OR {box1, box2, ...}
371 -- A box like the selection box for torches
372 -- (wallmounted param2 is used, if applicable)
373 type = "wallmounted",
380 {x1, y1, z1, x2, y2, z2}
381 A box of a regular node would look like:
382 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 These tell in what manner the ore is generated.
387 All default ores are of the uniformly-distributed scatter type.
390 Randomly chooses a location and generates a cluster of ore.
391 If noise_params is specified, the ore will be placed if the 3d perlin noise at
392 that point is greater than the noise_threshhold, giving the ability to create a non-equal
395 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
396 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
397 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
398 scale when comparing against the noise threshhold, but scale is used to determine relative height.
399 The height of the blob is randomly scattered, with a maximum height of clust_size.
400 clust_scarcity and clust_num_ores are ignored.
401 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
402 - claylike - NOT YET IMPLEMENTED
403 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
404 neighborhood of clust_size radius.
408 Currently supported flags: absheight
410 Also produce this same ore between the height range of -height_max and -height_min.
411 Useful for having ore in sky realms without having to duplicate ore entries.
415 The varying types of decorations that can be placed.
416 The default value is simple, and is currently the only type supported.
419 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
420 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
421 for example. Can also generate a decoration of random height between a specified lower and
422 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
425 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
426 probability of a node randomly appearing when placed. This decoration type is intended to be used
427 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
431 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
432 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
433 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
434 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
435 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
436 probability of that node appearing in the structure. It is an integer with a value from 0-255; 0 means
437 that node will always appear. If the probability value p is non-zero, then there is a
438 (p / 256 * 100)% chance that node will appear when the schematic is placed on the map.
439 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
443 Currently supported flags: place_center_x, place_center_y, place_center_z
445 Placement of this decoration is centered along the X axis.
447 Placement of this decoration is centered along the Y axis.
449 Placement of this decoration is centered along the Z axis.
453 The position field is used for all element types.
454 To account for differing resolutions, the position coordinates are the percentage of the screen,
455 ranging in value from 0 to 1.
456 The name field is not yet used, but should contain a description of what the HUD element represents.
457 The direction field is the direction in which something is drawn.
458 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
459 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
460 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
462 The offset field specifies a pixel offset from the position. Contrary to position,
463 the offset is not scaled to screen size. This allows for some precisely-positioned
465 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
467 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
470 Displays an image on the HUD.
471 - scale: The scale of the image, with 1 being the original texture size.
472 Only the X coordinate scale is used.
473 - text: The name of the texture that is displayed.
474 - alignment: The alignment of the image.
475 - offset: offset in pixels from position.
477 Displays text on the HUD.
478 - scale: Defines the bounding rectangle of the text.
479 A value such as {x=100, y=100} should work.
480 - text: The text to be displayed in the HUD element.
481 - number: An integer containing the RGB value of the color used to draw the text.
482 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
483 - alignment: The alignment of the text.
484 - offset: offset in pixels from position.
486 Displays a horizontal bar made up of half-images.
487 - text: The name of the texture that is used.
488 - number: The number of half-textures that are displayed.
489 If odd, will end with a vertically center-split texture.
491 - offset: offset in pixels from position.
493 - text: The name of the inventory list to be displayed.
494 - number: Number of items in the inventory to be displayed.
495 - item: Position of item that is selected.
498 Representations of simple things
499 --------------------------------
501 {x=num, y=num, z=num}
502 Currently the API does not provide any helper functions for addition,
503 subtraction and whatever; you can define those that you need yourself.
507 {type="node", under=pos, above=pos}
508 {type="object", ref=ObjectRef}
512 Node (register_node):
513 A node from the world
514 Tool (register_tool):
515 A tool/weapon that can dig and damage things according to tool_capabilities
516 Craftitem (register_craftitem):
519 Items and item stacks can exist in three formats:
521 Serialized; This is called stackstring or itemstring:
523 eg. 'default:pick_wood 21323'
527 eg. {name="default:dirt", count=5, wear=0, metadata=""}
529 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
530 ^ a wooden pick about 1/3 weared out
531 eg. {name="default:apple", count=1, wear=0, metadata=""}
535 C++ native format with many helper methods. Useful for converting between
536 formats. See the Class reference section for details.
538 When an item must be passed to a function, it can usually be in any of
543 In a number of places, there is a group table. Groups define the
544 properties of a thing (item, node, armor of entity, capabilities of
545 tool) in such a way that the engine and other mods can can interact with
546 the thing without actually knowing what the thing is.
549 - Groups are stored in a table, having the group names with keys and the
550 group ratings as values. For example:
551 groups = {crumbly=3, soil=1}
553 groups = {crumbly=2, soil=1, level=2, outerspace=1}
554 ^ A more special dirt-kind of thing
555 - Groups always have a rating associated with them. If there is no
556 useful meaning for a rating for an enabled group, it shall be 1.
557 - When not defined, the rating of a group defaults to 0. Thus when you
558 read groups, you must interpret nil and 0 as the same value, 0.
560 You can read the rating of a group for an item or a node by using
561 minetest.get_item_group(itemname, groupname)
565 Groups of items can define what kind of an item it is (eg. wool).
569 In addition to the general item things, groups are used to define whether
570 a node is destroyable and how long it takes to destroy by a tool.
574 For entities, groups are, as of now, used only for calculating damage.
575 The rating is the percentage of damage caused by tools with this damage group.
576 See "Entity damage mechanism".
578 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
579 object.set_armor_groups({fleshy=30, cracky=80})
583 Groups in tools define which groups of nodes and entities they are
586 Groups in crafting recipes
587 ---------------------------
588 An example: Make meat soup from any meat, any water and any bowl
590 output = 'food:meat_soup_raw',
596 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
598 An another example: Make red wool from white wool and red dye
602 recipe = {'wool:white', 'group:dye,basecolor_red'},
607 - immortal: Disables the group damage system for an entity
608 - level: Can be used to give an additional sense of progression in the game.
609 - A larger level will cause eg. a weapon of a lower level make much less
610 damage, and get weared out much faster, or not be able to get drops
611 from destroyed nodes.
612 - 0 is something that is directly accessible at the start of gameplay
613 - There is no upper limit
614 - dig_immediate: (player can always pick up node without tool wear)
615 - 2: node is removed without tool wear after 0.5 seconds or so
617 - 3: node is removed without tool wear immediately (torch)
618 - disable_jump: Player (and possibly other things) cannot jump from node
619 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
620 - bouncy: value is bounce speed in percent
621 - falling_node: if there is no walkable block under the node it will fall
622 - attached_node: if the node under it is not a walkable block the node will be
623 dropped as an item. If the node is wallmounted the
624 wallmounted direction is checked.
625 - soil: saplings will grow on nodes in this group
626 - connect_to_raillike: makes nodes of raillike drawtype connect to
627 other group members with same drawtype
629 Known damage and digging time defining groups
630 ----------------------------------------------
631 - crumbly: dirt, sand
632 - cracky: tough but crackable stuff like stone.
633 - snappy: something that can be cut using fine tools; eg. leaves, small
634 plants, wire, sheets of metal
635 - choppy: something that can be cut using force; eg. trees, wooden planks
636 - fleshy: Living things like animals and the player. This could imply
637 some blood effects when hitting.
638 - explody: Especially prone to explosions
639 - oddly_breakable_by_hand:
640 Can be added to nodes that shouldn't logically be breakable by the
641 hand but are. Somewhat similar to dig_immediate, but times are more
642 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
643 speed of a tool if the tool can dig at a faster speed than this
644 suggests for the hand.
646 Examples of custom groups
647 --------------------------
648 Item groups are often used for defining, well, //groups of items//.
649 - meat: any meat-kind of a thing (rating might define the size or healing
650 ability or be irrelevant - it is not defined as of yet)
651 - eatable: anything that can be eaten. Rating might define HP gain in half
653 - flammable: can be set on fire. Rating might define the intensity of the
654 fire, affecting eg. the speed of the spreading of an open fire.
655 - wool: any wool (any origin, any color)
658 - heavy: anything considerably heavy
660 Digging time calculation specifics
661 -----------------------------------
662 Groups such as **crumbly**, **cracky** and **snappy** are used for this
663 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
666 The **level** group is used to limit the toughness of nodes a tool can dig
667 and to scale the digging times / damage to a greater extent.
669 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
672 Tools define their properties by a list of parameters for groups. They
673 cannot dig other groups; thus it is important to use a standard bunch of
674 groups to enable interaction with tools.
677 * Full punch interval
679 * For an arbitrary list of groups:
680 * Uses (until the tool breaks)
681 * Maximum level (usually 0, 1, 2 or 3)
685 **Full punch interval**:
686 When used as a weapon, the tool will do full damage if this time is spent
687 between punches. If eg. half the time is spent, the tool will do half
690 **Maximum drop level**
691 Suggests the maximum level of node, when dug with the tool, that will drop
692 it's useful item. (eg. iron ore to drop a lump of iron).
693 - This is not automated; it is the responsibility of the node definition
697 Determines how many uses the tool has when it is used for digging a node,
698 of this group, of the maximum level. For lower leveled nodes, the use count
699 is multiplied by 3^leveldiff.
700 - uses=10, leveldiff=0 -> actual uses: 10
701 - uses=10, leveldiff=1 -> actual uses: 30
702 - uses=10, leveldiff=2 -> actual uses: 90
705 Tells what is the maximum level of a node of this group that the tool will
709 List of digging times for different ratings of the group, for nodes of the
711 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
712 result in the tool to be able to dig nodes that have a rating of 2 or 3
713 for this group, and unable to dig the rating 1, which is the toughest.
714 Unless there is a matching group that enables digging otherwise.
717 List of damage for groups of entities. See "Entity damage mechanism".
719 Example definition of the capabilities of a tool
720 -------------------------------------------------
721 tool_capabilities = {
722 full_punch_interval=1.5,
725 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
727 damage_groups = {fleshy=2},
730 This makes the tool be able to dig nodes that fullfill both of these:
731 - Have the **crumbly** group
732 - Have a **level** group less or equal to 2
734 Table of resulting digging times:
735 crumbly 0 1 2 3 4 <- level
741 level diff: 2 1 0 -1 -2
743 Table of resulting tool uses:
750 - At crumbly=0, the node is not diggable.
751 - At crumbly=3, the level difference digging time divider kicks in and makes
752 easy nodes to be quickly breakable.
753 - At level > 2, the node is not diggable, because it's level > maxlevel
755 Entity damage mechanism
756 ------------------------
759 foreach group in cap.damage_groups:
760 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
761 * (object.armor_groups[group] / 100.0)
762 -- Where object.armor_groups[group] is 0 for inexisting values
765 Client predicts damage based on damage groups. Because of this, it is able to
766 give an immediate response when an entity is damaged or dies; the response is
767 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
769 - Currently a smoke puff will appear when an entity dies.
771 The group **immortal** completely disables normal damage.
773 Entities can define a special armor group, which is **punch_operable**. This
774 group disables the regular damage mechanism for players punching it by hand or
775 a non-tool item, so that it can do something else than take damage.
777 On the Lua side, every punch calls ''entity:on_punch(puncher,
778 time_from_last_punch, tool_capabilities, direction)''. This should never be
779 called directly, because damage is usually not handled by the entity itself.
780 * ''puncher'' is the object performing the punch. Can be nil. Should never be
781 accessed unless absolutely required, to encourage interoperability.
782 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
783 * ''tool_capabilities'' can be nil.
784 * ''direction'' is a unit vector, pointing from the source of the punch to
787 To punch an entity/object in Lua, call ''object:punch(puncher,
788 time_from_last_punch, tool_capabilities, direction)''.
789 * Return value is tool wear.
790 * Parameters are equal to the above callback.
791 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
792 automatically filled in based on the location of ''puncher''.
796 The instance of a node in the world normally only contains the three values
797 mentioned in "Nodes". However, it is possible to insert extra data into a
798 node. It is called "node metadata"; See "NodeMetaRef".
800 Metadata contains two things:
804 Some of the values in the key-value store are handled specially:
805 - formspec: Defines a right-click inventory menu. See "Formspec".
806 - infotext: Text shown on the screen when the node is pointed at
810 local meta = minetest.get_meta(pos)
811 meta:set_string("formspec",
813 "list[context;main;0,0;8,4;]"..
814 "list[current_player;main;0,5;8,4;]")
815 meta:set_string("infotext", "Chest");
816 local inv = meta:get_inventory()
817 inv:set_size("main", 8*4)
818 print(dump(meta:to_table()))
821 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""}
824 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
831 Formspec defines a menu. Currently not much else than inventories are
832 supported. It is a string, with a somewhat strange format.
834 Spaces and newlines can be inserted between the blocks, as is used in the
840 list[context;main;0,0;8,4;]
841 list[current_player;main;0,5;8,4;]
844 list[context;fuel;2,3;1,1;]
845 list[context;src;2,1;1,1;]
846 list[context;dst;5,1;2,2;]
847 list[current_player;main;0,5;8,4;]
848 - Minecraft-like player inventory
850 image[1,0.6;1,2;player.png]
851 list[current_player;main;0,3.5;8,4;]
852 list[current_player;craft;3,0;3,3;]
853 list[current_player;craftpreview;7,1;1,1;]
858 ^ Define the size of the menu in inventory slots
859 ^ deprecated: invsize[<W>,<H>;]
861 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
862 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
863 ^ Show an inventory list
865 image[<X>,<Y>;<W>,<H>;<texture name>]
867 ^ Position and size units are inventory slots
869 item_image[<X>,<Y>;<W>,<H>;<item name>]
870 ^ Show an inventory image of registered item/node
871 ^ Position and size units are inventory slots
873 background[<X>,<Y>;<W>,<H>;<texture name>]
874 ^ Use a background. Inventory rectangles are not drawn then.
875 ^ Position and size units are inventory slots
876 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
878 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
879 ^ Textual field; will be sent to server when a button is clicked
880 ^ x and y position the field relative to the top left of the menu
881 ^ w and h are the size of the field
882 ^ fields are a set height, but will be vertically centred on h
883 ^ Position and size units are inventory slots
884 ^ name is the name of the field as returned in fields to on_receive_fields
885 ^ label, if not blank, will be text printed on the top left above the field
886 ^ default is the default value of the field
887 ^ default may contain variable references such as '${text}' which
888 will fill the value from the metadata value 'text'
889 ^ Note: no extra text or more than a single variable is supported ATM.
891 field[<name>;<label>;<default>]
892 ^ as above but without position/size units
893 ^ special field for creating simple forms, such as sign text input
894 ^ must be used without a size[] element
895 ^ a 'Proceed' button will be added automatically
897 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
898 ^ same as fields above, but with multi-line input
900 label[<X>,<Y>;<label>]
901 ^ x and y work as per field
902 ^ label is the text on the label
903 ^ Position and size units are inventory slots
905 button[<X>,<Y>;<W>,<H>;<name>;<label>]
906 ^ Clickable button. When clicked, fields will be sent.
907 ^ x, y and name work as per field
908 ^ w and h are the size of the button
909 ^ label is the text on the button
910 ^ Position and size units are inventory slots
912 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
913 ^ x, y, w, h, and name work as per button
914 ^ image is the filename of an image
915 ^ Position and size units are inventory slots
917 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
918 ^ x, y, w, h, name and label work as per button
919 ^ item name is the registered name of an item/node,
920 tooltip will be made out of its descritption
921 ^ Position and size units are inventory slots
923 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
924 ^ When clicked, fields will be sent and the form will quit.
926 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
927 ^ When clicked, fields will be sent and the form will quit.
931 - "context": Selected node metadata (deprecated: "current_name")
932 - "current_player": Player to whom the menu is shown
933 - "player:<name>": Any player
934 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
935 - "detached:<name>": A detached inventory
939 dump2(obj, name="_", dumped={})
940 ^ Return object serialized as a string, handles reference loops
942 ^ Return object serialized as a string
943 string:split(separator)
944 ^ eg. string:split("a,b", ",") == {"a","b"}
946 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
947 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
948 ^ Convert position to a printable string
949 minetest.string_to_pos(string) -> position
950 ^ Same but in reverse
951 minetest.formspec_escape(string) -> string
952 ^ escapes characters like [, ], and \ that can not be used in formspecs
954 minetest namespace reference
955 -----------------------------
957 minetest.get_current_modname() -> string
958 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
959 ^ Useful for loading additional .lua modules or static data from mod
960 minetest.get_modnames() -> list of installed mods
961 ^ Return a list of installed mods, sorted alphabetically
962 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
963 ^ Useful for storing custom data
964 minetest.is_singleplayer()
966 ^ table containing API feature flags: {foo=true, bar=true}
967 minetest.has_feature(arg) -> bool, missing_features
968 ^ arg: string or table in format {foo=true, bar=true}
969 ^ missing_features: {foo=true, bar=true}
973 ^ Always printed to stderr and logfile (print() is redirected here)
975 minetest.log(loglevel, line)
976 ^ loglevel one of "error", "action", "info", "verbose"
978 Registration functions: (Call these only at load time)
979 minetest.register_entity(name, prototype table)
980 minetest.register_abm(abm definition)
981 minetest.register_node(name, node definition)
982 minetest.register_tool(name, item definition)
983 minetest.register_craftitem(name, item definition)
984 minetest.register_alias(name, convert_to)
985 minetest.register_craft(recipe)
986 minetest.register_ore(ore definition)
987 minetest.register_decoration(decoration definition)
989 Global callback registration functions: (Call these only at load time)
990 minetest.register_globalstep(func(dtime))
991 ^ Called every server step, usually interval of 0.05s
992 minetest.register_on_shutdown(func())
993 ^ Called before server shutdown
994 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
995 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
996 semi-frequent intervals as well as on server shutdown.
997 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
998 ^ Called when a node has been placed
999 ^ If return true no item is taken from itemstack
1000 ^ Not recommended; use on_construct or after_place_node in node definition
1002 minetest.register_on_dignode(func(pos, oldnode, digger))
1003 ^ Called when a node has been dug.
1004 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1006 minetest.register_on_punchnode(func(pos, node, puncher))
1007 ^ Called when a node is punched
1008 minetest.register_on_generated(func(minp, maxp, blockseed))
1009 ^ Called after generating a piece of world. Modifying nodes inside the area
1010 is a bit faster than usually.
1011 minetest.register_on_newplayer(func(ObjectRef))
1012 ^ Called after a new player has been created
1013 minetest.register_on_dieplayer(func(ObjectRef))
1014 ^ Called when a player dies
1015 minetest.register_on_respawnplayer(func(ObjectRef))
1016 ^ Called when player is to be respawned
1017 ^ Called _before_ repositioning of player occurs
1018 ^ return true in func to disable regular player placement
1019 minetest.register_on_joinplayer(func(ObjectRef))
1020 ^ Called when a player joins the game
1021 minetest.register_on_leaveplayer(func(ObjectRef))
1022 ^ Called when a player leaves the game
1023 minetest.register_on_chat_message(func(name, message))
1024 ^ Called always when a player says something
1025 minetest.register_on_player_receive_fields(func(player, formname, fields))
1026 ^ Called when a button is pressed in player's inventory form
1027 ^ Newest functions are called first
1028 ^ If function returns true, remaining functions are not called
1030 Other registration functions:
1031 minetest.register_chatcommand(cmd, chatcommand definition)
1032 minetest.register_privilege(name, definition)
1033 ^ definition: "description text"
1035 description = "description text",
1036 give_to_singleplayer = boolean, -- default: true
1038 minetest.register_authentication_handler(handler)
1039 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1042 minetest.setting_set(name, value)
1043 minetest.setting_get(name) -> string or nil
1044 minetest.setting_getbool(name) -> boolean value or nil
1045 minetest.setting_get_pos(name) -> position or nil
1046 minetest.setting_save() -> nil, save all settings to config file
1047 minetest.add_to_creative_inventory(itemstring)
1050 minetest.notify_authentication_modified(name)
1051 ^ Should be called by the authentication handler if privileges change.
1052 ^ To report everybody, set name=nil.
1053 minetest.get_password_hash(name, raw_password)
1054 ^ Convert a name-password pair to a password hash that minetest can use
1055 minetest.string_to_privs(str) -> {priv1=true,...}
1056 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1057 ^ Convert between two privilege representations
1058 minetest.set_player_password(name, password_hash)
1059 minetest.set_player_privs(name, {priv1=true,...})
1060 minetest.get_player_privs(name) -> {priv1=true,...}
1061 minetest.auth_reload()
1062 ^ These call the authentication handler
1063 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1064 ^ A quickhand for checking privileges
1065 minetest.get_player_ip(name) -> IP address string
1068 minetest.chat_send_all(text)
1069 minetest.chat_send_player(name, text, prepend)
1070 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1074 minetest.set_node(pos, node)
1075 minetest.add_node(pos, node): alias set_node(pos, node)
1076 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1077 minetest.remove_node(pos)
1078 ^ Equivalent to set_node(pos, "air")
1079 minetest.get_node(pos)
1080 ^ Returns {name="ignore", ...} for unloaded area
1081 minetest.get_node_or_nil(pos)
1082 ^ Returns nil for unloaded area
1083 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1084 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1086 minetest.place_node(pos, node)
1087 ^ Place node with the same effects that a player would cause
1088 minetest.dig_node(pos)
1089 ^ Dig node with the same effects that a player would cause
1090 minetest.punch_node(pos)
1091 ^ Punch node with the same effects that a player would cause
1093 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1094 minetest.get_node_timer(pos) -- Get NodeTimerRef
1096 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1097 ^ Returns ObjectRef, or nil if failed
1098 minetest.add_item(pos, item): Spawn item
1099 ^ Returns ObjectRef, or nil if failed
1100 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1101 minetest.get_objects_inside_radius(pos, radius)
1102 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1103 minetest.get_timeofday()
1104 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1105 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1106 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1107 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1108 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1109 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1110 minetest.clear_objects()
1111 ^ clear all objects in the environments
1112 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1113 ^ checkif there is a direct line of sight between pos1 and pos2
1114 ^ pos1 First position
1115 ^ pos2 Second position
1116 ^ stepsize smaller gives more accurate results but requires more computing
1118 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1119 ^ -> table containing path
1120 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1121 ^ pos1: start position
1122 ^ pos2: end position
1123 ^ searchdistance: number of blocks to search in each direction
1124 ^ max_jump: maximum height difference to consider walkable
1125 ^ max_drop: maximum height difference to consider droppable
1126 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1127 minetest.spawn_tree (pos, {treedef})
1128 ^ spawns L-System tree at given pos with definition in treedef table
1131 minetest.get_inventory(location) -> InvRef
1132 ^ location = eg. {type="player", name="celeron55"}
1133 {type="node", pos={x=, y=, z=}}
1134 {type="detached", name="creative"}
1135 minetest.create_detached_inventory(name, callbacks) -> InvRef
1136 ^ callbacks: See "Detached inventory callbacks"
1137 ^ Creates a detached inventory. If it already exists, it is cleared.
1138 minetest.show_formspec(playername, formname, formspec)
1139 ^ playername: name of player to show formspec
1140 ^ formname: name passed to on_player_receive_fields callbacks
1141 ^ should follow "modname:<whatever>" naming convention
1142 ^ formspec: formspec to display
1145 minetest.inventorycube(img1, img2, img3)
1146 ^ Returns a string for making an image of a cube (useful as an item image)
1147 minetest.get_pointed_thing_position(pointed_thing, above)
1148 ^ Get position of a pointed_thing (that you can get from somewhere)
1149 minetest.dir_to_facedir(dir)
1150 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1151 minetest.dir_to_wallmounted(dir)
1152 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1153 minetest.get_node_drops(nodename, toolname)
1154 ^ Returns list of item names.
1155 ^ Note: This will be removed or modified in a future version.
1156 minetest.get_craft_result(input) -> output, decremented_input
1157 ^ input.method = 'normal' or 'cooking' or 'fuel'
1158 ^ input.width = for example 3
1159 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1160 stack 5, stack 6, stack 7, stack 8, stack 9 }
1161 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1162 ^ output.time = number, if unsuccessful: 0
1163 ^ decremented_input = like input
1164 minetest.get_craft_recipe(output) -> input
1165 ^ returns last registered recipe for output item (node)
1166 ^ output is a node or item type such as 'default:torch'
1167 ^ input.method = 'normal' or 'cooking' or 'fuel'
1168 ^ input.width = for example 3
1169 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1170 stack 5, stack 6, stack 7, stack 8, stack 9 }
1171 ^ input.items = nil if no recipe found
1172 minetest.get_all_craft_recipes(query item) -> table or nil
1173 ^ returns indexed table with all registered recipes for query item (node)
1174 or nil if no recipe was found
1177 method = 'normal' or 'cooking' or 'fuel'
1178 width = 0-3, 0 means shapeless recipe
1179 items = indexed [1-9] table with recipe items
1180 output = string with item name and quantity
1182 Example query for default:gold_ingot will return table:
1184 1={type = "cooking", width = 3, output = "default:gold_ingot",
1185 items = {1 = "default:gold_lump"}},
1186 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1187 items = {1 = "default:goldblock"}}
1189 minetest.handle_node_drops(pos, drops, digger)
1190 ^ drops: list of itemstrings
1191 ^ Handles drops from nodes after digging: Default action is to put them into
1193 ^ Can be overridden to get different functionality (eg. dropping items on
1197 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1198 ^ Find who has done something to a node, or near a node
1199 ^ actor: "player:<name>", also "liquid".
1200 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1201 ^ Revert latest actions of someone
1202 ^ actor: "player:<name>", also "liquid".
1204 Defaults for the on_* item definition functions:
1205 (These return the leftover itemstack)
1206 minetest.item_place_node(itemstack, placer, pointed_thing)
1207 ^ Place item as a node
1208 minetest.item_place_object(itemstack, placer, pointed_thing)
1210 minetest.item_place(itemstack, placer, pointed_thing)
1211 ^ Use one of the above based on what the item is.
1212 ^ Calls on_rightclick of pointed_thing.under if defined instead
1213 ^ Note: is not called when wielded item overrides on_place
1214 minetest.item_drop(itemstack, dropper, pos)
1216 minetest.item_eat(hp_change, replace_with_item)
1217 ^ Eat the item. replace_with_item can be nil.
1219 Defaults for the on_punch and on_dig node definition callbacks:
1220 minetest.node_punch(pos, node, puncher)
1221 ^ Calls functions registered by minetest.register_on_punchnode()
1222 minetest.node_dig(pos, node, digger)
1223 ^ Checks if node can be dug, puts item into inventory, removes node
1224 ^ Calls functions registered by minetest.registered_on_dignodes()
1227 minetest.sound_play(spec, parameters) -> handle
1228 ^ spec = SimpleSoundSpec
1229 ^ parameters = sound parameter table
1230 minetest.sound_stop(handle)
1233 minetest.after(time, func, ...)
1234 ^ Call function after time seconds
1235 ^ Optional: Variable number of arguments that are passed to func
1238 minetest.request_shutdown() -> request for server shutdown
1239 minetest.get_server_status() -> server status string
1242 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1243 minetest.get_ban_description(ip_or_name) -> ban description (string)
1244 minetest.ban_player(name) -> ban a player
1245 minetest.unban_player_or_ip(name) -> unban player or IP address
1248 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1249 size, collisiondetection, texture, playername)
1250 ^ Spawn particle at pos with velocity and acceleration
1251 ^ Disappears after expirationtime seconds
1252 ^ collisiondetection: if true collides with physical objects
1253 ^ Uses texture (string)
1254 ^ Playername is optional, if specified spawns particle only on the player's client
1256 minetest.add_particlespawner(amount, time,
1260 minexptime, maxexptime,
1262 collisiondetection, texture, playername)
1263 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1264 ^ The particle's properties are random values in between the boundings:
1265 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1266 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1267 ^ collisiondetection: if true uses collisiondetection
1268 ^ Uses texture (string)
1269 ^ Playername is optional, if specified spawns particle only on the player's client
1270 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1273 minetest.delete_particlespawner(id, player)
1274 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1275 ^ If playername is specified, only deletes on the player's client,
1276 ^ otherwise on all clients
1279 minetest.create_schematic(p1, p2, probability_list, filename)
1280 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1281 ^ Apply the specified probability values to the specified nodes in probability_list.
1282 ^ probability_list is an array of tables containing two fields, pos and prob.
1283 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1284 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1285 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1286 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1287 ^ If probability_list is nil, no probabilities are applied.
1288 ^ Saves schematic in the Minetest Schematic format to filename.
1290 minetest.place_schematic(pos, schematic)
1291 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1294 minetest.get_connected_players() -> list of ObjectRefs
1295 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1296 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1297 minetest.get_item_group(name, group) -> rating
1298 ^ Get rating of a group of an item. (0 = not in group)
1299 minetest.get_node_group(name, group) -> rating
1300 ^ Deprecated: An alias for the former.
1301 minetest.serialize(table) -> string
1302 ^ Convert a table containing tables, strings, numbers, booleans and nils
1303 into string form readable by minetest.deserialize
1304 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1305 minetest.deserialize(string) -> table
1306 ^ Convert a string returned by minetest.deserialize into a table
1307 ^ String is loaded in an empty sandbox environment.
1308 ^ Will load functions, but they cannot access the global environment.
1309 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1310 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1311 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1314 minetest.env - EnvRef of the server environment and world.
1315 ^ Any function in the minetest namespace can be called using the syntax
1316 minetest.env:somefunction(somearguments)
1318 minetest.somefunction(somearguments)
1319 ^ Deprecated, but support is not to be dropped soon
1322 minetest.registered_items
1323 ^ List of registered items, indexed by name
1324 minetest.registered_nodes
1325 ^ List of registered node definitions, indexed by name
1326 minetest.registered_craftitems
1327 ^ List of registered craft item definitions, indexed by name
1328 minetest.registered_tools
1329 ^ List of registered tool definitions, indexed by name
1330 minetest.registered_entities
1331 ^ List of registered entity prototypes, indexed by name
1332 minetest.object_refs
1333 ^ List of object references, indexed by active object id
1334 minetest.luaentities
1335 ^ List of lua entities, indexed by active object id
1337 Deprecated but defined for backwards compatibility:
1338 minetest.digprop_constanttime(time)
1339 minetest.digprop_stonelike(toughness)
1340 minetest.digprop_dirtlike(toughness)
1341 minetest.digprop_gravellike(toughness)
1342 minetest.digprop_woodlike(toughness)
1343 minetest.digprop_leaveslike(toughness)
1344 minetest.digprop_glasslike(toughness)
1348 NodeMetaRef: Node metadata - reference extra data and functionality stored
1350 - Can be gotten via minetest.get_nodemeta(pos)
1352 - set_string(name, value)
1354 - set_int(name, value)
1356 - set_float(name, value)
1358 - get_inventory() -> InvRef
1359 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1360 - from_table(nil or {})
1361 ^ See "Node Metadata"
1363 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1364 - Can be gotten via minetest.get_node_timer(pos)
1366 - set(timeout,elapsed)
1367 ^ set a timer's state
1368 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1369 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1370 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1373 ^ equivelent to set(timeout,0)
1376 - get_timeout() -> current timeout in seconds
1377 ^ if timeout is 0, timer is inactive
1378 - get_elapsed() -> current elapsed time in seconds
1379 ^ the node's on_timer function will be called after timeout-elapsed seconds
1380 - is_started() -> boolean state of timer
1381 ^ returns true if timer is started, otherwise false
1383 ObjectRef: Moving things in the game are generally these
1384 (basically reference to a C++ ServerActiveObject)
1386 - remove(): remove object (after returning from Lua)
1387 - getpos() -> {x=num, y=num, z=num}
1388 - setpos(pos); pos={x=num, y=num, z=num}
1389 - moveto(pos, continuous=false): interpolated move
1390 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1391 ^ puncher = an another ObjectRef,
1392 ^ time_from_last_punch = time since last punch action of the puncher
1393 ^ direction: can be nil
1394 - right_click(clicker); clicker = an another ObjectRef
1395 - get_hp(): returns number of hitpoints (2 * number of hearts)
1396 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1397 - get_inventory() -> InvRef
1398 - get_wield_list(): returns the name of the inventory list the wielded item is in
1399 - get_wield_index(): returns the index of the wielded item
1400 - get_wielded_item() -> ItemStack
1401 - set_wielded_item(item): replaces the wielded item, returns true if successful
1402 - set_armor_groups({group1=rating, group2=rating, ...})
1403 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1404 - set_attach(parent, bone, position, rotation)
1406 ^ position = {x=num, y=num, z=num} (relative)
1407 ^ rotation = {x=num, y=num, z=num}
1409 - set_bone_position(bone, position, rotation)
1411 ^ position = {x=num, y=num, z=num} (relative)
1412 ^ rotation = {x=num, y=num, z=num}
1413 - set_properties(object property table)
1414 LuaEntitySAO-only: (no-op for other objects)
1415 - setvelocity({x=num, y=num, z=num})
1416 - getvelocity() -> {x=num, y=num, z=num}
1417 - setacceleration({x=num, y=num, z=num})
1418 - getacceleration() -> {x=num, y=num, z=num}
1420 - getyaw() -> radians
1421 - settexturemod(mod)
1422 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1423 - select_horiz_by_yawpitch=false)
1424 ^ Select sprite from spritesheet with optional animation and DM-style
1425 texture selection based on yaw relative to camera
1426 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1428 Player-only: (no-op for other objects)
1429 - is_player(): true for players, false for others
1430 - get_player_name(): returns "" if is not a player
1431 - get_look_dir(): get camera direction as a unit vector
1432 - get_look_pitch(): pitch in radians
1433 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1434 - set_look_pitch(radians): sets look pitch
1435 - set_look_yaw(radians): sets look yaw
1436 - set_inventory_formspec(formspec)
1437 ^ Redefine player's inventory form
1438 ^ Should usually be called in on_joinplayer
1439 - get_inventory_formspec() -> formspec string
1440 - get_player_control(): returns table with player pressed keys
1441 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1442 - get_player_control_bits(): returns integer with bit packed player pressed keys
1443 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1444 - set_physics_override(speed, jump, gravity)
1445 modifies per-player walking speed, jump height, and gravity.
1446 Values default to 1 and act as offsets to the physics settings
1447 in minetest.conf. nil will keep the current setting.
1448 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1449 - hud_remove(id): remove the HUD element of the specified id
1450 - hud_change(id, stat, value): change a value of a previously added HUD element
1451 ^ element stat values: position, name, scale, text, number, item, dir
1452 - hud_get(id): gets the HUD element definition structure of the specified ID
1453 - hud_set_flags(flags): sets specified HUD flags to true/false
1454 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1455 ^ pass a table containing a true/false value of each flag to be set or unset
1456 ^ if a flag is nil, the flag is not modified
1457 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1458 ^ count: number of items, must be between 1 and 23
1460 InvRef: Reference to an inventory
1462 - is_empty(listname): return true if list is empty
1463 - get_size(listname): get size of a list
1464 - set_size(listname, size): set size of a list
1465 - get_width(listname): get width of a list
1466 - set_width(listname, width): set width of list; currently used for crafting
1467 - get_stack(listname, i): get a copy of stack index i in list
1468 - set_stack(listname, i, stack): copy stack to index i in list
1469 - get_list(listname): return full list
1470 - set_list(listname, list): set full list (size will not change)
1471 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1472 - room_for_item(listname, stack): returns true if the stack of items
1473 can be fully added to the list
1474 - contains_item(listname, stack): returns true if the stack of items
1475 can be fully taken from the list
1476 remove_item(listname, stack): take as many items as specified from the list,
1477 returns the items that were actually removed (as an ItemStack)
1478 - get_location() -> location compatible to minetest.get_inventory(location)
1479 -> {type="undefined"} in case location is not known
1481 ItemStack: A stack of items.
1482 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1484 - is_empty(): return true if stack is empty
1485 - get_name(): returns item name (e.g. "default:stone")
1486 - get_count(): returns number of items on the stack
1487 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1488 - get_metadata(): returns metadata (a string attached to an item stack)
1489 - clear(): removes all items from the stack, making it empty
1490 - replace(item): replace the contents of this stack (item can also
1491 be an itemstring or table)
1492 - to_string(): returns the stack in itemstring form
1493 - to_table(): returns the stack in Lua table form
1494 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1495 - get_free_space(): returns get_stack_max() - get_count()
1496 - is_known(): returns true if the item name refers to a defined item type
1497 - get_definition(): returns the item definition table
1498 - get_tool_capabilities(): returns the digging properties of the item,
1499 ^ or those of the hand if none are defined for this item type
1500 - add_wear(amount): increases wear by amount if the item is a tool
1501 - add_item(item): put some item or stack onto this stack,
1502 ^ returns leftover ItemStack
1503 - item_fits(item): returns true if item or stack can be fully added to this one
1504 - take_item(n): take (and remove) up to n items from this stack
1505 ^ returns taken ItemStack
1506 ^ if n is omitted, n=1 is used
1507 - peek_item(n): copy (don't remove) up to n items from this stack
1508 ^ returns copied ItemStack
1509 ^ if n is omitted, n=1 is used
1511 PseudoRandom: A pseudorandom number generator
1512 - Can be created via PseudoRandom(seed)
1514 - next(): return next integer random number [0...32767]
1515 - next(min, max): return next integer random number [min...max]
1516 (max - min) must be 32767 or <= 6553 due to the simple
1517 implementation making bad distribution otherwise.
1519 PerlinNoise: A perlin noise generator
1520 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1521 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1523 - get2d(pos) -> 2d noise value at pos={x=,y=}
1524 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1527 --------------------
1528 - Functions receive a "luaentity" as self:
1529 - It has the member .name, which is the registered name ("mod:thing")
1530 - It has the member .object, which is an ObjectRef pointing to the object
1531 - The original prototype stuff is visible directly via a metatable
1533 - on_activate(self, staticdata)
1534 ^ Called when the object is instantiated.
1535 - on_step(self, dtime)
1536 ^ Called on every server tick (dtime is usually 0.05 seconds)
1537 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1538 ^ Called when somebody punches the object.
1539 ^ Note that you probably want to handle most punches using the
1540 automatic armor group system.
1541 ^ puncher: ObjectRef (can be nil)
1542 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1543 ^ tool_capabilities: capability table of used tool (can be nil)
1544 ^ dir: unit vector of direction of punch. Always defined. Points from
1545 the puncher to the punched.
1546 - on_rightclick(self, clicker)
1547 - get_staticdata(self)
1548 ^ Should return a string that will be passed to on_activate when
1549 the object is instantiated the next time.
1554 axiom, - string initial tree axiom
1555 rules_a, - string rules set A
1556 rules_b, - string rules set B
1557 rules_c, - string rules set C
1558 rules_d, - string rules set D
1559 trunk, - string trunk node name
1560 leaves, - string leaves node name
1561 leaves2, - string secondary leaves node name
1562 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1563 angle, - num angle in deg
1564 iterations, - num max # of iterations, usually 2 -5
1565 random_level, - num factor to lower nr of iterations, usually 0 - 3
1566 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1567 thin_branches, - boolean true -> use thin (1 node) branches
1568 fruit, - string fruit node name
1569 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1570 seed, - num random seed
1573 Key for Special L-System Symbols used in Axioms
1574 G - move forward one unit with the pen up
1575 F - move forward one unit with the pen down drawing trunks and branches
1576 f - move forward one unit with the pen down drawing leaves (100% chance)
1577 T - move forward one unit with the pen down drawing trunks only
1578 R - move forward one unit with the pen down placing fruit
1579 A - replace with rules set A
1580 B - replace with rules set B
1581 C - replace with rules set C
1582 D - replace with rules set D
1583 a - replace with rules set A, chance 90%
1584 b - replace with rules set B, chance 80%
1585 c - replace with rules set C, chance 70%
1586 d - replace with rules set D, chance 60%
1587 + - yaw the turtle right by angle parameter
1588 - - yaw the turtle left by angle parameter
1589 & - pitch the turtle down by angle parameter
1590 ^ - pitch the turtle up by angle parameter
1591 / - roll the turtle to the right by angle parameter
1592 * - roll the turtle to the left by angle parameter
1593 [ - save in stack current state info
1594 ] - recover from stack state info
1596 Example usage: spawn small apple tree
1599 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1600 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1601 trunk="default:tree",
1602 leaves="default:leaves",
1606 trunk_type="single",
1609 fruit="default:apple"
1611 minetest.spawn_tree(pos,apple_tree)
1621 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1622 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1623 visual_size = {x=1, y=1},
1625 textures = {}, -- number of required textures depends on visual
1626 colors = {}, -- number of required colors depends on visual
1627 spritediv = {x=1, y=1},
1628 initial_sprite_basepos = {x=0, y=0},
1630 makes_footstep_sound = false,
1631 automatic_rotate = false,
1634 Entity definition (register_entity)
1636 (Deprecated: Everything in object properties is read directly from here)
1638 initial_properties = <initial object properties>,
1640 on_activate = function(self, staticdata, dtime_s),
1641 on_step = function(self, dtime),
1642 on_punch = function(self, hitter),
1643 on_rightclick = function(self, clicker),
1644 get_staticdata = function(self),
1645 ^ Called sometimes; the string returned is passed to on_activate when
1646 the entity is re-activated from static state
1648 # Also you can define arbitrary member variables here
1649 myvariable = whatever,
1652 ABM (ActiveBlockModifier) definition (register_abm)
1654 -- In the following two fields, also group:groupname will work.
1655 nodenames = {"default:lava_source"},
1656 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1657 ^ If left out or empty, any neighbor will do
1658 interval = 1.0, -- (operation interval)
1659 chance = 1, -- (chance of trigger is 1.0/this)
1660 action = func(pos, node, active_object_count, active_object_count_wider),
1663 Item definition (register_node, register_craftitem, register_tool)
1665 description = "Steel Axe",
1666 groups = {}, -- key=name, value=rating; rating=1..3.
1667 if rating not applicable, use 1.
1668 eg. {wool=1, fluffy=3}
1669 {soil=2, outerspace=1, crumbly=1}
1670 {bendy=2, snappy=1},
1671 {hard=1, metal=1, spikes=1}
1672 inventory_image = "default_tool_steelaxe.png",
1674 wield_scale = {x=1,y=1,z=1},
1676 liquids_pointable = false,
1677 tool_capabilities = {
1678 full_punch_interval = 1.0,
1682 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1683 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1685 damage_groups = {groupname=damage},
1687 node_placement_prediction = nil,
1688 ^ If nil and item is node, prediction is made automatically
1689 ^ If nil and item is not a node, no prediction is made
1690 ^ If "" and item is anything, no prediction is made
1691 ^ Otherwise should be name of node which the client immediately places
1692 on ground when the player places the item. Server will always update
1693 actual result to client in a short moment.
1695 place = <SimpleSoundSpec>,
1698 on_place = func(itemstack, placer, pointed_thing),
1699 ^ Shall place item and return the leftover itemstack
1700 ^ default: minetest.item_place
1701 on_drop = func(itemstack, dropper, pos),
1702 ^ Shall drop item and return the leftover itemstack
1703 ^ default: minetest.item_drop
1704 on_use = func(itemstack, user, pointed_thing),
1706 ^ Function must return either nil if no item shall be removed from
1707 inventory, or an itemstack to replace the original itemstack.
1708 eg. itemstack:take_item(); return itemstack
1709 ^ Otherwise, the function is free to do what it wants.
1710 ^ The default functions handle regular use cases.
1715 - {name="image.png", animation={Tile Animation definition}}
1716 - {name="image.png", backface_culling=bool}
1717 ^ backface culling only supported in special tiles
1718 - deprecated still supported field names:
1721 Tile animation definition:
1722 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1724 Node definition (register_node)
1726 <all fields allowed in item definitions>,
1728 drawtype = "normal", -- See "Node drawtypes"
1730 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1731 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1732 ^ List can be shortened to needed length
1733 special_tiles = {tile definition 1, Tile definition 2},
1734 ^ Special textures of node; used rarely (old field name: special_materials)
1735 ^ List can be shortened to needed length
1737 use_texture_alpha = false, -- Use texture's alpha channel
1738 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1739 paramtype = "none", -- See "Nodes"
1740 paramtype2 = "none", -- See "Nodes"
1741 is_ground_content = false, -- Currently not used for anything
1742 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1743 walkable = true, -- If true, objects collide with node
1744 pointable = true, -- If true, can be pointed at
1745 diggable = true, -- If false, can never be dug
1746 climbable = false, -- If true, can be climbed on (ladder)
1747 buildable_to = false, -- If true, placed nodes can replace this node
1748 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1749 liquidtype = "none", -- "none"/"source"/"flowing"
1750 liquid_alternative_flowing = "", -- Flowing version of source liquid
1751 liquid_alternative_source = "", -- Source version of flowing liquid
1752 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1753 liquid_renewable = true, -- Can new liquid source be created by placing
1754 two or more sources nearly?
1755 light_source = 0, -- Amount of light emitted by node
1756 damage_per_second = 0, -- If player is inside node, this damage is caused
1757 node_box = {type="regular"}, -- See "Node boxes"
1758 selection_box = {type="regular"}, -- See "Node boxes"
1759 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1760 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1761 legacy_wallmounted = false, -- Support maps made in and before January 2012
1763 footstep = <SimpleSoundSpec>,
1764 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1765 dug = <SimpleSoundSpec>,
1766 place = <SimpleSoundSpec>,
1769 on_construct = func(pos),
1770 ^ Node constructor; always called after adding node
1771 ^ Can set up metadata and stuff like that
1773 on_destruct = func(pos),
1774 ^ Node destructor; always called before removing node
1776 after_destruct = func(pos, oldnode),
1777 ^ Node destructor; always called after removing node
1780 after_place_node = func(pos, placer, itemstack),
1781 ^ Called after constructing node when node was placed using
1782 minetest.item_place_node / minetest.place_node
1783 ^ If return true no item is taken from itemstack
1785 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1786 ^ oldmetadata is in table format
1787 ^ Called after destructing node when node was dug using
1788 minetest.node_dig / minetest.dig_node
1790 can_dig = function(pos,player)
1791 ^ returns true if node can be dug, or false if not
1794 on_punch = func(pos, node, puncher),
1795 ^ default: minetest.node_punch
1796 ^ By default: does nothing
1797 on_rightclick = func(pos, node, clicker, itemstack),
1799 ^ if defined, itemstack will hold clicker's wielded item
1800 Shall return the leftover itemstack
1801 on_dig = func(pos, node, digger),
1802 ^ default: minetest.node_dig
1803 ^ By default: checks privileges, wears out tool and removes node
1805 on_timer = function(pos,elapsed),
1807 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
1808 ^ elapsed is the total time passed since the timer was started
1809 ^ return true to run the timer for another cycle with the same timeout value
1811 on_receive_fields = func(pos, formname, fields, sender),
1812 ^ fields = {name1 = value1, name2 = value2, ...}
1813 ^ Called when an UI form (eg. sign text input) returns data
1816 allow_metadata_inventory_move = func(pos, from_list, from_index,
1817 to_list, to_index, count, player),
1818 ^ Called when a player wants to move items inside the inventory
1819 ^ Return value: number of items allowed to move
1821 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1822 ^ Called when a player wants to put something into the inventory
1823 ^ Return value: number of items allowed to put
1824 ^ Return value: -1: Allow and don't modify item count in inventory
1826 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1827 ^ Called when a player wants to take something out of the inventory
1828 ^ Return value: number of items allowed to take
1829 ^ Return value: -1: Allow and don't modify item count in inventory
1831 on_metadata_inventory_move = func(pos, from_list, from_index,
1832 to_list, to_index, count, player),
1833 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1834 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1835 ^ Called after the actual action has happened, according to what was allowed.
1838 on_blast = func(pos, intensity),
1839 ^ intensity: 1.0 = mid range of regular TNT
1840 ^ If defined, called when an explosion touches the node, instead of
1844 Recipe for register_craft: (shaped)
1846 output = 'default:pick_stone',
1848 {'default:cobble', 'default:cobble', 'default:cobble'},
1849 {'', 'default:stick', ''},
1850 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1852 replacements = <optional list of item pairs,
1853 replace one input item with another item on crafting>
1856 Recipe for register_craft (shapeless)
1859 output = 'mushrooms:mushroom_stew',
1862 "mushrooms:mushroom_brown",
1863 "mushrooms:mushroom_red",
1865 replacements = <optional list of item pairs,
1866 replace one input item with another item on crafting>
1869 Recipe for register_craft (tool repair)
1871 type = "toolrepair",
1872 additional_wear = -0.02,
1875 Recipe for register_craft (cooking)
1878 output = "default:glass",
1879 recipe = "default:sand",
1883 Recipe for register_craft (furnace fuel)
1886 recipe = "default:leaves",
1890 Ore definition (register_ore)
1892 ore_type = "scatter", -- See "Ore types"
1893 ore = "default:stone_with_coal",
1894 wherein = "default:stone",
1895 clust_scarcity = 8*8*8,
1896 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1897 ^ This value should be *MUCH* higher than your intuition might tell you!
1899 ^ Number of ores in a cluster
1901 ^ Size of the bounding box of the cluster
1902 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1903 height_min = -31000,
1906 ^ Attributes for this ore generation
1907 noise_threshhold = 0.5,
1908 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1909 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1910 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1911 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1914 Decoration definition (register_decoration)
1916 deco_type = "simple", -- See "Decoration types"
1917 place_on = "default:dirt_with_grass",
1918 ^ Node that decoration can be placed on
1920 ^ Size of divisions made in the chunk being generated.
1921 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
1923 ^ Ratio of the area to be uniformly filled by the decoration.
1924 ^ Used only if noise_params is not specified.
1925 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
1926 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
1927 ^ The result of this is multiplied by the 2d area of the division being decorated.
1928 biomes = {"Oceanside", "Hills", "Plains"},
1929 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
1930 ^ and ignored if the Mapgen being used does not support biomes.
1932 ----- Simple-type parameters
1933 decoration = "default:grass",
1934 ^ The node name used as the decoration.
1935 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
1937 ^ Number of nodes high the decoration is made.
1938 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
1940 ^ Number of nodes the decoration can be at maximum.
1941 ^ If absent, the parameter 'height' is used as a constant.
1942 spawn_by = "default:water",
1943 ^ Node that the decoration only spawns next to, in a 1-node square radius.
1945 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
1946 ^ If absent or -1, decorations occur next to any nodes.
1948 ----- Schematic-type parameters
1949 schematic = "foobar.mts",
1950 ^ If schematic is a string, it is the filepath relative to the current working directory of the
1951 ^ specified Minetest schematic file.
1952 ^ - OR -, could instead be a table containing two fields, size and data:
1953 schematic = {size = {x=4, y=6, z=4}, data = { {"cobble", 0, 0}, {"dirt_with_grass", 0, 0}, ...}},
1954 ^ See 'Schematic specifier' for details.
1955 flags = "place_center_x, place_center_z",
1956 ^ Flags for schematic decorations. See 'Schematic attributes'.
1959 Chatcommand definition (register_chatcommand)
1961 params = "<name> <privilege>", -- short parameter description
1962 description = "Remove privilege from player", -- full description
1963 privs = {privs=true}, -- require the "privs" privilege to run
1964 func = function(name, param), -- called when command is run
1967 Detached inventory callbacks
1969 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1970 ^ Called when a player wants to move items inside the inventory
1971 ^ Return value: number of items allowed to move
1973 allow_put = func(inv, listname, index, stack, player),
1974 ^ Called when a player wants to put something into the inventory
1975 ^ Return value: number of items allowed to put
1976 ^ Return value: -1: Allow and don't modify item count in inventory
1978 allow_take = func(inv, listname, index, stack, player),
1979 ^ Called when a player wants to take something out of the inventory
1980 ^ Return value: number of items allowed to take
1981 ^ Return value: -1: Allow and don't modify item count in inventory
1983 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1984 on_put = func(inv, listname, index, stack, player),
1985 on_take = func(inv, listname, index, stack, player),
1986 ^ Called after the actual action has happened, according to what was allowed.
1990 HUD Definition (hud_add, hud_get)
1992 hud_elem_type = "image", -- see HUD element types
1993 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1994 position = {x=0.5, y=0.5},
1995 ^ Left corner position of element
2001 ^ Selected item in inventory. 0 for no item selected.
2003 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2004 alignment = {x=0, y=0},
2005 ^ See "HUD Element Types"
2006 offset = {x=0, y=0},
2007 ^ See "HUD Element Types"